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Yoshi Platformer 2!!【Yoshi island】〈モバイル対応〉
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@Stage\n\nwhen I receive [honntouno end v]\nswitch backdrop to (平原 v)\nforever\n if <(ステージ) = [1]> then\n switch backdrop to (城 v)\n end\n if <(ステージ) = [12]> then\n switch backdrop to (曇 v)\n end\nend\n\n@ヨッシー!\n\ndefine 初期\ngo to [front v] layer\nshow\npoint in direction (90)\nset size to (150) %\nset [x v] to [0]\nset [y v] to [0]\nset [yoshi animations v] to [1]\n\nwhen I receive [death v]\nrepeat (10)\n change y by (25)\n change [ghost v] effect by (10)\nend\nclear graphic effects\n初期\n\nwhen I receive [honntouno end v]\n初期\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n if <<key (right arrow 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 <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-260) y: (-92)\ngo to [front v] layer\nshow\nchange [x v] by (9)\nrepeat (20)\n change x by (x)\n set [x v] to ((x) * (0.9))\nend\n\nwhen flag clicked\nrepeat (6)\n switch costume to (走る1 v)\n wait () seconds\n switch costume to (走る2 v)\n broadcast (暇 v)\nend\nswitch costume to (止まる v)\n\nwhen I receive [honntouno end v]\nforever\n if <not <(y) > [0]>> then\n if <not <touching (床 v)?>> then\n switch costume to (ヒュー... \(落下\) v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (走る1 v)\n wait (0) seconds\n switch costume to (走る2 v)\n broadcast (暇 v)\n end\n else\n switch costume to (ジャンプ! v)\n broadcast (暇 v)\n end\nend\n\nwhen I receive [暇 v]\nwait () seconds\nset [yoshi animations v] to (pick random (1) to (2))\nwait () seconds\nforever\n if <(yoshi animations) = [1]> then\n switch costume to (止まる v)\n wait (0.09) seconds\n switch costume to (暇 v)\n wait (0.09) seconds\n switch costume to (暇2 v)\n wait (0.09) seconds\n switch costume to (暇3 v)\n wait (0.09) seconds\n switch costume to (暇4 v)\n wait (0.09) seconds\n switch costume to (暇5 v)\n wait (0.09) seconds\n switch costume to (暇6 v)\n wait (0.09) seconds\n switch costume to (暇7 v)\n broadcast (暇 v)\n end\n if <(yoshi animations) = [2]> then\n switch costume to (暇 \(カリカリ\) v)\n repeat (3)\n switch costume to (暇 \(カリカリ\)2 v)\n wait (0.1) seconds\n switch costume to (暇 \(カリカリ\)3 v)\n wait (0.1) seconds\n end\n switch costume to (暇 \(カリカリ\)4 v)\n wait (0.1) seconds\n switch costume to (止まる v)\n broadcast (暇 v)\n end\nend\n\n@hitbox\n\ndefine 初期\ngo to [back v] layer\nshow\npoint in direction (90)\nset [ghost v] effect to (100)\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\nif <(ステージ) = [0]> then\n go to x: (-165) y: (-92)\nelse\n go to x: (-200) y: (-40)\nend\n\nwhen I receive [honntouno end v]\n初期\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (床 v)?> or <<touching (シーソー v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (シーソー v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (シーソー v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (シーソー v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (シーソー v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n end\n if <<touching (床 v)?> or <<touching (バネ v)?> or <<touching (シーソー v)?> or <touching (シーソー2 v)?>>>> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n start sound [ジャンプ! v]\n else\n set [x v] to [-10]\n end\n start sound [ジャンプ! v]\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 change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<touching (床 v)?> or > then\n start sound [ジャンプ! v]\n set [y v] to [14]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (床 v)?> or <<touching (シーソー v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[239] < (x position)> then\n 初期\n broadcast (next v)\n change [ステージ v] by (1)\n end\n if <<(y position) < [-182]> or <<touching (ダメージの当たり判定 v)?> or <<touching (回る棘 v)?> or <<touching (カチカチくん v)?> or <<touching (ミット君 v)?> or <<touching (🌵 v)?> or <touching (卵 v)?>>>>>>> then\n broadcast (death v)\n start sound [痛い! v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (25)\n end\n clear graphic effects\n 初期\n end\nend\n\nwhen I receive [chomp wanwan! v]\nforever\n if <<touching (ワンワン v)?> and <([size v] of [ワンワン v]) > [84]>> then\n broadcast (death v)\n start sound [痛い! v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (25)\n end\n clear graphic effects\n 初期\n end\nend\n\nwhen flag clicked\nset [x v] to [8]\n\n@床\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [honntouno end v]\nshow variable [☁ 赤コイン v]\nshow variable [コイン v]\nshow\nswitch costume to (level1 v)\ngo to x: (0) y: (-20)\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide variable [コイン v]\nhide variable [☁ 赤コイン v]\nhide\n\ngo to [front v] layer\n\n@music\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\nwhen I receive [honntouno end v]\nset volume to (100) %\nwait (0.1) seconds\nplay sound [アスレチック v] until done\nforever\n if <(ステージ) = [0]> then\n play sound [アスレチック2 v] until done\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [1]> then\n set volume to (0) %\n end\nend\n\n@回る棘\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [2]> or <(ステージ) = [4]>> then\n turn left (0.8) degrees\n show\n go to [front v] layer\n else\n hide\n point in direction (-150)\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [2]> or <(ステージ) = [4]>> then\n play sound [maceOnAStick v] until done\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset size to (80) %\ngo to [front v] layer\nhide\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [2]> then\n go to x: (-5) y: (85)\n end\n if <(ステージ) = [4]> then\n go to x: (102) y: (-85)\n end\nend\n\n@敵の壁当たり判定\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nnext costume\nif <(ステージ) = [12]> then\n clear graphic effects\n switch costume to (ゴール v)\nend\n\nwhen I receive [honntouno end v]\nclear graphic effects\nswitch costume to (level wall1 v)\nshow\ngo to x: (0) y: (-20)\n\nwhen flag clicked\nhide\n\n@music (castle)\n\nwhen I receive [honntouno end v]\nstop all sounds\n\nwhen I receive [next v]\nset volume to (100) %\nif <(ステージ) = [1]> then\n broadcast (music next v)\n wait (0.1) seconds\n play sound [2 v] until done\nend\n\nwhen I receive [music next v]\nwait (18.5) seconds\nforever\n if <not <(ステージ) = [12]>> then\n play sound [10 v] until done\n else\n set volume to (0) %\n end\nend\n\n@ワンワン\n\nwhen I receive [chomp wanwan! v]\nwait (0.5) seconds\nforever\n next costume\n wait () seconds\nend\n\nwhen I receive [chomp wanwan! v]\nshow\nwait (0.5) seconds\nglide (0.7) secs to x: (14) y: (220)\nforever\n change y by (-20)\n if <[-200] > (y position)> then\n hide\n end\nend\n\nwhen I receive [chomp wanwan! v]\nwait (0.5) seconds\nrepeat (17)\n change size by (4)\nend\n\nwhen I receive [honntouno end v]\nswitch costume to (ぐ v)\nset size to (17) %\ngo to x: (175) y: (-30)\nhide\n\nwhen I receive [next v]\nif <(ステージ) = [0]> then\n show\nelse\n hide\nend\n\nwhen I receive [chomp wanwan! v]\nwait (1.1) seconds\nstart sound [ほーわーんぅ... v]\n\nwhen flag clicked\nhide\n\n@カチカチくん\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (カチカチくん v)\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n if <<touching (_edge_ v)?> or <touching (敵の壁当たり判定 v)?>> then\n if <(direction) = [90]> then\n change x by (7)\n point in direction (-90)\n else\n change x by (-7)\n point in direction (90)\n end\n else\n if <(direction) = [90]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\nwait () seconds\nif <(ステージ) = [3]> then\n go to x: (0) y: (-110)\n create clone of (_myself_ v)\nelse\n delete this clone\nend\nif <(ステージ) = [6]> then\n go to x: (0) y: (-85)\n create clone of (_myself_ v)\nelse\n delete this clone\nend\nif <(ステージ) = [7]> then\n go to x: (105) y: (86)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (カチカチくん v)\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n if <<touching (_edge_ v)?> or <touching (敵の壁当たり判定 v)?>> then\n if <(direction) = [90]> then\n change x by (7)\n point in direction (-90)\n else\n change x by (-7)\n point in direction (90)\n end\n else\n if <(direction) = [90]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [3]> then\n go to x: (30) y: (-110)\nend\nif <(ステージ) = [6]> then\n go to x: (30) y: (-85)\nend\n\nwhen I receive [honntouno end v]\nset [katikati y v] to [0]\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n if <touching (床 v)?> then\n change y by (1)\n end\n change y by (-1)\n change y by (1)\n change [katikati y v] by (-1)\n change y by (katikati y)\n if <touching (床 v)?> then\n change y by ((katikati y) * (-1))\n set [katikati y v] to [0]\n end\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n next costume\n end\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\nset [katikati y v] to [0]\n\nset [katikati y v] to [-20]\n\nwhen I start as a clone\nset [katikati y clone v] to [0]\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n if <touching (床 v)?> then\n change y by (1)\n end\n change y by (-1)\n change y by (1)\n change [katikati y clone v] by (-1)\n change y by (katikati y clone)\n if <touching (床 v)?> then\n change y by ((katikati y clone) * (-1))\n set [katikati y clone v] to [0]\n end\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [6]> or <(ステージ) = [7]>>> then\n start sound [カタカタ... v]\n wait (0.2) seconds\n end\nend\n\n@ワンワンがぶがぶ\n\nwhen I receive [honntouno end v]\nset [ghost v] effect to (100)\nwait () seconds\nforever\n if <touching (ヨッシー! v)?> then\n broadcast (chomp wanwan! v)\n stop [this script v]\n end\nend\n\n@影\n\nwhen I receive [chomp wanwan! v]\nwait (1) seconds\ngo to x: (12) y: (-43)\nset size to (1) %\nshow\nrepeat (15)\n change size by (3.5)\nend\nwait (0.1) seconds\nhide\n\nwhen I receive [honntouno end v]\nhide\n\nwhen I receive [next v]\nif <(ステージ) = [0]> then\n show\nelse\n hide\nend\n\n@よいしょー!\n\nwhen I receive [honntouno end v]\nset size to (73) %\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [2]> or <(ステージ) = [4]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [2]> then\n go to x: (-6) y: (113)\n end\n if <(ステージ) = [4]> then\n go to x: (103) y: (-140)\n end\nend\n\n@卵\n\nwhen I receive [honntouno end v]\npoint in direction (90)\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [shot v]\nif <(ステージ) = [5]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (卵 v)\nshow\ngo to (ミット君 v)\npoint towards (ヨッシー! v)\nforever\n move (27) steps\n if <<touching (床 v)?> or <touching (_edge_ v)?>> then\n next costume\n start sound ((costume [number v]) + (-1))\n turn right ((direction) * (-1)) degrees\n end\n if <(costume [number v]) > [3]> then\n delete this clone\n end\nend\n\n@ミット君\n\nwhen I receive [next v]\nset rotation style [left-right v]\nset size to (80) %\nforever\n if <(ステージ) = [5]> then\n switch costume to (コスチューム1 v)\n wait (0.7) seconds\n repeat (2)\n next costume\n wait (0.02) seconds\n end\n repeat (10)\n broadcast (keihou v)\n next costume\n if <(costume [number v]) > [6]> then\n switch costume to (コスチューム3 v)\n end\n wait () seconds\n end\n switch costume to (コスチューム7 v)\n repeat (2)\n next costume\n wait (0.02) seconds\n end\n broadcast (shot v)\n wait (3) seconds\n next costume\n wait () seconds\n end\nend\n\nwhen I receive [keihou v]\nstart sound [警報! v]\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\nforever\n point towards (ヨッシー! v)\n if <(ステージ) = [5]> then\n go to x: (215) y: (-100)\n end\nend\n\n@🌵\n\nwhen I receive [honntouno end v]\nset size to (200) %\nforever\n next costume\n if <(ステージ) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [6]> then\n go to x: (5) y: (-80)\n end\nend\n\n@シーソー\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [5]> then\n set [シーソー回る v] to ((シーソー回る) * (0.9))\n turn left (シーソー回る) degrees\n if <touching (ヨッシー! v)?> then\n if <([x position v] of [ヨッシー! v]) < [0]> then\n change [シーソー回る v] by (0.6)\n else\n change [シーソー回る v] by (-0.6)\n end\n end\n if <[50] > (direction)> then\n point in direction (50.1)\n else\n if <not <(direction) > [90]>> then\n turn right (0.3) degrees\n end\n end\n if <(direction) > [130]> then\n point in direction (129.9)\n else\n if <not <[90] > (direction)>> then\n turn left (0.3) degrees\n end\n end\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [honntouno end v]\nset [シーソー回る v] to [0]\npoint in direction (90)\nforever\n if <(ステージ) = [5]> then\n go to x: (6) y: (-85)\n end\nend\n\n@ワンワン地面当たり判定\n\nwhen I receive [honntouno end v]\nset [ghost v] effect to (100)\n\nclear graphic effects\n\n@ダメージの当たり判定\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [honntouno end v]\nswitch costume to (level damage v)\nshow\ngo to x: (0) y: (-20)\n\nwhen flag clicked\nhide\n\n@スタート\n\nwhen flag clicked\nset [start x v] to [0]\ngo to x: (0) y: (0)\nstart sound [スタート v]\nshow\nwait ((length of [castle,again...]) / (6)) seconds\nbroadcast (honntouno end v)\nrepeat (20)\n change [start x v] by (-3)\n change x by (start x)\nend\nhide\n\n@コイン\n\ndefine 横: (横) 縦: (縦) オブジェクトの名前: (名前)\nrepeat (3)\n delete this clone\nend\nset [object name v] to (名前)\nset x to (横)\nset y to (縦)\ncreate clone of (_myself_ v)\n\nwhen I receive [honntouno end v]\nhide\nif <(ステージ) = [0]> then\n 横: [-150] 縦: [150] オブジェクトの名前: [coin]\n 横: [-210] 縦: [150] オブジェクトの名前: [coin]\n wait (0) seconds\n 横: [-180] 縦: [150] オブジェクトの名前: [red coin]\nend\n\nwhen I start as a clone\nset size to (80) %\nshow\nif <(Object name) = [red coin]> then\n forever\n if <touching (ヨッシー! v)?> then\n start sound [赤コイン v]\n change [☁ 赤コイン v] by (1)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [☁ 赤コイン v] to [0]\nset [コイン v] to [0]\nhide\n\nwhen I start as a clone\nif <(Object name) = [red coin]> then\n switch costume to (赤コイン v)\n forever\n wait (0.07) seconds\n switch costume to (赤コイン2 v)\n wait (0.07) seconds\n switch costume to (赤コイン3 v)\n wait (0.07) seconds\n switch costume to (赤コイン4 v)\n wait (0.07) seconds\n switch costume to (赤コイン v)\n end\nend\n\nwhen I receive [next v]\nhide\nif <(ステージ) = [1]> then\n 横: [-220] 縦: [50] オブジェクトの名前: [red coin]\nend\nif <(ステージ) = [2]> then\n 横: [-10] 縦: [55] オブジェクトの名前: [red coin]\nend\nif <(ステージ) = [3]> then\n 横: [50] 縦: [0] オブジェクトの名前: [coin]\n wait () seconds\n 横: [20] 縦: [0] オブジェクトの名前: [red coin]\nend\nif <(ステージ) = [4]> then\n 横: [60] 縦: [60] オブジェクトの名前: [coin]\n 横: [85] 縦: [80] オブジェクトの名前: [coin]\n 横: [110] 縦: [80] オブジェクトの名前: [coin]\n wait () seconds\n 横: [50] 縦: [-60] オブジェクトの名前: [red coin]\n 横: [20] 縦: [-60] オブジェクトの名前: [red coin]\nend\nif <(ステージ) = [5]> then\n 横: [220] 縦: [-80] オブジェクトの名前: [red coin]\n wait () seconds\n 横: [-20] 縦: [0] オブジェクトの名前: [coin]\n 横: [10] 縦: [0] オブジェクトの名前: [coin]\n 横: [40] 縦: [0] オブジェクトの名前: [coin]\nend\nif <(ステージ) = [6]> then\n 横: [-20] 縦: [0] オブジェクトの名前: [coin]\n 横: [10] 縦: [0] オブジェクトの名前: [coin]\n 横: [40] 縦: [0] オブジェクトの名前: [coin]\nend\nif <(ステージ) = [8]> then\n 横: [-100] 縦: [60] オブジェクトの名前: [coin]\n 横: [-70] 縦: [30] オブジェクトの名前: [coin]\nend\nif <(ステージ) = [9]> then\n 横: [-100] 縦: [0] オブジェクトの名前: [red coin]\n 横: [-100] 縦: [-30] オブジェクトの名前: [red coin]\n wait () seconds\n 横: [-100] 縦: [30] オブジェクトの名前: [coin]\nend\nif <(ステージ) = [12]> then\n 横: [-100] 縦: [0] オブジェクトの名前: [red coin]\n 横: [-130] 縦: [0] オブジェクトの名前: [red coin]\nend\n\nwhen I start as a clone\nif <(Object name) = [coin]> then\n switch costume to (赤コイン v)\n forever\n wait (0.07) seconds\n switch costume to (コイン2 v)\n wait (0.07) seconds\n switch costume to (コイン3 v)\n wait (0.07) seconds\n switch costume to (コイン4 v)\n wait (0.07) seconds\n switch costume to (コイン v)\n end\nend\n\nwhen I start as a clone\nset size to (80) %\nshow\nif <(Object name) = [coin]> then\n forever\n if <touching (ヨッシー! v)?> then\n start sound [コイン v]\n change [コイン v] by (1)\n delete this clone\n end\n end\nend\n\n@ワンワンきょろきょろ\n\nwhen I receive [honntouno end v]\npoint in direction (90)\nswitch costume to (ワン\(左\) v)\nset size to (15) %\ngo to x: (185) y: (-33)\nset rotation style [left-right v]\nshow\n\nwhen I receive [chomp wanwan! v]\nhide\n\nwhen I receive [honntouno end v]\nset [chomp y v] to [0]\nforever\n if <touching (ワンワン地面当たり判定 v)?> then\n change y by (1)\n if <touching (ワンワン地面当たり判定 v)?> then\n change y by (1)\n if <touching (ワンワン地面当たり判定 v)?> then\n change y by (1)\n if <touching (ワンワン地面当たり判定 v)?> then\n change y by (1)\n if <touching (ワンワン地面当たり判定 v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ワンワン地面当たり判定 v)?> then\n set [chomp y v] to [1.5]\n end\n change y by (1)\n change [chomp y v] by (-0.2)\n change y by (chomp y)\n if <touching (ワンワン地面当たり判定 v)?> then\n change y by ((chomp y) * (-1))\n set [chomp y v] to [0]\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n repeat (30)\n change x by (-0.6)\n end\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n repeat (30)\n change x by (0.6)\n end\n repeat (3)\n wait (0.1) seconds\n next costume\n end\nend\n\n@バネ\n\nwhen I receive [honntouno end v]\nforever\n if <touching (ヨッシー! v)?> then\n if <[1] < (([y position v] of [ヨッシー! v]) - (y position))> then\n set [y v] to [25]\n start sound [ジャンプ! v]\n broadcast (jamp v)\n end\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [9]> then\n go to x: (-106) y: (-143)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [jamp v]\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nset [jump pad y v] to [40]\nrepeat (5)\n next costume\n wait () seconds\nend\nwait (0.05) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [jamp v]\nrepeat (20)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n change y by (-1)\n change y by (1)\n change [jump pad y v] by (-3)\n change y by (jump pad y)\n if <touching (床 v)?> then\n change y by ((jump pad y) * (-1))\n set [jump pad y v] to [0]\n end\nend\n\n@music (castle)2\n\nwhen I receive [next v]\nif <(ステージ) = [12]> then\n stop all sounds\n broadcast (music next 11 v)\n wait (0.1) seconds\n play sound [2 v] until done\nend\n\nwhen I receive [music next 11 v]\nwait (10) seconds\nforever\n play sound [07 v] until done\nend\n\n
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日本語:\n ~操作方法~\n右矢印: 右へ進む\n左矢印: 左へ進む\n上矢印: ジャンプ\n\n〈モバイルの方〉\nタップで操作。\n\n-------------------------------------------------------------------------\nEnglish:\n ~Operations~.\nRight arrow: go right\nLeft arrow: go left\nUp arrow: Jump\n\nFor mobile users\nTap to control.
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Among Us Platformer!!!
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (STAGE)\nend\n\n@キャラ\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Among Us Medley Super Smash Bros v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nclear graphic effects\nset size to (30) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [stage v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if then\n change [x v] by (-1.2)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.2)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [ニュッ2 v]\n set [y v] to [18]\n end\n change y by (1)\n if <<(y position) < [-174]> or <touching (棘 v)?>> then\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n broadcast (uuu v)\n if <not <(STAGE) = [12]>> then\n wait (0.02) seconds\n start sound [Pop v]\n hide\n clear graphic effects\n set [y v] to [0]\n set [x v] to [0]\n change [stage v] by (1)\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nshow\nforever\n if <<<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n next costume\n wait (0.005) seconds\n else\n switch costume to (+ v)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@地面\n\nwhen flag clicked\nchange [☁ プレイされた回数 v] by (1)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [12]> then\n change [time v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<[11] > (backdrop [number v])> or <[11] = (backdrop [number v])>> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (STAGE)\nend\n\nwhen flag clicked\nif <(☁ World Record) = [0]> then\n set [☁ world record v] to [1000]\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (STAGE)\nend\n\n@棘\n\nwhen flag clicked\nforever\n if <(STAGE) = [1]> then\n hide\n else\n if <(STAGE) = [2]> then\n show\n go to x: (100) y: (96)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [3]> then\n go to x: (100) y: (0)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [4]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [5]> then\n go to x: (210) y: (-127)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [6]> then\n hide\n else\n if <(STAGE) = [7]> then\n show\n go to x: (-2) y: (84)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [8]> then\n hide\n else\n if <(STAGE) = [10]> then\n show\n go to x: (-24) y: (2)\n create clone of (_myself_ v)\n go to x: (-24) y: (50)\n create clone of (_myself_ v)\n go to x: (110) y: (-134)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [12]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [color v] effect by (1)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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https://scratch.mit.edu/projects/652841670/\n\n(English)\n[➡] Go to the right\n[⬅] Go to the left\n[⬆] Jump\n(日本語)\n[➡] 右に進む \n[⬅] 左に進む\n[⬆] ジャンプ
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Adventure 2 - Mobile Friendly / #all #games #trending #platformer #art
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@Stage\n\nwhen I receive [play v]\nforever\n play sound [bensound-creativeminds v] until done\nend\n\n@Blank\n\n@Assets\n\nwhen flag clicked\nhide\ngo to [back v] layer\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\ngo to [front v] layer\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\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 (-206)\nset y to (-20)\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)\nreset timer\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 I receive [next level v]\nset [ghost v] effect to (100)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (-206) y: (-20)\nwait (0.2) seconds\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [death v]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [x v] to (x position)\nset [y v] to (y position)\ngo to x: (-206) y: (-20)\n\nwhen I receive [finish intro v]\nset [sword v] to []\nset [switch in progress v] to []\nset [levels v] to [1]\n\nwhen I receive [play v]\nforever\n if <not <(LEVELS) = [14]>> then\n if <(x position) > [235]> then\n broadcast (Next Level v)\n start sound [Ding Sound Effect v]\n set [x speed v] to [0]\n set [y speed v] to [0]\n change [levels v] by (1)\n end\n end\nend\n\nwhen I receive [death v]\nset [ghost v] effect to (100)\nstart sound [Punch Sound Effect v]\nwait (0.5) seconds\ngo to x: (-206) y: (-20)\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [play v]\nforever\n repeat until <([costume # v] of [mobile button v]) = [2]>\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> 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?>> then\n point in direction (90)\n change [x speed v] by (1.5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-1.5)\n end\n if <<touching (sword v)?> and <(SWORD) = []>> then\n set [sword v] to [1]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n repeat until <([costume # v] of [mobile button v]) = [1]>\n if <<<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 <<mouse down?> and <(mouse x) > (x position)>> then\n point in direction (90)\n change [x speed v] by (1.5)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n point in direction (-90)\n change [x speed v] by (-1.5)\n end\n if <<touching (sword v)?> and <(SWORD) = []>> then\n set [sword v] to [1]\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]\nwait (0.2) seconds\nnext costume\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: [-86] Y: [-76]\n\nwhen I receive [next level v]\nwait (0.19) seconds\nif <(LEVELS) = [4]> then\n Create Spike with X: [77] Y: [-76]\n Create Spike with X: [42] Y: [-76]\n Create Spike with X: [-18] Y: [1]\n Create Spike with X: [-53] Y: [1]\n Create Spike with X: [128] Y: [74]\nend\nif <(LEVELS) = [5]> then\n Create Spike with X: [123] Y: [4]\nend\nif <(LEVELS) = [6]> then\n Create Spike with X: [176] Y: [-76]\nend\nif <(LEVELS) = [8]> then\n Create Spike with X: [-74] Y: [54]\n Create Spike with X: [58] Y: [-76]\n Create Spike with X: [175] 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\nif <(LEVELS) = [10]> then\n Create Spike with X: [67] Y: [37]\n Create Spike with X: [-87] Y: [-24]\nend\nif <(LEVELS) = [13]> then\n Create Spike with X: [-145] Y: [-76]\n Create Spike with X: [50] 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\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) = [2]> then\n Create Lava with X: [0] 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\nif <(LEVELS) = [13]> then\n Create Lava with X: [0] Y: [-213]\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [finish intro v]\nCreate Lava with X: [0] Y: [-213]\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\nwhen I receive [next level v]\nset [move v] to [0]\ndelete this clone\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [death v]\nstart sound [Punch Sound Effect 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 (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (x) y: (y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\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@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@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 (1) 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: (-24) y: (160)\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: (-38) y: (143)\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: (-199) 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: (-165) y: (161)\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\n if <(LEVELS) = [11]> then\n switch costume to (level 11 v)\n go to x: (0) y: (120)\n end\n if <(LEVELS) = [12]> then\n switch costume to (level 12 v)\n go to x: (-117) y: (130)\n end\n if <(LEVELS) = [13]> then\n switch costume to (level 13 v)\n go to x: (-117) y: (130)\n end\n if <(LEVELS) = [14]> then\n switch costume to (level 14 v)\n go to x: (-21) y: (127)\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) = [7]>\nwait (0.19) seconds\nshow\nset [ghost v] effect to (30)\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\nwhen I receive [next level v]\nhide\nwait (0.19) seconds\nif <(LEVELS) = [7]> then\n show\n go to x: (-72) y: (-71)\nend\nif <(LEVELS) = [8]> then\n show\n go to x: (-125) y: (-71)\nend\nif <(LEVELS) = [11]> then\n show\n go to x: (-80) y: (-20)\nend\n\n@Trampoline (Program)\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\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait until <(LEVELS) = [7]>\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [next level v]\nhide\nwait (0.19) seconds\nif <(LEVELS) = [7]> then\n show\n go to x: (-72) y: (-52)\nend\nif <(LEVELS) = [8]> then\n show\n go to x: (-125) y: (-52)\nend\nif <(LEVELS) = [11]> then\n show\n go to x: (-80) y: (-1)\nend\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 [next level v]\nwait (0.2) seconds\nnext costume\n\n@INTRO, DEATH, NEXT LEVEL\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 (0.2) 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 (1) seconds\nstart sound [Connect v]\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Play v)\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@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)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\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)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level 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\nwhen I receive [play v]\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(LEVELS) = [3]> then\n Clone at [150] [ -65]\nelse\n if <(LEVELS) = [5]> then\n Clone at [31] [-65]\n else\n if <(LEVELS) = [10]> then\n Clone at [-17] [-65]\n Clone at [138] [-65]\n else\n if <(LEVELS) = [11]> then\n Clone at [209] [-65]\n else\n if <(LEVELS) = [12]> then\n Clone at [215] [-65]\n Clone at [19] [-65]\n else\n if <(LEVELS) = [14]> then\n Clone at [215] [-65]\n end\n end\n end\n end\n end\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n set size to (90) %\n Gravity [-1] Jump Height [1] Speed [1.25] Friction [.75] Slope [1]\nend\n\nwhen I receive [death v]\npoint towards (player v)\nrepeat (1)\n delete this clone\nend\nif <(LEVELS) = [3]> then\n Clone at [170] [-65]\nelse\n if <(LEVELS) = [5]> then\n Clone at [31] [-65]\n else\n if <(LEVELS) = [10]> then\n Clone at [-17] [-65]\n Clone at [138] [-65]\n else\n if <(LEVELS) = [11]> then\n Clone at [209] [-65]\n else\n if <(LEVELS) = [12]> then\n Clone at [215] [-65]\n Clone at [19] [-65]\n else\n if <(LEVELS) = [14]> then\n Clone at [215] [-65]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <<touching (spike v)?> or <touching (lava v)?>> then\n broadcast (Enemy death v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n end\nend\n\n@Mobile button\n\nwhen I receive [play v]\ngo to x: (200) y: (-145)\nswitch costume to (button v)\ngo to [front v] layer\ngo [forward v] (100) layers\nset size to (90) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nwait until <mouse down?>\nrepeat (2)\n change size by (-5)\nend\nwait until <not <mouse down?>>\nnext costume\nrepeat (2)\n change size by (5)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Mobile - on v)\nelse\n broadcast (Mobile - off v)\nend\n\n@Enemy Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [enemy death v]\nstart sound [Punch Sound Effect 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 (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (Enemy X) y: (Enemy Y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\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
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==================Adventure===============\nThese is the FINAL test to be an expert adventurer.\nReach to the end of this adventure if you can...\n\n\n================ How To Play ===============\n[Arrows - WASD - Mobile] - Move\n-Avoid spikes, enemies and lava\n-Jump on trampolines\n\nIf lagging go here: https://turbowarp.org/695952611
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★< Minecraft Platformer >★
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@Stage\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@顔\n\nwhen flag clicked\nbroadcast (Game Start v)\nhide\nset size to (60) %\n\nwhen I receive [game start v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (60) %\nswitch costume to (mae v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地面 v)?> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n change y by (5)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地面 v)?> then\n change [x v] by (-1)\n else\n change [x v] by (-1)\n end\n change y by (5)\n else\n if <(y) = [0]> then\n switch costume to (mae v)\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 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 set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [10]\n if <(direction) = [90]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形仮3 v] to [0]\n change y by (10)\n if <touching (地面 v)?> then\n set [地形仮3 v] to [1]\n end\n change y by (-10)\n if <(地形仮3) = [0]> then\n set [y v] to [15]\n if <(costume [name v]) = [r]> then\n switch costume to (hidari v)\n else\n switch costume to (ue v)\n end\n end\n end\n end\n if <(x position) > [230]> then\n set size to (60) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n point in direction (90)\n clear graphic effects\n show\n broadcast (Next Steage v)\n go to x: (-160) y: (-30)\n end\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set rotation style [all around v]\n start sound [hurt v]\n repeat (20)\n turn right (15) degrees\n change size by (-2.5)\n change [ghost v] effect by (5)\n change y by (8)\n end\n set size to (60) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n go to x: (-160) y: (-30)\n point in direction (90)\n clear graphic effects\n show\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nhide\n\n@地面\n\nwhen I receive [next steage v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (grass v)\n\nwhen [timer v] > (0.00001)\nhide\n\n
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========== Operation method ====== 日本語↓\nOperate with the arrow keys, adw, tap\nMove your face and aim for the goal! !!\n========= Appde Information =========\n·time\n・ World record\n========= Stage information =========\n・ A new stage will be added with ❤︎ and ★ 50! !!\n❤✧ and ★ and ❤✧ and ★ and ❤✧ and ★ and Pochi\nfollow me .....................\n\n\n==========操作方法==========\n矢印キー・adw・タップで操作\n顔を動かしてゴールを目指そう!!\n=========アプデ情報=========\n・タイム\n・世界記録\n=========ステージ情報=========\n・❤︎と★50で新ステージ追加!!\n❤︎と★と❤︎と★と❤︎と★とポチ\nフォローも.....................ね
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Underwater || A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [amazing v] until done\nend\n\nwhen I receive [gotta go v]\nswitch backdrop to (backdrop3 v)\n\n@Player\n\nwhen flag clicked\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-61)\nforever\n create clone of (_myself_ v)\n Movement [13] [0.6]\n Movement 2 [13] [-1]\n Next Level\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (9)\nend\ndelete this clone\n\ndefine Movement 2 (jump height) (fall speed)\nchange y by (yVel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yVel) ) )\n if <touching (level v)?> then\n change y by (((yVel) / ([abs v] of (yVel) )) * (-1))\n end\n end\n if <<not <(yVel) > [0]>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [yvel v] to (jump height)\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (fall speed)\nend\n\ndefine Next Level\nif <(x position) > [230]> then\n go to x: (-196) y: (-61)\n broadcast (animal abuse v)\nend\n\nwhen I receive [u died v]\ngo to x: (-196) y: (-61)\n\ndefine Movement (move speed) (detect)\nchange x by (xVel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (xVel) ) )\n if <touching (level v)?> then\n change x by (((xVel) / ([abs v] of (xVel) )) * (-1))\n end\n end\n set [xvel v] to [0]\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [xvel v] to (move speed)\nelse\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n set [xvel v] to ((move speed) * (-1))\n end\nend\nset [xvel v] to ((xVel) * (detect))\n\nwhen I receive [gotta go v]\nhide\n\n@Level\n\nwhen flag clicked\nshow variable [time v]\nshow\nswitch backdrop to (fishy v)\nset [level v] to [1]\nswitch costume to (level 1 v)\n\nwhen I receive [animal abuse v]\nchange [level v] by (1)\nnext costume\nif <(costume [number v]) = [7]> then\n switch backdrop to (backdrop2 v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (oooooooooooo v)\nend\n\nwhen I receive [gotta go v]\nhide\n\nwhen flag clicked\nshow variable [time v]\nset [time v] to [0]\nrepeat until <(costume [number v]) = [8]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Random Pop Up\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (122) y: (189)\nhide\nforever\n wait (pick random (10) to (20)) seconds\n show\n glide (1) secs to x: (122) y: (130)\n play sound [Mouse Click - Sound Effect \(HD\) v] until done\n wait (3) seconds\n glide (1) secs to x: (122) y: (189)\n hide\nend\n\nwhen I receive [gotta go v]\nhide\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to (text 1 v)\n\nwhen I receive [animal abuse v]\nnext costume\nif <(Level) > [3]> then\n hide\nend\n\nwhen I receive [gotta go v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (u died v)\n end\nend\n\nwhen I receive [animal abuse v]\nnext costume\nif <<(Level) = [4]> and <(Level) > [4]>> then\n hide\nend\n\nwhen I receive [gotta go v]\nhide\n\n@Lava\n\nwhen I receive [animal abuse v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (u died v)\n end\nend\n\nwhen I receive [gotta go v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
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- Use WASD or arrow keys to move\n- Try to not go near the spikes or the lava\n\nPlease make this get on trending or please feature it! :D || If this gets on trending OR gets featured, I will make another one but with the SUN!\n\nTook many hours to make
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Platformer PvP
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [m/ v] to [0]\nswitch backdrop to (select v)\n\nwhen I receive [begin v]\nwait (5.01) seconds\nswitch backdrop to ((<M>) + (1))\nif <([costume # v] of [floor v]) = [3]> then\n switch backdrop to (xy-grid v)\nend\nif <(<M>) = [2]> then\n stop [other scripts in sprite v]\n stop all sounds\n forever\n play sound [mania_adventures v] until done\n end\nend\n\nwhen I receive [startup v]\nchange [m/ v] by (1)\nif <(m/) = [1]> then\n broadcast (play v)\nend\n\nwhen I receive [knocked_out v]\nwait (2) seconds\nswitch backdrop to (select v)\n\nwhen I receive [play v]\nforever\n play sound [cracking-the-code-16373 v] until done\nend\n\nwhen I receive [lockk v]\nset volume to (0) %\n\nwhen backdrop switches to [game v]\nset volume to (100) %\n\nwhen I receive [lockk v]\nset volume to (0) %\n\nwhen backdrop switches to [game v]\nset volume to (100) %\n\nwhen backdrop switches to [game2 v]\nset volume to (100) %\n\nwhen I receive [startup v]\nif <(<M>) = [2]> then\n stop [other scripts in sprite v]\n forever\n play sound [cracking-the-code-16373 v] until done\n end\nend\n\n@Bar\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n if <(#) = [0]> then\n Healthbar Sprite: [player] Variable: (Player HP) Max: [100]\n else\n if <(#) = [1]> then\n Healthbar Sprite: [opponent] Variable: (Enemy HP) Max: [100]\n else\n Healthbar Sprite: [monster] Variable: (Monster HP) Max: [450]\n end\n end\nend\n\nwhen I receive [begin v]\nwait (5.3) seconds\nset [# v] to [0]\ncreate clone of (_myself_ v)\nset [# v] to [1]\ncreate clone of (_myself_ v)\nif <(<M>) = [2]> then\n set [# v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide v]\nhide\ndelete this clone\n\nwhen I receive [k v]\nif <(#) = [1]> then\n hide\n delete this clone\nend\n\nwhen I receive [finessed v]\nif <(#) = [0]> then\n hide\n delete this clone\nend\n\ndefine Healthbar Sprite: (sprite) Variable: (var) Max: (max)\ngo to [front v] layer\nswitch costume to ((((1) + (([abs v] of ((max) - (var)) ) / ((max) / (6)))) * (5)) - (4))\ngo to (sprite)\nchange y by (50)\nif <(sprite) = [monster]> then\n change y by (50)\nend\nif <(var) < [1]> then\n delete this clone\nend\n\nset [monster hp v] to [100]\n\nwhen I receive [knocked_out v]\nhide\ndelete this clone\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\npoint in direction (90)\ncreate clone of (_myself_ v)\nforever\n set rotation style [all around v]\n turn right ((((direction) / (90)) * ([abs v] of (Yv) )) / (2.5)) degrees\nend\n\nwhen I start as a clone\nswitch costume to (cos)\nclear graphic effects\nshow\ngo to [back v] layer\nforever\n go to (player v)\n if <(cos) > [3]> then\n turn right ((Xv) * (3)) degrees\n else\n if <(cos) = [7]> then\n turn right (((Xv) / ([abs v] of (Xv) )) * (10)) degrees\n else\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n point in direction (90)\n else\n turn right ([abs v] of (Yv) ) degrees\n end\n end\n end\nend\n\nwhen I receive [res v]\nif <(costume [number v]) = [8]> then\n if <(/N) = [7]> then\n repeat ((((<M>) - (1)) * (4)) + (1))\n set [kil v] to [opponent]\n create clone of (pew v)\n wait ((0.1) + ((0.1) / (frame_speed))) seconds\n end\n wait ((2) + ((0.1) / (frame_speed))) seconds\n set [special v] to [1]\n else\n start sound [PowerUp10 v]\n if <<(/N) = [1]> or <(/N) = [2]>> then\n repeat (((20) - ((<(/N) = [2]> * (13)) - (((<M>) - (1)) * (2)))) * (((((<M>) - (1)) * (2)) + (3)) / (2.5)))\n wait (((0.08) - (<(/N) = [2]> * (0.05))) + ((0.01) / (frame_speed))) seconds\n set [kil v] to [opponent]\n create clone of (pew v)\n end\n wait ((3) + ((0.1) / (frame_speed))) seconds\n set [special v] to [1]\n else\n if <<(/N) = [3]> or <(/N) = [4]>> then\n repeat ((((<M>) - (1)) * (4)) + (4))\n set [kil v] to [opponent]\n create clone of (pew v)\n wait ((0.35) + ((0.1) / (frame_speed))) seconds\n end\n wait ((1.5) + ((0.1) / (frame_speed))) seconds\n set [special v] to [1]\n else\n if <(/N) = [5]> then\n repeat (<M>)\n set [kil v] to [opponent]\n create clone of (pew v)\n wait ((4) + ((0.1) / (frame_speed))) seconds\n end\n wait ((8) + ((0.1) / (frame_speed))) seconds\n set [special v] to [1]\n else\n repeat (2)\n set [kil v] to [opponent]\n create clone of (slice v)\n end\n wait ((3) + ((0.1) / (frame_speed))) seconds\n set [special v] to [1]\n end\n end\n end\n end\nend\n\nwhen I receive [finessed v]\nstop [other scripts in sprite v]\nset rotation style [all around v]\nstart sound [megaman-death-sound_114bpm_D_major v]\nset [yv v] to [20]\nset [player hp v] to [0]\nif <(<M>) = [2]> then\n change y by (Yv)\nend\nrepeat until <(y position) < [-180]>\n change [yv v] by (-1)\n turn right (15) degrees\n change y by (Yv)\n change x by ((Xv) / (2))\nend\nhide\nwait (1) seconds\nset [cos v] to ([costume # v] of [opponent v])\nif <(costume [number v]) = [8]> then\n if <<(<M>) = [1]> or <(Enemy HP) < [1]>> then\n broadcast (Knocked_Out v)\n end\nend\ndelete this clone\n\nwhen I receive [begin v]\nwait (5.12) seconds\ngo to x: (0) y: (150)\nswitch costume to (hitbox v)\nset [ghost v] effect to (100)\nerase all\ndelete all of [xv v]\nset [/sx v] to [0]\nset [player hp v] to [100]\nset [enemy hp v] to [100]\nset [xv v] to [0]\nif <(//) = [1]> then\n set [cos v] to (item (1) of [/l v])\nelse\n set [cos v] to ([costume # v] of [characters & effects v])\nend\nif <([costume # v] of [floor v]) > [1]> then\n set size to (65) %\nelse\n set size to (100) %\nend\nset [yv v] to [0]\nset [special v] to [1]\nbroadcast (go v)\nif <(<M>) = [2]> then\n set x to (-10)\n set size to (90) %\nend\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (frame_speed)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by ((-1) * (frame_speed))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by ((Xv) * ((<(<M>) = [2]> * (0.9)) + (<(<M>) = [1]> * (1))))\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <(<M>) = [2]> then\n start sound [mixkit-player-jumping-in-a-video-game-2043 v]\n if <<touching (floor v)?> and <(x position) < [-230]>> then\n change x by (100)\n end\n if <(Xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [10]\n add (Xv) to [xv v]\n if <<((item (1) of [xv v]) / (item (2) of [xv v])) < [0]> and <((item (2) of [xv v]) / (item (3) of [xv v])) < [0]>> then\n delete all of [xv v]\n change y by (100)\n end\n if <(length of [xv v]) > [3]> then\n delete all of [xv v]\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(<M>) = [2]>> then\n start sound [mixkit-player-jumping-in-a-video-game-2043 v]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by ((-1) * (frame_speed))\n change y by ((Yv) * (frame_speed))\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by ((Yv) * ((-1) * (frame_speed)))\n point in direction (90)\n set [yv v] to [0]\n end\n if <touching (jump pad v)?> then\n start sound [Jump v]\n set [yv v] to ((20) + (<(<M>) = [2]> * (-10)))\n end\n if <touching (side pad v)?> then\n start sound [Jump v]\n set [xv v] to ((Xv) * (([direction v] of [side pad v]) / ((-36) * (frame_speed))))\n change x by (Xv)\n end\n change y by (-1)\n if <<<touching (runplayer v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n if <key (up arrow v) pressed?> then\n start sound [mixkit-player-jumping-in-a-video-game-2043 v]\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <key (down arrow v) pressed?> then\n if <(special) = [1]> then\n set [special v] to [0]\n broadcast (res v)\n end\n end\n if <(Player HP) < [1]> then\n broadcast (finessed v)\n end\n if <<touching (wall v)?> or <<(y position) < [-178]> or <touching (lava v)?>>> then\n start sound [fall v]\n set [yv v] to ((40) + (<(<M>) = [2]> * (-10)))\n change [player hp v] by (-10)\n end\nend\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\nwait (2) seconds\ndelete this clone\n\nwhen I receive [tt v]\nif <(costume [number v]) = [8]> then\n if <(T) = [player]> then\n set [xv v] to ((Xv) * (() - ((s) / (1.5))))\n set [yv v] to [5]\n end\nend\n\nset [xv v] to [0]\n\nbroadcast (BEGIN v)\n\n@characters & effects\n\ndefine Glide (x) (y) (speed)\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))\nend\n\nwhen flag clicked\npen up\nhide\n\nwhen I receive [jump v]\nif <(--) = [1]> then\n set [h v] to (item (pick random (1) to (5)) of [x v])\n set [f v] to [1]\n repeat (70)\n change y by (oY)\n change [oy v] by (-1)\n if <(y position) < [10]> then\n change y by (((oY) * (-1)) / (2))\n set [oy v] to (((oY) * (-1)) / (2))\n end\n set x to (0)\n change x by (((mouse x) - (x position)) / (50))\n turn right ((360) / (H)) degrees\n end\n set [f v] to [0]\nend\n\nwhen I receive [next v]\nnext costume\nset [/n v] to (costume [number v])\n\nwhen I receive [previous v]\nswitch costume to ((costume [number v]) - (1))\nset [/n v] to (costume [number v])\n\nwhen I receive [select_mode v]\nif then\n delete this clone\nend\nset [-- v] to [0]\nstop [other scripts in sprite v]\nswitch costume to (cos)\nhide\ngo to x: (-137) y: (300)\nset size to (75) %\npoint in direction (75)\nshow\ncreate clone of (_myself_ v)\nglide (0.6) secs to x: (-137) y: (76)\nforever\n set size to ((item (1) of [size v]) - (5)) %\n show\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I start as a clone\nif <(--) = [0]> then\n set size to (25) %\n point in direction (115)\n show\n go to x: (165) y: (-3000)\n glide (0.6) secs to x: (165) y: (-36)\n if <(//) = [0]> then\n set [brightness v] effect to (-75)\n end\n forever\n set size to ((item (2) of [size v]) - (50)) %\n end\nelse\n erase all\n point in direction (90)\n switch costume to (costume1 v)\n set size to (150) %\n go to x: (0) y: (193)\n set [oy v] to [0]\n show\n broadcast (jump v) and wait\n forever\n set x to (0)\n change x by (((mouse x) - (x position)) / (50))\n if <<<(pick random (1) to (50)) = [1]> or <<(mouse y) > [80]> and <mouse down?>>> and <(f) = [0]>> then\n set [oy v] to [15]\n broadcast (jump v)\n end\n end\nend\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [startup v]\nif <[] = []> then\n delete this clone\nend\nset [-- v] to [1]\ncreate clone of (_myself_ v)\nset [-- v] to [0]\n\nwhen I receive [win_char v]\nset size to (300) %\ngo to x: (0) y: (3000)\npoint in direction (45)\nif <<(Player HP) < [1]> and <(Enemy HP) < [1]>> then\nGlide [0] [50] [8]\n\nwhen I receive [hide v]\nshow\nGlide [0] [-270] [8]\nhide\n\nbroadcast (Knocked_Out v)\n\nwhen I start as a clone\nif <(--) = [1]> then\n forever\n set [cx v] to (x position)\n set [cos v] to (costume [number v])\n set [cy v] to (y position)\n end\nend\n\nif <(//) = [0]> then\n set [brightness v] effect to (-75)\nend\n\n@eye_ball\n\nwhen flag clicked\nhide\nerase all\n\nwhen I start as a clone\nif <(#?) = [0]> then\n go to [front v] layer\n if <(cos) = [5]> then\n switch costume to (costume2 v)\n else\n if <(cos) = [6]> then\n switch costume to (costume3 v)\n else\n if <(cos) > [2]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n go [backward v] (1) layers\n if <([costume # v] of [floor v]) > [1]> then\n set size to (65) %\n else\n set size to (80) %\n end\n forever\n go to (player v)\n show\n if <(cos) > [2]> then\n turn right ((Xv) * (3)) degrees\n else\n if <(Enemy HP) < [1]> then\n point towards (monster v)\n else\n point towards (opponent v)\n end\n end\n move ((distance to [opponent v]) / (40)) steps\n end\nelse\n if <((#?) + (0)) = (#?)> then\n go to [front v] layer\n if <([costume # v] of [floor v]) > [1]> then\n set size to (65) %\n else\n set size to (80) %\n end\n forever\n go to (opponent v)\n show\n if <(Player HP) < [1]> then\n point towards (monster v)\n else\n point towards (player v)\n end\n move ((distance to [player v]) / (40)) steps\n if <(/P) = [5]> then\n switch costume to (costume2 v)\n else\n if <(/P) = [6]> then\n switch costume to (costume3 v)\n else\n if <(/P) > [2]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n end\n else\n if <(#?) = [/]> then\n if <(cos) = [5]> then\n switch costume to (costume2 v)\n else\n if <(cos) = [6]> then\n switch costume to (costume3 v)\n else\n if <(cos) > [2]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n show\n go to x: (165) y: (-3000)\n if <(//) = [0]> then\n set [brightness v] effect to (-75)\n end\n glide (0.3) secs to x: (165) y: (-36)\n forever\n point towards (mouse-pointer v)\n set size to ((item (2) of [size v]) - (60)) %\n go to x: (165) y: (-36)\n move ((distance to [mouse-pointer v]) / (90)) steps\n end\n else\n if <(#?) = [x]> then\n switch costume to (costume1 v)\n set size to (150) %\n go to [front v] layer\n show\n forever\n go to x: (cx) y: (cy)\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) / (40)) steps\n if <(cos) = [5]> then\n switch costume to (costume2 v)\n else\n if <(cos) = [6]> then\n switch costume to (costume3 v)\n else\n if <(cos) > [2]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n end\n else\n if <(cos) = [5]> then\n switch costume to (costume2 v)\n else\n if <(cos) = [6]> then\n switch costume to (costume3 v)\n else\n if <(cos) > [2]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n show\n go to x: (-130) y: (3000)\n glide (0.68) secs to x: (-131) y: (75)\n forever\n point towards (mouse-pointer v)\n set size to ((item (1) of [size v]) - (10)) %\n go to x: (-131) y: (75)\n move ((distance to [mouse-pointer v]) / (50)) steps\n end\n end\n end\n end\nend\n\nset [player hp v] to [2]\nset [enemy hp v] to [2]\n\nwhen I receive [finessed v]\nif <(#?) = [0]> then\n wait until <(y position) < [-170]>\n delete this clone\nend\n\nwhen I receive [k v]\nif <(#?) = [1]> then\n wait until <(y position) < [-170]>\n delete this clone\nend\n\nwhen I receive [select_mode v]\nif then\n delete this clone\nend\nset size to (80) %\nset [#? v] to [/]\ncreate clone of (_myself_ v)\nset [#? v] to [?]\ncreate clone of (_myself_ v)\nforever\n set size to (item (1) of [size v]) %\nend\n\nwhen I receive [begin v]\nif then\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\nwait (5) seconds\nset [#? v] to [0]\ncreate clone of (_myself_ v)\nset [#? v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [startup v]\nset size to (150) %\nset [#? v] to [x]\ncreate clone of (_myself_ v)\n\nwhen I receive [win_char v]\nif <not <<(Player HP) < [1]> and <(Enemy HP) < [1]>>> then\n wait (0.1) seconds\n stop [other scripts in sprite v]\n if <(#?) = [0]> then\n delete this clone\n end\n go to x: (0) y: (3000)\n clear graphic effects\n go to [front v] layer\n set size to (300) %\n show\n repeat (30)\n go to [front v] layer\n set y to ([y position v] of [characters & effects v])\n if <(cos) = [5]> then\n switch costume to (costume2 v)\n else\n if <(cos) = [6]> then\n switch costume to (costume3 v)\n else\n if <(cos) > [2]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n end\nend\n\nwhen I receive [hide v]\nrepeat (12)\n set y to ([y position v] of [characters & effects v])\nend\nhide\ndelete this clone\n\nbroadcast (Knocked_Out v)\n\nset [enemy hp v] to [0]\n\n@floor\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5) seconds\nif <(<M>) = [1]> then\n set [intensity v] to [1]\n switch costume to (pick random (1) to (3))\n go to [back v] layer\n show\n set size to (100) %\n go to x: (0) y: (0)\n forever\n if <(costume [number v]) = [2]> then\n create clone of (lava v)\n end\n if <(pick random (1) to (100)) = [10]> then\n set [intensity v] to [5]\n end\n if <(pick random (1) to (100)) = [50]> then\n set [intensity v] to [1]\n end\n end\nelse\n hide\nend\n\nwhen I receive [knocked_out v]\nwait (2) seconds\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nhide\n\n@opponent\n\nwhen flag clicked\nhide\n\nwhen I receive [k v]\nstop [other scripts in sprite v]\nstart sound [megaman-death-sound_114bpm_D_major v]\nshow\nset [enemy hp v] to [0]\nset [oy v] to [20]\nif <(<M>) = [2]> then\n change y by ((oY) * (frame_speed))\nend\nrepeat until <(y position) < [-180]>\n change [oy v] by ((-0.8) * (frame_speed))\n turn right ((frame_speed) * (15)) degrees\n change y by ((oY) * (frame_speed))\n change x by (((oX) / (2)) * (frame_speed))\nend\nhide\nif <<(<M>) = [1]> or <(Player HP) < [1]>> then\n wait (1) seconds\n broadcast (Knocked_Out v)\nend\n\nwhen I receive [re v]\nif <(costume [number v]) = [8]> then\n if <(/P) = [7]> then\n repeat ((((<M>) - (1)) * (4)) + (1))\n set [kil v] to [player]\n create clone of (pew v)\n wait ((0.1) + ((0.1) / (frame_speed))) seconds\n end\n wait ((2) + ((0.1) / (frame_speed))) seconds\n set [sp v] to [1]\n else\n start sound [PowerUp10 v]\n if <<(/P) = [1]> or <(/P) = [2]>> then\n repeat (((20) - ((<(/P) = [2]> * (13)) - (((<M>) - (1)) * (5)))) * (((((<M>) - (1)) * (2)) + (3)) / (2)))\n wait (((0.1) - (<(/P) = [2]> * (0.05))) + ((0.01) / (frame_speed))) seconds\n set [kil v] to [player]\n create clone of (pew v)\n end\n wait ((3) + ((0.1) / (frame_speed))) seconds\n set [sp v] to [1]\n else\n if <<(/P) = [3]> or <(/P) = [4]>> then\n repeat ((((<M>) - (1)) * (4)) + (4))\n set [kil v] to [player]\n create clone of (pew v)\n wait ((0.35) + ((0.1) / (frame_speed))) seconds\n end\n wait ((1.5) + ((0.1) / (frame_speed))) seconds\n set [sp v] to [1]\n else\n if <(/P) = [5]> then\n repeat (<M>)\n set [kil v] to [player]\n create clone of (pew v)\n wait (((5) - (<(//) = [1]> * (5))) + ((0.1) / (frame_speed))) seconds\n end\n wait (((8) - (<(//) = [1]> * (5))) + ((0.1) / (frame_speed))) seconds\n set [sp v] to [1]\n else\n repeat (2)\n set [kil v] to [player]\n create clone of (slice v)\n end\n wait ((3) + ((0.1) / (frame_speed))) seconds\n set [sp v] to [1]\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nwait (5) seconds\nif <(//) = [1]> then\n set [/p v] to (/N)\nelse\n set [/p v] to (pick random (1) to (7))\nend\nset [coss v] to (/P)\ndelete all of [ox v]\nswitch costume to (costume8 v)\npoint in direction (90)\ngo to x: (180) y: (150)\nif <([costume # v] of [floor v]) > [1]> then\n set size to (65) %\nelse\n set size to (100) %\nend\nif <(<M>) = [2]> then\n set x to (0)\n set y to (-60)\n set size to (90) %\nend\nshow\ngo to [front v] layer\nset [ox v] to [5]\nset [oy v] to [0]\nset [enemy hp v] to [100]\nset [sp v] to [1]\nbroadcast (bo v)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nif <(costume [number v]) = [8]> then\n forever\n set [n v] to (pick random (1) to (10))\n if <(//) = [1]> then\n set [/n v] to (item (1) of [/l v])\n if <key (d v) pressed?> then\n change [ox v] by (frame_speed)\n end\n if <key (a v) pressed?> then\n change [ox v] by ((-1) * (frame_speed))\n end\n else\n change [ox v] by (((([x position v] of [player v]) - (x position)) / (200)) * (frame_speed))\n end\n set [ox v] to ((oX) * (0.9))\n change x by ((oX) * ((<(<M>) = [2]> * (0.9)) + (<(<M>) = [1]> * (1))))\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by (1)\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change x by ((oX) * (-1))\n change y by (-5)\n if <(<M>) = [2]> then\n if <(oX) > [0]> then\n set [ox v] to [-10]\n else\n set [ox v] to [10]\n end\n set [oy v] to [10]\n change x by ((oX) * (2))\n add (oX) to [ox v]\n if <<((item (1) of [ox v]) / (item (2) of [ox v])) < [0]> and <((item (2) of [ox v]) / (item (3) of [ox v])) < [0]>> then\n delete all of [ox v]\n change y by (100)\n end\n if <(length of [ox v]) > [3]> then\n delete all of [ox v]\n end\n else\n if <(n) = [1]> then\n if <(oX) > [0]> then\n set [ox v] to [-5]\n else\n set [ox v] to [5]\n end\n set [oy v] to [10]\n end\n end\n end\n end\n end\n end\n end\n end\n change [oy v] by (-1)\n change y by ((oY) * (frame_speed))\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n change y by ((oY) * ((-1) * (frame_speed)))\n point in direction (90)\n set [oy v] to [0]\n end\n change y by (-1)\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n if <(//) = [1]> then\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n if <key (w v) pressed?> then\n start sound [mixkit-player-jumping-in-a-video-game-2043 v]\n set [oy v] to [15]\n end\n end\n else\n if <(n) = [1]> then\n start sound [mixkit-player-jumping-in-a-video-game-2043 v]\n set [oy v] to ((15) * (frame_speed))\n end\n end\n end\n change y by (1)\n if <touching (side pad v)?> then\n start sound [Jump v]\n set [ox v] to ((oX) * (([direction v] of [side pad v]) / ((-36) * (frame_speed))))\n end\n if <touching (jump pad v)?> then\n start sound [Jump v]\n set [oy v] to ((20) + (<(<M>) = [2]> * (-10)))\n end\n if <(Enemy HP) < [1]> then\n broadcast (k v)\n end\n if <<<(y position) < [-178]> or <touching (lava v)?>> or <touching (wall v)?>> then\n start sound [fall v]\n set [oy v] to ((40) + (<(<M>) = [2]> * (-10)))\n change [enemy hp v] by (-10)\n end\n if <(//) = [1]> then\n if <key (s v) pressed?> then\n if <(sp) = [1]> then\n set [sp v] to [0]\n broadcast (RE v)\n end\n end\n else\n if <(n) > [6]> then\n if <(sp) = [1]> then\n set [sp v] to [0]\n broadcast (RE v)\n end\n end\n end\n go to [back v] layer\n end\nend\nset [ox v] to [0]\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tt v]\nif <(costume [number v]) = [8]> then\n if <(T) = [opponent]> then\n set [ox v] to ((oX) * (() - ((s) / (1.5))))\n set [oy v] to [5]\n end\nend\n\nwhen flag clicked\nset [frame_speed v] to [1]\n\nset [frame_speed v] to [0.2]\n\nset [player hp v] to [200000000]\n\nset [enemy hp v] to [2]\n\nwhen I start as a clone\nswitch costume to (/P)\nclear graphic effects\ngo to [back v] layer\nshow\nforever\n go to (opponent v)\n if <(/P) > [3]> then\n turn right ((/P) * (3)) degrees\n else\n if <(/P) = [7]> then\n turn right (((oX) / ([abs v] of (oX) )) * (10)) degrees\n else\n if <<<touching (runopponent v)?> and <(<M>) = [2]>> or <<touching (floor v)?> and <(<M>) = [1]>>> then\n point in direction (90)\n else\n turn right ([abs v] of (oY) ) degrees\n end\n end\n end\nend\n\nwhen I receive [bo v]\npoint in direction (90)\ncreate clone of (_myself_ v)\nforever\n set rotation style [all around v]\n turn right ((((direction) / (90)) * ([abs v] of (oY) )) / (2.5)) degrees\nend\n\nwhen I receive [select_mode v]\ndelete this clone\n\nset [ox v] to [0]\n\nset [oy v] to [0]\nset y to (2000)\n\npoint in direction ([direction v] of [opponent v])\n\ndefine Set Condition\n\nchange y by (oY)\n\nset [<m> v] to [2]\n\nbroadcast (BEGIN v)\n\n@runplayer\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5) seconds\nif <(<M>) = [2]> then\n set [ghost v] effect to (100)\n show\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-30)\n switch costume to (costume1 v)\n repeat (9)\n go to [back v] layer\n end\n set [s v] to [0]\n set [x1 v] to [0]\n repeat (13)\n create clone of (_myself_ v)\n change [x1 v] by (480)\n next costume\n end\n point in direction (-90)\n repeat (13)\n create clone of (_myself_ v)\n change [x1 v] by (480)\n next costume\n end\n point in direction (90)\n turn left (10) degrees\n repeat (13)\n create clone of (_myself_ v)\n change [x1 v] by (480)\n next costume\n end\n hide\n set [s v] to [0]\n forever\n change [s v] by (4)\n end\nend\n\nwhen I receive [knocked_out v]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nclear graphic effects\nforever\n set x to ((X1) - (S))\n set [ghost v] effect to ([abs v] of ((x position) / (5)) )\n go to [back v] layer\n if <((X1) - (S)) < [-430]> then\n hide\n else\n if <((X1) - (S)) > [430]> then\n hide\n else\n show\n end\n end\nend\n\nwait (0.01) seconds\n\nbroadcast (BEGIN v)\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@jump pad\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nif <(<M>) = [1]> then\n wait (5.2) seconds\n if <([costume # v] of [floor v]) = [1]> then\n set size to (100) %\n go to x: (53) y: (-120)\n show\n else\n if <([costume # v] of [floor v]) = [2]> then\n set size to (75) %\n go to x: (78) y: (13)\n show\n create clone of (_myself_ v)\n go to x: (-78) y: (13)\n else\n hide\n end\n end\nend\n\nwhen I receive [knocked_out v]\nwait (2) seconds\nhide\n\n@runopponent\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5) seconds\nif <(<M>) = [2]> then\n set [ghost v] effect to (100)\n show\n set size to (100) %\n go to x: (0) y: (-140)\n point in direction (90)\n switch costume to (costume1 v)\n repeat (10)\n go to [back v] layer\n end\n set [s v] to [0]\n set [x1 v] to [0]\n repeat (13)\n create clone of (_myself_ v)\n change [x1 v] by (480)\n next costume\n end\n point in direction (-90)\n repeat (13)\n create clone of (_myself_ v)\n change [x1 v] by (480)\n next costume\n end\n point in direction (90)\n turn left (10) degrees\n repeat (13)\n create clone of (_myself_ v)\n change [x1 v] by (480)\n next costume\n end\n hide\nend\n\nhide\n\nwhen I receive [knocked_out v]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nclear graphic effects\nset [g v] to [1]\nforever\n set x to ((X1) - (S))\n go to [back v] layer\n set [ghost v] effect to ([abs v] of ((x position) / (5)) )\n if <((X1) - (S)) < [-430]> then\n delete this clone\n else\n if <((X1) - (S)) > [430]> then\n hide\n else\n show\n end\n end\nend\n\nbroadcast (BEGIN v)\n\nset [x1 v] to [400]\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@side pad\n\nwhen I receive [begin v]\nif <(<M>) = [1]> then\n wait (5.1) seconds\n if <([costume # v] of [floor v]) = [1]> then\n point in direction (90)\n set size to (100) %\n go to x: (231) y: (58)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [knocked_out v]\nwait (2) seconds\nhide\n\n@monster\n\ndefine Glide (x) (y) (speed) (size)\ngo to [front v] layer\nreset timer\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> or <(timer) > [3]>>\n go to [front v] layer\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nif <(<M>) = [2]> then\n wait (5) seconds\n set [monster hp v] to [450]\n set size to (100) %\n point in direction (90)\n switch costume to (costume1 v)\n go to x: (-200) y: (0)\n set [-/ v] to [0]\n broadcast (GO\ v)\n create clone of (_myself_ v)\n show\n point in direction (90)\n forever\n change y by (([cos v] of ((timer) * (50)) ) / (2))\n if <(Monster HP) < [1]> then\n stop [other scripts in sprite v]\n broadcast (-kill v)\n stop [this script v]\n end\n if <(Monster HP) < [100]> then\n switch costume to (costume4 v)\n else\n if <(Monster HP) < [300]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(-/) = [0]> then\n show\n forever\n go to (monster v)\n go to [front v] layer\n clear graphic effects\n switch costume to (eye v)\n point towards (player v)\n move (2) steps\n set size to ([size v] of [monster v]) %\n end\nend\n\nwhen I receive [go\ v]\nforever\n wait (pick random (5) to (12)) seconds\n point in direction (-90)\n Glide [200] (pick random (100) to (-100)) [5] (pick random (20) to (200))\n wait (pick random (5) to (12)) seconds\n point in direction (90)\n Glide [-200] (pick random (100) to (-100)) [5] (pick random (20) to (200))\nend\n\nwhen I receive [--- v]\nrepeat (20)\n change x by (pick random (10) to (-10))\n change y by (pick random (10) to (-10))\nend\n\nwhen I receive [knocked_out v]\nif <<<(Player HP) < [1]> and <(Enemy HP) < [1]>> and <(<M>) = [2]>> then\n stop [other scripts in sprite v]\n switch costume to (stare... v)\n go to x: (0) y: (3000)\n show\n go to [front v] layer\n Glide [0] [80] [5] [130]\n wait (2) seconds\n Glide [0] [-230] [5] [130]\n hide\n delete this clone\nend\n\nwhen I receive [-kill v]\nif <[] = []> then\n delete this clone\nend\nstart sound [dead v]\nwait (0.5) seconds\nGlide (x position) [-181] [3] (size)\nhide\nbroadcast (Knocked_Out v)\n\n@pew\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nset [id v] to (pick random (-10) to (10))\nclear graphic effects\nset [---id v] to (pick random (5) to (1))\ngo to [back v] layer\nset [-k v] to (kil)\nif <(-k) = [opponent]> then\n go to (player v)\n change y by (<(/N) = [7]> * (10))\nelse\n go to (opponent v)\nend\nif <<(<M>) = [2]> and <<(pick random (1) to (5)) > [1]> or <<<(-k) = [opponent]> and <(Enemy HP) < [1]>> or <<(-k) = [player]> and <(Player HP) < [1]>>>>> then\n point towards (monster v)\n set [chance v] to [1]\nelse\n set [chance v] to [0]\n point towards (-k)\nend\nshow\nset [-? v] to [0]\nif <<(-k) = [opponent]> and <not <(/N) = [6]>>> then\n if <<(/N) = [1]> or <(/N) = [2]>> then\n Bullet\n else\n if <<(/N) = [3]> or <(/N) = [4]>> then\n Ball\n else\n if <(/N) = [5]> then\n Laser\n else\n Saw\n end\n end\n end\nelse\n if <<(/P) = [1]> or <(/P) = [2]>> then\n Bullet\n else\n if <<(/P) = [3]> or <(/P) = [4]>> then\n Ball\n else\n if <(/P) = [5]> then\n Laser\n else\n Saw\n end\n end\n end\nend\nset size to (100) %\nclear graphic effects\nset [\cos v] to ([coss v] of [opponent v])\nif <<touching ((-k) v)?> or <touching (monster v)?>> then\n go to (-k)\n if <(-k) = [opponent]> then\n if <<<(/N) = [3]> or <(/N) = [4]>> or <<(/N) = [1]> or <(/N) = [2]>>> then\n if <<<(/N) = [3]> or <(/N) = [4]>> or <<(/N) = [2]> and <(pick random (1) to (3)) = [3]>>> then\n set [kill v] to [-2]\n else\n set [kill v] to [-1]\n end\n if <<(/N) = [3]> or <(/N) = [4]>> then\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n else\n if <(/N) = [5]> then\n set [kill v] to [-10]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(/N) = [7]> then\n set [kill v] to [-5]\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(/N) = [6]> then\n if <<<(\cos) = [3]> or <(\cos) = [4]>> or <<(\cos) = [1]> or <(\cos) = [2]>>> then\n if <<<(\cos) = [3]> or <(\cos) = [4]>> or <<(\cos) = [2]> and <(pick random (1) to (3)) = [3]>>> then\n set [kill v] to [-2]\n else\n set [kill v] to [-1]\n end\n if <<(\cos) = [3]> or <(\cos) = [4]>> then\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n else\n if <(\cos) = [5]> then\n set [kill v] to [-10]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(\cos) = [7]> then\n set [kill v] to [-5]\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(\cos) = [6]> then\n set [kill v] to [-2]\n else\n set [kill v] to [-1]\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n end\n end\n end\n else\n set [kill v] to [-1]\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n end\n end\n end\n else\n set [kill v] to [-1]\n start sound [mixkit-metal-hammer-hit-833 v]\n if <<<(/P) = [3]> or <(/P) = [4]>> or <<(/P) = [1]> or <(/P) = [2]>>> then\n if <<<(/P) = [3]> or <(/P) = [4]>> or <<(/P) = [2]> and <(pick random (1) to (3)) = [3]>>> then\n set [kill v] to [-2]\n else\n set [kill v] to [-1]\n end\n if <<(/P) = [3]> or <(/P) = [4]>> then\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n else\n if <(/P) = [5]> then\n set [kill v] to [-10]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(/P) = [7]> then\n set [kill v] to [-5]\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(/P) = [6]> then\n if <<<(cos) = [3]> or <(cos) = [4]>> or <<(cos) = [1]> or <(cos) = [2]>>> then\n if <<<(cos) = [3]> or <(cos) = [4]>> or <<(cos) = [2]> and <(pick random (1) to (3)) = [3]>>> then\n set [kill v] to [-2]\n else\n set [kill v] to [-1]\n end\n if <<(cos) = [3]> or <(cos) = [4]>> then\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n else\n if <(cos) = [5]> then\n set [kill v] to [-10]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(cos) = [7]> then\n set [kill v] to [-5]\n start sound [mixkit-8-bit-lose-2031 v]\n set [t v] to (-k)\n broadcast (tt v)\n else\n if <(cos) = [6]> then\n set [kill v] to [-2]\n else\n set [kill v] to [-1]\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n end\n end\n end\n else\n set [kill v] to [-1]\n start sound [mixkit-metal-hammer-hit-833 v]\n end\n end\n end\n end\n end\n if <(chance) = [1]> then\n go to (monster v)\n change [monster hp v] by (KILL)\n change [points v] by ((() - (KILL)) * (pick random (1) to (10)))\n else\n if <(-k) = [opponent]> then\n change [enemy hp v] by (KILL)\n if <(cpu) = [1]> then\n change [points v] by ((() - (KILL)) * (pick random (1) to (10)))\n end\n else\n change [player hp v] by (KILL)\n end\n end\n point in direction (90)\n switch costume to (KILL)\n repeat (20)\n change [ghost v] effect by (5)\n change y by (5)\n change x by (id)\n end\nend\ndelete this clone\n\nset [/n v] to (item (1) of [/l v])\n\ndefine Bullet\nclear sound effects\nstart sound [pew v]\nswitch costume to (bullet v)\ngo to [back v] layer\nshow\nif <(-k) = [opponent]> then\n if <(/N) = [2]> then\n switch costume to (bullet-2 v)\n end\nelse\n if <(/P) = [2]> then\n switch costume to (bullet-2 v)\n end\nend\nrepeat until <<<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [170]>> or <<<touching (floor v)?> and <(<M>) = [1]>> or <<touching ((-k) v)?> or <touching (monster v)?>>>>\n move (((15) + (<(/N) = [2]> * (7))) * (frame_speed)) steps\n if <<<<touching (side pad v)?> or <touching (jump pad v)?>> or <<touching color (#000000)?> and <(<M>) = [1]>>> or <<touching (floor v)?> and <(<M>) = [2]>>> then\n point in direction ((direction) + (-155))\n move ((((15) + (<(/N) = [2]> * (7))) * (2)) * (frame_speed)) steps\n end\n if <(-?) = [0]> then\n if <<<<touching (fireball v)?> and <(pick random (1) to (2)) = [2]>> or <<touching (slice v)?> and <not <touching color (#e60000)?>>>> or <<(-aura) = [1]> and <(pick random (1) to (15)) = [1]>>> then\n start sound [PM_FN_Spawns_Portals_Teleports_37 v]\n if <(-k) = [opponent]> then\n set [-k v] to [player]\n else\n set [-k v] to [opponent]\n end\n set [-? v] to [1]\n point towards (-k)\n switch costume to (bullet-3 v)\n end\n end\nend\n\ndefine Saw\nclear sound effects\nswitch costume to (saw v)\nclear graphic effects\nset [s v] to (pick random (3) to (5))\nstart sound (s)\nrepeat (20)\n move (((s) * (4)) * (frame_speed)) steps\n if on edge, bounce\n if <<<touching (side pad v)?> or <<touching (jump pad v)?> or <touching (_edge_ v)?>>> or <touching (floor v)?>> then\n point in direction ((direction) + (155))\n move (((s) * (10)) * (frame_speed)) steps\n end\n if <<touching ((-k) v)?> or <touching (monster v)?>> then\n stop [this script v]\n end\n if <(-?) = [0]> then\n if <<<touching (slice v)?> and <not <touching color (#e80000)?>>> or <<touching (fireball v)?> and <(pick random (1) to (2)) = [1]>>> then\n start sound [PM_FN_Spawns_Portals_Teleports_37 v]\n if <(-k) = [opponent]> then\n set [-k v] to [player]\n else\n set [-k v] to [opponent]\n end\n set [-? v] to [1]\n point towards (-k)\n switch costume to (saw-2 v)\n end\n end\nend\nrepeat (5)\n move (((s) * (4)) * (frame_speed)) steps\n if <<<touching (side pad v)?> or <<touching (jump pad v)?> or <touching (_edge_ v)?>>> or <touching (floor v)?>> then\n point in direction ((direction) + (155))\n move (((s) * (10)) * (frame_speed)) steps\n end\n change [ghost v] effect by (20)\nend\n\nwhen I receive [select_mode v]\nrepeat (100)\n set [/n v] to ([costume # v] of [characters & effects v])\nend\n\ndefine Ball\nstart sound [create v]\nclear graphic effects\nset [-bx v] to [0]\nset [-by v] to [0]\nset [s v] to (pick random (3) to (5))\nset [-t v] to [0]\nset [-cc v] to [0]\nset [-ugh v] to [true]\ngo to [front v] layer\nswitch costume to (glow_ball v)\nif <(-k) = [opponent]> then\n if <(/N) = [4]> then\n switch costume to (glow_ball-2 v)\n end\nelse\n if <(/P) = [4]> then\n switch costume to (glow_ball-2 v)\n end\nend\nrepeat until <<<<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [180]>> and <not <(-UGH) = [false]>>> or <(-cc) > [99]>>\n if <(-k) = [opponent]> then\n set [-ugh v] to <not <(/N) = [4]>>\n else\n set [-ugh v] to <not <(/P) = [4]>>\n end\n change x by (-bx)\n change y by (-by)\n change [-bx v] by (((([x position v] of (-k)) - (x position)) / (200)) * (frame_speed))\n change [-by v] by (((([y position v] of (-k)) - (y position)) / (200)) * (frame_speed))\n if <<touching ((-k) v)?> or <touching (monster v)?>> then\n change [-t v] by (1)\n if <(-t) > [5]> then\n stop [this script v]\n end\n else\n if <(-k) = [opponent]> then\n if <(/N) = [3]> then\n set [-t v] to [0]\n end\n else\n if <(/P) = [3]> then\n set [-t v] to [0]\n end\n end\n end\n if <(-k) = [opponent]> then\n if <(/N) = [4]> then\n change [ghost v] effect by (1)\n change [-cc v] by (1)\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [190]>> then\n hide\n else\n show\n end\n end\n else\n if <(/P) = [4]> then\n change [ghost v] effect by (1)\n change [-cc v] by (1)\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [190]>> then\n hide\n else\n show\n end\n end\n end\n if <(-?) = [0]> then\n if <<<touching (slice v)?> and <not <touching color (#e80000)?>>> or <<touching (fireball v)?> and <(pick random (1) to (2)) = [2]>>> then\n move (10) steps\n start sound [PM_FN_Spawns_Portals_Teleports_37 v]\n if <(-k) = [opponent]> then\n set [-k v] to [player]\n else\n set [-k v] to [opponent]\n end\n set [-t v] to [0]\n set [-? v] to [1]\n switch costume to (glow_ball-3 v)\n end\n end\nend\n\ndefine Laser\nbroadcast (lockk v)\nset size to (125) %\nclear graphic effects\nhide\nset [-t v] to [0]\nset [frame_speed v] to (pick random (0.03) to (0.1))\nstart sound [cannon_blast v]\nswitch costume to (laser v)\nswitch backdrop to (special_game v)\nwait (1.55) seconds\nset [s v] to (pick random (20) to (40))\ngo to [front v] layer\nshow\nif <(-k) = [opponent]> then\n go to (player v)\n change y by (<(/N) = [7]> * (10))\n if <(chance) = [1]> then\n point towards (monster v)\n else\n point towards (mouse-pointer v)\n end\nelse\n go to (opponent v)\n if <(chance) = [1]> then\n point towards (monster v)\n else\n point towards (player v)\n end\nend\nrepeat (75)\n if <(-k) = [opponent]> then\n go to (player v)\n change y by (<(/N) = [7]> * (10))\n else\n go to (opponent v)\n end\n change [ghost v] effect by ((100) / (75))\n if <<touching ((-k) v)?> or <touching (monster v)?>> then\n change [-t v] by (1)\n if <(-t) > [35]> then\n switch backdrop to ((<M>) + (1))\n set [frame_speed v] to [1]\n stop [this script v]\n end\n end\n if <(-?) = [0]> then\n if <<touching (slice v)?> and <not <touching color (#e60000)?>>> then\n start sound [PM_FN_Spawns_Portals_Teleports_37 v]\n if <(-k) = [opponent]> then\n set [-k v] to [player]\n point towards (player v)\n else\n set [-k v] to [opponent]\n point in direction ((360) - (direction))\n end\n set [-? v] to [1]\n end\n end\nend\nset [frame_speed v] to [1]\nswitch backdrop to ((<M>) + (1))\n\ngo to (random position v)\n\nbroadcast (- v)\n\nwhen I receive [- v]\ndelete this clone\n\nwhen I receive [select_mode v]\ndelete this clone\n\nwhen I receive [startup v]\ndelete this clone\n\npoint in direction (90)\n\npoint towards (monster v)\n\nset [-? v] to [0]\n\n@select\n\ndefine Glide (x) (y) (speed)\nreset timer\nrepeat until <<(timer) > [3]> or <<(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))\nend\n\nwhen flag clicked\nerase all\ngo to [back v] layer\nset size to (100) %\nhide\nset [# v] to [select_screen]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [# v] to [vs_computer]\ncreate clone of (_myself_ v)\nset [# v] to [multiplayer]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (#)\nif <(#) = [stand]> then\n go to x: (0) y: (-300)\n show\n go to [back v] layer\n glide (0.7) secs to x: (0) y: (-100)\nend\nif <(#) = [right]> then\n go to x: (100) y: (0)\n show\nend\nif <(#) = [left]> then\n go to x: (-100) y: (0)\n show\nend\nif <(#) = [play]> then\n go to x: (0) y: (-90)\n show\nend\nif <<(#) = [mode]> or <(#) = [select_screen]>> then\n go to x: (467) y: (0)\n show\n glide (0.6) secs to x: (0) y: (0)\nend\nif <(#) = [single pvp]> then\n set size to (80) %\n go to x: (-50) y: (3000)\n show\n glide (0.6) secs to x: (-50) y: (100)\nend\nif <(#) = [monster chase]> then\n set size to (80) %\n go to x: (100) y: (-3000)\n show\n if <(//) = [1]> then\n clear graphic effects\n else\n set [brightness v] effect to (-50)\n end\n glide (0.6) secs to x: (100) y: (-50)\nend\nif <(#) = [loading]> then\n set size to (100) %\n go to x: (0) y: (-100)\n show\n wait (4) seconds\n repeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(#) = [vs_computer]> then\n go to x: (-100) y: (-3000)\n set size to (85) %\n show\n glide (0.6) secs to x: (-100) y: (-50)\nend\nif <(#) = [multiplayer]> then\n go to x: (125) y: (3000)\n set size to (85) %\n show\n glide (0.6) secs to x: (125) y: (90)\nend\nif <(#) = [availb]> then\n clear graphic effects\n go to x: (0) y: (3000)\n go to [front v] layer\n set size to (85) %\n show\n Glide [0] [0] [6]\n wait (2) seconds\n glide (0.6) secs to x: (0) y: (-400)\n delete this clone\nend\nif <<(#) = [singleplayer_mode]> or <(#) = [multiplayer_mode]>> then\n go to [back v] layer\n go to x: (0) y: (80)\n switch costume to (#)\n show\nend\nif <(#) = [item]> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (join (/N) [-])\n show\nend\nif <(#) = [info]> then\n go to [front v] layer\n go to x: (162) y: (-102)\n switch costume to (#)\n show\nend\n\nwhen I start as a clone\nif << [leftrightplaysingle pvp monster chasemultiplayervs_computerbuysingleplayer_modemultiplayer_modeinfoitem] contains (#)?> and <not <(#) = [mode]>>> then\n forever\n if <touching (mouse-pointer v)?> then\n change size by ((((120) - (<<(costume [number v]) > [5]> and <not <(costume [number v]) = [13]>>> * (30))) - (size)) / (5))\n if <(#) = [item]> then\n go to [front v] layer\n say [Click to Return]\n end\n if <mouse down?> then\n set [brightness v] effect to (-50)\n play sound [click v] until done\n end\n else\n say []\n set [brightness v] effect to (0)\n change size by ((((100) - (<<(costume [number v]) > [5]> and <not <(costume [number v]) = [13]>>> * (20))) - (size)) / (5))\n if <(#) = [monster chase]> then\n if <(//) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-75)\n end\n end\n end\n if <(costume [number v]) = [6]> then\n replace item (1) of [size v] with (size)\n else\n if <(costume [number v]) = [7]> then\n replace item (2) of [size v] with (size)\n end\n end\n if < [play] contains (#)?> then\n if <not <[unlocked v] contains (/N)?>> then\n go to x: (0) y: (-80)\n switch costume to (buy v)\n show\n else\n switch costume to (play v)\n go to x: (0) y: (-80)\n show\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(#) = [right]> then\n broadcast (Next v)\nend\nif <(#) = [left]> then\n broadcast (Previous v)\nend\nif <(#) = [play]> then\n if <(costume [number v]) = [13]> then\n if then\n add (/N) to [unlocked v]\n change [points v] by ((((/N) + (1)) * (/N)) * (-18))\n say [Bought!] for (2) seconds\n else\n say (join (join [You need at least ] ((((/N) + (1)) * (/N)) * (35))) [ points to purchase that!]) for (2) seconds\n end\n else\n if <<(//) = [1]> and <not <(length of [/l v]) > [0]>>> then\n add (/N) to [/l v]\n broadcast (STARTUP v)\n else\n broadcast (select_mode v)\n end\n end\nend\nif <(#) = [single pvp]> then\n set [<m> v] to [1]\n broadcast (BEGIN v)\nend\nif <(#) = [monster chase]> then\n if <not <(//) = [0]>> then\n set [<m> v] to [2]\n broadcast (BEGIN v)\n else\n set [# v] to [availb]\n create clone of (_myself_ v)\n set [# v] to [monster chase]\n end\nend\nif <<(#) = [vs_computer]> or <(#) = [singleplayer_mode]>> then\n set [cpu v] to [1]\n set [// v] to [0]\n broadcast (STARTUP v)\nend\nif <<(#) = [multiplayer]> or <(#) = [multiplayer_mode]>> then\n set [cpu v] to [0]\n set [// v] to [1]\n broadcast (STARTUP v)\nend\nif <(#) = [info]> then\n set [# v] to [item]\n create clone of (_myself_ v)\n set [# v] to [info]\n hide\nend\nif <(#) = [item]> then\n start sound [click v]\n broadcast (< v)\n delete this clone\nend\n\nwhen I receive [select_mode v]\nif then\n delete this clone\nend\nstart sound [click v]\nset [# v] to [mode]\ncreate clone of (_myself_ v)\nset [# v] to [single pvp]\ncreate clone of (_myself_ v)\nset [# v] to [monster chase]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [cpu v] to [1]\ndelete all of [size v]\nadd [thing] to [size v]\nadd [thing] to [size v]\n\nwhen I receive [begin v]\nif <(costume [number v]) = [6]> then\n repeat (8)\n change y by (20)\n change [ghost v] effect by ((100) / (30))\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n repeat (8)\n change y by (-20)\n change [ghost v] effect by ((100) / (30))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n repeat (15)\n change x by (40)\n change [ghost v] effect by ((100) / (30))\n end\n delete this clone\nend\nwait (1) seconds\npen up\nset [# v] to [loading]\ncreate clone of (_myself_ v)\nrepeat (3)\n set [/ v] to [0]\n repeat (9)\n Load\n wait (0.1) seconds\n end\nend\nwait (0.5) seconds\nerase all\npen up\n\nwhen flag clicked\nerase all\npen up\n\ndefine Load\npen up\nerase all\ngo to x: (20) y: (60)\nset [ghost v] effect to (100)\nset pen color to (#a0a0a0)\nset pen size to (30)\nchange [/ v] by (1)\nset [c v] to [0]\npen down\nrepeat (9)\n pen up\n turn right (40) degrees\n move (40) steps\n change [c v] by (1)\n if <(/) = (c)> then\n set pen color to (#5a5a5a)\n else\n set pen color to (#a0a0a0)\n end\n pen down\nend\n\nchange pen size by (1)\n\nwhen I receive [startup v]\nstop [other scripts in sprite v]\nclear graphic effects\nif <[] = []> then\n delete this clone\nend\nwait (0.1) seconds\nstart sound [click v]\nset [# v] to [stand]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [# v] to [right]\ncreate clone of (_myself_ v)\nset [# v] to [left]\ncreate clone of (_myself_ v)\nset [# v] to [play]\ncreate clone of (_myself_ v)\nif <(//) = [0]> then\n set [# v] to [multiplayer_mode]\nelse\n set [# v] to [singleplayer_mode]\nend\ncreate clone of (_myself_ v)\nset [# v] to [info]\ncreate clone of (_myself_ v)\nset [# v] to []\n\nwhen flag clicked\ndelete all of [/l v]\n\nwhen I receive [begin v]\nstart sound [click v]\nwait (1) seconds\ndelete this clone\n\nwhen I receive [< v]\nif <(#) = [info]> then\n switch costume to (info v)\n show\nend\n\n@Slice\n\nwhen flag clicked\nhide\n\ndefine Slice\nstart sound [PM_FN_Spawns_Portals_Teleports_5 v]\nchange [kc v] by (1)\nswitch costume to (kc)\nif <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\nend\nrepeat (50)\n change [ghost v] effect by (2)\n move (10) steps\n if on edge, bounce\n if <<touching ((-/) v)?> or <touching (fireball v)?>> then\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nset size to (125) %\nset [id v] to (pick random (-10) to (10))\nclear graphic effects\ngo to [back v] layer\nset [-/ v] to (kil)\nif <(-/) = [opponent]> then\n go to (player v)\n change y by (<(/N) = [7]> * (10))\nelse\n go to (opponent v)\nend\npoint towards (-/)\nif <<(<M>) = [2]> and <<(pick random (1) to (5)) > [1]> or <<<(-/) = [opponent]> and <(Enemy HP) < [1]>> or <<(-/) = [player]> and <(Player HP) < [1]>>>>> then\n set [-/ v] to [monster]\n point towards (monster v)\n set [chance v] to [1]\nelse\n set [chance v] to [0]\n point towards (-/)\nend\nSlice\nif <touching ((-/) v)?> then\n point in direction (90)\n clear graphic effects\n start sound [mixkit-8-bit-lose-2031 v]\n if <(-/) = [opponent]> then\n switch costume to (costume3 v)\n change [enemy hp v] by (-1)\n else\n if <(-/) = [monster]> then\n switch costume to (costume3 v)\n change [monster hp v] by (-2)\n else\n switch costume to (costume3 v)\n change [player hp v] by (-1)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n change x by (id)\n end\nend\nset [kc v] to [0]\ndelete this clone\n\n@win_screen\n\ndefine Glide (x) (y) (speed)\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))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [knocked_out v]\ngo to [front v] layer\ngo to x: (0) y: (3000)\nswitch costume to (costume1 v)\nbroadcast (win_char v)\ncreate clone of (_myself_ v)\nshow\ndelete all of [/l v]\nGlide [0] [0] [8]\nwait (1) seconds\nbroadcast (Hide v)\nbroadcast (STARTUP v)\nGlide [0] [-345] [8]\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (3000)\ngo to [front v] layer\nif <<(Player HP) < [1]> and <(Enemy HP) < [1]>> then\n if <(<M>) = [1]> then\n switch costume to (cool text - draw 412214487011097 v)\n else\n switch costume to (cool text - the monster wins 426575636104150 v)\n end\nelse\n if <(Player HP) < [1]> then\n if <(cpu) = [1]> then\n switch costume to (cool text - computer wins 412144861223655 v)\n else\n switch costume to (cool text - player 2 wins 412144907785246 v)\n end\n else\n if <(cpu) = [1]> then\n switch costume to (cool text - you win 412144845769557 v)\n else\n switch costume to (cool text - player 1 wins 412144898192128 v)\n end\n end\nend\nshow\nGlide [0] [-90] [8]\nwait (1) seconds\ndelete this clone\n\ngo to (monster v)\n\n@text\n\nwhen flag clicked\nset [points v] to [0]\nhide\n\ndefine render [] in size [] segoe ui\nbroadcast (dee v)\nset [count v] to [1]\nset [size v] to (size)\nclear graphic effects\ndelete (all) of [letters v]\nrepeat until <(count) = ((length of (string)) + (1))>\n add (letter (count) of (string)) to [letters v]\n change [count v] by (1)\nend\nswitch costume to (item (1) of [letters v])\nset [brightness v] effect to (100)\nset size to (size) %\nhide\nset [count v] to [1]\nrepeat ((length of [letters v]) - (1))\n create clone of (_myself_ v)\n move (((item (costume [number v]) of [length v]) + (2)) * ((size) / (100))) steps\n change [count v] by (1)\n switch costume to (item (count) of [letters v])\n if <(x position) > [190]> then\n set x to (-212)\n change y by (-34)\n end\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (150) %\nswitch costume to (a v)\nset size to (size) %\nswitch costume to (item (count) of [letters v])\nshow\n\nwhen I receive [clear text v]\ndelete this clone\n\ngo to x: (-212) y: (126)\nrender [Hi there! :\)] in size (80) segoe ui\ngo to x: (-210) y: (87)\nrender [I'm a text renderer.] in size (100) segoe ui\n\nwhen I receive [dee v]\ndelete this clone\n\nwhen I receive [startup v]\nif <([abs v] of (Points) ) > [100000]> then\n forever\n broadcast (dee v)\n go to x: (80) y: (160)\n render (join [Points: ] (join [1e] ((round ([log v] of ([abs v] of (Points) ) )) * ((Points) / ([abs v] of (Points) ))))) in size (60) segoe ui\n end\nelse\n forever\n broadcast (dee v)\n go to x: ((130) - ((length of (Points)) * (12))) y: (160)\n render (join [Points: ] (Points)) in size (60) segoe ui\n end\nend\n\nwhen I receive [select_mode v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@lock\n\nwhen flag clicked\nset [/n v] to [1]\nhide\ndelete all of [unlocked v]\nadd [1] to [unlocked v]\n\nwhen I receive [startup v]\nforever\n go to x: (30) y: (0)\n if <not <[unlocked v] contains (/N)?>> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n else\n hide\n end\nend\n\nwhen I receive [select_mode v]\nstop [other scripts in sprite v]\nhide\n\n@fire\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5) seconds\nif <(<M>) = [2]> then\n go to x: (-200) y: (-143)\n hide\n repeat (12)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (0.05) to (0.06)) seconds\n next costume\n set [color v] effect to (pick random (-3) to (10))\n set [ghost v] effect to (pick random (0) to (100))\nend\n\nwhen I receive [-kill v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@fireball\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nif <(<M>) = [2]> then\n wait (5) seconds\n forever\n wait (pick random (1) to (11)) seconds\n set size to (([size v] of [monster v]) / (1.6)) %\n repeat ((200) / ([size v] of [monster v]))\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nstart sound [short-fireball-woosh-6146 v]\nset [color v] effect to (150)\ngo to (monster v)\nshow\ngo to [back v] layer\npoint in direction ([direction v] of [monster v])\nchange y by ((pick random (-100) to (100)) / ((200) / (size)))\nset [trgt v] to [player]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n move ((200) / ((size) / (1.3))) steps\n if <([abs v] of (x position) ) > [240]> then\n delete this clone\n end\n if <(trgt) = [player]> then\n if <touching (player v)?> then\n start sound [mixkit-shot-light-explosion-1682 v]\n change [player hp v] by (-15)\n set [xv v] to ((direction) / (9))\n set [yv v] to [15]\n set [0x v] to (x position)\n set [0y v] to (y position)\n create clone of (explosion v)\n delete this clone\n end\n if <touching (opponent v)?> then\n start sound [mixkit-shot-light-explosion-1682 v]\n change [enemy hp v] by (-15)\n set [ox v] to ((direction) / (9))\n set [oy v] to [15]\n set [0x v] to (x position)\n set [0y v] to (y position)\n create clone of (explosion v)\n delete this clone\n end\n end\n if <(trgt) = [monster]> then\n if <touching (monster v)?> then\n start sound [mixkit-shot-light-explosion-1682 v]\n change [monster hp v] by (-20)\n set [0x v] to (x position)\n set [0y v] to (y position)\n create clone of (explosion v)\n broadcast (--- v)\n delete this clone\n end\n end\n if <touching (slice v)?> then\n start sound [reversed v]\n set [color v] effect to (150)\n turn right (180) degrees\n set [trgt v] to [monster]\n move (10) steps\n end\nend\n\nwhen I receive [-kill v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@EXPLOSION\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nset size to (75) %\ngo to x: (0X) y: (0Y)\nswitch costume to (623cdcca882db2d7efa8d32424a61d29_w200 v)\nshow\nrepeat (11)\n go to [front v] layer\n next costume\n change [ghost v] effect by ((100) / (11))\n wait (0.05) seconds\nend\ndelete this clone\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nerase all\npen up\ngo to x: (pick random (-39) to (80)) y: (-182)\nset [y v] to (pick random (0.1) to (INTENSITY))\nshow\nset size to (pick random (5) to (100)) %\nrepeat (100)\n change [ghost v] effect by (1)\n change [y v] by (-0.03)\n change y by (y)\n if <(y position) < [-180]> then\n set [y v] to (pick random (0.1) to (2))\n end\n if <<touching (player v)?> or <touching (opponent v)?>> then\n delete this clone\n end\nend\ndelete this clone\n\n@wall\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5.2) seconds\nif <([costume # v] of [floor v]) = [3]> then\n go to x: (-75) y: (-107)\n show\n forever\n repeat (20)\n change y by (10)\n end\n repeat (20)\n change y by (-10)\n end\n end\nend\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\nhide\n\n@potion\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5) seconds\nif <(<M>) = [1]> then\n forever\n set size to (0) %\n go to x: (pick random (-180) to (180)) y: (pick random (-115) to (164))\n show\n repeat (10)\n change size by (((50) - (size)) / (5))\n end\n repeat (200)\n change y by (([cos v] of ((timer) * (200)) ) / (2))\n if <touching (player v)?> then\n set [frame_speed v] to [0.08]\n start sound [heal v]\n repeat (10)\n change [player hp v] by (2)\n change size by (((0) - (size)) / (5))\n if <(Player HP) > [100]> then\n set [player hp v] to [100]\n end\n end\n hide\n set [frame_speed v] to [1]\n end\n if <touching (opponent v)?> then\n set [frame_speed v] to [0.08]\n start sound [heal v]\n repeat (10)\n change [enemy hp v] by (2)\n change size by (((0) - (size)) / (5))\n if <(Enemy HP) > [100]> then\n set [enemy hp v] to [100]\n end\n end\n hide\n set [frame_speed v] to [1]\n end\n end\n repeat (10)\n change size by (((0) - (size)) / (5))\n end\n hide\n wait (pick random (15) to (20)) seconds\n end\nend\n\nwhen I receive [knocked_out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nglide (0.2) secs to x: (0) y: (-400)\nhide\n\n
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{ HOW TO PLAY }\nUse arrow keys to move for the first player.\nFor the second player, use WASD keys.\nSpecial abilities can be used by pressing down arrow key or S key (for player two)\nSelect which mode of gameplay you would like, and you will have matches accordingly. You can change this setting later.
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The City || A Platformer #Games #Art
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@Stage\n\n@Intro\n\ndefine Shake X (x) Y (y) Size (s) Repeat (#) direction: (direction) speed: (speed)\nshow\nset size to (s) %\nrepeat (#)\n change size by (((100) - (size)) / (8))\n turn right (((direction) - (direction)) / (speed)) degrees\n set [dir v] to (direction)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\ndefine Smooth Glide and stuff | x: (x) y: (y) direction: (direction) speed: (speed) size: (size) ghost: (ghost)\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 (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n change [ghost v] effect by (ghost)\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nset volume to (100) %\nset [color v] effect to (pick random (1) to (1))\nhide\nstart sound [Slooby & God's Warrior - Believe In Love2 v]\nset [clone id v] to [0]\nrepeat (20)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nParticles\nwait (15.6) seconds\nbroadcast (End Intro v)\n\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 (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n change [ghost v] effect by (ghost)\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (hack v)\n set size to (10000) %\n switch costume to (name v)\n point in direction (-90)\n show\n repeat until <<(round (size)) = (round (100))> and <(round (direction)) = (round (90))>>\n switch costume to (hack v)\n change size by (((100) - (size)) / (14))\n switch costume to (name v)\n turn right (((90) - (direction)) / (14)) degrees\n end\n Shake X [0] Y [50] Size [70] Repeat [15] direction: [-90] speed: [4]\n go to [front v] layer\n Shake X [0] Y [-50] Size [70] Repeat [15] direction: [90] speed: [3]\n go to [front v] layer\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [-90] speed: [4]\n go to [front v] layer\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [4]\n go to [front v] layer\n point in direction (90)\n set [var1 v] to [1]\n repeat (20)\n go to [front v] layer\n turn right (var1) degrees\n set [dir v] to (direction)\n go to [front v] layer\n change size by (((200) - (size)) / (5))\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat (35)\n turn right (((90) - (direction)) / (7.5)) degrees\n set [dir v] to (direction)\n change size by (((100) - (size)) / (7.5))\n end\n Shake X [50] Y [0] Size [200] Repeat [15] direction: [90] speed: [4]\n Shake X [-50] Y [0] Size [200] Repeat [15] direction: [90] speed: [4]\n point in direction (90)\n set [var1 v] to [1]\n set [move v] to [10]\n repeat (20)\n change x by (move)\n set [x v] to (x position)\n go to [front v] layer\n turn right (var1) degrees\n set [dir v] to (direction)\n go to [front v] layer\n change [var1 v] by ((var1) / (5))\n end\n repeat (11)\n turn right (((90) - (direction)) / (7.5)) degrees\n change x by (move)\n set [x v] to (x position)\n change [move v] by (-5)\n set [dir v] to (direction)\n end\n repeat until <[0] < (x position)>\n turn right (((90) - (direction)) / (5)) degrees\n change x by (move)\n set [x v] to (x position)\n change [move v] by (10)\n set [dir v] to (direction)\n end\n Shake X [0] Y [0] Size [100] Repeat [10] direction: [90] speed: [4]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n Shake X [0] Y [0] Size [110] Repeat [15] direction: [90] speed: [4]\n end\n set [move v] to [5]\n repeat (3)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (5)\n end\n repeat (11)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (-5)\n end\n repeat (13)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (6.15)\n end\n wait until <(timer) > [14]>\n repeat until <<(round (x position)) = (round (0))> and <<(round (y position)) = (round (-300))> and <(round (direction)) = (round (120))>>>\n change x by (((0) - (x position)) / (30))\n change y by (((-240) - (y position)) / (30))\n switch costume to (name v)\n turn right (((120) - (direction)) / (30)) degrees\n change [ghost v] effect by (1.3)\n end\n delete this clone\nend\nif <(Clone ID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (circle v)\n show\n go to [back v] layer\n point in direction (-90)\n repeat until <(round (size)) = (round (3000))>\n switch costume to (hack v)\n change size by (((3000) - (size)) / (28))\n turn right (((90) - (direction)) / (25)) degrees\n switch costume to (circle v)\n end\n wait until <(timer) > [13.5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [3]> then\n wait (6.8) seconds\n go to x: (0) y: (0)\n switch costume to (circle thing v)\n set size to (100) %\n switch costume to (hack v)\n set [ghost v] effect to (100)\n show\n go to [back v] layer\n point in direction (-90)\n set [var2 v] to [1]\n repeat (20)\n change [ghost v] effect by (-10)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (hack v)\n turn right (var2) degrees\n switch costume to (circle thing v)\n change [var2 v] by ((var2) / (5))\n end\n set [var2 v] to [1]\n repeat until <(costume [name v]) = [last one]>\n turn right (((-90) - (direction)) / (8)) degrees\n change size by (((200) - (size)) / (8))\n next costume\n end\n delete this clone\nend\nif <(Clone ID) = [4]> then\n wait (4.5) seconds\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (grid1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n go to [back v] layer\n go [forward v] (1) layers\n wait until <(timer) > [13.5]>\n delete this clone\nend\nif <(Clone ID) = [5]> then\n Spawn Chevrons | repeat: [11]\nend\nif <(Clone ID) = [6]> then\n Spawn Chevron2 | repeat: [11]\nend\nif <(Clone ID) = [Chevron]> then\n set [pixelate v] effect to (0)\n change [color v] effect by (0)\n wait (5.1) seconds\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [val v] to [5]\n show\n go to [back v] layer\n go [forward v] (10) layers\n repeat (10)\n change [color v] effect by (0)\n set [pixelate v] effect to (0)\n change [ghost v] effect by (-10)\n change size by (val)\n change [val v] by (((20) - (val)) / (6))\n end\n repeat until <(size) > [650]>\n switch costume to (hack v)\n change size by (val)\n change [val v] by (((20) - (val)) / (6))\n change [color v] effect by (0)\n switch costume to (chevron v)\n end\n delete this clone\nend\nif <(Clone ID) = [Chevron2]> then\n change [color v] effect by (0)\n set [pixelate v] effect to (0)\n wait (5.4) seconds\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [val v] to [5]\n show\n go to [back v] layer\n go [forward v] (1) layers\n repeat (10)\n change [ghost v] effect by (-10)\n set [pixelate v] effect to (0)\n change size by (val)\n change [color v] effect by (0)\n change [val v] by (((20) - (val)) / (5))\n end\n repeat until <(size) > [650]>\n switch costume to (hack v)\n change size by (val)\n change [val v] by (((20) - (val)) / (5))\n change [color v] effect by (0)\n switch costume to (chevron v)\n end\n delete this clone\nend\nif <(Clone ID) = [Particle]> then\n wait until <(timer) > [5.4]>\n set [move particles v] to [3]\n wait (0) seconds\n set size to (pick random (20) to (50)) %\n show\n switch costume to (pick random (16) to (17))\n go to (random position v)\n point in direction (pick random (0) to (360))\n set [ghost v] effect to (pick random (0) to (70))\n go to [back v] layer\n repeat until <(timer) > [13]>\n go to [back v] layer\n go [forward v] (10) layers\n move (move particles) steps\n if on edge, bounce\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Spawn Chevrons | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\ndefine Spawn Chevron2 | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron2]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nif <<(Clone ID) = [Chevron2]> or <(Clone ID) = [Chevron]>> then\n set [x v] to [0]\n set [y v] to [0]\n forever\n point in direction (dir)\n go to x: (x) y: (y)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [6.7]>\nrepeat (20)\n change [pixelate v] effect by (5)\n change [color v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [color v] effect by (-5)\nend\n\nwhen flag clicked\nwait until <(timer) > [5.4]>\nrepeat (10)\n repeat (10)\n change [move particles v] by ((4) - ((move particles) / (4)))\n end\n set [move particles v] to [4]\n wait (0.2) seconds\nend\n\ndefine Particles\nrepeat (20)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\ngo to [front v] layer\nshow\ngo to x: (-216) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [x v] to (x position)\n set [y v] to (y position)\n switch costume to (player v)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (right v)\n create clone of (_myself_ v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (left v)\n create clone of (_myself_ v)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n end\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((yv) * (1))\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n go to x: (-216) y: (0)\n change [level v] by (1)\n wait (0.1) seconds\n end\n if then\n broadcast (Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-216) y: (0)\n end\n if <<touching (saw4 v)?> or <<touching color (#ff0000)?> or <touching color (#a70000)?>>> then\n broadcast (Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-216) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nrepeat (7)\n change size by (-7)\n change [ghost v] effect by (10)\n change [color v] effect by (50)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#f9ff00)?> then\n change [yv v] by (25)\n end\nend\n\nwhen I receive [end intro v]\nset volume to (100) %\nplay sound [ song v] until done\n\n@level\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\n\nwhen I receive [end intro v]\nforever\n switch costume to (level)\nend\n\nwhen I receive [end intro v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [skip v]\n\n@Love fave\n\nwhen flag clicked\ngo to [front v] layer\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (15) to (20)) seconds\n switch costume to (follow! 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@Night-city-background-with-many-building-Graphics-3832769-1\n\nwhen I receive [end intro v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
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The City || A Platformer\n\n*This is a very easy platformer I just made it for fun :)*\n\n-Use Arrow Keys To Move \n\n-Get To The End\n\n\n\n
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Nature Walk - A Platformer [MOBILE] / #games#platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [firststart v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [firststart v]\nwait (1) seconds\nforever\n switch backdrop to (backdrop1 v)\nend\n\n@Player\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (black v)\nset [level v] to [1]\nhide\nset [skiplevel v] to [no]\nset [bigboing v] to [0]\nset [jumps v] to [0]\nset [speed v] to [0]\nset [trail show v] to [no]\nset [deaths v] to [0]\nhide variable [time v]\nhide variable [☁ jumps \(ever\): v]\nhide variable [☁ deaths \(ever\): v]\nhide variable [☁ times beaten \(ever\): v]\nhide variable [☁ times beaten no deaths \(ever\): v]\nhide variable [☁ times beaten on invisible \(ever\): v]\nhide variable [☁ wr time v]\nhide variable [☁ total time spent playing: v]\n\nwhen I receive [next level v]\nset size to (100) %\nif <(level) = [20]> then\n go to x: (-205) y: (125)\nelse\n go to x: (-205) y: (-88)\nend\n\nwhen I start as a clone\nrepeat (3)\n change y by (7)\n change [ghost v] effect by (10)\n turn right (360) degrees\nend\ndelete this clone\n\nwhen I receive [start v]\nset [skiplevel v] to [no]\nset [bigboing v] to [0]\nset [jumps v] to [0]\nset [speed v] to [0]\nset [trail show v] to [no]\nset [deaths v] to [0]\nhide variable [level v]\nhide variable [time v]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\ngo to x: (-205) y: (-88)\nset [level v] to [1]\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.85))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (-2)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((-1) * (Xv))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <(Xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((Xv) / ([abs v] of (Xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (level v)?> then\n if <(Yv) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (Xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [☁ jumps \(ever\): v] by (1)\n change [jumps v] by (1)\n set [mode v] to [jump]\n set [yv v] to [9]\n if <(Sound) = [1]> then\n start sound [Jump v]\n end\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(Yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(Yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(Yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (level v)?>> then\n change y by (-1)\n if <not <touching (level v)?>> then\n change y by (-1)\n if <not <touching (level v)?>> then\n change y by (-1)\n if <not <touching (level v)?>> then\n change y by (-1)\n if <not <touching (level v)?>> then\n change y by (-1)\n if <not <touching (level v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (Yv)\n if <touching (level v)?> then\n change y by (-2)\n if <touching (level v)?> then\n change y by ((-1) * (Yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching (trampoline v)?> then\n set [yv v] to [12]\n change [bigboing v] by (1)\n broadcast (PlayerBop v)\n if <(Sound) = [1]> then\n start sound [Low Boing v]\n end\n end\n if <touching (speed v)?> then\n set [xv v] to [12]\n change [speed v] by (1)\n if <(Sound) = [1]> then\n start sound [Coin2 v]\n end\n end\n if <<touching (water v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [4]\n end\n if <<touching (water v)?> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [yv v] to [-2]\n end\n if <<touching (water v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [yv v] to [-6]\n end\n if <not <touching (water v)?>> then\n set [ghost v] effect to (0)\n end\n if <touching (water v)?> then\n set [ghost v] effect to (60)\n set [trail show v] to [yes]\n if <(Sound) = [1]> then\n start sound [Plunge v]\n end\n end\n if <(y position) < [-180]> then\n change [☁ deaths \(ever\): v] by (1)\n broadcast (next level v)\n change [deaths v] by (1)\n create clone of (_myself_ v)\n go to x: (-205) y: (-88)\n if <(Sound) = [1]> then\n start sound [Crunch v]\n end\n end\n if <<touching (obstacles v)?> or <touching (lava v)?>> then\n glide (0.1) secs to x: (x position) y: ((y position) + (40))\n broadcast (next level v)\n create clone of (_myself_ v)\n change [☁ deaths \(ever\): v] by (1)\n change [deaths v] by (1)\n if <(Sound) = [1]> then\n start sound [Crunch v]\n end\n end\n if <touching (saw v)?> then\n change [☁ deaths \(ever\): v] by (1)\n change [deaths v] by (1)\n create clone of (_myself_ v)\n go to x: (-205) y: (-88)\n if <(Sound) = [1]> then\n start sound [Crunch v]\n end\n end\n if <(x position) > [235]> then\n change [level v] by (1)\n if <(Sound) = [1]> then\n start sound [Coin v]\n end\n broadcast (next level v) and wait\n end\n if <not <touching (water v)?>> then\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nset [time v] to [0]\nforever\n wait (0.05) seconds\n change [time v] by (0.1)\n if <(level) = [21]> then\n change [☁ times beaten \(ever\): v] by (1)\n show variable [time v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Skin) = [black]> then\n switch costume to (black v)\n end\n if <(Skin) = [red]> then\n switch costume to (red v)\n end\n if <(Skin) = [orange]> then\n switch costume to (orange v)\n end\n if <(Skin) = [yellow]> then\n switch costume to (yellow v)\n end\n if <(Skin) = [green]> then\n switch costume to (green v)\n end\n if <(Skin) = [blue]> then\n switch costume to (blue v)\n end\n if <(Skin) = [indigo]> then\n switch costume to (indigo v)\n end\n if <(Skin) = [violet]> then\n switch costume to (violet v)\n end\n if <(Skin) = [box]> then\n switch costume to (box v)\n end\n if <(Skin) = [gray]> then\n switch costume to (gray v)\n end\n if <(Skin) = [ninja]> then\n switch costume to (ninja v)\n end\n if <(Skin) = [cyclops]> then\n switch costume to (cyclops v)\n end\n if <(Skin) = [invis]> then\n switch costume to (invis v)\n end\n if <(Skin) = [happy]> then\n switch costume to (happy v)\n end\n if <(Skin) = [moustache]> then\n switch costume to (moustache v)\n end\n if <(Skin) = [guy]> then\n switch costume to (guy v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [21]> and <(Invisible) = [2]>> and <(SkipLevel) = [no]>> then\n change [☁ times beaten on invisible \(ever\): v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n wait (0.05) seconds\n change [☁ total time spent playing: v] by (0.1)\n if <(level) = [21]> then\n stop [this script v]\n end\nend\n\nwhen I receive [firststart v]\nforever\n if <key (p v) pressed?> then\n set [skiplevel v] to [yes]\n change [level v] by (1)\n broadcast (next level v) and wait\n wait (0.3) seconds\n if <(Sound) = [1]> then\n start sound [Coin v]\n end\n end\n if <(level) = [21]> then\n stop [this script v]\n end\nend\n\nwhen I receive [firststart v]\nforever\n if <not <(Skin) = [invis]>> then\n go to [front v] layer\n go [forward v] (1) layers\n end\n if <(Skin) = [invis]> then\n go to [back v] layer\n go [backward v] (1) layers\n end\nend\n\n@Trail\n\nwhen I start as a clone\nswitch costume to (Skin)\ngo to [back v] layer\ngo to (player v)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n change [color v] effect by (0.5)\nend\n\nwhen flag clicked\nset [graphics v] to [2]\nhide\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [start v]\nforever\n if <(graphics) = [1]> then\n delete this clone\n end\n if <(graphics) = [2]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Skin) = [black]> then\n switch costume to (black v)\n end\n if <(Skin) = [red]> then\n switch costume to (red v)\n end\n if <(Skin) = [orange]> then\n switch costume to (orange v)\n end\n if <(Skin) = [yellow]> then\n switch costume to (blue v)\n end\n if <(Skin) = [green]> then\n switch costume to (blue v)\n end\n if <(Skin) = [blue]> then\n switch costume to (blue v)\n end\n if <(Skin) = [indigo]> then\n switch costume to (indigo v)\n end\n if <(Skin) = [violet]> then\n switch costume to (violet v)\n end\n if <(Skin) = [box]> then\n switch costume to (box v)\n end\n if <(Skin) = [gray]> then\n switch costume to (gray v)\n end\n if <(Skin) = [ninja]> then\n switch costume to (ninja v)\n end\n if <(Skin) = [cyclops]> then\n switch costume to (cyclops v)\n end\n if <(Skin) = [invis]> then\n switch costume to (invis v)\n end\n if <(Skin) = [happy]> then\n switch costume to (happy v)\n end\n if <(Skin) = [moustache]> then\n switch costume to (moustache v)\n end\n if <(Skin) = [guy]> then\n switch costume to (guy v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [firststart v]\nshow\ngo to x: (-4) y: (-5)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (level)\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [2]> then\n go to x: (-73) y: (-119)\n end\n if <(level) = [3]> then\n go to x: (-73) y: (-119)\n end\n if <(level) = [5]> then\n go to x: (-68) y: (-120)\n end\n if <(level) = [7]> then\n go to x: (0) y: (-120)\n end\n if <(level) = [8]> then\n set [lavaflowing v] to [yes]\n go to x: (-7) y: (-10)\n end\n if <(level) = [9]> then\n set [lavaflowing v] to [no]\n go to x: (112) y: (-121)\n end\n if <(level) = [10]> then\n go to x: (94) y: (95)\n end\n if <(level) = [12]> then\n go to x: (124) y: (-119)\n end\n if <(level) = [13]> then\n go to x: (124) y: (-119)\n end\n if <(level) = [15]> then\n go to x: (-13) y: (36)\n end\n if <(level) = [16]> then\n go to x: (-61) y: (-14)\n end\n if <(level) = [17]> then\n go to x: (-61) y: (-14)\n end\n if <(level) = [18]> then\n go to x: (17) y: (-130)\n end\n if <(level) = [18]> then\n go to x: (17) y: (-130)\n end\n if <(level) = [19]> then\n go to x: (17) y: (-130)\n end\n if <(level) = [20]> then\n go to x: (17) y: (-130)\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (level)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n LavaFLow\n end\n if <(level) = [20]> then\n LavaFLow\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\ndefine LavaFLow\nif <(graphics) = [2]> then\n repeat (10)\n glide (1) secs to x: (x position) y: ((y position) - (10))\n glide (1) secs to x: (x position) y: ((y position) + (10))\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go [forward v] (4) layers\n switch costume to (level)\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [20]> then\n go to x: (175) y: (-135)\n forever\n if <(graphics) = [2]> then\n turn right (30) degrees\n end\n end\n end\n if <(level) = [21]> then\n go to x: (104) y: (-124)\n forever\n if <(graphics) = [2]> then\n turn right (30) degrees\n end\n end\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n go to x: (-73) y: (-130)\n end\n if <(level) = [7]> then\n go to x: (-150) y: (-130)\n end\n if <(level) = [12]> then\n go to x: (-96) y: (-128)\n end\n if <(level) = [16]> then\n go to x: (18) y: (-127)\n end\n if <(level) = [17]> then\n go to x: (-110) y: (-129)\n end\n if <(level) = [18]> then\n go to x: (-209) y: (-6)\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go [forward v] (3) layers\n switch costume to (level)\nend\n\nwhen I receive [playerbop v]\nif <(graphics) = [2]> then\n glide (0.1) secs to x: (x position) y: ((y position) - (8))\n glide (0.1) secs to x: (x position) y: ((y position) - (-8))\nend\n\n@Speed\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n if <(graphics) = [2]> then\n set [brightness v] effect to (0)\n repeat (1)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [10]> then\n go to x: (-81) y: (-161)\n end\n if <(level) = [12]> then\n go to x: (-109) y: (8)\n end\n if <(level) = [17]> then\n go to x: (-109) y: (8)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n go to x: (-27) y: (13)\n WaterFlow\n end\n if <(level) = [15]> then\n WaterFlow\n end\n if <(level) = [21]> then\n WaterFlow\n end\n if <(level) = [16]> then\n WaterFlow\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (level)\nend\n\ndefine WaterFlow\nif <(graphics) = [2]> then\n repeat (10)\n glide (1) secs to x: (x position) y: ((y position) - (10))\n glide (1) secs to x: (x position) y: ((y position) + (10))\n end\nend\n\n@Details\n\nwhen flag clicked\nhide\n\nwhen I receive [firststart v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (level)\nend\n\n@Signs\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [firststart v]\nshow\nforever\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (level)\nend\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\ngo [forward v] (0) layers\nset size to (pick random (70) to (110)) %\nset [speed v] to (pick random (-0.5) to (-1.5))\nset [ghost v] effect to (pick random (10) to (30))\ngo to x: (200) y: (pick random (90) to (220))\nrepeat until <(x position) < [-200]>\n change x by (speed)\nend\nrepeat (55)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nhide\nforever\n if <(graphics) = [2]> then\n wait (pick random (2.5) to (3)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Shroom\n\nwhen I receive [firststart v]\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go [forward v] (3) layers\nend\n\n@StartScreen\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n if <(MainScreen) = [yes]> then\n show\n end\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [firststart v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start v)\n\nwhen I receive [skinsshow v]\nhide\n\nwhen I receive [settingsshow v]\nhide\n\n@Title\n\nwhen flag clicked\nforever\n set y to (([sin v] of (((timer) - (0.8)) * (30)) ) * (10))\n set x to (([sin v] of (((timer) - (0.8)) * (10)) ) * (10))\n point in direction (((100) + ([sin v] of (((timer) - (2)) * (70)) )) * (8))\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nforever\n if <(MainScreen) = [yes]> then\n show\n end\n go to [front v] layer\nend\n\nwhen I receive [firststart v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start v)\n\nwhen I receive [skinsshow v]\nhide\n\nwhen I receive [settingsshow v]\nhide\n\n@Background\n\nwhen flag clicked\ngo to x: (40) y: (0)\ngo to [back v] layer\nforever\n go to [back v] layer\nend\n\n@Start\n\nwhen flag clicked\ngo to x: (-26) y: (-65)\nset size to (100) %\nshow\ngo to [front v] layer\nforever\n repeat (10)\n change size by (3)\n wait (0.05) seconds\n end\n repeat (10)\n change size by (-3)\n wait (0.05) seconds\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (FirstStart v)\nset [mainscreen v] to [no]\n\nwhen I receive [skinsshow v]\nhide\n\nwhen flag clicked\nforever\n if <(MainScreen) = [yes]> then\n show\n end\nend\n\nwhen I receive [settingsshow v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (-20)\n end\nend\n\n@Settings\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (-74) y: (-64)\nset size to (100) %\nshow\ngo to [front v] layer\nforever\n repeat (10)\n change size by (3)\n wait (0.05) seconds\n end\n repeat (10)\n change size by (-3)\n wait (0.05) seconds\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (SettingsShow v)\n\nwhen I receive [firststart v]\nhide\n\nwhen flag clicked\nforever\n if <(MainScreen) = [yes]> then\n show\n end\n if <(Page#) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (-20)\n end\nend\n\n@Skins\n\nwhen flag clicked\ngo to x: (22) y: (-64)\nset size to (100) %\nshow\ngo to [front v] layer\nforever\n repeat (10)\n change size by (3)\n wait (0.05) seconds\n end\n repeat (10)\n change size by (-3)\n wait (0.05) seconds\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (SkinsShow v)\nset [page# v] to [1]\n\nwhen I receive [firststart v]\nhide\n\nwhen flag clicked\nforever\n if <(MainScreen) = [yes]> then\n show\n end\nend\n\nwhen I receive [settingsshow v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (-20)\n end\nend\n\n@BackButton\n\nwhen flag clicked\nset [mainscreen v] to [yes]\nhide\ngo to x: (205) y: (150)\n\nwhen I receive [skinsshow v]\nset [mainscreen v] to [no]\nshow\n\nwhen this sprite clicked\nset [page# v] to [2]\nset [mainscreen v] to [yes]\nhide\nhide variable [☁ jumps \(ever\): v]\nhide variable [☁ deaths \(ever\): v]\nhide variable [☁ times beaten \(ever\): v]\nhide variable [☁ times beaten no deaths \(ever\): v]\nhide variable [☁ times beaten on invisible \(ever\): v]\nhide variable [☁ wr time v]\nhide variable [☁ total time spent playing: v]\n\nwhen I receive [settingsshow v]\nset [mainscreen v] to [no]\nshow\nshow variable [☁ jumps \(ever\): v]\nshow variable [☁ deaths \(ever\): v]\nshow variable [☁ times beaten \(ever\): v]\nshow variable [☁ times beaten no deaths \(ever\): v]\nshow variable [☁ times beaten on invisible \(ever\): v]\nshow variable [☁ wr time v]\nshow variable [☁ total time spent playing: v]\n\nwhen flag clicked\nforever\n if <<(level) = [21]> and <(SkipLevel) = [no]>> then\n if <(Time) < (☁ WR Time)> then\n set [☁ wr time v] to (Time)\n end\n end\nend\n\n@Skins#1\n\nwhen flag clicked\nset [invis/noinvis v] to [1]\nset [skin v] to [black]\nset size to (80) %\nhide\n\nwhen I receive [skinsshow v]\ngo to x: (-175) y: (125)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [black]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-75) y: (125)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [red]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n delete this clone\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\n@Skins#2\n\nwhen flag clicked\nset [page# v] to [2]\nset size to (80) %\nhide\n\nwhen I receive [skinsshow v]\ngo to x: (25) y: (125)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [orange]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (125) y: (125)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [yellow]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n delete this clone\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\n@Skins#3\n\nwhen flag clicked\nset size to (80) %\nhide\n\nwhen I receive [skinsshow v]\ngo to [back v] layer\ngo to x: (-175) y: (0)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [green]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-75) y: (0)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [moustache]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n delete this clone\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\n@Skins#4\n\nwhen flag clicked\nset size to (80) %\nhide\n\nwhen I receive [skinsshow v]\ngo to x: (25) y: (0)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [guy]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (125) y: (0)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [violet]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n delete this clone\n end\nend\n\n@Skins#5\n\nwhen flag clicked\nset size to (80) %\nhide\n\nwhen I receive [skinsshow v]\ngo to x: (-175) y: (-125)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [box]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-75) y: (-125)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [happy]\n set [invis/noinvis v] to [1]\n end\n if <(MainScreen) = [yes]> then\n delete this clone\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\n@Skins#6\n\nwhen flag clicked\nset size to (80) %\nhide\n\nwhen I receive [skinsshow v]\ngo to x: (25) y: (-125)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [ninja]\n set [invisible v] to [1]\n end\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (125) y: (-125)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [skin v] to [cyclops]\n set [invisible v] to [1]\n end\n if <(MainScreen) = [yes]> then\n delete this clone\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\n@Skin Checker\n\nwhen flag clicked\ngo to x: (200) y: (50)\nhide\nforever\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\n@Skin Checker V2\n\nwhen flag clicked\nset size to (150) %\ngo to x: (200) y: (25)\nhide\nforever\n if <(MainScreen) = [yes]> then\n hide\n end\n if <(Page#) = [1]> then\n show\n end\n if <(Page#) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Skin) = [black]> then\n switch costume to (black v)\n end\n if <(Skin) = [red]> then\n switch costume to (red v)\n end\n if <(Skin) = [orange]> then\n switch costume to (orange v)\n end\n if <(Skin) = [yellow]> then\n switch costume to (yellow v)\n end\n if <(Skin) = [green]> then\n switch costume to (green v)\n end\n if <(Skin) = [blue]> then\n switch costume to (blue v)\n end\n if <(Skin) = [indigo]> then\n switch costume to (indigo v)\n end\n if <(Skin) = [violet]> then\n switch costume to (violet v)\n end\n if <(Skin) = [white]> then\n switch costume to (white v)\n end\n if <(Skin) = [gray]> then\n switch costume to (gray v)\n end\n if <(Skin) = [ninja]> then\n switch costume to (ninja v)\n end\n if <(Skin) = [cyclops]> then\n switch costume to (cyclops v)\n end\n if <(Skin) = [box]> then\n switch costume to (box v)\n end\n if <(Skin) = [invis]> then\n switch costume to (invis v)\n end\n if <(Skin) = [happy]> then\n switch costume to (happy v)\n end\n if <(Skin) = [moustache]> then\n switch costume to (moustache v)\n end\n if <(Skin) = [guy]> then\n switch costume to (guy v)\n end\nend\n\n@Sound\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\nset volume to (100) %\nset [sound v] to [1]\nhide\nforever\n if <(MainScreen) = [yes]> then\n hide\n end\nend\n\nwhen I receive [settingsshow v]\nshow\ngo to x: (-186) y: (133)\n\nwhen this sprite clicked\nchange [sound v] by (1)\nforever\n if <(Sound) = [1]> then\n switch costume to (costume1 v)\n set volume to (100) %\n end\n if <(Sound) = [2]> then\n set volume to (0) %\n switch costume to (costume2 v)\n end\n if <(Sound) > [2]> then\n set [sound v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Sound) = [1]> then\n play sound (pick random (1) to (3)) until done\n end\nend\n\n@Graphics\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\nset [graphics v] to [2]\nhide\nforever\n if <(MainScreen) = [yes]> then\n hide\n end\nend\n\nwhen I receive [settingsshow v]\nshow\ngo to x: (-78) y: (133)\n\nwhen this sprite clicked\nchange [graphics v] by (1)\nforever\n if <(graphics) > [2]> then\n set [graphics v] to [1]\n end\n if <(graphics) = [1]> then\n switch costume to (costume2 v)\n end\n if <(graphics) = [2]> then\n switch costume to (costume1 v)\n end\nend\n\n@Invisible\n\nwhen flag clicked\nset [invisible v] to [1]\nswitch costume to (costume2 v)\nset size to (200) %\nhide\nforever\n if <(MainScreen) = [yes]> then\n hide\n end\nend\n\nwhen I receive [settingsshow v]\nshow\ngo to x: (32) y: (133)\n\nwhen this sprite clicked\nchange [invisible v] by (1)\nchange [invis/noinvis v] by (1)\nforever\n if <(Invis/NoInvis) = [2]> then\n if <(Invisible) = [2]> then\n switch costume to (costume1 v)\n set [skin v] to [invis]\n end\n end\n if <(Invisible) = [1]> then\n switch costume to (costume2 v)\n set [skin v] to [black]\n end\n if <(Invisible) > [2]> then\n set [invisible v] to [1]\n end\n if <(Invis/NoInvis) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Invis/NoInvis) > [2]> then\n set [invis/noinvis v] to [1]\n end\nend\n\n@Other Games\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [costume# v] to [1]\nset size to (100) %\nhide\nforever\n if <(MainScreen) = [yes]> then\n hide\n end\nend\n\nwhen I receive [settingsshow v]\nshow\ngo to x: (180) y: (50)\n\nwhen I receive [settingsshow v]\nset [mainscreen v] to [no]\n\n@Achievements\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(deaths) = [1]> then\n switch costume to ( v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(BigBoing) = [1]> then\n switch costume to (4 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(level) = [2]> then\n switch costume to (2 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(level) = [21]> then\n switch costume to (3 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(SPEED) = [1]> then\n switch costume to (5 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(deaths) = [100]> then\n switch costume to (8 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Jumps) = [50]> then\n switch costume to (9 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n if <(SkipLevel) = [yes]> then\n switch costume to (7 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n if <<<(deaths) = [0]> and <(level) = [21]>> and <(SkipLevel) = [no]>> then\n change [☁ times beaten no deaths \(ever\): v] by (1)\n switch costume to (6 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (3.5)\n end\n stop [this script v]\n end\nend\n\n@Level#\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: ((205) + ((Digits) * (12))) y: (140)\nforever\n if <(Digits) > (length of (level))> then\n hide\n else\n show\n switch costume to (letter (Digits) of (level))\n end\nend\n\nwhen I receive [start v]\nset [digits v] to [0]\nrepeat (5)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\n@Deaths#\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: ((205) + ((Digits) * (12))) y: (160)\nforever\n if <(Digits) > (length of (deaths))> then\n hide\n else\n show\n switch costume to (letter (Digits) of (deaths))\n end\nend\n\nwhen I receive [start v]\nset [digits v] to [0]\nrepeat (5)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\n@LevelDeathsText\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (143) y: (160)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nshow\ngo to x: (180) y: (140)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\n@Love,Favorite,Follow\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (25)\n wait (pick random (15) to (25)) seconds\n go to x: (50) y: (280)\n go to [front v] layer\n go [forward v] (1) layers\n show\n repeat (9)\n change y by (-4)\n end\n repeat (5)\n change y by (2)\n end\n wait (3) seconds\n repeat (15)\n change y by (2)\n end\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume2 v)\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n
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-----------Nature Walk-------------\n By @ebmudkip\n \n "Gonna take a walk outside today,\n Gonna see what we can find today"\n Milo And Otis\n \n ---How to Play---\n↑ or W to Jump\n→ or D to go Right\n← or A to go Left\nIf Mobile, drag in any direction\n\n-Blue Arrows = Speed Boosts\n-Trampolines = Bouncy Pads\n-Avoid Spikes and Lava\n-Get to the other side of the level\n-Have Fun!\n-Loving, Favoriting, and Following is highly appreciated!\n\n
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Pusheen Platformer || #Games
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@Stage\n\nwhen flag clicked\nplay sound [bensound-ukulele v] until done\n\n@Pusheen\n\nwhen flag clicked\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (5) y: (1)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x velocity v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\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 (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 (-6)\n change x by (round ((X Velocity) * (-1)))\n end\n end\n end\n end\n set [x velocity v] to [0]\n end\n if <(x position) > [431]> then\n broadcast (Next level!! v) and wait\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (5) y: (1)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (level v)?> then\n set [y velocity v] to [13]\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 (level 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: (5) y: (1)\n end\n if <(x position) > [431]> then\n broadcast (Next level!! v) and wait\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (5) y: (1)\n end\nend\n\nwhen I receive [next level!! v]\ngo to x: (5) y: (1)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level!! v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level!! v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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Welcome to Pusheen Platformer!\n-- Instructions --\nArrow keys to move\nSpace bar or up arrow to jump!\nAvoid the dangers such as: Lava and Spikes!\nComplete all levels\n<><><><><><><<><><><><><><>\nThe game has 14 levels\n<><>><><><><><><><><><><><>\nPugsheen Version:\nhttps://scratch.mit.edu/projects/700495330\n<><>><><><><><><><><><><><>\n❤️ + ⭐ for more Platformer games!
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Cat - Former ll A Platformer
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@Stage\n\n@JoyPad\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n point in direction (0)\n hide\n if <mouse down?> then\n show\n point towards (mouse-pointer v)\n if <([abs v] of (direction) ) < [70]> then\n broadcast (Jump v)\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [level up v]\nnext costume\n\n@Thumbnail\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n@Song\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Cat\n\nwhen flag clicked\ngo to x: (-222) y: (-111)\nforever\n if <not <touching (platforms v)?>> then\n change y by (-4)\n end\n Sensing\n change y by (4)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <([direction v] of [joypad v]) < [-70]>>> then\n switch costume to (left v)\n change x by (-5)\n Sensing\n if <touching (platforms v)?> then\n change x by (5)\n end\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <([direction v] of [joypad v]) > [70]>>> then\n switch costume to (right v)\n change x by (5)\n Sensing\n if <touching (platforms v)?> then\n change x by (-5)\n end\n end\n change y by (-4)\nend\n\nwhen [up arrow v] key pressed\nif <touching (platforms v)?> then\n broadcast (Up v)\nend\n\ndefine Sensing\nif <touching color (#549a10)?> then\n broadcast (Level Up v)\n go to x: (-222) y: (-111)\nend\nif <touching color (#ff0000)?> then\n go to x: (-222) y: (-111)\nend\n\nwhen I receive [jump v]\nif <touching (platforms v)?> then\n broadcast (Up v)\nend\n\nwhen I receive [up v]\nrepeat (14)\n change y by (10)\n if <touching (platforms v)?> then\n change y by (-6)\n stop [this script v]\n end\nend\n\nwhen [w v] key pressed\nif <touching (platforms v)?> then\n broadcast (Up v)\nend\n\nwhen flag clicked\nswitch costume to (right v)\n\n@Love,Favorite,Follow\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (25)\n wait (pick random (10) to (20)) seconds\n play sound [pop v] until done\n go to x: (50) y: (280)\n go to [front v] layer\n go [forward v] (1) layers\n show\n repeat (9)\n change y by (-4)\n end\n repeat (5)\n change y by (2)\n end\n wait (3) seconds\n repeat (15)\n change y by (2)\n end\n hide\nend\n\n
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Check out the second! https://scratch.mit.edu/projects/702169872/\n\nWhoever gets the 200th love gets a follow all my accounts\nArrow Keys or WASD or use your finger to move
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mountain platformer
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@Stage\n\nwhen I receive [次のステージ v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@地面\n\nwhen flag clicked\nswitch costume to ( v)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [Kozah - Heavens \[NCS Release\] v] until done\nend\n\n@プレイヤー\n\nwhen I receive [動け v]\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nshow\nset size to (40) %\ngo to x: (-201) y: (-80)\npoint in direction (90)\nforever\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n if <key (any v) pressed?> then\n change [動力\(x\) v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [動力\(x\) v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (動力\(x\))\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change x by ((動力\(x\)) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\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 [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [15]\n end\n end\n if <touching (ジャンプ台 v)?> then\n set [動力\(y\) v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [25]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <(x position) > [230]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nbroadcast (動け v)\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-201) y: (-80)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (-25)\nrepeat (20)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n@Love fave\n\nwhen flag clicked\nforever\n show\nend\n\n@カーソル\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n go to (mouse-pointer v)\nend\n\ndefine エフェクト1\nset [ghost v] effect to (0)\nwait until <not <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nshow\nforever\n if <mouse down?> then\n エフェクト1\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (294) y: (160)\nforever\n wait (pick random (0.5) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (20))\nset [brightness v] effect to (pick random (0) to (-5))\nset y to (pick random (160) to (110))\nshow\nrepeat (30)\n move (pick random (-5) to (-30)) steps\nend\ndelete this clone\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\n move (-20) steps\n change y by (15)\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n
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スマホ対応!\nマウス操作か矢印キー操作です\n\nなぜ斧を持たせたかって?\n雰囲気だよ(๑•ૅㅁ•๑)//
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■Minecraft Platformer■■ #s_fes
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@Stage\n\nwhen I receive [始まり v]\nforever\n play sound [Time To Leaf v] until done\nend\n\n@地形\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [始まり v]\nswitch costume to (1 v)\nset [stage v] to [0]\nshow\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\n@プレイヤー\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)\nrepeat (10)\n hide\nend\n\nwhen I receive [始まり v]\nset [動いてよろしい? v] to [1]\ngo to [front v] layer\nshow\nset size to (300) %\nswitch costume to (コスチューム2 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?> or <key (a 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?> or <key (d 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?> or <key (s 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?> or <key (w 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?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\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 repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n go to x: (-201) y: (-50)\n end\n if <<touching (アレックス v)?> or <touching (火.マグマ v)?>> then\n set [yv v] to [0]\n broadcast (死 v)\n start sound [ oof 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 end\n end\nend\n\nwhen I receive [ステージ切り替え v]\ngo to x: (-201) y: (-50)\n\n@イントロ\n\nwhen flag clicked\nif <(メンテナンス中) = [メンテナンス中]> then\n hide\n stop [all v]\nelse\n clear graphic effects\n show\n start sound [ニャー v]\n repeat (20)\n change [ghost v] effect by (-25)\n end\n repeat (20)\n change [ghost v] effect by (25)\n end\n hide\n broadcast (始まり v)\nend\n\n@next\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nchange [ステージ v] by (1)\ngo to x: (0) y: (0)\nset [pixelate v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nbroadcast (ステージ切り替え v)\nset [背景明るさ v] to [100]\nwait (0.3) seconds\nclear graphic effects\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nset [動いてよろしい? v] to [1]\nhide\nrepeat (10)\n change [背景明るさ v] by (-10)\nend\n\n@剣\n\nwhen I receive [始まり v]\n\nhide\n\nshow\n\nshow\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [始まり v]\nhide\n\nwhen I receive [志村けn\(\) v]\nshow\nforever\n go to [front v] layer\n go to (プレイヤー v)\n if <(ステージ) = [5]> then\n point in direction (135)\n else\n point in direction (90)\n end\nend\n\n@剣ぼたん\n\nwhen I receive [始まり v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (志村けn\(\) v)\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@アレックス\n\nwhen I receive [始まり v]\nhide\nforever\n if <(ステージ) = [5]> then\n show\n forever\n change x by (10)\n change x by (-10)\n if <touching (剣 v)?> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@文字\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@火.マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@タイム\n\nwhen I receive [始まり v]\nrepeat until <(ステージ) = [11]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nelse\n set [☁ 世界記録 v] to (☁ 世界記録)\nend\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\nshow\n\nwhen flag clicked\nhide\nset [タイム v] to [0]\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\n\n@お遊び用サムネ\n\nwhen flag clicked\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)) < [0.0000001]> 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
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【English 】\nBecome Minecraft's enemy Mob Creeper and compete for the time to the goal!\n\n【日本語】\nMinecraftの敵モブクリーパーになってゴールまでのタイムをみんなで競い合おう!\n\n▼遊び方/how to play\n【English 】\nMove Creeper with arrow keys or WASD keys or mobile operation You can attack with the sword button in the upper right corner.!\n\n【日本語】\n矢印キーまたはWASDキーやモバイル操作でクリーパーを動かそう。右上の剣ボタンで攻撃できるぞ!
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SCOUD A SCROLLING PLATFORMER
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@Stage\n\n@Platforms r\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]\n Clone At x: [500] y: [0]\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\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 flag clicked\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [exit v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [start_game v]\n\ngo [forward v] (1) layers\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\npoint in direction (90)\nhide\n\nset size to (25) %\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)\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1870]\n set [y v] to [30]\n set [scroll x v] to [1870]\n set [scroll y v] to [30]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [3461]\n set [y v] to [50]\n set [scroll x v] to [3461]\n set [scroll y v] to [75]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3314]\n set [y v] to [=58]\n hide\n stop [all v]\n end\n end\n end\nend\n\ndefine Tick\nif <not <key (any v) pressed?>> then\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 (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\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 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\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\nif <touching (platforms r 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 r 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 r v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms r 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 r 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 (lava v)?> then\n set [exit v] to [die]\n broadcast (dies v)\nend\n\ndefine Game-Win\npoint in direction (90)\nhide\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [end intro v]\nbroadcast (Green Flag v) and wait\nshow\nbroadcast (Game On v) and wait\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [eye 2 v]\nswitch costume to (eye 2 v)\n\nwhen I receive [eye v]\nswitch costume to (eye v)\n\nwhen I receive [blank v]\nswitch costume to (blank v)\n\n@Costume Selection\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next v]\nnext\n\nwhen I receive [costume v]\nif <(costume [number v]) = [1]> then\n broadcast (blank v) and wait\nend\nif <(costume [number v]) = [2]> then\n broadcast (eye v) and wait\nend\nif <(costume [number v]) = [3]> then\n broadcast (eye 2 v) and wait\nend\n\nwhen I receive [left v]\nback\n\nrepeat (9)\n\nnext costume\n\ndefine back\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (8)\n next costume\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine next\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nforever\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\nhide\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (costume v) and wait\n broadcast (end intro v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n broadcast (START_GAME v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nbroadcast (start costume layer front v)\n\nwhen flag clicked\nforever\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\nwhen this sprite clicked\nbroadcast (start!!!!! v)\n\nhide\n\n@Select2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (2)\nend\n\nhide\n\n@Sprite1\n\n@CheckPoint 3\n\nwhen I receive [green flag v]\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 [YOU WON! v]\n change [checkpoint v] by (1)\n broadcast (END GAME v) and wait\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: [4720] y: [90]\nend\nset [x v] to [-99999]\n\nClone At x: [1966] y: [137]\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]\nshow\nforever\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [aatimer2 v] to (timer)\nend\n\nwhen [timer v] > (AAtimer2)\n\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nhide\n\nshow\n\n@BG\n\nwhen I receive [green flag v]\nhide\n\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 (1 v)\n Clone At x: [0] 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)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [start costume layer front v]\nwait (0.2) seconds\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(EXIT) = [die]> then\n show\n go [forward v] (2) layers\n end\nend\n\nwhen I receive [dies v]\nrepeat (2)\n show\n go [forward v] (1) layers\nend\n\nwhen I receive [start!!!!! v]\nwait (0.3) seconds\ngo [forward v] (2) layers\n\n@Figur1\n\nwhen I receive [dies v]\nwait (1) seconds\ngo [backward v] (100) layers\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Lava\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 (level 1.1 v)\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\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)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nshow\n\ngo to [back v] layer\n\n@CheckPoint 4\n\nwhen I receive [green flag v]\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: [1902] y: [-10]\nend\nset [x v] to [-99999]\n\nClone At x: [1966] y: [137]\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@CheckPoint 5\n\nwhen I receive [green flag v]\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: [3461] y: [57]\nend\nset [x v] to [-99999]\n\nClone At x: [1966] y: [137]\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
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★ ★ ★ ★ ★ ★ ★ ★SCOUD ★ ★ ★ ★ ★ ★ ★ ★\na scrolling platformer…\nMOVEMENT: Arrow keys; W, A, S, D or your finger!\nYOUR TASK: Finish the platformer! Much fun!\nThanks!\n\nGERMAN:\n\nBEWEGUNG: Pfeiltasten; W, A, S, D oder mit dem Finger!\nDEINE AUFGABE: Den Plattformer bis zum Ende durch zu spielen! Viel Spaß!!\nDanke!\n\nCAN WE GET TRENDING AGAIN!? PLS…
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Trickery Platformer
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@Stage\n\n@Player\n\nwhen I start as a clone\nswitch costume to (black v)\nrepeat (7)\n change [ghost v] effect by (7)\n change size by (-3)\nend\ndelete this clone\n\ndefine reset\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (2)\n switch costume to (right v)\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (left v)\n change [x v] by (-2)\nend\nset [x v] to ((x) * (0.8))\nchange x by (round (x))\nif <touching (level v)?> then\n change x by (round ((x) * (-1)))\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <<<mouse down?> and <(mouse y) > (y position)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [y v] to [15]\nend\nchange y by (1)\nif <(x position) > [233]> then\n go to x: (-211) y: (-53)\n broadcast (next level v)\n change [level v] by (1)\nend\nif <<<touching (danger v)?> or <touching (lava v)?>> or <(y position) < [-180]>> then\n change [ghost v] effect by (50)\n go to x: (-206) y: (-30)\n wait (0.05) seconds\n set [ghost v] effect to (0)\nend\nif <touching (bounce v)?> then\n set [y v] to [5]\n set [x v] to [0]\nend\n\nwhen I receive [reset v]\nset [music v] to [1]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-154) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (player v)\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [music v] to [1]\n\nwhen I receive [skip v]\ngo to x: (-184) y: (-74)\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (7) y: (-8)\n\n@Danger\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\nswitch costume to (costume1 v)\nshow\nwait until <(level) = [10]>\nnext costume\nwait until <(level) = [11]>\nhide\nwait until <(level) = [13]>\nshow\nnext costume\nwait until <(level) = [14]>\nnext costume\nwait until <(level) = [15]>\nnext costume\nwait until <(level) = [16]>\nnext costume\nwait until <(level) = [17]>\nnext costume\nwait until <(level) = [18]>\nnext costume\nwait until <(level) = [19]>\nhide\nwait until <(level) = [20]>\nshow\nnext costume\nwait until <(level) = [21]>\nnext costume\nwait until <(level) = [22]>\nnext costume\nwait until <(level) = [23]>\nhide\nwait until <(level) = [24]>\nshow\nnext costume\nwait until <(level) = [25]>\nhide\nwait until <(level) = [26]>\nshow\nnext costume\nwait until <(level) = [27]>\nnext costume\nwait until <(level) = [28]>\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwait until <(level) = [29]>\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nwait until <(level) = [2]>\nswitch costume to (costume1 v)\nshow\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nwait until <(level) = [6]>\nhide\nwait until <(level) = [16]>\nswitch costume to (costume6 v)\nshow\nwait until <(level) = [19]>\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nwait until <(level) = [8]>\nshow\nwait until <(level) = [9]>\nhide\nwait until <(level) = [14]>\nshow\nnext costume\nwait until <(level) = [15]>\nhide\nwait until <(level) = [24]>\nshow\nnext costume\nwait until <(level) = [25]>\nnext costume\nwait until <(level) = [26]>\nhide\n\nwait until <(level) = [26]>\n\n@Bounce\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-9) y: (-21)\nwait until <(level) = [10]>\nshow\nwait until <(level) = [11]>\nhide\ngo to x: (-92) y: (-25)\nwait until <(level) = [14]>\nshow\nwait until <(level) = [15]>\nhide\n\nwait until <(level) = [11]>\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait until <(level) = [28]>\nforever\n set [x v] to (pick random (-104) to (253))\n create clone of (_myself_ v)\n wait (.05) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (X) y: (271)\nglide (1.6) secs to x: (X) y: (10)\ndelete this clone\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (100))\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (.5) seconds\nforever\n go [forward v] (999) layers\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\nwhen flag clicked\n\nshow\ngo to x: (36) y: (28)\nwait (3) seconds\nforever\n go to [front v] layer\nend\n\n
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Don't click the green flag.\nWASD or arrow keys won't work.\nYou won't find the rest of the instructions in the game.\n\n\nHello, this is green!\nPlease give it a love and fav!\nI will NOT make a part 2, because I don't think I could come up with enough levels. I’ll add levels I think of to this one.
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Minecraft Scrolling Platformer 3
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [TheFatRat - Monody \(feat. Laura Brehm\).mp4 v] until done\n\nwhen I receive [lol v]\nstop all sounds\nswitch backdrop to (backdrop 2 v)\nforever\n play sound [Masked Heroes v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [message1 v]\nwait (0) seconds\nshow\nrepeat (4)\n set x to (-1)\n go to [front v] layer\n show\n repeat (25)\n set x to ((x position) / (0.9))\n end\n go to x: (300) y: (0)\n next costume\n repeat (30)\n set x to ((x position) * (0.85))\n end\nend\nwait (1) seconds\nbroadcast (lol v)\nhide\n\n@download\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (150) %\ngo to x: (0) y: (0)\nrepeat (9)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nbroadcast (message1 v)\nrepeat (1)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nhide\n\n@Ground\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nClone ((480) * (6)) [-100] [7]\nClone ((480) * (7)) [-100] [8]\nClone ((480) * (7)) [300] [9]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n broadcast (T v)\n end\nend\n\nwhen I receive [start v]\nbroadcast (T v)\n\nwhen I receive [start v]\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [lol v]\nbroadcast (Start v)\n\nshow\n\nwhen flag clicked\nhide\n\n@Player\n\ndefine Move\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1))\n replace item (3) of [player v] with [90]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1))\n replace item (3) of [player v] with [-90]\nend\nset rotation style [left-right v]\npoint in direction (item (3) of [player v])\nreplace item (1) of [player v] with ((item (1) of [player v]) * (0.9))\nchange x by (item (1) of [player v])\nrepeat (10)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change x by (() - (item (1) of [player v]))\n change y by (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n replace item (1) of [player v] with ((6) - ((12) * <not <(item (1) of [player v]) < [0]>>))\n replace item (2) of [player v] with [10]\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>>> then\n replace item (2) of [player v] with [14]\nend\nchange y by (1)\nreplace item (2) of [player v] with ((item (2) of [player v]) - (1))\nchange y by (item (2) of [player v])\nif <touching (ground v)?> then\n change y by (() - (item (2) of [player v]))\n replace item (2) of [player v] with [0]\nend\nreplace item (4) of [player v] with ((item (4) of [player v]) + ((x position) - ((item (4) of [player v]) - (item (6) of [player v]))))\nreplace item (5) of [player v] with ((item (5) of [player v]) + ((y position) - (((item (5) of [player v]) - (item (7) of [player v])) - (50))))\nreplace item (6) of [player v] with ((item (6) of [player v]) + (((item (4) of [player v]) - (item (6) of [player v])) / (10)))\nreplace item (7) of [player v] with ((item (7) of [player v]) + (((item (5) of [player v]) - (item (7) of [player v])) / (5)))\nset x to ((item (4) of [player v]) - (item (6) of [player v]))\nset y to (((item (5) of [player v]) - (item (7) of [player v])) - (50))\nif <(item (7) of [player v]) < [-400]> then\n Reset\nend\n\ndefine Reset\nset size to (150) %\npoint in direction (90)\ngo to x: (0) y: (0)\ndelete (all) of [player v]\nadd [0] to [player v]\nadd [0] to [player v]\nadd [90] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\nadd [-25] to [player v]\nadd [-100] to [player v]\n\nwhen I receive [t v]\nReset\nforever\n Move\nend\n\nwhen I receive [start v]\nshow\nforever\n if <touching (danger v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nhide\n\n@notif2\n\nwhen I receive [lol v]\nwait (pick random (1.5) to (2)) 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 flag clicked\ngo to x: (0) y: (50)\nhide\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\nwhen I receive [lol v]\nset [time v] to [0]\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\n\n
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GET READY FOR THE NETHER! IN SCROLLING PLATFORMER!\nSpam The Green Flag\nFull Screen Recommended\nINSTRUCTIONS:\n-Arrow Keys\n-Avoid Lava\n-Avoid Mobs\n-Get to the End\n***COMMENT: BOAT***\nMy Time: 24
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2 Player Platformer Game
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\n@Character\n\ndefine Ground\nrepeat until <not <<touching color (#000000)?> or <touching color (#ff9400)?>>>\n change y by ((0) - (([abs v] of (Yv) ) / (Yv)))\nend\n\ndefine Physics\nchange y by (Yv)\nif <touching color (#7f00ff)?> then\n if <(Jump) = [2]> then\n set [yv v] to [10]\n set [jump v] to [2]\n end\n change [yv v] by ((gravity) / (4))\nend\nif <<touching color (#000000)?> or <touching color (#ff9400)?>> then\n Ground\n if <(Yv) < [0.1]> then\n set [yv v] to [0]\n set [jump v] to [2]\n else\n set [yv v] to [-1]\n set [jump v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\nif <<[-0.1] < (Yv)> and <key (w v) pressed?>> then\n if <(Jump) = [2]> then\n set [yv v] to [6.5]\n set [jump v] to [1]\n end\n change [yv v] by ((gravity) / (4))\nend\nchange x by (Xv)\nif <<touching color (#000000)?> or <touching color (#ff9400)?>> then\n Wall\n set [xv v] to [0]\nend\nif <key (d v) pressed?> then\n change [xv v] by (Speed)\n switch costume to (costume2 v)\n point in direction (90)\nend\nif <key (a v) pressed?> then\n change [xv v] by ((0) - (Speed))\n switch costume to (costume2 v)\n point in direction (-90)\nend\nif <not <<key (d v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume1 v)\nend\nset [xv v] to ((Xv) * (0.75))\nif <touching color (#ffff00)?> then\n go to x: (-171) y: (-24)\n broadcast (message1 v)\nend\nif <touching color (#ff0000)?> then\n broadcast (message2 v)\n go to x: (-171) y: (-24)\nend\nrepeat until <not <<touching color (#000000)?> or <touching color (#ff9400)?>>>\n change y by (1)\nend\n\nwhen flag clicked\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nset [gravity v] to [1]\nset [jump v] to [2]\nset [speed v] to [2]\ngo to x: (-171) y: (-24)\nforever\n Physics\nend\n\ndefine Wall\nrepeat until <not <<touching color (#000000)?> or <touching color (#ff9400)?>>>\n change x by ((0) - (([abs v] of (Xv) ) / (Xv)))\nend\n\nwhen I receive [message1 v]\ngo to x: (-201) y: (-24)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-201) y: (16)\n\nwhen flag clicked\nforever\n play sound [598349_-Final-Battle- \(1\).mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-207) y: (-150)\n\nhide\n\n@Character2\n\ndefine Ground\nrepeat until <not <<touching color (#000000)?> or <touching color (#00cccc)?>>>\n change y by ((0) - (([abs v] of (Yv2) ) / (Yv2)))\nend\n\ndefine Physics\nchange y by (Yv2)\nif <touching color (#7f00ff)?> then\n if <(Jump2) = [2]> then\n set [yv2 v] to [10]\n set [jump2 v] to [2]\n end\n change [yv2 v] by ((Gravity2) / (4))\nend\nif <<touching color (#000000)?> or <touching color (#00cccc)?>> then\n Ground\n if <(Yv2) < [0.1]> then\n set [yv2 v] to [0]\n set [jump2 v] to [2]\n else\n set [yv2 v] to [-1]\n set [jump2 v] to [0]\n end\nelse\n change [yv2 v] by (-1)\nend\nif <<[-0.1] < (Yv2)> and <key (up arrow v) pressed?>> then\n if <(Jump2) = [2]> then\n set [yv2 v] to [6.5]\n set [jump2 v] to [1]\n end\n change [yv2 v] by ((Gravity2) / (4))\nend\nchange x by (Xv2)\nif <<touching color (#000000)?> or <touching color (#00cccc)?>> then\n Wall\n set [xv2 v] to [0]\nend\nif <key (right arrow v) pressed?> then\n change [xv2 v] by (Speed2)\n switch costume to (costume2 v)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [xv2 v] by ((0) - (Speed2))\n switch costume to (costume2 v)\n point in direction (-90)\nend\nif <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (costume1 v)\nend\nset [xv2 v] to ((Xv2) * (0.75))\nif <touching color (#ffff00)?> then\n broadcast (message1 v)\n go to x: (-201) y: (-24)\nend\nif <touching color (#ff0000)?> then\n broadcast (message2 v)\n go to x: (-171) y: (-24)\nend\nrepeat until <not <<touching color (#000000)?> or <touching color (#00cccc)?>>>\n change y by (1)\nend\n\nwhen flag clicked\nshow\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nset [gravity2 v] to [1]\nset [jump2 v] to [2]\nset [speed2 v] to [2]\ngo to x: (-221) y: (-24)\nforever\n Physics\nend\n\ndefine Wall\nrepeat until <not <<touching color (#000000)?> or <touching color (#00cccc)?>>>\n change x by ((0) - (([abs v] of (Xv2) ) / (Xv2)))\nend\n\nwhen I receive [message1 v]\ngo to x: (-221) y: (-24)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-221) y: (16)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-221) y: (-14)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-225) y: (-150)\n\nhide\n\n@Entrance\n\nwhen flag clicked\ngo to x: (15) y: (-75)\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-41) y: (-142)\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (-100) y: (-115)\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-100) y: (-160)\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [open v]\nrepeat (25)\n change y by (2)\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nshow\n\n@Button\n\nwhen flag clicked\ngo to x: (141) y: (-82)\nhide\nforever\n if <<touching (character v)?> or <touching (character2 v)?>> then\n hide\n broadcast (OPEN v)\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (62) y: (-149)\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (-10) y: (-125)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-45) y: (-160)\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Entrance2\n\nwhen flag clicked\nhide\n\nwhen I receive [open2 v]\nrepeat (25)\n change y by (2)\nend\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (59) y: (-147)\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Button2\n\nwhen flag clicked\nhide\nforever\n if <<touching (character v)?> or <touching (character2 v)?>> then\n hide\n broadcast (OPEN2 v)\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (115) y: (-160)\n\n@The Final battle\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop19 v]\nshow\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (START v)\n\n@Final Boss\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (240) y: (180)\n\nwhen I receive [start v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching color (#ff9400)?> then\n broadcast (BOSS LESS LIFE v)\n end\n if <not <([costume # v] of [final boss lives v]) = [4]>> then\n if <(distance to [character v]) > (distance to [character2 v])> then\n point towards (character2 v)\n move (7.6) steps\n else\n point towards (character v)\n move (7.6) steps\n end\n end\n if <([costume # v] of [final boss lives v]) = [4]> then\n say [You have destroyed me with all of my power.] for (2) seconds\n say [You have gone through the great labyrinth.] for (2) seconds\n say [With teamwork you destroyed what little of a life I had] for (2) seconds\n wait (1) seconds\n hide\n broadcast (END v)\n stop [this script v]\n end\nend\n\n@Final Boss Lives\n\nwhen I receive [start v]\nshow\nset size to (500) %\ngo to x: (0) y: (140)\nswitch costume to (costume1 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [boss less life v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Character Missile\n\nwhen flag clicked\nhide\nforever\n go to x: ([x position v] of [character v]) y: ([y position v] of [character v])\n if <key (e v) pressed?> then\n turn right (2) degrees\n end\n if <key (q v) pressed?> then\n turn right (-2) degrees\n end\nend\n\nwhen I start as a clone\nforever\n if <key (f v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nrepeat until <<touching (_edge_ v)?> or <<touching color (#000000)?> or <touching color (#ff99e5)?>>>\n move (10) steps\n if <touching color (#ff99e5)?> then\n delete this clone\n end\nend\ndelete this clone\n\n@Character2 Missile\n\nwhen flag clicked\nhide\nforever\n go to x: ([x position v] of [character2 v]) y: ([y position v] of [character2 v])\n if <key (j v) pressed?> then\n turn right (2) degrees\n end\n if <key (k v) pressed?> then\n turn right (-2) degrees\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <key (f v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <<<touching color (#000000)?> or <touching color (#ff99e5)?>> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching color (#ff99e5)?> then\n delete this clone\n end\nend\ndelete this clone\n\n@Credits\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (3) seconds\nnext costume\nwait (1) seconds\nnext costume\nstop [all v]\n\n
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ORANGE:\nUse arrow keys to move.\nUse J and K to turn your missile in the final battle.\nUse L to fire your missile in the final battle.\n\nBLUE:\nUse WASD to move.\nUse Q and E to turn your missile in the final battle\nuse F to fire your missile in the final battle.
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Villager Platformer (村人 プラットフォーマー)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [theワールド!! v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [時よとまれぇぇぇぇ!! v]\nswitch backdrop to (背景1 v)\n\n@地面だぜ\n\nwhen I receive [the end v]\n\nshow\ngo to x: (0) y: (0)\nforever\n if <(level) = [1]> then\n set [brightness v] effect to (-5)\n switch costume to (1 v)\n end\n if <(level) = [2]> then\n set [brightness v] effect to (-20)\n switch costume to (2 v)\n end\n if <(level) = [3]> then\n switch costume to (level3 v)\n end\n if <(level) = [4]> then\n switch costume to (level4 v)\n end\n if <(level) = [5]> then\n switch costume to (level5 v)\n end\n if <(level) = [6]> then\n switch costume to (level6 v)\n end\n if <(level) = [7]> then\n switch costume to (level7 v)\n end\n if <(level) = [8]> then\n switch costume to (level8 v)\n end\n if <(level) = [9]> then\n switch costume to (level9 v)\n end\n if <(level) = [10]> then\n switch costume to (level10 v)\n end\n if <(level) = [11]> then\n switch costume to (level11 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (level1 v)\nhide\n\nwhen I receive [the end v]\nforever\n play sound [Volume Alpha 12 v] until done\nend\n\n@Free INTR\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (blue v)\n go to [front v] layer\n wait (0.7) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nreset timer\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [3]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [4]\ngo to x: (-240) y: (0)\npoint in direction (0)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (55)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[2] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-394)\n switch costume to (x% v)\n show\n glide (2) secs to x: (0) y: (394)\n delete this clone\nend\n\nwhen flag clicked\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (200)\n set [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [2]\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I start as a clone\nif <[0] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <[3] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (186)\n switch costume to (your name v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by ((() - (y position)) / (7))\n end\n repeat (2)\n wait () seconds\n end\n set rotation style [all around v]\n repeat (5)\n point in direction (-90)\n set [π v] to [0]\n set size to (0) %\n repeat (30)\n set [π v] to (((π) * (0.75)) + (((90) - (direction)) / (5)))\n turn right (π) degrees\n change size by ((((π) + (10)) * (0.5)) + (((100) - (size)) / (3)))\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [back v] layer\n end\nend\n\nglide (2) secs to x: (0) y: (394)\n\ngo to x: (0) y: (0)\nswitch costume to (your name v)\nshow\n\nhide\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n switch costume to (white v)\n set [π v] to (direction)\n set [color v] effect to (((π) mod (2)) * (25))\n set size to (0) %\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-361)\n repeat (20)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to ((100) - (size))\n change x by ((((-240) + ((55) * (π))) - (x position)) / (3))\n change y by ((() - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.2) seconds\n broadcast (THE END v)\nend\n\nwhen I receive [the end v]\nif <(ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ) = [4]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait ((1) / ()) seconds\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Blooom - Be Around \[NCS Release\] v]\n\nrepeat (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@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 (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change x by ((動力\(x\)) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-5]\n else\n set [動力\(x\) v] to [5]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [動力\(y\) v] to [13]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n hide variable [動力\(x\) v]\n if <<key (down arrow v) pressed?> or <<<mouse down?> and <(mouse y) < (y position)>> or <key (s v) pressed?>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム1 v)\n end\n if <(x position) > [230]> then\n if <not <([costume # v] of [stage v]) = [10]>> then\n set [動力\(y\) v] to [0]\n set [動力\(x\) v] to [0]\n go to x: (-180) y: (-50)\n broadcast (Next v)\n end\n end\n if <<<<touching (障害物 v)?> or <(y position) < [-170]>> or <touching (敵mob v)?>> or <touching (敵mob2 v)?>> then\n start sound [hurt v]\n set [45 v] to [0]\n broadcast (死んだ v) and wait\n set [45 v] to []\n end\nend\n\nwhen I receive [死んだ v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [1]\nset [saqwesrdtghyjik v] to [0]\nお前はもう死んでいる\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\ndefine お前はもう死んでいる\nswitch costume to (villager-walk-1-hurt v)\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\nbroadcast (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@松明の光\n\nwhen I receive [theワールド!! v]\nshow\ngo to [back v] layer\nforever\n go to (村人 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [時よとまれぇぇぇぇ!! v]\nhide\n\nif <key (space v) pressed?> then\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\n@地面\n\nwhen flag clicked\nset [a v] to [0]\nswitch costume to (1 v)\nhide\n\nwhen I receive [the end v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(costume [number v]) = [3]> then\n broadcast (theワールド!! v)\n set [brightness v] effect to (-100)\n end\n if <(costume [number v]) = [6]> then\n broadcast (時よとまれぇぇぇぇ!! v)\n set [brightness v] effect to (0)\n end\n if <(costume [number v]) = [4]> then\n broadcast (ゾンビ等ジョー v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (ゾンビさよなら✩ v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nbroadcast (くも v)\nstop [this script v]\n\nset [brightness v] effect to (0)\n\nset [brightness v] effect to (0)\n\n
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Villager Platformerです!(下に物語あり)\nVillager Platformer! (There is a story below)\nネザー編 https://scratch.mit.edu/projects/608280261\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\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nクレジット\n光のやつ @takuno3\nイントロ @yuhaku様\n村人と音楽とブロックの素材 @idontknow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
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A MINECRAFT PLATFORMER!!!!!!! #Remix
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@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nclear graphic effects\nswitch backdrop to (img_2 v)\n\nwhen I receive [levle v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\nwhen I receive [turn v]\n\nswitch backdrop to (img_2 v)\n\nnext backdrop\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)?> 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 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)?>>\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 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)?> 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\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (400) %\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\nstart sound [Minecraft-travel v]\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 start sound (pick random (4) to (9))\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]\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] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n broadcast (levle v)\n end\nend\n\nwhen I receive [levle v]\nswitch backdrop to (backdrop1 v)\n\nforever\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n broadcast (turn v)\n end\nend\n\nwhen I receive [turn v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n broadcast (hoogor v)\n end\nend\n\nwhen I receive [hoogor v]\nswitch backdrop to (img_2 v)\n\nswitch backdrop to (backdrop2 v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n forever\n play sound [C418 - Moog City v] until done\n end\nend\n\nstop all sounds\n\nstart sound [Goal Cheer v]\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\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)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [7]>\nif <(level) = [7]> then\n show\n repeat until <not <(level) = [7]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwait (5) seconds\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [4]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) 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 flag clicked\n\nwhen [t v] key pressed\nbroadcast (Skip v)\n\n@danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n
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Just simply enjoy! There are no rules!!!!! (ONLY WORKS ON PC, LAPTOP AND MACBOOK DUE TO CONTROLS) Sorry :( Up arrow to jump, down arrow does nothing, left arrow goes back, right arrow goes forwards.
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Scratch Platformer e1
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@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\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\n if <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\n end\n set [speed x v] to ((speed x) * (RESISTANCE))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\nstop [all 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 if <touching color (#9966ff)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#9966ff)?> 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\n
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。._☆Minecraft Platformer☆_ .。. remix
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@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@武器\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [11]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [17]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [21]>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (ステージ)\n if <touching (プレイヤー2 v)?> then\n set [持ち物 v] to (costume [name v])\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (た) )\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset size to (100) %\nclear graphic effects\nshow\n\ngo to (プレイヤー2 v)\n\n@プレイヤー2\n\nwhen flag clicked\n\nwhen I receive [スタート v]\nset [ライフ v] to [20]\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [重力 v] to [0.9]\nset [ステージ v] to [1]\nset [スピード v] to [0.7]\nset [ジャンプ力 v] to [13]\nset [命はあるんか v] to [1]\nset [地面の摩擦 v] to [0.9]\nset [壁キックの跳ね返り v] to [5]\nset [壁キックのジャンプ力 v] to [10]\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-80)\nshow\nforever\n if <<not <(ライフ) = [0]>> and <(命はあるんか) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> then\n point in direction (-90)\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((0) - ((スピード) / (2)))\n else\n change [x2 v] by ((0) - (スピード))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>> then\n point in direction (90)\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((スピード) / (2))\n else\n change [x2 v] by (スピード)\n end\n end\n set [x2 v] to ((x2) * (地面の摩擦))\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)\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 ((0) - (x2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n if <not <touching (水 v)?>> then\n if <(x2) > [0]> then\n set [x2 v] to ((0) - (壁キックの跳ね返り))\n else\n set [x2 v] to (壁キックの跳ね返り)\n end\n set [y2 v] to (壁キックのジャンプ力)\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by ((0) - (重力))\n if <<touching (水 v)?> and <(y2) < [-2]>> then\n set [y2 v] to [-2]\n end\n change y by (y2)\n if <touching (ステージ v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n set [y2 v] to [4]\n else\n if <touching (ステージ v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n set [y2 v] to (ジャンプ力)\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<[225] < (x position)> and <not <(ステージ) = [30]>>> then\n NEXT\n end\nend\n\ndefine NEXT\nbroadcast (next v)\nset [x2 v] to [0]\nset [y2 v] to [100]\nset [命はあるんか v] to [0]\nwait (0.4) seconds\nchange [ステージ v] by (1)\nwait (0.1) seconds\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-200) y: (-80)\nwait (2) seconds\nset [命はあるんか v] to [1]\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマ v)?> then\n repeat until <not <touching (マグマ v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-9)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) < [0.01]> then\n broadcast (やられた v)\n set [ライフ v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n set [ライフ v] to [20]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ゾンビ v)?> then\n start sound [う v]\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n if <(x position) < (ゾンビ位置x)> then\n set [x2 v] to [-10]\n set [y2 v] to [10]\n else\n set [x2 v] to [10]\n set [y2 v] to [10]\n end\n wait (0.35) seconds\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n switch costume to (スティーブ やられた v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < [-180]> then\n repeat until <(ライフ) < [0.01]>\n change [ライフ v] by (-20)\n start sound [う v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (サボテン v)?> then\n repeat until <not <touching (サボテン v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-7)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 \(2\) v)\n go to (プレイヤー2 v)\nend\n\ngo to (random position v)\n\ndelete this clone\n\ngo to (random position v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <<not <(ライフ) = [0]>> and <<touching (ステージ v)?> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>>>>> then\n play sound (pick random (5) to (6)) until done\n end\nend\n\n@ステージ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Health2\n\nwhen I receive [スタート v]\ngo to x: (0) y: (-160)\ngo to [front v] layer\nforever\n switch costume to ((ライフ) + (1))\n go to x: ([x position v] of [プレイヤー2 v]) y: (([y position v] of [プレイヤー2 v]) + (40))\nend\n\ngo to (プレイヤー2 v)\n\n@武器2\n\nwhen I receive [next v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー2 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー2 v]) + (23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー2 v]) + (-23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nforever\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n wait until <not <key (space v) pressed?>>\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@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@地面2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー2 v)?> then\n go to [front v] layer\n end\nend\n\n@太陽\n\nwhen flag clicked\nset [た v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [た v] by (10)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@ゾンビ\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (武器2 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [武器2 v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\n else\n start sound [攻撃2 v]\n switch costume to (player2 v)\n end\n wait until <(攻撃) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [y2 v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(ライフ) = [0]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー2 v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n go to x: (300) y: (0)\nend\nif <(ステージ) = [7]> then\n go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (player v)\nforever\n set [ゾンビ位置x v] to (x position)\n set [ゾンビ位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n delete this clone\nend\nif <(ステージ) = [5]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [14]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [17]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [21]> then\n repeat (12)\n go to x: (250) y: (150)\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n wait (pick random (0.8) to (0.9)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n else\n start sound [攻撃2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n switch costume to (player2 v)\n else\n if <(攻撃) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\n end\nend\n\nwhen I receive [スタート v]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(ステージ) = [5]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [14]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [17]>\n go to x: (250) y: (150)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [21]>\n wait (0.5) seconds\n repeat (12)\n go to x: (250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n end\nend\n\n@Glow\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [武器 v]) y: (([y position v] of [武器 v]) + (-5))\n point in direction ((timer) * (8))\n set size to (500) %\n go to [back v] layer\n if <(剣ある?) = [1]> then\n show\n clear graphic effects\n else\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\n@(๑•̀ㅂ•́)و✧\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [100]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [φ\(* ̄0 ̄\) v] to [0]\nforever\n change [φ\(* ̄0 ̄\) v] by (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nhide\nforever\n if <not <(ステージ) = [23]>> then\n set [time v] to ((round ((timer) * (10))) / (10))\n end\n if <(ステージ) = [23]> then\n wait (2.5) seconds\n show variable [☁ world record v]\n show variable [time v]\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <(ステージ) = [23]>\nforever\n if <<(time) < (☁ World Record)> and <(ステージ) = [23]>> then\n wait (0.1) seconds\n if <(ステージ) = [23]> then\n wait (0.1) seconds\n if <(time) < (☁ World Record)> then\n wait (0.1) seconds\n wait until <(time) < (☁ World Record)>\n set [☁ world record v] to (time)\n end\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (2)\n Particles\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <touching (ステージ 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 (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 (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 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 (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [攻撃状態 v] to [1]\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (attack v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [攻撃状態 v] to [0]\n end\nend\n\nwhen [space v] key pressed\nhide\n\n@マグマ2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n
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マインクラフトの世界で冒険を楽しもう!\n少しでも面白いと思ったら♡と☆を押しt((\nこの作品に宣伝スタジオは絶対に使わないよ!\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼遊び方\n矢印キー、WASDキーで操作。スペースキーで攻撃できます。\nモバイル対応しました!モバイルの操作は、画面の右左、上をタップで操作。左上の「attack」をタップで攻撃できます。(PCよりも操作が難しいかも?)\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼目標(6/3日までに)\nすべての傾向6P以内\n参照数1k\n♥と★50 ←お願い!♥と★を押しt((((\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼クレジット\nマイクラ素材(ゾンビ、プレイヤーなど) @-firstwave-\n地面、体力ゲージ 、効果音@griffpatch\nサムネの文字 @Kensuke17\nピカーのやつ @Coltroc\nNEXT、歩行音 、飛び散るやつ @TOMATONOHEYA\nターボ対策プログラム @sosukeyamakawa\n参考 @NAGI-nagi-\nBGM @TonyShark_TS\nみんなで傾向に載せようの文字 @TOMATONOHEYA\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼タグ\n#minecraft#game #games #all #alt #platformer #minecraftplatformer #S_Fes #Game #Games #All \n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼いろんな質問について(予想)\nQ.ゾンビの攻撃力が高すぎる!\nA.ゲームバランスのために本家マインクラフトよりも \n ゾンビの攻撃力が高いかもです。\nQ.ゾンビが昼間でもスポーンしているおかしくない?\nA.この世界のゾンビは日光耐性があるようだ!(笑)\nQ.石の上を歩いても草の上を歩いてる時と同じ効果音 \n がなってるよ。おかしくない?\nA.それは仕方ない。\nQ.ジャンプ力が2マスって高くない?\nA.ペーパーマインクラフトを参考にしたので2マスジ \n ャンプできます。\n\nその他に質問があったらぜひコメント欄でコメントしてください。\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼次回作について\n次回作はネザー編に決定しました!\n今製作中です。完成をお楽しみに。\nネザー編完成度:10% \nネザー編完成予定日:6/5~\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼実績\n6/1 15:20 共有\n6/1 15:55 参照数100突破!いや増えるの早すぎw\n6/1 19:15 参照数500突破!嘘だろ…()
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Simple Platformer Engine
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@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [x motion v] to [0]\nset [y motion v] to [0]\ngo to x: (-214) y: (-110)\nforever\n if <key (right arrow v) pressed?> then\n change [x motion v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x motion v] by (-1)\n end\n set [x motion v] to ((0.9) * (X motion))\n change x by (X motion)\n if <touching color (#ff9400)?> then\n change y by (5)\n if <touching color (#ff9400)?> then\n change y by (-5)\n change x by ((0) - (X motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (Y motion)\n if <touching color (#ff9400)?> then\n change y by ((0) - (Y motion))\n set [y motion v] to [0]\n if <key (up arrow v) pressed?> then\n set [y motion v] to [10]\n end\n end\nend\n\n
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Use the left and right arrow keys to move the character around the platforms. Press the up arrow key to jump.\n\n\n\n
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☆Minecraft Platformer☆ remix
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@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@武器\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [11]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [17]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [21]>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (ステージ)\n if <touching (プレイヤー2 v)?> then\n set [持ち物 v] to (costume [name v])\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (た) )\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nchange [☁ 遊んでくれた人 v] by (1)\n\n@プレイヤー2\n\nwhen flag clicked\nforever\n if <<not <(ライフ) = [0]>> and <<touching (ステージ v)?> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>>>>> then\n play sound (pick random (5) to (6)) until done\n end\nend\n\nwhen I receive [スタート v]\nset [ライフ v] to [20]\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [重力 v] to [0.9]\nset [ステージ v] to [1]\nset [スピード v] to [0.7]\nset [ジャンプ力 v] to [13]\nset [命はあるんか v] to [1]\nset [地面の摩擦 v] to [0.9]\nset [壁キックの跳ね返り v] to [5]\nset [壁キックのジャンプ力 v] to [10]\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-80)\nshow\nforever\n if <<not <(ライフ) = [0]>> and <(命はあるんか) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> then\n point in direction (-90)\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((0) - ((スピード) / (2)))\n else\n change [x2 v] by ((0) - (スピード))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>> then\n point in direction (90)\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((スピード) / (2))\n else\n change [x2 v] by (スピード)\n end\n end\n set [x2 v] to ((x2) * (地面の摩擦))\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)\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 ((0) - (x2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n if <not <touching (水 v)?>> then\n if <(x2) > [0]> then\n set [x2 v] to ((0) - (壁キックの跳ね返り))\n else\n set [x2 v] to (壁キックの跳ね返り)\n end\n set [y2 v] to (壁キックのジャンプ力)\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by ((0) - (重力))\n if <<touching (水 v)?> and <(y2) < [-2]>> then\n set [y2 v] to [-2]\n end\n change y by (y2)\n if <touching (ステージ v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n set [y2 v] to [4]\n else\n if <touching (ステージ v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n set [y2 v] to (ジャンプ力)\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<[225] < (x position)> and <not <(ステージ) = [30]>>> then\n NEXT\n end\nend\n\ndefine NEXT\nbroadcast (next v)\nset [x2 v] to [0]\nset [y2 v] to [100]\nset [命はあるんか v] to [0]\nwait (0.4) seconds\nchange [ステージ v] by (1)\nwait (0.1) seconds\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-200) y: (-80)\nwait (2) seconds\nset [命はあるんか v] to [1]\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマ v)?> then\n repeat until <not <touching (マグマ v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-9)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) < [0.01]> then\n broadcast (やられた v)\n set [ライフ v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n set [ライフ v] to [20]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ゾンビ v)?> then\n start sound [う v]\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n if <(x position) < (ゾンビ位置x)> then\n set [x2 v] to [-10]\n set [y2 v] to [10]\n else\n set [x2 v] to [10]\n set [y2 v] to [10]\n end\n wait (0.35) seconds\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n switch costume to (スティーブ やられた v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < [-180]> then\n repeat until <(ライフ) < [0.01]>\n change [ライフ v] by (-20)\n start sound [う v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (サボテン v)?> then\n repeat until <not <touching (サボテン v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-7)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\n@ステージ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((ライフ) + (1))\nend\n\n@武器2\n\nwhen I receive [next v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー2 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー2 v]) + (23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー2 v]) + (-23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nforever\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n wait until <not <key (space v) pressed?>>\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@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@地面2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー2 v)?> then\n go to [front v] layer\n end\nend\n\n@太陽\n\nwhen flag clicked\nset [た v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [た v] by (10)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@ゾンビ\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (武器2 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [武器2 v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\n else\n start sound [攻撃2 v]\n switch costume to (player2 v)\n end\n wait until <(攻撃) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [y2 v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(ライフ) = [0]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー2 v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n go to x: (300) y: (0)\nend\nif <(ステージ) = [7]> then\n go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (player v)\nforever\n set [ゾンビ位置x v] to (x position)\n set [ゾンビ位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n delete this clone\nend\nif <(ステージ) = [5]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [14]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [17]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [21]> then\n repeat (12)\n go to x: (250) y: (150)\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n wait (pick random (0.8) to (0.9)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n else\n start sound [攻撃2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n switch costume to (player2 v)\n else\n if <(攻撃) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\n end\nend\n\nwhen I receive [スタート v]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(ステージ) = [5]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [14]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [17]>\n go to x: (250) y: (150)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [21]>\n wait (0.5) seconds\n repeat (12)\n go to x: (250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n end\nend\n\n@Glow\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [武器 v]) y: (([y position v] of [武器 v]) + (-5))\n point in direction ((timer) * (8))\n set size to (500) %\n go to [back v] layer\n if <(剣ある?) = [1]> then\n show\n clear graphic effects\n else\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\n@(๑•̀ㅂ•́)و✧\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [100]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [φ\(* ̄0 ̄\) v] to [0]\nforever\n change [φ\(* ̄0 ̄\) v] by (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide variable [☁ world record v]\nhide variable [time v]\nforever\n if <not <(ステージ) = [23]>> then\n set [time v] to ((round ((timer) * (10))) / (10))\n end\n if <(ステージ) = [23]> then\n wait (2.5) seconds\n if <(ステージ) = [23]> then\n show variable [☁ world record v]\n show variable [time v]\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(ステージ) = [23]>\nbroadcast (マジ? v)\n\nwhen I receive [マジ? v]\nwait (0.1) seconds\nwait until <(ステージ) = [23]>\nforever\n if <<(time) < (☁ World Record)> and <(ステージ) = [23]>> then\n wait (0.1) seconds\n if <(ステージ) = [23]> then\n wait (0.1) seconds\n if <(time) < (☁ World Record)> then\n wait (0.1) seconds\n wait until <(time) < (☁ World Record)>\n set [☁ world record v] to (time)\n end\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (2)\n Particles\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <touching (ステージ 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 (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 (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 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 (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [攻撃状態 v] to [1]\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (attack v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [攻撃状態 v] to [0]\n end\nend\n\nwhen [space v] key pressed\nhide\n\n
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ネザー編のURLです。※まだ共有していません。\nhttps://scratch.mit.edu/projects/699572928\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \nマインクラフトの世界で冒険を楽しもう!\nこの作品に宣伝スタジオは絶対に使わないよ!\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼遊び方\n矢印キー、WASDキーで操作。スペースキーで攻撃できます。\nモバイル対応しました!モバイルの操作は、画面の右左、上をタップで操作。左上の「attack」をタップで攻撃できます。(PCよりも操作が難しいかも?)\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼目標\n参照数20k\n♥と★それぞれ300\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼タグ\n#minecraft#game #games #all #alt #platformer #minecraftplatformer #S_Fes #Game #Games #All \n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼いろんな質問について(予想)\nQ.最後のステージゴリ押せるよ\nA.それはそれで面白いのでそのまんまにしておきます\nQ.ゾンビの攻撃力が高すぎる!\nA.ゲームバランスのために本家マインクラフトよりも \n ゾンビの攻撃力が高いかもです。\nQ.ゾンビが昼間でもスポーンしているおかしくない?\nA.この世界のゾンビは日光耐性があるようだ!(笑)\nQ.石の上を歩いても草の上を歩いてる時と同じ効果音 \n がなってるよ。おかしくない?\nA.それは仕方ない。(は?)\nQ.ジャンプ力が2マスって高くない?\nA.ペーパーマインクラフトを参考にしたので2マスジ \n ャンプできます。\nQ.チェストと作業台とかまどが開けないそしてベッド \n が開けないのはなぜですか\nA.それは飾りだからです。\n\nその他に質問があったらぜひコメント欄でコメントしてください。\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼次回作について\n次回作はネザー編に決定しました!\n今製作中です。完成をお楽しみに。\nネザー編完成度:95% \nネザー編完成予定日:6/3 16:30頃\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼実績\n6/1 15:20 共有\n6/2 5:00 参照数1k突破!\n〃 17:30 傾向1p載った!マジか…\n〃 18:15 ♡と☆100突破ぁー!\n〃 18:40 参照数3k突破!神☆\n〃 19:00 kuri-pa-2の通知数100突破!(どうでもいい)\n〃 19:45 参照数4k突破!みんなありがとう!\n〃 21:00 参照数5k突破!もう誰にも止められない\n〃 21:50 kuri-pa-2の通知数400突破ぁ!\n6/3 5:15 参照数6k突破!\n〃 8:00 ♡と☆200突破!
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SHADOW _ A Platformer ☽
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (12) seconds\nbroadcast (Show v)\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [show v]\nforever\n wait (1) seconds\n play sound [Alan Walker, AuRa, Tomine Harket - Darkside.mp3 v] until done\nend\n\n@Intro2\n\ndefine Smooth Glide x: (x) y (y) speed (spd)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (spd))\n change y by (((y) - (y position)) / (spd))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave]> then\n shockwave\n wait (1) seconds\n shockwave\n wait (0.5) seconds\n shockwave\n wait (2) seconds\n shockwave\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Line boom]> then\n go to x: (0) y: (0)\n line boom\n wait (1) seconds\n line boom\n wait (2) seconds\n line boom\n wait (2) seconds\n line boom\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nstart sound [Marshmello - Chasing Stars v]\nwait (1) seconds\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset size to (100) %\nset [clone id v] to [Line boom]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [pinwheel]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone id v] to [shockwave]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone id v] to [W]\ncreate clone of (_myself_ v)\nwait (0.07) seconds\nset [clone id v] to [O]\ncreate clone of (_myself_ v)\nwait (0.07) seconds\nset [clone id v] to [L]\ncreate clone of (_myself_ v)\nwait (0.07) seconds\nset [clone id v] to [T]\ncreate clone of (_myself_ v)\nwait (0.07) seconds\nset [clone id v] to [H]\ncreate clone of (_myself_ v)\nwait (0.07) seconds\nset [clone id v] to [E]\ncreate clone of (_myself_ v)\nwait (0.07) seconds\nset [clone id v] to [R]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone id v] to [flash]\ncreate clone of (_myself_ v)\nwait (7.5) seconds\nset [clone id v] to [end slide]\ncreate clone of (_myself_ v)\nset [clone id v] to [end slide2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [pinwheel]> then\n go to x: (0) y: (0)\n show\n switch costume to (pinwheel v)\n set [ghost v] effect to (100)\n set size to (140) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (3)\n turn right (30) degrees\n end\n repeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (1) seconds\n repeat (3)\n turn right (30) degrees\n end\n repeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [W]> then\n show\n switch costume to (wreal v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [-160] y [0] speed [4]\n wait (0.58) seconds\n repeat (5)\n change [brightness v] effect by (2)\n end\n Smooth Glide x: [0] y [0] speed [4]\n repeat (5)\n change [brightness v] effect by (-2)\n end\n Smooth Glide x: [-160] y [0] speed [4]\n wait (0.2) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: (x position) y [0] speed [2]\n Full Spin\n wait (0.2) seconds\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [O]> then\n set size to (100) %\n show\n switch costume to (o v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [-100] y [0] speed [4]\n wait (0.58) seconds\n repeat (5)\n change [brightness v] effect by (2)\n end\n Smooth Glide x: [0] y [0] speed [4]\n repeat (5)\n change [brightness v] effect by (-2)\n end\n Smooth Glide x: [-100] y [0] speed [4]\n wait (0.2) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: (x position) y [0] speed [2]\n Full Spin\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [L]> then\n set size to (100) %\n show\n switch costume to (l v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [-50] y [0] speed [4]\n wait (0.58) seconds\n repeat (5)\n change [brightness v] effect by (2)\n end\n Smooth Glide x: [0] y [0] speed [4]\n repeat (5)\n change [brightness v] effect by (-2)\n end\n Smooth Glide x: [-50] y [0] speed [4]\n wait (0.2) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: (x position) y [0] speed [2]\n Full Spin\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [T]> then\n set size to (100) %\n show\n switch costume to (t v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [0] y [0] speed [4]\n wait (0.58) seconds\n Full Spin\n wait (1) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: [0] y [0] speed [2]\n growing [125] speed [5]\n growing [150] speed [5]\n set size to (100) %\n Full Spin\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [H]> then\n set size to (100) %\n show\n switch costume to (h v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [50] y [0] speed [4]\n wait (0.58) seconds\n repeat (5)\n change [brightness v] effect by (2)\n end\n Smooth Glide x: [0] y [0] speed [4]\n repeat (5)\n change [brightness v] effect by (-2)\n end\n Smooth Glide x: [50] y [0] speed [4]\n wait (0.2) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: (x position) y [0] speed [2]\n Full Spin\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [E]> then\n set size to (100) %\n show\n switch costume to (e v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [100] y [0] speed [4]\n wait (0.58) seconds\n repeat (5)\n change [brightness v] effect by (2)\n end\n Smooth Glide x: [0] y [0] speed [4]\n repeat (5)\n change [brightness v] effect by (-2)\n end\n Smooth Glide x: [100] y [0] speed [4]\n wait (0.2) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: (x position) y [0] speed [2]\n Full Spin\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [R]> then\n set size to (100) %\n show\n switch costume to (r v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n Smooth Glide x: [150] y [0] speed [4]\n wait (0.58) seconds\n repeat (5)\n change [brightness v] effect by (2)\n end\n Smooth Glide x: [0] y [0] speed [4]\n repeat (5)\n change [brightness v] effect by (-2)\n end\n Smooth Glide x: [150] y [0] speed [4]\n wait (0.2) seconds\n Smooth Glide x: (x position) y [100] speed [2]\n set [brightness v] effect to (10)\n Smooth Glide x: (x position) y [-100] speed [2]\n wait (0.1) seconds\n Smooth Glide x: (x position) y [0] speed [2]\n Full Spin\n growing [50] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [pinwheel]> then\n wait (1.2) seconds\n set size to (100) %\n repeat (5)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (3)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n end\n repeat (5)\n change [brightness v] effect by (-3)\n change [pixelate v] effect by (-10)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n Full Spin\n wait (0.5) seconds\n Full Spin\n wait (3) seconds\n Full Spin\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\ndefine Full Spin\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\n\ndefine shockwave\nswitch costume to (shock v)\nset [color v] effect to (0)\nset size to (0) %\nset [ghost v] effect to (0)\nrepeat (16)\n next costume\n change size by (((300) - (size)) / (5))\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (((300) - (size)) / (3))\nend\n\ndefine line boom\ngo to x: (0) y: (0)\nshow\nswitch costume to (line v)\nset [color v] effect to (0)\nset size to (0) %\nset [brightness v] effect to (30)\nset [ghost v] effect to (0)\nrepeat (8)\n next costume\n change size by (((200) - (size)) / (4))\nend\nrepeat (5)\n change [ghost v] effect by (10)\n next costume\n change size by (((200) - (size)) / (4))\n wait (.05) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n set size to (100) %\n switch costume to (flash v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (2) seconds\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (2) seconds\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [W]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [O]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [L]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [T]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [H]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [E]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [R]> then\n set size to (100) %\n go to x: (x position) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n go to x: (0) y: (0)\n set size to (100) %\nend\n\ndefine growing (size) speed (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [W]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [O]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [L]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [T]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [H]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [E]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [R]> then\n wait (7) seconds\n growing [100] speed [5]\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (0.3) seconds\n growing [15] speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [L]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (l v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [W]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (wreal v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [O]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (o v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [H]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (h v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [T]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (t v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [R]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (r v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [E]> then\n wait (5) seconds\n repeat (5)\n next costume\n end\n wait (1) seconds\n switch costume to (e v)\n Full Spin\nend\n\nwhen I start as a clone\nif <(Clone ID) = [end slide]> then\n start sound [Slice SFX v]\n show\n go to x: (0) y: (0)\n switch costume to (end v)\n Smooth Glide x: [0] y [-265] speed [9]\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [end slide2]> then\n show\n go to x: (0) y: (0)\n switch costume to (end2 v)\n Smooth Glide x: [0] y [265] speed [9]\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [pinwheel]> then\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nif <(Clone ID) = [Shockwave]> then\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Line boom]> then\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone ID) = [W]> then\n wait (1) seconds\n repeat (7)\n go to x: (pick random (-155) to (-165)) y: (pick random (-5) to (5))\n end\n go to x: (-160) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [O]> then\n wait (1) seconds\n repeat (7)\n go to x: (pick random (-105) to (-95)) y: (pick random (-5) to (5))\n end\n go to x: (-100) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [L]> then\n wait (1) seconds\n repeat (7)\n go to x: (pick random (-55) to (-45)) y: (pick random (-5) to (5))\n end\n go to x: (-50) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [T]> then\n wait (0.9) seconds\n repeat (7)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n end\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [H]> then\n wait (0.8) seconds\n repeat (7)\n go to x: (pick random (55) to (45)) y: (pick random (-5) to (5))\n end\n go to x: (50) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [E]> then\n wait (0.5) seconds\n repeat (7)\n go to x: (pick random (105) to (95)) y: (pick random (-5) to (5))\n end\n go to x: (100) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [R]> then\n wait (0.4) seconds\n repeat (7)\n go to x: (pick random (155) to (145)) y: (pick random (-5) to (5))\n end\n go to x: (150) y: (0)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [end slide]> then\n set size to (100) %\nend\n\nwhen I start as a clone\nif <(Clone ID) = [end slide2]> then\n set size to (100) %\nend\n\nwhen I receive [show v]\ndelete this clone\n\n@Player\n\nwhen I receive [show v]\nshow\nrepeat (1)\n go to x: (-156) y: (-26)\nend\n\nwhen flag clicked\nset [player: x velocity v] to [0]\nset [player: y velocity v] to [0]\nset [animation v] to [0]\ngo to x: (-200) y: (0)\nforever\n set [ghost v] effect to (0)\n switch costume to (1 v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player: x velocity v] by (-0.8)\n switch costume to (2 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player: x velocity v] by (0.8)\n switch costume to (3 v)\n end\n set [player: x velocity v] to ((Player: x velocity) * (0.9))\n change x by (round (Player: x velocity))\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by (round ((Player: x velocity) * (-1)))\n end\n end\n end\n set [player: x velocity v] to [0]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change y by (-1)\n if <touching (ground v)?> then\n set [player: y velocity v] to [12]\n end\n change y by (1)\n end\n change [player: y velocity v] by (-1)\n change y by (Player: y velocity)\n if <touching (ground v)?> then\n change y by ((Player: y velocity) * (-1))\n set [player: y velocity v] to [0]\n end\n if <<touching (danger v)?> or <touching (lava3 v)?>> then\n start sound [recording3 v]\n set [animation v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [ghost v] effect by (10)\n end\n repeat (6)\n change [ghost v] effect by (10)\n end\n wait until <(Animation) = [4]>\n set [player: x velocity v] to [0]\n set [player: y velocity v] to [0]\n set [animation v] to [0]\n go to x: (-200) y: (0)\n end\n if <(x position) > [240]> then\n broadcast (Next v) and wait\n end\nend\n\nwhen I start as a clone\nswitch costume to (4 v)\npoint in direction (pick random (-45) to (45))\nchange y by (10)\nrepeat (14)\n move (3) steps\nend\nchange [animation v] by (1)\ndelete this clone\n\nwhen I receive [next v]\nset [player: x velocity v] to [0]\nset [player: y velocity v] to [0]\nset [animation v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen I receive [intro v]\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nrepeat (1)\n go to [back v] layer\n hide\nend\n\nwhen I receive [show v]\nshow\ngo to [front v] layer\n\nwhen I receive [show v]\nforever\n show\n go to [front v] layer\nend\n\n@LAVA\n\nwhen I receive [show v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nshow\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@rolling fog\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (100) to (300)) %\nset [ghost v] effect to (pick random (40) to (70))\ngo to x: (450) y: (pick random (50) to (-200))\nshow\nglide (15) secs to x: (-450) y: (y position)\n\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nshow\ngo to [front v] layer\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen [timer v] > (Stop Time)\nshow\nswitch costume to (2 v)\nset size to (100) %\ngo to x: (49) y: (18)\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nhide variable [stop time v]\nhide\nforever\n set [stop time v] to ((0.01) + (timer))\nend\n\n@Player Light\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nswitch costume to (Clone #)\nforever\n change [size v] by (5)\n go to (player v)\n set size to ((100) + (([cos v] of (size) ) * (10))) %\n set [brightness v] effect to ([sin v] of ((size) * (5)) )\n go to [back v] layer\nend\n\nwhen I receive [outside v]\nhide\n\nwhen I receive [show v]\nhide\nset [size v] to [0]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [size v] to [22]\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [size v] to [45]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [size v] to [67]\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\n\nhide\n\n
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MOBILE FRIENDLY\n6K+ views WOW I never knew I could get this many\n---------\nUse arrow keys or WASD keys to move\n\nDon't Touch LAVA
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The claw machine (a platformer) #games
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\nchange [level v] by (1)\n\nwhen I receive [setup v]\nswitch backdrop to (backdrop11 v)\nset [level v] to [1]\n\n@blob\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (setup v)\nforever\n if <(grabbed) = [0]> 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 set [xv v] to ((xv) * (.8))\n change x by (xv)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by (.5)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by (.5)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by (.5)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by (.5)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by (.5)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by (-2.5)\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [9]\n end\n end\n change y by (1)\n else\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (item (grabbed) of [x v]) y: (item (grabbed) of [y v])\n end\n if <<(y position) < [-178]> or <touching color (#ff0000)?>> then\n broadcast (DEATH v)\n end\n if <(x position) > [239]> then\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(grabbed) = [0]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume2 v)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n else\n point in direction (90)\n end\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [setup v]\nset [teddy grabbed v] to [0]\nset [teddy 2 grabbed v] to [0]\nset [teddy 3 grabbed v] to [0]\nset [grabbed v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-240) y: (-100)\n\nwhen I receive [next level v]\nset [teddy grabbed v] to [0]\nset [teddy 2 grabbed v] to [0]\nset [teddy 3 grabbed v] to [0]\nset [grabbed v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-240) y: (-100)\n\nwhen I receive [death v]\nset [teddy grabbed v] to [0]\nset [teddy 2 grabbed v] to [0]\nset [teddy 3 grabbed v] to [0]\nset [grabbed v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-240) y: (-100)\n\nwhen [z v] key pressed\n\nwhen [r v] key pressed\nwait until <not <key (r v) pressed?>>\nbroadcast (DEATH v)\n\nset x to (240)\n\n@claw\n\nwhen flag clicked\nbroadcast (reset \(claw\) v) and wait\nwait (.01) seconds\nerase all\nhide\nwait until level = [2]\nmake claw at [-90] [180] point in [180]\nwait until level = [3]\nmake claw at [-90] [180] point in [180]\nwait until level = [4]\nmake claw at [-90] [180] point in [180]\nwait until level = [5]\nmake claw at [-90] [180] point in [180]\nwait until level = [6]\nmake claw at [-90] [180] point in [180]\nwait until level = [7]\nmake claw at [-90] [180] point in [180]\nwait until level = [8]\nmake claw at [-90] [180] point in [180]\nmake claw at [-240] [0] point in [90]\nwait until level = [9]\nmake claw at [-90] [180] point in [180]\nmake claw at [240] [0] point in [-90]\nwait until level = [10]\nmake claw at [-90] [180] point in [180]\nwait until level = [11]\nmake claw at [-90] [180] point in [180]\nwait until level = [12]\nmake claw at [-185] [-180] point in [0]\nmake claw at [240] [0] point in [270]\nmake claw at [107] [-180] point in [0]\nmake claw at [0] [180] point in [180]\nwait until level = [13]\n\ndefine make claw at (x) (y) point in (direction)\nadd (x) to [old x v]\nadd (y) to [old y v]\nadd (x) to [x v]\nadd (y) to [y v]\nchange [clone number v] by (1)\nchange [number of claws v] by (1)\nchange [active claw v] by (1)\ngo to x: (x) y: (y)\npoint in direction (direction)\nswitch costume to (top thing v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nwait (.00001) seconds\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <(clone number) = (active claw)> then\n if <([abs v] of (direction) ) = [90]> then\n insert (y position) at (clone number) of [old y v] \n set y to (item (clone number) of [y v])\n else\n set x to (item (clone number) of [x v])\n insert (x position) at (clone number) of [old x v] \n end\n end\n if <touching color (#000000)?> then\n broadcast (go back v)\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n insert (x position) at (clone number) of [old x v] \n insert (y position) at (clone number) of [old y v] \n go to x: (item (clone number) of [x v]) y: (item (clone number) of [y v])\n if <touching color (#000000)?> then\n broadcast (go back v)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n move (30) steps\n forever\n if <(clone number) = (active claw)> then\n change [claw exists? v] by (1)\n set [claw highlight dir v] to (direction)\n set [claw highlight x v] to (x position)\n set [claw highlight y v] to (y position)\n set [claw highlight costume v] to (costume [number v])\n if <key (d v) pressed?> then\n change x by (5)\n backwards [-1]\n end\n if <key (a v) pressed?> then\n change x by (-5)\n backwards [1]\n end\n if <key (w v) pressed?> then\n change y by (5)\n backwards 2 [-1]\n end\n if <key (s v) pressed?> then\n change y by (-5)\n backwards 2 [1]\n end\n replace item (clone number) of [y v] with (y position)\n replace item (clone number) of [x v] with (x position)\n if <key (space v) pressed?> then\n if <(space pressed) = [0 ]> then\n if <(costume [number v]) = [3]> then\n switch costume to (claw \(closed\) v)\n if <touching (blob v)?> then\n set [grabbed v] to (clone number)\n wait (.5) seconds\n else\n if <touching (teddy bear v)?> then\n set [teddy grabbed v] to (clone number)\n wait (.5) seconds\n else\n if <touching (teddy bear 2 v)?> then\n set [teddy 2 grabbed v] to (clone number)\n wait (.5) seconds\n else\n if <touching (teddy bear 3 v)?> then\n set [teddy 3 grabbed v] to (clone number)\n wait (.5) seconds\n else\n wait (.5) seconds\n switch costume to (claw \(open\) v)\n end\n end\n end\n end\n else\n switch costume to (claw \(open\) v)\n if <(grabbed) = (clone number)> then\n set [grabbed v] to [0]\n end\n if <(teddy grabbed) = (clone number)> then\n set [teddy grabbed v] to [0]\n end\n if <(teddy 2 grabbed) = (clone number)> then\n set [teddy 2 grabbed v] to [0]\n end\n if <(teddy 3 grabbed) = (clone number)> then\n set [teddy 3 grabbed v] to [0]\n end\n end\n end\n set [space pressed v] to [1]\n else\n set [space pressed v] to [0]\n end\n end\n if <not <<<(grabbed) = (clone number)> or <(teddy grabbed) = (clone number)>> or <<(teddy 2 grabbed) = (clone number)> or <(teddy 3 grabbed) = (clone number)>>>> then\n switch costume to (claw \(open\) v)\n end\n end\nend\n\ndefine backwards (thing)\nif <touching color (#000000)?> then\n change x by ((5) * (thing))\nend\n\nwhen I receive [reset \(claw\) v]\nif <(clone number) = [0]> then\n delete all of [x v]\n delete all of [y v]\n delete all of [old x v]\n delete all of [old y v]\n set [active claw v] to [0]\nelse\n erase all\n delete this clone\nend\n\ndefine wait until level = (number)\nset [clone number v] to [0]\nwait until <(level) = (number)>\nset [number of claws v] to [0]\nwait (.0001) seconds\nbroadcast (reset \(claw\) v)\nwait (.0001) seconds\n\ndefine backwards 2 (thing)\nif <touching color (#000000)?> then\n change y by ((5) * (thing))\nend\n\nwhen flag clicked\nset [active claw v] to [1]\nset [number of claws v] to [1]\nwait (.0001) seconds\nforever\n if <key (f v) pressed?> then\n change [active claw v] by (1)\n wait until <not <key (f v) pressed?>>\n if <(active claw) > (number of claws)> then\n change [active claw v] by ((number of claws) * (-1))\n end\n end\n if <key (b v) pressed?> then\n change [active claw v] by (-1)\n wait until <not <key (b v) pressed?>>\n if <(active claw) = [0]> then\n change [active claw v] by (number of claws)\n end\n end\nend\n\nwhen I receive [go back v]\nif <(costume [number v]) = [1]> then\n if <([abs v] of (direction) ) = [90]> then\n set y to (item (clone number) of [old y v])\n else\n set x to (item (clone number) of [old x v])\n end\nelse\n go to x: (item (clone number) of [old x v]) y: (item (clone number) of [old y v])\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [death v]\nwait (.5) seconds\nif <(costume [number v]) = [3]> then\n repeat until <not <touching color (#000000)?>>\n move (-5) steps\n end\nend\n\n@teddy bear\n\nwhen flag clicked\ndelete all of [teddy list v]\nset [hidden v] to [1]\nhide\ngo to [back v] layer\ngo to x: (240) y: (-180)\nforever\n if <(teddy grabbed) = [0]> then\n change [teddy yv v] by (-1)\n change y by (teddy yv)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by ((teddy yv) * (-1))\n set [teddy yv v] to [0]\n end\n else\n set [teddy yv v] to [0]\n go to x: (item (teddy grabbed) of [x v]) y: (item (teddy grabbed) of [y v])\n end\n if <(y position) < [-178]> then\n set [hidden v] to [1]\n hide\n end\n if <<<touching color (#ff0000)?> and <not <touching (blob v)?>>> and <(hidden) = [0]>> then\n set [burn x v] to (x position)\n set [burn y v] to (y position)\n broadcast (burn. v)\n set [hidden v] to [1]\n hide\n end\nend\n\nwhen I receive [death v]\nwait (.01) seconds\ngo to x: (teddy x) y: (teddy y)\nif <[teddy list v] contains (level)?> then\n set [hidden v] to [0]\n show\nend\n\ndefine wait until level = (number) go to x: (x) y: (y)\nwait (.3) seconds\nwait until <(level) = (number)>\nadd (level) to [teddy list v]\nset [teddy x v] to (x)\nset [teddy y v] to (y)\ngo to x: (x) y: (y)\nset [hidden v] to [0]\nshow\n\nwhen flag clicked\nwait until level = [4] go to x: [0] y: [0]\nwait until level = [5] go to x: [100] y: [0]\nwait until level = [6] go to x: [-100] y: [0]\nwait until level = [7] go to x: [0] y: [0]\nwait until level = [10] go to x: [-160] y: [20]\nwait until level = [11] go to x: [-160] y: [20]\nwait until level = [12] go to x: [-19] y: [150]\n\nwhen I receive [next level v]\nset [hidden v] to [1]\nhide\n\ngo to x: (143) y: (-146)\n\ngo to x: (240) y: (-180)\n\ngo to x: (190) y: (-149)\n\n@teddy bear 2\n\nwhen flag clicked\ndelete all of [teddy 2 list v]\nset [hidden v] to [1]\nhide\ngo to [back v] layer\ngo to x: (240) y: (-180)\nforever\n if <(teddy 2 grabbed) = [0]> then\n change [teddy 2 yv v] by (-1)\n change y by (teddy 2 yv)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by ((teddy 2 yv) * (-1))\n set [teddy 2 yv v] to [0]\n end\n else\n set [teddy 2 yv v] to [0]\n go to x: (item (teddy 2 grabbed) of [x v]) y: (item (teddy 2 grabbed) of [y v])\n end\n if <(y position) < [-178]> then\n set [hidden v] to [1]\n hide\n end\n if <<<touching color (#ff0000)?> and <not <touching (blob v)?>>> and <(hidden) = [0]>> then\n set [burn x v] to (x position)\n set [burn y v] to (y position)\n broadcast (burn. v)\n set [hidden v] to [1]\n hide\n go to x: (240) y: (-180)\n end\nend\n\nwhen I receive [death v]\nwait (.01) seconds\ngo to x: (teddy x) y: (teddy y)\nif <[teddy 2 list v] contains (level)?> then\n set [hidden v] to [0]\n show\nend\n\ndefine wait until level = (number) go to x: (x) y: (y)\nwait (.3) seconds\nwait until <(level) = (number)>\nadd (level) to [teddy 2 list v]\nset [teddy x v] to (x)\nset [teddy y v] to (y)\ngo to x: (x) y: (y)\nset [hidden v] to [0]\nshow\n\nwhen flag clicked\nwait until level = [4] go to x: [-50] y: [0]\nwait until level = [6] go to x: [-25] y: [0]\nwait until level = [10] go to x: [-190] y: [20]\nwait until level = [11] go to x: [-190] y: [20]\nwait until level = [12] go to x: [65] y: [150]\n\nwhen I receive [next level v]\nset [hidden v] to [1]\nhide\n\n@teddy bear 3\n\nwhen flag clicked\ndelete all of [teddy 3 list v]\nset [hidden v] to [1]\nhide\ngo to [back v] layer\ngo to x: (240) y: (-180)\nforever\n if <(teddy 3 grabbed) = [0]> then\n change [teddy 3 yv v] by (-1)\n change y by (teddy 3 yv)\n if <<touching color (#000000)?> or <touching color (#191919)?>> then\n change y by ((teddy 3 yv) * (-1))\n set [teddy 3 yv v] to [0]\n end\n else\n set [teddy 3 yv v] to [0]\n go to x: (item (teddy 3 grabbed) of [x v]) y: (item (teddy 3 grabbed) of [y v])\n end\n if <(y position) < [-178]> then\n set [hidden v] to [1]\n hide\n end\n if <<<touching color (#ff0000)?> and <not <touching (blob v)?>>> and <(hidden) = [0]>> then\n set [burn x v] to (x position)\n set [burn y v] to (y position)\n broadcast (burn. v)\n go to x: (240) y: (-180)\n set [hidden v] to [1]\n hide\n end\nend\n\nwhen I receive [death v]\nwait (.01) seconds\ngo to x: (teddy x) y: (teddy y)\nif <[teddy 3 list v] contains (level)?> then\n set [hidden v] to [0]\n show\nend\n\ndefine wait until level = (number) go to x: (x) y: (y)\nwait (.3) seconds\nwait until <(level) = (number)>\nadd (level) to [teddy 3 list v]\nset [teddy x v] to (x)\nset [teddy y v] to (y)\ngo to x: (x) y: (y)\nset [hidden v] to [0]\nshow\n\nwhen flag clicked\nwait until level = [4] go to x: [50] y: [-120]\nwait until level = [6] go to x: [50] y: [0]\nwait until level = [10] go to x: [-130] y: [20]\nwait until level = [12] go to x: [146] y: [150]\n\nwhen I receive [next level v]\nset [hidden v] to [1]\nhide\n\n@burn up\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [burn. v]\ngo to x: (burn x) y: (burn y)\npoint in direction (90)\nswitch costume to (costume1 v)\nset size to (75) %\nshow\nset [random number v] to (((pick random (0) to (1)) - (.5)) * (2))\nrepeat (16)\n turn right ((pick random (1) to (3)) * (random number)) degrees\n change x by ((pick random (2) to (4)) * (random number))\n change y by (3)\n next costume\n wait (.0001) seconds\nend\nhide\nswitch costume to (costume1 v)\n\n@button\n\ndefine wait until level = (number)\nwait until <(level) = (number)>\nset [button number v] to [0]\ndelete all of [button list v]\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to [back v] layer\nwait until level = [5]\nmake a button at x: [0] y: [-132] and a wall at x: [200] y: [-115] direction: [90] reverse? [1]\nwait until level = [6]\nmake a button at x: [-175] y: [-132] and a wall at x: [-100] y: [-115] direction: [90] reverse? [1]\nmake a button at x: [-100] y: [-132] and a wall at x: [-25] y: [-115] direction: [90] reverse? [1]\nmake a button at x: [-25] y: [-132] and a wall at x: [50] y: [-115] direction: [90] reverse? [1]\nmake a button at x: [50] y: [-132] and a wall at x: [220] y: [-115] direction: [90] reverse? [1]\nwait until level = [7]\nmake a button at x: [-40] y: [-131] and a wall at x: [-40] y: [-148] direction: [0] reverse? [1]\nwait until level = [11]\nmake a button at x: [-175] y: [-132] and a wall at x: [-100] y: [32] direction: [90] reverse? [1]\nmake a button at x: [-50] y: [5] and a wall at x: [-25] y: [-115] direction: [90] reverse? [1]\nmake a button at x: [50] y: [-132] and a wall at x: [0] y: [32] direction: [90] reverse? [1]\nmake a button at x: [-50] y: [5] and a wall at x: [200] y: [-115] direction: [90] reverse? [1]\nmake a button at x: [50] y: [5] and a wall at x: [220] y: [-115] direction: [90] reverse? [1]\nwait until level = [12]\nmake a button at x: [-52] y: [-133] and a wall at x: [-110] y: [79] direction: [90] reverse? [1]\nmake a button at x: [20] y: [-133] and a wall at x: [-20] y: [-35] direction: [90] reverse? [1]\nmake a button at x: [20] y: [-133] and a wall at x: [80] y: [-35] direction: [90] reverse? [1]\nmake a button at x: [190] y: [-133] and a wall at x: [30] y: [-40] direction: [0] reverse? [1]\nmake a button at x: [190] y: [-133] and a wall at x: [30] y: [50] direction: [0] reverse? [-1]\nmake a button at x: [190] y: [-133] and a wall at x: [20] y: [140] direction: [90] reverse? [-1]\nmake a button at x: [65] y: [125] and a wall at x: [-52] y: [-75] direction: [0] reverse? [1]\n\ndefine make a button at x: (x) y: (y) and a wall at x: (wx) y: (wy) direction: (d) reverse? (choose)\nadd [0] to [button list v]\nchange [button number v] by (1)\nset [reverse? v] to (choose)\npoint in direction (90)\ngo to x: (x) y: (y)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\npoint in direction (d)\ngo to x: (wx) y: (wy)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n if <touching color (#191919)?> then\n switch costume to (costume2 v)\n replace item (button number) of [button list v] with [1]\n else\n switch costume to (costume1 v)\n replace item (button number) of [button list v] with [0]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <(reverse?) = [1]> then\n if <(item (button number) of [button list v]) = [1]> then\n hide\n else\n show\n end\n else\n if <(item (button number) of [button list v]) = [1]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen [i v] key pressed\n\nturn right (pick random (-360) to (360)) degrees\nmove (30) steps\nsay (reverse?) for (2) seconds\nmove (-30) steps\n\n@thumbnail\n\nwhen flag clicked\nset volume to (10) %\nstart sound [PAC-MAN - MUSIC v]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@words\n\nwhen I receive [setup v]\nswitch costume to (words v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@claw highlighter\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(old claw thing) = (claw exists?)> then\n set [claw exists? v] to [1]\n end\n set [old claw thing v] to (claw exists?)\n if <(claw exists?) > [1]> then\n show\n point in direction (claw highlight dir)\n go to x: (claw highlight x) y: (claw highlight y)\n switch costume to ((claw highlight costume) - (2))\n else\n hide\n end\nend\n\n
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arrow keys to move\nwasd to move the claw\nspace to open and close the claw\nf and b to switch between claws\nr to restart\nreminders are in the levels
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Japan || Platformer (3400 Follower Special)
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@Stage\n\nwhen flag clicked\nset [changed? v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop2 v)\nset [changed? v] to [1]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [9]>\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nrepeat (10)\n switch backdrop to (backdrop1 v)\nend\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nIntro\n\ndefine Intro\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [sequence v] to [1]\nset [intro: i v] to [0]\nset [i2 v] to [0]\nstart sound [Template v]\nswitch costume to (pink v)\ncreate clone of (_myself_ v)\nwait (.2) seconds\nswitch costume to (circle 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [2]>\nwait (.2) seconds\nswitch costume to (circle 2 v)\ncreate clone of (_myself_ v)\nwait (.01) seconds\nswitch costume to (white bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [3]>\nwait (.1) seconds\nswitch costume to (filler 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [4]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [5]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [6]>\nswitch costume to (filler 2 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [7]>\nbroadcast (Delete Clones v) and wait\nset [sequence v] to [8]\nwait until <(Sequence) = [9]>\nwait (.2) seconds\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n wait until <(Sequence) = [2]>\n wait (.2) seconds\n delete this clone\nelse\n if <<(costume [number v]) > [1]> and <[4] > (costume [number v])>> then\n show\n set size to (0) %\n repeat (13)\n switch costume to (blank v)\n change size by (((1600) - (size)) / (4))\n switch costume to (circle 1 v)\n end\n wait (.1) seconds\n repeat (15)\n change [ghost v] effect by (7)\n switch costume to (circle 1 v)\n change size by (((0) - (size)) / (4))\n end\n set [sequence v] to [2]\n delete this clone\n else\n if <<(costume [number v]) > [3]> and <[6] > (costume [number v])>> then\n show\n switch costume to (blank2 v)\n set size to (1600) %\n go to [front v] layer\n clear graphic effects\n repeat (15)\n change [ghost v] effect by (6)\n switch costume to (circle 2 v)\n change size by (((0) - (size)) / (4))\n end\n set [sequence v] to [3]\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n show\n go to [back v] layer\n wait until <(Sequence) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n show\n go to x: (0) y: (360)\n repeat (17)\n change y by (((0) - (y position)) / (4.5))\n end\n go to x: (0) y: (0)\n set [sequence v] to [4]\n wait until <(Sequence) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n show\n point in direction (-45)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [sequence v] to [5]\n repeat (23)\n change size by (((85) - (size)) / (5))\n change y by (((40) - (y position)) / (5))\n end\n wait until <(Sequence) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n show\n go to x: (-240) y: (-60)\n set [ghost v] effect to (100)\n repeat (23)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (5))\n end\n wait (.2) seconds\n set [sequence v] to [6]\n wait until <(Sequence) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n show\n go to x: (0) y: (360)\n repeat (17)\n change y by (((0) - (y position)) / (4.5))\n end\n go to x: (0) y: (0)\n set [sequence v] to [7]\n wait until <(Sequence) = [8]>\n wait (.01) seconds\n set [sequence v] to [9]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Play Scene v)\n broadcast (Play Scene v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [delete clones v]\nif <not <(costume [number v]) = [10]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Player\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <touching (water blue v)?>> then\n change [y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<<touching (level v)?> or <touching (locked v)?>> or > then\n repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or >> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<<touching (level v)?> or <touching (locked v)?>> or > then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or >>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <<<touching (level v)?> or <touching (locked v)?>> or > then\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or >>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<touching (level v)?> or <touching (locked v)?>> or >> then\n if <not <touching (water blue v)?>> then\n set [y velocity v] to (jump height)\n end\nend\nchange y by (1)\nif <touching (water blue v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Y Velocity) < [11]> then\n change [y velocity v] by (0.8)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water blue v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.1)\n end\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n set [y velocity v] to [13]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n set [y velocity v] to [8]\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [21]>>> then\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Start Keys v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<touching (movingsaw v)?> or <<<touching (lasers v)?> and <(Laser?) = [1]>> or <<<touching (lasers2 v)?> and <(Laser?) = [1]>> or <(y position) < [-170]>>>>>> and <not <(CHEAT) = [1]>>> then\n broadcast (Next v)\n broadcast (Start Keys v)\n broadcast (died v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n start sound [Crunch v]\n set [deaths v] to ((DEATHS) + (1))\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-215) y: (-60)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nset rotation style [left-right v]\n\nrepeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\nend\nhide\nwait (0.11) seconds\nshow\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\ngo to [back v] layer\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-60)\nset rotation style [left-right v]\ngo to [back v] layer\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <touching (ice v)?> then\n Platformer Physics [2] [0.85] [12.5]\n Detection\n else\n Platformer Physics [2] [0.8] [12.5]\n Detection\n end\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\nset [deaths v] to ((DEATHS) + (1))\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nchange [level v] by (-1)\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n wait until <touching (water blue v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water blue v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (999) layers\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Ice\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (999) layers\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Snow\n\nwhen I start as a clone\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (6) to (9)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen I receive [start game v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\n wait (0.10) seconds\nend\n\ndefine Snow\nSnow\n\nwhen I start as a clone\nforever\n go [backward v] (10) layers\n if <(Changed?) = [0]> then\n if <touching color (#5c6275)?> then\n repeat (3)\n change [ghost v] effect by (45)\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Start Game v)\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine insert bouncy at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n go [backward v] (2) layers\nend\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n insert bouncy at [-140] [-85]\nend\nif <(Level) = [8]> then\n insert bouncy at [-20] [3]\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\ninsert bouncy at [-135] [-72]\n\n@Level Shading\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nshow\nforever\n go [backward v] (999) layers\n set [ghost v] effect to (75)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Locked\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [play scene v]\nrepeat (5)\n hide\nend\nhide\n\nwhen I receive [open v]\nrepeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nif <(Level) = [2]> then\n go to x: (195) y: (70)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked v)\n set size to (100) %\nend\n\nwhen flag clicked\nrepeat (5)\n hide\nend\nhide\n\nwhen I receive [next v]\nif <(Level) = [3]> then\n go to x: (204) y: (17)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked2 v)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) = [5]> then\n go to x: (204) y: (17)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked3 v)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) = [7]> then\n go to x: (223) y: (-38)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked4 v)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) = [8]> then\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [4]> then\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [6]> then\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [8]> then\n go to x: (88) y: (113)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked5 v)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) = [9]> then\n hide\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [next v]\nif <(Level) = [10]> then\n go to x: (220) y: (0)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked4 v)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\n@Key\n\nwhen flag clicked\nhide\nbroadcast (Start Keys v)\n\nwhen flag clicked\nhide\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [reset v]\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [2]>\nswitch costume to (1 v)\nshow\nwait until <touching (player v)?>\nswitch costume to (1 v)\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [3]>\nswitch costume to (2 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [5]>\nswitch costume to (3 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [7]>\nswitch costume to (4 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nrepeat (25)\n hide\nend\n\nwhen I receive [start keys v]\nwait until <(Level) = [8]>\nswitch costume to (5 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [10]>\nswitch costume to (6 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [next v]\nif <(Level) = [4]> then\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [6]> then\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [9]> then\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n hide\nend\n\n@Water Blue\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (6) layers\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (30)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\n\nif <(Level) = [2]> then\n Clone At X: [-200] [40] At Size: [100]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@MOVINGSAW\n\ndefine Glide Smoothly to xy (x) (y) Speed (s) Round? (r) GhostFX (gfx)\nif <<<(x) = [0]> or <(x) < [0]>> or <(x) > [0]>> then\n if <<<(y) = [0]> or <(y) < [0]>> or <(y) > [0]>> then\n if <<<(s) = [0]> or <(s) < [0]>> or <(s) > [0]>> then\n if <(r) = [1]> then\n repeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change y by (((y) - (y position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change [ghost v] effect by (gfx)\n end\n else\n if <(r) = [0]> then\n repeat until <<(x position) = (x)> and <(y position) = (y)>>\n change x by (((x) - (x position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change y by (((y) - (y position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change [ghost v] effect by (gfx)\n end\n else\n stop [this script v]\n end\n end\n go to x: (x) y: (y)\n clear graphic effects\n else\n stop [this script v]\n end\n else\n stop [this script v]\n end\nelse\n stop [this script v]\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nwait until <(Level) = [4]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [4]>>\n Glide Smoothly to xy (5) (130) Speed (0.1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (5) (-60) Speed (0.1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [8]>>\n Glide Smoothly to xy (240) (130) Speed (0.1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (240) (-70) Speed (0.1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [5]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [5]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\n\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (-198) y: (-154)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nif <(Level) < [11]> then\n broadcast (Transition v)\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Start Keys v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nelse\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play scene v]\nwait (1) seconds\nset volume to (20) %\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Xomu & Amidst - Pagoda v] until done\n end\n if <(pick random (1) to (2)) = [2]> then\n play sound [Xomu - Tera \(Original Mix\) v] until done\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen this sprite clicked\nif <(volume) = [20]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (20) %\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN) = [0]> then\n broadcast (IN v)\n set [in v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN2) = [0]> then\n broadcast (IN2 v)\n set [in2 v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@CreditsButton\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN2) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nclear graphic effects\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [140] [-40] At Size: [90]\nend\nif <(Level) = [2]> then\n Clone At X: [-140] [40] At Size: [90]\nend\nif <(Level) = [4]> then\n Clone At X: [170] [60] At Size: [90]\nend\nif <(Level) = [5]> then\n Clone At X: [-200] [10] At Size: [90]\nend\nif <(Level) = [6]> then\n Clone At X: [7] [-56] At Size: [90]\nend\nif <(Level) = [7]> then\n Clone At X: [-218] [22] At Size: [90]\nend\nif <(Level) = [10]> then\n Clone At X: [-153] [60] At Size: [90]\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n change y by (-3)\n end\n delete this clone\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nshow\nforever\n change y by ((0.8) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\n\nClone At X: [-200] [60] At Size: [90]\n\n@Small Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nclear graphic effects\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone At X: [-200] [100] At Size: [90]\n Clone At X: [35] [69] At Size: [90]\nend\nif <(Level) = [6]> then\n Clone At X: [-130] [-58] At Size: [90]\nend\nif <(Level) = [7]> then\n Clone At X: [-100] [88] At Size: [90]\n Clone At X: [-32] [121] At Size: [90]\nend\nif <(Level) = [8]> then\n Clone At X: [-110] [131] At Size: [90]\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n change y by (-3)\n end\n delete this clone\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nshow\nforever\n change y by ((0.8) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\n\nwhen [m v] key pressed\nset [mx v] to (round (mouse x))\nset [my v] to (round (mouse y))\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [6]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [6]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\n\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [8]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [8]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\n
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【モバイル対応】Dot Mario Platformer/ドットマリオプラットフォーマー #Games #All #Mario #Dot #Platformer #S_Fes
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@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [3D 地上 v] until done\nend\n\nswitch backdrop to (空 v) and wait\n\n@プレイヤー\n\ndefine 初期設定\nset [命 v] to [ある]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset [ghost v] effect to (0)\nswitch costume to (普通 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (350) %\nshow\n\nwhen flag clicked\nset [ステージ v] to [1]\n初期設定\nforever\n if <(命) = [ある]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n change [x v] by (0.89)\n point in direction (90)\n if <touching (ステージ v)?> then\n create clone of (走る v)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [x v] by (-0.89)\n point in direction (-90)\n if <touching (ステージ v)?> then\n create clone of (走る v)\n end\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-7.5]\n else\n set [x v] to [7.5]\n end\n set [y v] to [12.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.88)\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 <touching (ステージ v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [14.5]\n start sound [ジャンプ v]\n end\n end\n change y by (1)\n if <<(y position) < [-179]> or <<touching (トゲ v)?> or <touching (クリボー v)?>>> then\n 4んだ\n end\n if <touching (旗 v)?> then\n change [ステージ v] by (1)\n 初期設定\n broadcast (NEXT v)\n wait (2.5) seconds\n end\n end\nend\n\ndefine 4んだ\npoint in direction (90)\nset rotation style [all around v]\nset [ghost v] effect to (0)\nswitch costume to (普通 v)\nset [4んだ y v] to [13]\nset [命 v] to [ない]\nstart sound [う v]\nrepeat until <(4んだ y) = [0]>\n change [ghost v] effect by (4)\n turn right (7) degrees\n change y by (4んだ y)\n change [4んだ y v] by (-1)\nend\nrepeat until <(y position) < [-179]>\n change [ghost v] effect by (2.5)\n turn right (8) degrees\n change y by (4んだ y)\n change [4んだ y v] by (-1)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (普通 v)\nbroadcast (4んだ v)\nwait (0.05) seconds\nset [命 v] to [ある]\n初期設定\n\nwhen flag clicked\nforever\n if <(命) = [ある]> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>>> then\n switch costume to (右、左 v)\n else\n switch costume to (普通 v)\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [踏んだ v]\nset [y v] to [13]\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@トゲ\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [next v]\nnext costume\n\n@クリボー\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nif <not <touching (踏んだ判定 v)?>> then\n change [yv v] by (gravity)\n change y by (yv)\n if <touching (ステージ v)?> then\n repeat until <not <touching (ステージ v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([x position v] of [プレイヤー v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\n end\n set [xv v] to (((xv) + ((<(x position) > ([x position v] of [プレイヤー v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [プレイヤー v])> * (speed)))) * (friction))\n change x by (xv)\n set [enemy: enemy - slope v] to [0]\n repeat until <<(Enemy: Enemy - Slope) = ((slope) * (-1))> or <not <touching (ステージ v)?>>>\n change y by (1)\n change [enemy: enemy - slope v] by (-1)\n end\n if <touching (ステージ v)?> then\n change y by (Enemy: Enemy - Slope)\n repeat until <not <touching (ステージ v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\n end\n point towards (プレイヤー v)\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nwait (2.5) seconds\nif <(ステージ) = [7]> then\n Clone at [80] [-40]\nelse\n if <(ステージ) = [9]> then\n Clone at [-40] [-40]\n Clone at [50] [-40]\n else\n if <(ステージ) = [11]> then\n Clone at [120] [-40]\n Clone at [0] [-40]\n end\n end\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [5] Speed [0.35] Friction [.85] Slope [2]\n end\nend\n\nwhen I receive [4んだ v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n wait () seconds\nend\nif <(ステージ) = [7]> then\n Clone at [80] [-40]\nelse\n if <(ステージ) = [9]> then\n Clone at [-40] [-40]\n Clone at [50] [-40]\n else\n if <(ステージ) = [11]> then\n Clone at [120] [-40]\n Clone at [0] [-40]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (普通 v)\nforever\n if <touching (踏んだ判定 v)?> then\n broadcast (踏んだ v)\n switch costume to (ふみ v)\n start sound [ふみ v]\n wait (0.2) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@ドット絵 コイン\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nwait (2.5) seconds\nif <(ステージ) = [2]> then\n Clone at [-45] [15]\n Clone at [0] [40]\n Clone at [45] [15]\nelse\n if <(ステージ) = [3]> then\n Clone at [0] [150]\n else\n if <(ステージ) = [5]> then\n Clone at [-45] [15]\n Clone at [0] [40]\n Clone at [45] [15]\n else\n if <(ステージ) = [6]> then\n Clone at [-45] [15]\n Clone at [0] [40]\n Clone at [45] [15]\n else\n if <(ステージ) = [8]> then\n Clone at [-30] [135]\n Clone at [15] [75]\n Clone at [55] [15]\n else\n if <(ステージ) = [10]> then\n Clone at [-95] [26]\n Clone at [-46] [55]\n Clone at [5] [26]\n else\n if <(ステージ) = [11]> then\n Clone at [0] [55]\n else\n if <(ステージ) = [12]> then\n Clone at [-140] [60]\n Clone at [-100] [60]\n Clone at [-60] [60]\n Clone at [-20] [60]\n Clone at [20] [60]\n Clone at [60] [60]\n Clone at [100] [60]\n Clone at [-140] [0]\n Clone at [-100] [0]\n Clone at [-60] [0]\n Clone at [-20] [0]\n Clone at [20] [0]\n Clone at [60] [0]\n Clone at [100] [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\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\nset [brightness v] effect to (5)\nset [ghost v] effect to (0)\nswitch costume to (coin v)\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n if <(命) = [ある]> then\n if <touching (プレイヤー v)?> then\n start sound [coin v]\n switch costume to (coin2 v)\n repeat (5)\n change [ghost v] effect by (20)\n change size by (12)\n end\n change [coin v] by (1)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [coin v] to [0]\n\nwhen flag clicked\nClone at [80] [-40]\nClone at [-80] [-40]\nClone at [0] [-40]\n\n@ドット絵 帽子\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nset rotation style [left-right v]\nshow\nforever\n if <(命) = [ある]> then\n go to x: ([x position v] of [プレイヤー v]) y: ([y position v] of [プレイヤー v])\n set [ghost v] effect to (0)\n go to [front v] layer\n if <([direction v] of [プレイヤー v]) = [90]> then\n point in direction (90)\n end\n if <([direction v] of [プレイヤー v]) = [-90]> then\n point in direction (-90)\n end\n end\n if <(命) = [ない]> then\n set [yです v] to [5]\n repeat until <<touching (ステージ v)?> or <(y position) < [-180]>>\n change [yです v] by (-1)\n change y by (Yです)\n end\n repeat until <(命) = [ある]>\n change [ghost v] effect by (10)\n end\n end\nend\n\nrepeat (10)\n\nwait until <(命) = [ある]>\n\nwhen I receive [next v]\nhide\nwait (2.6) seconds\nshow\n\nwhen [timer v] > (0)\nhide\n\ngo to (プレイヤー v)\n\n@旗\n\nwhen flag clicked\ngo to x: (200) y: (-30)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n if <(ステージ) = [13]> then\n hide\n else\n show\n end\nend\n\n@ドット絵 太陽\n\nwhen flag clicked\ngo to x: (185) y: (125)\nset [太陽 v] to [0]\nset size to (100) %\nshow\nforever\n change [太陽 v] by (5)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n change size by ([cos v] of (太陽) )\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [13]> then\n hide\n else\n show\n end\nend\n\n@踏んだ判定\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nforever\n set [ghost v] effect to (99)\n go to x: ([x position v] of [プレイヤー v]) y: ([y position v] of [プレイヤー v])\n point in direction ([direction v] of [プレイヤー v])\nend\n\nwhen flag clicked\nforever\n if <(命) = [ある]> then\n show\n else\n hide\n end\nend\n\nset [ghost v] effect to (0)\n\ngo to (プレイヤー v)\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@走る\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nset size to (pick random (70) to (100)) %\ngo to [back v] layer\nshow\ngo to (プレイヤー v)\nchange y by (pick random (-12) to (-17))\nwait (0.15) seconds\nrepeat (4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@右向き数字表記@eitabo\n\nwhen I start as a clone\nshow\nforever\n if <(letter (1) of (COIN)) = [-]> then\n switch costume to (- v)\n end\n switch costume to (letter (i) of (COIN))\n if <(letter (i) of (COIN)) = [.]> then\n switch costume to (. v)\n end\n if <(letter (i) of (COIN)) = [e]> then\n switch costume to (e v)\n end\n if <(letter (i) of (COIN)) = [+]> then\n switch costume to (+ v)\n end\n if <(length of (COIN)) < (i)> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\nset [i v] to [0]\ngo to x: (-150) y: (150)\nrepeat (20)\n change [i v] by (1)\n create clone of (_myself_ v)\n change x by (((size) / (100)) * (14))\nend\n\nset size to (180) %\n\n@背景文字\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (pick random (1) to (4))\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n reset timer\nend\n\n
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\nコミュ好きありがとう!!!\n日本語説明は下にあります。\n━━━━━━━━━━━━━━━━━━━━━━━━\nThe platformer has entered the world of pixel art Mario!\n▼ How to play\nOperate with arrow keys and taps.\nCompatible with mobile!\n\n▼ Goal\nTrend 3P\nNumber of references 3000✅\n♥ and ★ 100✅\n━━━━━━━━━━━━━━━━━━━━━━━━\nプラットフォーマーがドット絵のマリオの世界に入っちゃった!\n▼遊び方\n矢印キー、タップで操作。\nモバイルに対応しています‼\n\n▼目標\n傾向3P \n参照数3000 ✅\n♥と★100 ✅
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Mello 2: Alien Headquarters // A Platformer #games W.I.P.
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@Stage\n\nwhen I receive [change music v]\nif <not <(_MUSIC) = ([ceiling v] of ((_LEVEL) / (15)) )>> then\n repeat (40)\n change volume by (-2.5)\n end\n stop [other scripts in sprite v]\n broadcast (_START MUSIC v)\nend\n\nwhen I receive [_start music v]\nforever\n set volume to (50) %\n set [_music v] to ([ceiling v] of ((_LEVEL) / (15)) )\n play sound (_MUSIC) until done\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [☁ record time v]\nhide variable [time v]\nwait until <(new game) = [y]>\nreset timer\nshow variable [☁ record time v]\nshow variable [time v]\nrepeat until <(_LEVEL) = [46]>\n set [time v] to (join [//] (timer))\nend\n\nwhen flag clicked\nforever\n if <<(_LEVEL) = [46]> and <(Time) < (☁ Record Time)>> then\n set [☁ record time v] to (join [//☁] (Time))\n end\nend\n\nset [☁ record time v] to [//☁300]\n\nwhen flag clicked\nforever\n if <(username) = (item (1) of [easter egg finders v])> then\n set [first ee finder v] to (username)\n end\nend\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nset [___game mode v] to [0]\nbroadcast (_MAIN MENU v)\ngo to [front v] layer\n\nwhen [t v] key pressed\ngo to [front v] layer\n\nwhen I receive [__outro v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nswitch costume to (thumbnail4 v)\nhide\n\n@Bouncy\n\nwhen I receive [begin v]\nSpawn Trampolines\n\ndefine trampoline | X: (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [bounce]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (idle v)\n if <touching (player v)?> then\n add [Bounce] to [_player moves v]\n start sound [Big Boing v]\n switch costume to (bounce v)\n wait (0.2) seconds\n end\nend\n\nbroadcast (jump v)\n\ndefine Spawn Trampolines\nset [brightness v] effect to (100)\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n if <(_LEVEL) = [3]> then\n trampoline | X: [34] Y [-152]\n trampoline | X: [-146] Y [-152]\n else\n if <(_LEVEL) = [4]> then\n end\n hide\nend\n\ntrampoline | X: [-40] Y [20]\n\nwhen I receive [draw new level v]\nif <(id) > [0]> then\n set [brightness v] effect to (100)\n switch costume to (idle v)\n show\nend\n\nwhen I receive [dir v]\nforever\n point in direction (90)\nend\n\n@Player\n\ndefine Change Y by (y)\nset [check semisolid v] to [0]\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n if <(y) < [0.01]> then\n set [check semisolid v] to [1]\n end\nend\nif <[_player moves v] contains [down]?> then\n set [check semisolid v] to [0]\nend\nchange [y v] by (y)\nGet Solid\nif <(is solid) > [0]> then\n if <<(y) < [0.01]> and <<not <[_player moves v] contains [right]?>> and <not <[_player moves v] contains [left]?>>>> then\n change [x v] by (-1)\n Position\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by (2)\n Position\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by (-1)\n set [yv v] to [0]\n set [in air v] to [0]\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\n end\n end\n else\n set [yv v] to [0]\n if <(y) < [0.01]> then\n set [in air v] to [0]\n end\n repeat (([ceiling v] of ([abs v] of (y) ) ) + (4))\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\n end\nend\n\ndefine Change X by (x) Slope: (slope)\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n set [check semisolid v] to [1]\nend\nchange [x v] by (x)\nset [old xv v] to (xv)\nGet Solid\nrepeat (slope)\n if <(is solid) > [0]> then\n set [xv v] to ((xv) * (0.8))\n change [y v] by (1)\n Get Solid\n else\n stop [this script v]\n end\nend\nset [check semisolid v] to [0]\nchange [y v] by ((0) - (slope))\nset [xv v] to (old xv)\nGet Solid\nif <(is solid) > [0]> then\n set [xv v] to [0]\n repeat (([abs v] of (x) ) + (2))\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n else\n stop [this script v]\n end\n end\nend\n\ndefine Controls (speed)\nif <[_player moves v] contains [right]?> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <[_player moves v] contains [left]?> then\n point in direction (-90)\n change [xv v] by ((0) - (speed))\n end\nend\nif <<[_player moves v] contains [up]?> and <(in air) < [4]>> then\n set [yv v] to [10]\n Particle at X: (x position) Y: ((y position) - ((5) * (_PLAYER SIZE%))) Type: [2]\n if <(in air) = [0]> then\n start sound [Jump v]\n end\nend\nif <[_player moves v] contains [Bounce]?> then\n set [yv v] to [20]\n set [in air v] to [999]\n add (x position) to [_particle spawns v]\n add ((y position) - ((0) * (_PLAYER SIZE%))) to [_particle spawns v]\n add [3] to [_particle spawns v]\nend\nif <<(in air) > [999]> and <(in air) < [1005]>> then\n Particle at X: (x position) Y: ((y position) - ((5) * (_PLAYER SIZE%))) Type: [2]\nend\n\ndefine game loop\nrepeat until \n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n change [ghost v] effect by (-4)\n Handle Movement Inputs\n Controls [2]\n if <([abs v] of (yv) ) > [1]> then\n if <(terminal #1:) = [y]> then\n change [in air v] by (3)\n else\n change [in air v] by (-0.75)\n end\n end\n change [yv v] by (-0.75)\n set [xv v] to ((xv) * (0.81))\n Change X by (round ((xv) * (_PLAYER SIZE%))) Slope: ([ceiling v] of ((8) * (_PLAYER SIZE%)) )\n Change Y by (round ((yv) * (_PLAYER SIZE%)))\n Get Solid\n if <<<<touching (obstacles v)?> or <touching (moving spikes v)?>> or <touching (saw v)?>> or <(y) < [-190]>> then\n Die\n end\n set rotation style [left-right v]\n Draw\n delete all of [_player moves v]\nend\nset [___game mode v] to [2]\nstart sound [Connect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [_level v] by (1)\nif <(__UNLOCKED) < (_LEVEL)> then\n set [__unlocked v] to (_LEVEL)\nend\nbroadcast (__Screen Wipe v) and wait\n\nstop [this script v]\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nDraw\nrepeat (15)\n change y by ((2) * (_PLAYER SIZE%))\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine Spawn\nset [yv v] to [0]\nset [xv v] to [0]\nset [x v] to (item ((((_LEVEL) - (1)) * (3)) + (1)) of [player spawn v])\nset [y v] to (item ((((_LEVEL) - (1)) * (3)) + (2)) of [player spawn v])\nPosition\nif <(x position) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Get Solid\nPosition\nif < or <<touching (semi solid v)?> and <(check semisolid) > [0]>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\n\nwhen [r v] key pressed\nif <(___GAME MODE) = [1]> then\n broadcast (delete objects v) and wait\n Begin\n broadcast (begin v) and wait\nend\n\ndefine Draw\nswitch costume to (large v)\nPosition\nif <(in air) > [3]> then\n switch costume to (((0) - (((yv) / ([abs v] of (yv) )) / (2))) + (3.5))\nelse\n if <([abs v] of (xv) ) > [0.4]> then\n switch costume to ([floor v] of ((((timer) * (16)) mod (4)) + (5)) )\n else\n switch costume to ([floor v] of ((((timer) * (4.35)) mod (2)) + (1)) )\n end\nend\n\ndefine Begin\nSpawn\nDraw\nbroadcast (change music v)\nset [_keys collected v] to [0]\nset [_total keys v] to [0]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nswitch backdrop to (join [Level] (_LEVEL))\nif <(backdrop [name v]) = (join [Level] (_LEVEL))> then\nScale\nbroadcast (setup level v) and wait\n\nwhen flag clicked\nset [prev timer v] to (timer)\nset [fps count v] to [0]\nforever\n change [fps count v] by (1)\n if <(timer) > ((prev timer) + (1))> then\n set [__fps v] to (fps count)\n set [fps count v] to [0]\n set [prev timer v] to (timer)\n end\nend\n\ndefine Handle Movement Inputs\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n add [right] to [_player moves v]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n add [left] to [_player moves v]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n add [down] to [_player moves v]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n add [up] to [_player moves v]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\nwhen I receive [die v]\nDie\n\ndefine Die\nstart sound [Hit v]\ncreate clone of (_myself_ v)\nBegin\n\nwhen I receive [enemy stomp v]\nset [yv v] to [15]\nset [in air v] to [9999999999]\n\nwhen I receive [_start game loop v]\ndelete all of [_player moves v]\nbroadcast (_START JOYSTICK v)\nbroadcast (_LAYER ALL v) and wait\nbroadcast (init particles v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat until <(_LEVEL) = [46]>\n Scale\n broadcast (delete objects v) and wait\n Begin\n set [___game mode v] to [1]\n broadcast (begin v) and wait\n game loop\nend\nerase all\nbroadcast (delete objects v) and wait\nbroadcast (delete special objects v) and wait\nbroadcast (__STOP PROCESSES v) and wait\nbroadcast (__END GAME v) and wait\nbroadcast (change music v) and wait\n\nwhen flag clicked\nhide\n\ndefine Scale\nif <(_LEVEL) < [34]> then\n set size to (101) %\nelse\n if <(_LEVEL) < [36]> then\n set size to (75) %\n else\n if <(_LEVEL) < [41]> then\n set size to (101) %\n else\n set size to (75) %\n end\n end\nend\nset [_player size% v] to ((size) / (101))\n\nwhen I receive [setup level v]\nerase all\nbroadcast (draw new level v)\nbroadcast (layer particles v)\nbroadcast (delete special objects v) and wait\nbroadcast (spawn special objects v) and wait\nbroadcast (begin processes v)\n\nwhen I receive [_restart v]\nif <(___GAME MODE) = [1]> then\n broadcast (delete objects v) and wait\n Begin\n broadcast (begin v) and wait\nend\n\ndefine Particle at X: (x) Y: (y) Type: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\nwhen flag clicked\nControls [3]\n\nwhen I receive [say v]\nsay [You're fine.] for (3) seconds\n\nwhen flag clicked\nforever\n if <<(_LEVEL) > [15]> and <(_LEVEL) < [31]>> then\n if <key (space v) pressed?> then\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [xxd v] to [n]\n broadcast (Teleportation gizmo v)\n wait until <(xxd) = [y]>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n go to x: ([x position v] of [teleportation cary v]) y: ([y position v] of [teleportation cary v])\n end\n end\nend\n\nwhen flag clicked\nset [terminal #1: v] to [0]\n\n@Mobile\n\nwhen I receive [_start joystick v]\nset [ghost v] effect to (40)\nset [id v] to [1]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (120) %\nset [id v] to [2]\nPosition joystick\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\nforever\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nif <(id) = [1]> then\n switch costume to (restart v)\nelse\n switch costume to (controller v)\nend\nset [ghost v] effect to (100)\nshow\nrepeat (6)\n change [ghost v] effect by (-10)\nend\nforever\n if <(id) = [1]> then\n repeat until <key (any v) pressed?>\n operate as restart button\n end\n repeat (10)\n change x by (-4)\n change [ghost v] effect by (10)\n end\n wait until <<mouse down?> and <<(mouse x) < [-190]> and <(mouse y) > [95]>>>\n set [ghost v] effect to (40)\n repeat (10)\n change x by (4)\n end\n repeat until <key (any v) pressed?>\n operate as restart button\n end\n else\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse down) = [0]>> then\n repeat until <not <mouse down?>>\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n go to (mouse-pointer v)\n point towards (mobile v)\n if <(distance to [mobile v]) > ((8) * ((size) / (100)))> then\n if <<(direction) < [150]> and <(direction) > [20]>> then\n add [left] to [_player moves v]\n else\n if <<(direction) > [-150]> and <(direction) < [-20]>> then\n add [right] to [_player moves v]\n end\n end\n if <<(direction) < [50]> and <(direction) > [-50]>> then\n add [down] to [_player moves v]\n else\n if <<(direction) < [-122]> or <(direction) > [122]>> then\n add [up] to [_player moves v]\n end\n end\n if <(distance to [mobile v]) > ((20) * ((size) / (100)))> then\n move ((distance to [mobile v]) - ((20) * ((size) / (100)))) steps\n end\n end\n end\n Position joystick\n else\n set [mouse down v] to [1]\n end\n else\n set [mouse down v] to [0]\n end\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\ndefine Position joystick\ngo to x: (195) y: (-135)\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (8) layers\nshow\n\ndefine operate as restart button\ngo to x: (-220) y: (153)\nset [ghost v] to (((0) - ((distance to [player v]) * (2))) + (100))\nif <(ghost) > [100]> then\n set [ghost v] to [100]\nelse\n if <(ghost) < [40]> then\n set [ghost v] to [40]\n end\nend\nset [ghost v] effect to (ghost)\nif <(distance to [mouse-pointer v]) < [35]> then\n change size by (((120) - (size)) / (4))\n if <<mouse down?> and <(mouse down) = [0]>> then\n broadcast (_RESTART v) and wait\n wait (0.5) seconds\n end\nelse\n change size by (((100) - (size)) / (4))\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\n@Doors\n\nwhen I receive [begin processes v]\nrepeat (3)\nwait until <(_KEYS COLLECTED) = [1]>\nrepeat (15)\nrepeat (4)\n change [ghost v] effect by (13)\nend\nerase all\nbroadcast (draw new level v)\nrepeat (4)\n change [ghost v] effect by (13)\nend\nhide\n\nwhen I receive [draw new level v]\nif <(_KEYS COLLECTED) = [0]> then\n stop [other scripts in sprite v]\n switch costume to (join [Level] (_LEVEL))\n if <(costume [name v]) = (join [Level] (_LEVEL))> then\n show\n Stamp Shadow\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (4) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Obstacles\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nif <(costume [name v]) = (join [Level] (_LEVEL))> then\n Stamp Shadow\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (3) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Moving Spikes\n\nwhen I receive [draw new level v]\nset [correct costume v] to (join [Level] (_LEVEL))\nswitch costume to (correct costume)\nif <(costume [name v]) = (correct costume)> then\n show\n set [brightness v] effect to (100)\n Stamp Shadow\n set x to (0)\nelse\n hide\nend\n\nwhen I receive [_start game loop v]\nforever\n set [y v] to [0]\n repeat (30)\n repeat (13)\n change [y v] by (-3)\n end\n set [y v] to ((-3) * (13))\n repeat (30)\n repeat (13)\n change [y v] by (3)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [_start game loop v]\nforever\n switch costume to (position v)\n set y to ((y) * (_PLAYER SIZE%))\n switch costume to (correct costume)\nend\n\nwhen I receive [__end game v]\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Semi Solid\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nif <(costume [name v]) = (join [Level] (_LEVEL))> then\n show\n Stamp Shadow\n go to x: (0) y: (0)\nelse\n hide\nend\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Particles\n\nwhen I receive [init particles v]\ndelete all of [_particle spawns v]\nset [layer v] to [0]\nset [_particle count v] to [0]\nset [id v] to []\nSpawn Initial Particles\nforever\n go to (random position v)\n set y to (-200)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to []\n Spawn additional particles\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (particle-015 v)\n set [layer v] to (pick random (1) to (4))\n set [ghost v] to (((y position) + (200)) / (layer))\n set size to ([ceiling v] of (((25) * (layer)) * (([size v] of [player v]) / (101))) ) %\n show\n go to [back v] layer\n change [_particle count v] by (1)\n repeat until <(ghost) > [99]>\n change [ghost v] by ((2) / (layer))\n set [ghost v] effect to ((66.666) + ((ghost) / (4)))\n change y by ((layer) / (1.1))\n end\n change [_particle count v] by (-1)\n delete this clone\nelse\n set rotation style [all around v]\n Point Towards | X: ([x position v] of [player v]) Y: ([y position v] of [player v])\n set size to ((75) * (_PLAYER SIZE%)) %\n switch costume to (particle2 v)\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (8) layers\n show\n repeat (25)\n change [ghost v] effect by (2)\n change size by ((-4) * (_PLAYER SIZE%))\n end\n delete this clone\nend\n\ndefine Spawn Initial Particles\nset [id v] to [1]\nrepeat (100)\n go to (random position v)\n create clone of (_myself_ v)\nend\nset [id v] to []\n\nwhen flag clicked\nhide\n\nwhen I receive [layer particles v]\nif <(layer) > [0]> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [__end game v]\nhide\ndelete this clone\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\ndefine Spawn additional particles\nrepeat ((length of [_particle spawns v]) / (3))\n go to x: (item (1) of [_particle spawns v]) y: (item (2) of [_particle spawns v])\n set [id v] to (item (3) of [_particle spawns v])\n create clone of (_myself_ v)\n set [id v] to []\n repeat (3)\n delete (1) of [_particle spawns v]\n end\nend\ndelete all of [_particle spawns v]\n\ndefine Point Towards | X: (x) Y: (y)\npoint in direction (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + ((180) * <(y position) > (y)>))\n\nPoint Towards | X: [0] Y: [0]\n\nwhen I start as a clone\nforever\n turn right (1) degrees\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\n\n@Level\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nshow\nStamp Shadow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Platforms\n\nwhen I receive [spawn special objects v]\nset [brightness v] effect to (100)\nif <(id) = [0]> then\n if <(_LEVEL) = [38]> then\n Platform | X: [100] Y [72] Size: []\n Platform | X: [-12] Y [64] Size: []\n Platform | X: [-88] Y [110] Size: []\n Platform | X: [-210] Y [16] Size: []\n Platform | X: [-210] Y [86] Size: []\n Platform | X: [-210] Y [-54] Size: []\n else\n if <(_LEVEL) = [39]> then\n Platform | X: [137] Y [-92] Size: []\n else\n if <(_LEVEL) = [42]> then\n Platform | X: [-125] Y [-120] Size: []\n Platform | X: [-217] Y [-80] Size: []\n Platform | X: [-125] Y [-40] Size: []\n Platform | X: [-217] Y [0] Size: []\n Platform | X: [-125] Y [40] Size: []\n Platform | X: [-217] Y [80] Size: []\n Platform | X: [185] Y [-120] Size: []\n Platform | X: [75] Y [-80] Size: []\n Platform | X: [185] Y [-40] Size: []\n Platform | X: [75] Y [0] Size: []\n Platform | X: [185] Y [40] Size: []\n Platform | X: [75] Y [80] Size: []\n else\n if <(_LEVEL) = [43]> then\n Platform | X: [-85] Y [-50] Size: []\n Platform | X: [-85] Y [80] Size: []\n else\n if <(_LEVEL) = [45]> then\n Platform | X: [25] Y [-34] Size: [75]\n Platform | X: [-18] Y [-66] Size: [95]\n Platform | X: [150] Y [139] Size: [95]\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Platform | X: (x) Y (y) Size: (size)\nif <(size) > []> then\n set [size v] to (size)\nelse\n set [size v] to [100]\nend\nset size to ((size) * (_PLAYER SIZE%)) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [platform]\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nswitch costume to (platform v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (platform v)\n if <<([abs v] of (([x position v] of [player v]) - (x position)) ) < ((34) * ((size) / (100)))> and <([abs v] of (([y position v] of [player v]) - ((y position) + (3))) ) < ((25) * ((size) / (100)))>> then\n set [pitch v] effect to (pick random (-10.00) to (10.00))\n start sound [Glass Breaking v]\n repeat (3)\n repeat (4)\n next costume\n end\n repeat (6)\n hide\n repeat (60)\n set [ghost v] effect to (100)\n switch costume to (platform v)\n repair\n end\nend\n\nshow\ngo to [front v] layer\ngo to (random position v)\n\nPlatform | X: [-18] Y [-66] Size: [75]\n\ndefine repair\nforever\n show\n if <not <touching (player v)?>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n else\n hide\n end\nend\n\n@Flag\n\nwhen I receive [begin v]\nif <(_LEVEL) < [45]> then\n go to [front v] layer\n if <(id) = [0]> then\n set [brightness v] effect to (100)\n end\nelse\n hide\nend\n\nif <(_LEVEL) < (((length of [flag spawn v]) / (4)) + (1))> then\n Flag | X: (item ((((_LEVEL) - (1)) * (4)) + (2)) of [flag spawn v]) Y (item ((((_LEVEL) - (1)) * (4)) + (3)) of [flag spawn v])\n hide\nelse\n show\nend\n\ndefine Flag | X: (x) Y (y)\nset size to (([size v] of [player v]) - (([size v] of [player v]) / (4))) %\ngo to x: (x) y: (y)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\nhide\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset size to (75) %\nclear graphic effects\nchange [brightness v] effect by (-15)\nset [id v] to [flag]\nswitch costume to (flag v)\ngo to [back v] layer\ngo [forward v] ((7) + (_PARTICLE COUNT)) layers\nshow\npoint in direction (160)\nrepeat until <(direction) < [90.05]>\n turn left (((direction) - (90.05)) / (5)) degrees\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nforever\n switch costume to (((timer) * (12)) mod (8))\nend\n\nwhen flag clicked\n\nwhen I receive [begin v]\nif <(_LEVEL) = [1]> then\n Flag | X: [-165] Y [140]\nelse\n \nend\n\n@Saw\n\nwhen I receive [begin v]\nset [brightness v] effect to (100)\nif <(id) = [0]> then\n if <(_LEVEL) = [4]> then\n Saw | X: [0] Y [0] Size: [75] Type: [2] Speed [5]\n else\n if <(_LEVEL) = [5]> then\n Saw | X: [0] Y [0] Size: [100] Type: [2] Speed [3]\n else\n if <(_LEVEL) = [6]> then\n Saw | X: [-90] Y [180] Size: [75] Type: [2] Speed [4]\n Saw | X: [90] Y [180] Size: [75] Type: [2] Speed [4]\n else\n if <(_LEVEL) = [7]> then\n Saw | X: [60] Y [0] Size: [80] Type: [2] Speed [6]\n else\n if <(_LEVEL) = [8]> then\n Saw | X: [60] Y [0] Size: [130] Type: [2] Speed [8]\n else\n if <(_LEVEL) = [9]> then\n Saw | X: [-110] Y [120] Size: [70] Type: [1] Speed [4]\n Saw | X: [35] Y [120] Size: [75] Type: [1] Speed [4]\n else\n if <(_LEVEL) = [22]> then\n Saw | X: [7] Y [-86] Size: [85] Type: [2] Speed []\n Saw | X: [-160] Y [-116] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [23]> then\n Saw | X: [0] Y [4] Size: [103] Type: [2] Speed [2]\n Saw | X: [0] Y [4] Size: [100] Type: [2] Speed [1]\n Saw | X: [0] Y [4] Size: [100] Type: [2] Speed [0.4]\n else\n if <(_LEVEL) = [24]> then\n Saw | X: [-68] Y [-100] Size: [60] Type: [2] Speed [5]\n Saw | X: [-158] Y [25] Size: [75] Type: [1] Speed []\n Saw | X: [-239] Y [-35] Size: [75] Type: [1] Speed []\n Saw | X: [-158] Y [-95] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [25]> then\n Saw | X: [-216] Y [51] Size: [75] Type: [2] Speed []\n Saw | X: [120] Y [163] Size: [75] Type: [1] Speed []\n Saw | X: [186] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [26]> then\n Saw | X: [34] Y [-143] Size: [75] Type: [2] Speed [-4]\n Saw | X: [-218] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [27]> then\n Saw | X: [-92] Y [47] Size: [75] Type: [2] Speed [-5]\n Saw | X: [68] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [28]> then\n Saw | X: [-212] Y [-87] Size: [75] Type: [2] Speed [6]\n Saw | X: [-20] Y [-53] Size: [75] Type: [2] Speed [-6]\n Saw | X: [156] Y [43] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [29]> then\n Saw | X: [68] Y [23] Size: [55] Type: [2] Speed []\n Saw | X: [-84] Y [-105] Size: [75] Type: [1] Speed []\n Saw | X: [-84] Y [0] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [30]> then\n Saw | X: [88] Y [96] Size: [55] Type: [2] Speed [-6]\n Saw | X: [-170] Y [-98] Size: [55] Type: [2] Speed [6]\n else\n if <(_LEVEL) = [31]> then\n Saw | X: [202] Y [142] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [32]> then\n Saw | X: [-165] Y [80] Size: [50] Type: [2] Speed [-8]\n else\n if <(_LEVEL) = [34]> then\n Saw | X: [85] Y [101] Size: [50] Type: [2] Speed []\n else\n if <(_LEVEL) = [37]> then\n Saw | X: [0] Y [110] Size: [85] Type: [2] Speed [5]\n Saw | X: [0] Y [-83] Size: [50] Type: [2] Speed [-6.5]\n else\n if <(_LEVEL) = [39]> then\n Saw | X: [86] Y [121] Size: [100] Type: [1] Speed []\n else\n if <(_LEVEL) = [41]> then\n Saw | X: [20] Y [47] Size: [55] Type: [2] Speed [3]\n else\n if <(_LEVEL) = [42]> then\n Saw | X: [-69] Y [-140] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [43]> then\n Saw | X: [3] Y [94] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [58] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [28] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [0] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [44]> then\n Saw | X: [150] Y [-59] Size: [55] Type: [1] Speed []\n Saw | X: [80] Y [-59] Size: [55] Type: [1] Speed []\n Saw | X: [10] Y [-59] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [45]> then\n Saw | X: [-181] Y [-116] Size: [55] Type: [2] Speed []\n Saw | X: [-45] Y [65] Size: [55] Type: [1] Speed []\n Saw | X: [151] Y [82] Size: [55] Type: [1] Speed []\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Saw | X: (x) Y (y) Size: (size) Type: (typ) Speed (speed)\nswitch costume to (typ)\nset size to (size) %\ngo to x: (x) y: (y)\nset [y v] to (y)\nif <(speed) > []> then\n set [speed v] to (speed)\nelse\n set [speed v] to [7]\nend\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ngo to [front v] layer\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [saw]\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] ((1) + (_PARTICLE COUNT)) layers\nelse\n go to [back v] layer\n go [forward v] ((10) + (_PARTICLE COUNT)) layers\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif <(speed) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nforever\n turn right (speed) degrees\nend\n\n@Transition\n\nwhen I receive [__screen wipe v]\ngo to [front v] layer\nswitch costume to (transition v)\nset [ghost v] effect to (100)\ngo to x: (-500) y: (0)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n change x by (20)\nend\nbroadcast (__finish screen wipe v)\n\nwhen I receive [__finish screen wipe v]\nif <(_LEVEL) > [45]> then\n set [brightness v] effect to (100)\n set [frame v] to [2]\n set correct costume\n set [ismousedown v] to [1]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n repeat until <(frame) > [6]>\n set correct costume\n if <<mouse down?> or <key (any v) pressed?>> then\n if <(ismousedown) = [0]> then\n repeat (5)\n change [brightness v] effect by (20)\n set correct costume\n end\n change [frame v] by (1)\n set correct costume\n repeat (5)\n change [brightness v] effect by (-20)\n set correct costume\n end\n end\n set [ismousedown v] to [1]\n else\n set [ismousedown v] to [0]\n end\n end\n go to [back v] layer\n repeat until <not <<mouse down?> or <key (any v) pressed?>>>\n set correct costume\n end\n wait until <<mouse down?> or <key (any v) pressed?>>\n repeat (5)\n change [brightness v] effect by (20)\n end\n broadcast (__OUTRO v) and wait\nelse\n go to [front v] layer\n set [ghost v] effect to (0)\n wait (0.3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n change x by (20)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\ndefine set correct costume\nswitch costume to ([floor v] of ((((timer) * (2)) mod (2)) + (((frame) - (1)) * (2))) )\n\n@Teleportation CARY\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\nwhen I receive [teleportation gizmo v]\nshow\ngo to (player v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<key (space v) pressed?> and <key (n v) pressed?>>\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (4.99)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change y by (-4.99)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (5)\n end\nend\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [xxd v] to [y]\n\nwhen flag clicked\nforever\n set [ty v] to (y position)\n set [ty v] to (x position)\nend\n\n@enemy\n\nwhen I receive [delete special objects v]\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n hide\n if <(_LEVEL) = [31]> then\n Enemy | X: [-96] Y [-152] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [112] Y [-50] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [9] Y [48] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [32]> then\n Enemy | X: [0] Y [25] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [206] Y [-150] Size: [100] Type: [1] Dir: [-90]\n else\n if <(_LEVEL) = [33]> then\n Enemy | X: [-142] Y [20] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-122] Y [20] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-102] Y [20] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [34]> then\n Enemy | X: [59] Y [-96] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-131] Y [-96] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [35]> then\n Enemy | X: [77] Y [-26] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [121] Y [-76] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [71] Y [-128] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [36]> then\n Enemy | X: [-67] Y [122] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [35] Y [122] Size: [100] Type: [1] Dir: [-90]\n else\n if <(_LEVEL) = [39]> then\n Enemy | X: [3] Y [36] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [41]> then\n Enemy | X: [-146] Y [86] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [43]> then\n Enemy | X: [-96] Y [-42] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [44]> then\n Enemy | X: [-18] Y [19] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [45]> then\n Enemy | X: [0] Y [-167] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [160] Y [-107] Size: [150] Type: [1] Dir: [90]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy | X: (x) Y (y) Size: (size) Type: (typ) Dir: (dir)\nset size to ((size) * (([size v] of [player v]) / (100))) %\nset [x v] to (x)\nset [y v] to (y)\nset [dir v] to (dir)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nDraw\nset [id v] to [enemy]\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] ((6) + (_PARTICLE COUNT)) layers\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [in air v] to [0]\nDraw\nset [in air v] to [999999]\nset [yv v] to [0]\nset [xv v] to [0]\nwait (0.1) seconds\nforever\n switch costume to (hitbox v)\n point in direction (dir)\n if <(in air) = [0]> then\n get IsSolid at X: ((x position) + ((((dir) / ([abs v] of (dir) )) * (15)) * ((size) / (100)))) Y ((y position) - ((15) * ((size) / (100))))\n if <(is solid) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n end\n Handle Movement Inputs\n Controls [1]\n change [in air v] by (1)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.8))\n Change X by (round ((xv) * (((size) - (1)) / (100))))\n Change Y by (round ((yv) * (((size) - (1)) / (100))))\n Draw\n if <(___GAME MODE) = [1]> then\n if <([abs v] of (((y position) + ((13) * ((size) / (100)))) - ([y position v] of [player v])) ) < ((20) * ((size) / (100)))> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < ((20) * ((size) / (100)))> then\n if <<([y position v] of [player v]) > ((y position) + ((13) * ((size) / (100))))> and <([in air v] of [player v]) > [0]>> then\n if <(username) = [Hootdoogini2]> then\n start sound [Pew v]\n else\n start sound [Pew v]\n end\n broadcast (enemy stomp v)\n switch costume to (chickensquish v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish3 v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (1.7) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish3 v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish v)\n wait (0.05) seconds\n switch costume to (ufostand v)\n else\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < ((9) * ((size) / (100)))> then\n Draw\n broadcast (DIE v)\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\ndefine Change X by (x)\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n set [check semisolid v] to [1]\nend\nchange [x v] by (x)\nGet Solid\nrepeat (8)\n if <(is solid) > [0]> then\n change [y v] by (1)\n Get Solid\n else\n stop [this script v]\n end\nend\nset [check semisolid v] to [0]\nchange [y v] by (-8)\nGet Solid\nif <(is solid) > [0]> then\n set [dir v] to ((0) - (dir))\n set [xv v] to [0]\n repeat (([abs v] of (x) ) + (1))\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n else\n stop [this script v]\n end\n end\nend\n\ndefine Change Y by (y)\nset [check semisolid v] to [0]\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n if <(y) < [0.01]> then\n set [check semisolid v] to [1]\n end\nend\nif <[moves v] contains [down]?> then\n set [check semisolid v] to [0]\nend\nchange [y v] by (y)\nGet Solid\nif <(is solid) > [0]> then\n set [yv v] to [0]\n if <(y) < [0.01]> then\n set [in air v] to [0]\n end\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\nend\n\ndefine Controls (speed)\nif <[moves v] contains [right]?> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <[moves v] contains [left]?> then\n point in direction (-90)\n change [xv v] by ((0) - (speed))\n end\nend\nif <<[moves v] contains [up]?> and <(in air) < [4]>> then\n set [yv v] to [10]\nend\n\ndefine Get Solid\nPosition\nif <<<touching (level v)?> or <touching (doors v)?>> or <<<touching (semi solid v)?> and <(check semisolid) > [0]>> or <touching (platforms v)?>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Handle Movement Inputs\ndelete all of [moves v]\nif <(dir) > [0]> then\n add [right] to [moves v]\nend\nif <(dir) < [0]> then\n add [left] to [moves v]\nend\n\ndefine get IsSolid at X: (x) Y (y)\nswitch costume to (point v)\ngo to x: (x) y: (y)\nif <<<touching (level v)?> or <touching (doors v)?>> or <<touching (semi solid v)?> or <touching (platforms v)?>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\nswitch costume to (hitbox v)\n\ndefine Draw\nswitch costume to (large v)\nPosition\nif <(in air) > [3]> then\n switch costume to (((0) - (((yv) / ([abs v] of (yv) )) / (2))) + (3.5))\nelse\n if <([abs v] of (xv) ) > [0]> then\n switch costume to ([floor v] of ((((timer) * (8)) mod (2)) + (5)) )\n else\n switch costume to ([floor v] of ((((timer) * (4.35)) mod (2)) + (1)) )\n end\nend\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set size to (60) %\nend\n\n@Main Menu\n\nwhen I receive [_main menu v]\nif <(id) = []> then\n switch backdrop to (thumb v)\n set [_level v] to [1]\n broadcast (_START MUSIC v)\n set [tile size v] to [33]\n set [_menu offset x v] to [135]\n set [_menu offset y v] to [0]\n set [backdrop width v] to [610]\n set [backdrop width v] to [480]\n Clone | Type: [back] X: [0] Y: [0]\n Clone | Type: [back] X: (backdrop width) Y: [0]\n Clone | Type: [logo] X: [-90] Y: [60]\n Clone | Type: [text] X: (_MENU OFFSET X) Y: [158]\n Create Button Grid | Width: [5] Height: [9]\n Clone | Type: [mello] X: [0] Y: [0]\n Clone | Type: [play] X: [-40] Y: [-65]\nend\n\nClone | Type: [Mute Music] X: [-73] Y: [-135]\nClone | Type: [Sounds] X: [0] Y: [-135]\n\ndefine Create Button Grid | Width: (w) Height: (h)\nset [level button v] to [1]\nset [y v] to [0]\nset [_menu offset x v] to (((((0) - ((w) * (tile size))) + (tile size)) / (2)) + (_MENU OFFSET X))\nset [_menu offset y v] to (((0) - ((((0) - ((h) * (tile size))) + (tile size)) / (2))) + (_MENU OFFSET Y))\nset [id v] to [button]\nrepeat (h)\n set [x v] to [0]\n repeat (w)\n create clone of (_myself_ v)\n change [x v] by (1)\n change [level button v] by (1)\n end\n change [y v] by (-1)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <<(id) = [mello]> or <(id) = [back]>> then\n set size to (100) %\nelse\n set size to (20) %\nend\ngo to [front v] layer\nshow\nset [backdrop num v] to (pick random (1) to (3))\nrepeat until <(___GAME MODE) = [1]>\n change size by (((100) - (size)) / (8))\n go to x: (x) y: (y)\n if <(id) = [button]> then\n Tick Button\n else\n if <(id) = [logo]> then\n Tick Logo\n else\n if <(id) = [play]> then\n Tick Play Button\n else\n if <(id) = [back]> then\n Backdrop Tick\n else\n if <(id) = [text]> then\n switch costume to (text v)\n else\n if <(id) = [mello]> then\n switch costume to ([floor v] of ((((timer) * (6.7)) mod (4)) + (2)) )\n else\n if <<(id) = [Mute Music]> or <(id) = [Sounds]>> then\n switch costume to (id)\n set y to ((y) + (([sin v] of ((timer) * (80)) ) * (8)))\n end\n end\n end\n end\n end\n end\n end\nend\nfade out\n\nwhen flag clicked\nset [new game v] to [n]\nerase all\nset [id v] to []\nhide\n\ndefine Tick Button\nset x to (((x) * (tile size)) + (_MENU OFFSET X))\nset y to ((((y) * (tile size)) + ()) + (_MENU OFFSET Y))\nif <(level button) > (__UNLOCKED)> then\n set [ghost v] effect to (25)\n switch costume to ([floor v] of ((((level button) + (14)) / (15)) + (12)) )\nelse\n set [ghost v] effect to (0)\n switch costume to (mouse check v)\n if <touching (mouse-pointer v)?> then\n switch costume to (light v)\n if <(mouse touch) = [0]> then\n start sound [Wood Tap v]\n set [pitch v] effect to (pick random (-20) to (20))\n end\n if <<<mouse down?> and <(mouse down) = [0]>> and <not <(level button) > (__UNLOCKED)>>> then\n set [_level v] to (level button)\n broadcast (_START GAME LOOP v)\n end\n set [mouse touch v] to [1]\n else\n switch costume to ([floor v] of ((((level button) + (14)) / (15)) + (9)) )\n set [mouse touch v] to [0]\n end\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Tick Logo\nswitch costume to (logo v)\nset y to ((y) + (([sin v] of ((timer) * (80)) ) * (11)))\n\ndefine Clone | Type: (id) X: (x) Y: (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [id v] to []\n\ndefine Tick Play Button\nset y to ((y) + (([sin v] of ((timer) * (80)) ) * (8)))\nswitch costume to (play v)\nif <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n if <(mouse touch) = [0]> then\n start sound [Wood Tap v]\n set [pitch v] effect to (pick random (-20) to (20))\n end\n set [mouse touch v] to [1]\n if <<mouse down?> and <(mouse down) = [0]>> then\n set [new game v] to [y]\n set [_level v] to [1]\n broadcast (_START GAME LOOP v)\n end\nelse\n set [mouse touch v] to [0]\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Backdrop Tick\nshow\nswitch costume to ((backdrop num) + (15))\nset [brightness v] effect to (0)\nchange [x v] by (-2)\nif <(x) < ((0) - (backdrop width))> then\n set [x v] to (backdrop width)\n set [backdrop num v] to (pick random (1) to (3))\nend\n\ndefine fade out\nwait (0.1) seconds\nrepeat (25)\n go to [front v] layer\nend\nhide\ndelete this clone\n\nClone | Type: (join [funnytext] (pick random (1) to (44))) X: [-140] Y: [15]\n\n@Keys\n\nwhen I receive [spawn special objects v]\nset [brightness v] effect to (100)\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n if <(_LEVEL) = [4]> then\n Key | X: [138] Y [140]\n else\n if <(_LEVEL) = [5]> then\n Key | X: [110] Y [-120]\n Key | X: [0] Y [40]\n else\n if <(_LEVEL) = [6]> then\n Key | X: [-90] Y [-60]\n Key | X: [90] Y [-60]\n else\n if <(_LEVEL) = [7]> then\n Key | X: [90] Y [-60]\n Key | X: [60] Y [40]\n else\n if <(_LEVEL) = [8]> then\n Key | X: [0] Y [80]\n else\n if <(_LEVEL) = [9]> then\n Key | X: [-40] Y [30]\n else\n if <(_LEVEL) = [10]> then\n Key | X: [170] Y [-90]\n Key | X: [170] Y [90]\n else\n if <(_LEVEL) = [11]> then\n Key | X: [158] Y [14]\n Key | X: [206] Y [130]\n Key | X: [-166] Y [80]\n else\n if <(_LEVEL) = [12]> then\n Key | X: [144] Y [-120]\n Key | X: [-85] Y [-16]\n Key | X: [-214] Y [76]\n else\n if <(_LEVEL) = [13]> then\n Key | X: [-66] Y [-130]\n Key | X: [66] Y [-130]\n Key | X: [82] Y [120]\n Key | X: [218] Y [72]\n Key | X: [-176] Y [-114]\n else\n if <(_LEVEL) = [14]> then\n Key | X: [190] Y [34]\n Key | X: [4] Y [70]\n else\n if <(_LEVEL) = [15]> then\n Key | X: [114] Y [168]\n Key | X: [196] Y [-78]\n else\n if <(_LEVEL) = [16]> then\n Key | X: [-186] Y [-120]\n Key | X: [164] Y [112]\n else\n if <(_LEVEL) = [17]> then\n Key | X: [116] Y [-64]\n Key | X: [-204] Y [60]\n Key | X: [-218] Y [-118]\n else\n if <(_LEVEL) = [18]> then\n Key | X: [-156] Y [156]\n Key | X: [-40] Y [100]\n else\n if <(_LEVEL) = [20]> then\n Key | X: [-134] Y [24]\n Key | X: [134] Y [24]\n else\n if <(_LEVEL) = [21]> then\n Key | X: [-182] Y [-72]\n else\n if <(_LEVEL) = [22]> then\n Key | X: [4] Y [-44]\n Key | X: [210] Y [-100]\n else\n if <(_LEVEL) = [24]> then\n Key | X: [-198] Y [-130]\n else\n if <(_LEVEL) = [25]> then\n Key | X: [92] Y [124]\n Key | X: [-218] Y [86]\n Key | X: [184] Y [-96]\n else\n if <(_LEVEL) = [27]> then\n Key | X: [143] Y [-18]\n Key | X: [-155] Y [-116]\n else\n if <(_LEVEL) = [28]> then\n Key | X: [-165] Y [-88]\n Key | X: [-31] Y [116]\n else\n if <(_LEVEL) = [30]> then\n Key | X: [-87] Y [142]\n Key | X: [175] Y [-54]\n Key | X: [-175] Y [54]\n else\n if <(_LEVEL) = [32]> then\n Key | X: [0] Y [-26]\n else\n if <(_LEVEL) = [33]> then\n Key | X: [158] Y [-126]\n Key | X: [-82] Y [-42]\n Key | X: [34] Y [-40]\n else\n if <(_LEVEL) = [34]> then\n Key | X: [-15] Y [148]\n else\n if <(_LEVEL) = [35]> then\n Key | X: [-215] Y [-114]\n else\n if <(_LEVEL) = [36]> then\n Key | X: [11] Y [-130]\n Key | X: [185] Y [-28]\n Key | X: [-109] Y [146]\n else\n if <(_LEVEL) = [37]> then\n Key | X: [50] Y [14]\n Key | X: [-50] Y [14]\n Key | X: [0] Y [40]\n Key | X: [96] Y [-132]\n Key | X: [-188] Y [-72]\n Key | X: [-188] Y [-134]\n Key | X: [-188] Y [-6]\n Key | X: [-188] Y [70]\n else\n if <(_LEVEL) = [38]> then\n Key | X: [-108] Y [-18]\n Key | X: [106] Y [-62]\n else\n if <(_LEVEL) = [39]> then\n Key | X: [-222] Y [48]\n Key | X: [198] Y [120]\n Key | X: [-52] Y [-130]\n Key | X: [84] Y [174]\n Key | X: [-50] Y [24]\n else\n if <(_LEVEL) = [41]> then\n Key | X: [-116] Y [-148]\n Key | X: [197] Y [-136]\n Key | X: [-58] Y [39]\n Key | X: [-197] Y [136]\n Key | X: [163] Y [46]\n Key | X: [172] Y [-53]\n else\n if <(_LEVEL) = [42]> then\n Key | X: [-34] Y [50]\n else\n if <(_LEVEL) = [43]> then\n Key | X: [-86] Y [44]\n else\n if <(_LEVEL) = [44]> then\n Key | X: [213] Y [133]\n Key | X: [-209] Y [69]\n else\n if <(_LEVEL) = [45]> then\n Key | X: [-221] Y [-140]\n Key | X: [-155] Y [158]\n Key | X: [-41] Y [-146]\n Key | X: [148] Y [160]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Key | X: (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to (y)\nchange [_total keys v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ngo to [front v] layer\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [key]\nset [brightness v] effect to ()\nset [ghost v] effect to (100)\nswitch costume to (key v)\ngo to [back v] layer\ngo [forward v] ((8) + (_PARTICLE COUNT)) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(distance to [player v]) < ((30) * (_PLAYER SIZE%))>\nstart sound [Clang v]\nchange [_total keys v] by (-1)\nif <(_TOTAL KEYS) < [1]> then\n set [_keys collected v] to [1]\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change [y v] by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (key v)\n set y to ((y) + ((([sin v] of (((timer) + ((x position) * (2))) * (200)) ) * (7)) * ((size) / (100))))\nend\n\ndefine Particle at X: (x) Y: (y) Type: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\n
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@chipm0nk hearted and faved!!! -9/27/23\n\nIT ISN'T DONE PLS DO NOT REPORT BUGS IT IS VERY ANNOYING!!!!!!!!\n(BUG EXPLANATORY AT BOTTOM OF INSTRUCTIONS)\n\nHold up arrow/W to fly\nUse rest of arrows to move\n\n3. 350 views reveal: SORRY! I can't work on this for a while! With the deepest forgiveness, please wait.\n\n4. 500 views reveal: I was born at 11:38 a.m.\n\n5. 1000 views reveal: I play piano!\n\n6. 1500 views reveal: What reveal do you want? Comment it!\n\n7. 2,200 views reveal: I am actually 11 years old. NOT lying. It was hard to reveal this, it is one of my largest Scratch secrets. I feel very proud of being one of the only 11yr olds that could achieve such an enormous number. HUGE THANKS! (Written when I was 9)\n\n8. 3,200 views reveal:\nMy name: 19-5-2-1-19-20-9-1-13\nDECODE :)\n\n9. 5,000 views reveal:\nI'm kinda the teacher's pet :p\n\n10. 10,000 views reveal: I live in Idaho\n\n11. 20,000 views reveal:\n\n12. 50,000 views reveal:\n\nBUG EXPLANATORY:\nFirst of all, only the first 10 levels have actually been modified, the rest are straight from @chipm0nk 's Mello. The changed levels have closed ceilings, and the unchanged don't. If Mello flies above an unclosed ceiling, he will take about 4 seconds before landing again. There WILL be gizmos in each section, the 1st complete, the 2nd and 3rd are being workshoped. The aliens in the 3rd section aren't fully complete w/ their detection system on whether or not you've landed on them- and they weren't made for those levels anyway. Not all complete levels are actually complete- they may change as time goes by. If you are seeing this next section, the game is currently undergoing its largest update yet. You will only be able to advance levels in level 1. This is due to the rewriting of the "flag" in @chipm0nk 's Mello. If you can't say something kind, relevant, or noticable about the project, don't say anything at all. Thank you.\n\nPositive Celebrations:\n@Piggy-234\n\nThe estimated completion date is : Sept. 30, 2024
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Platformer/プラットフォーマー
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@Stage\n\nwhen flag clicked\nplay sound [NCS Cloud9 v] until done\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@プレイヤー\n\nwhen flag clicked\ngo to x: (-200) y: (-111)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n set [x v] to [0]\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [249]> then\n broadcast (NEXT v)\n リセット\n end\n if <<[-188] > (y position)> or <touching color (#ff0000)?>> then\n リセット\n end\nend\n\ndefine リセット\ngo to x: (-200) y: (-111)\npoint in direction (90)\n\nwhen I receive [end v]\nsay (join (username) (join [の記録は] (join (あなたの記録) [秒です‼︎])))\n\nwhen [timer v] > (0)\nhide\n\n@地形\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [あなたの記録 v] to [0]\nhide variable [☁ 世界記録 v]\nrepeat until <(costume [number v]) = [10]>\n wait (1) seconds\n change [あなたの記録 v] by (1)\nend\nshow variable [☁ 世界記録 v]\nbroadcast (END v)\nif <<(☁ 世界記録) > (あなたの記録)> or <(あなたの記録) = (☁ 世界記録)>> then\n set [☁ 世界記録 v] to (あなたの記録)\nend\n\nwhen [timer v] > (0)\nhide\n\n
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日本語は下\n『English』(Google Translate)\nIt’s recommended to press the flag twice\n\n【Method of operation】\nMove with arrow keys/wasd key/tap\n※ Mobile version is difficult\n※ Please let me know if there are any\n\n[Author's comment]\nThis is my first work!\nI spent a lot of time making it, so please press ❤️ and ⭐️??\nIf I didn't hit the ❤️ and ⭐️, I'd smash my pinky finger in the corner of the closet tomorrow……\n\n『日本語』\n旗2回押し推奨\n\n【操作方法】\n矢印キー/wasdキー/タップで移動\n※モバイル版は難しいです\n※バグがあったら教えて下さい\n\n【作者のコメント】\n初めての作品です!\n時間をかけて作ったので、❤️と⭐️を押してくださいね??\n❤️と⭐️を押さなかった人は、明日タンスの角に小指をぶつけます……
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Among us platformer #dirtbikedude3
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@Stage\n\n@you\n\ndefine move- in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#000000)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n if <touching color (#000000)?> 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\n\nwhen flag clicked\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop9765432 v)\nhide\n\nwhen I receive [h v]\nshow\n\nwhen I receive [h v]\nforever\n repeat (99999999999999099999090990090000090)\n set volume to (200) %\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\n end\nend\n\nwhen I receive [h v]\nset [gravity v] to [-1]\nset [speed y v] to [0]\ngo to x: (-150) y: (50)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to [15]\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-3)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (3)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (gravity)\n move- in steps (([abs v] of (speed x) ) + ([abs v] of (Speed y) ))\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [301abd81-edc2-4c2a-a341-e2f09c9935bd v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <touching (sprite2 v)?> then\n next backdrop\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop v)\n\nwhen backdrop switches to [backdrop9765432 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-192) y: (-94)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-192) y: (-94)\n\nhide\n\nhide\n\n@Sus\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (12) y: (-93)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nhide\n\n@Sus2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop v]\nhide\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen this sprite clicked\nstart sound [Meeting v]\nhide\nstop all sounds\nbroadcast (Outro v)\n\nwhen backdrop switches to [backdrop v]\nhide\n\nhide\n\n@For YOU\n\ndefine Intro\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nif <(pick random (1) to (2)) = [1]> then\n start sound [Vexento - Cloud Nine v]\nelse\n start sound [Alex Skrindo - Jumbo \[NCS Release\] v]\nend\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [2]>\nswitch costume to (lines v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [3]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [4]>\nswitch costume to (black filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [5]>\nswitch costume to (white filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [6]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [7]>\nswitch costume to (filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [8]>\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (lines2 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [9]>\nswitch costume to (filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [11]>\nwait (.4) seconds\nbroadcast (h v)\n\nwhen flag clicked\nIntro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (400)\n set [ghost v] effect to (100)\n repeat (13)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n end\n set [sequence v] to [2]\n wait until <(Sequence) = [8]>\n delete this clone\nelse\n if <<(costume [number v]) > [1]> and <[4] > (costume [number v])>> then\n show\n set [ghost v] effect to (100)\n set size to (0) %\n point in direction (0)\n repeat (12)\n turn right (((90) - (direction)) / (3)) degrees\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (4))\n end\n repeat (10)\n switch costume to (blank v)\n change size by ((size) / (2))\n switch costume to (lines v)\n end\n set [sequence v] to [3]\n wait until <(Sequence) = [8]>\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (0) %\n point in direction (0)\n repeat (12)\n turn right (((90) - (direction)) / (3)) degrees\n change [ghost v] effect by (-10)\n change size by (((110) - (size)) / (4))\n end\n set [sequence v] to [4]\n repeat until <(Sequence) = [6]>\n if <<touching color (#2c2c2c)?> and <not <touching color (#ffffff)?>>> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n end\n repeat (15)\n change x by (((-67) - (x position)) / (4))\n end\n wait until <(Sequence) = [8]>\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n show\n go to x: (400) y: (400)\n repeat (15)\n change y by (((0) - (y position)) / (4.5))\n change x by (((0) - (x position)) / (4.5))\n end\n set [sequence v] to [5]\n wait until <(Sequence) = [8]>\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n show\n go to x: (-400) y: (-400)\n repeat (15)\n change y by (((0) - (y position)) / (4.5))\n change x by (((0) - (x position)) / (4.5))\n end\n set [sequence v] to [6]\n wait until <(Sequence) = [8]>\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (15)\n change [ghost v] effect by (-10)\n change x by (((93) - (x position)) / (4))\n end\n set [sequence v] to [7]\n wait until <(Sequence) = [8]>\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n if <not <(Sequence) = [9]>> then\n show\n go to [front v] layer\n point in direction (0)\n go to x: (1000) y: (-1000)\n repeat (20)\n change y by (((0) - (y position)) / (4.5))\n turn right (((90) - (direction)) / (4.5)) degrees\n change x by (((0) - (x position)) / (4.5))\n end\n set [sequence v] to [8]\n else\n show\n go to [front v] layer\n point in direction (0)\n go to x: (1000) y: (-1000)\n repeat (20)\n change y by (((0) - (y position)) / (4.5))\n turn right (((90) - (direction)) / (4.5)) degrees\n change x by (((0) - (x position)) / (4.5))\n end\n set [sequence v] to [10]\n wait (.2) seconds\n broadcast (Fade v)\n end\n else\n if <(costume [number v]) = [9]> then\n show\n go to [front v] layer\n set size to (0) %\n repeat until <(Sequence) = [9]>\n set [i v] to (((i) * (.75)) + (((120) - (size)) / (4)))\n change size by (i)\n point in direction ((([cos v] of (((timer) - (2)) * (250)) ) * (15)) + (90))\n go to x: (0) y: (0)\n change y by (([cos v] of (((timer) - (1)) * (250)) ) * (25))\n end\n delete this clone\n else\n if <<(costume [number v]) > [9]> and <[12] > (costume [number v])>> then\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n set size to (0) %\n point in direction (0)\n repeat (12)\n turn right (((90) - (direction)) / (3)) degrees\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (4))\n end\n repeat (10)\n switch costume to (blank2 v)\n change size by ((size) / (2))\n switch costume to (lines2 v)\n end\n wait (.1) seconds\n set [sequence v] to [9]\n wait until <(Sequence) = [10]>\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [sequence v] to [11]\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [h v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nhide\n\n@Outro\n\nwhen I receive [outro v]\nreset timer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\nset size to (100) %\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone ID) = [Circle1]> then\n show\n switch costume to (size hack 2 v)\n set size to (1) %\n switch costume to (circle1 v)\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n set [speed v] to [4]\n repeat until <(size) > [40]>\n switch costume to (size hack 2 v)\n change size by (speed)\n switch costume to (circle1 v)\n change [speed v] by ((speed) / (3))\n end\n repeat until <(size) > [7000]>\n switch costume to (size hack v)\n change size by (speed)\n switch costume to (circle1 v)\n change [speed v] by ((speed) / (3))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I receive [outro v]\nwait until <(timer) > [1.36]>\nset [time v] to [.3]\nrepeat (11)\n Clone [Circle1]\n wait (time) seconds\n Clone [Circle2]\n wait (time) seconds\n change [time v] by (-.07)\nend\nClone [Last Circle]\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Circle2]> then\n show\n switch costume to (size hack 2 v)\n set size to (1) %\n switch costume to (circle2 v)\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n set [speed v] to [4]\n repeat until <(size) > [40]>\n switch costume to (size hack 2 v)\n change size by (speed)\n switch costume to (circle2 v)\n change [speed v] by ((speed) / (3))\n end\n repeat until <(size) > [7000]>\n switch costume to (size hack v)\n change size by (speed)\n switch costume to (circle2 v)\n change [speed v] by ((speed) / (3))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n show\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n set [size v] to [0]\n go to [front v] layer\n forever\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n set y to ((([sin v] of ((timer) * (200)) ) * (40)) + (0))\n set [size v] to (((size) * (.8)) + (((100) - (size)) / (5)))\n change size by (size)\n end\nend\n\nwhen I receive [outro v]\nwait until <(timer) > [4]>\nClone [Logo]\n\nwhen I start as a clone\nif <(Clone ID) = [Last Circle]> then\n show\n switch costume to (size hack 2 v)\n set size to (1) %\n switch costume to (circle1 v)\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n set [speed v] to [4]\n repeat until <(size) > [40]>\n switch costume to (size hack 2 v)\n change size by (speed)\n switch costume to (circle1 v)\n change [speed v] by ((speed) / (3))\n end\n repeat until <(size) > [7000]>\n switch costume to (size hack v)\n change size by (speed)\n switch costume to (circle1 v)\n change [speed v] by ((speed) / (3))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n switch costume to (join [P] (pick random (1) to (2)))\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n clear graphic effects\n point in direction (pick random (-180) to (180))\n set size to (pick random (0) to (100)) %\n set [brightness v] effect to (pick random (0) to (100))\n show\n set [v v] to (pick random (10) to (30))\n set [y v] to (pick random (-4) to (-7))\n repeat (10)\n move (V) steps\n change y by (Y)\n change [y v] by (0.5)\n go to [front v] layer\n go [backward v] (1) layers\n set [v v] to ((V) * (0.92))\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n repeat (10)\n move (V) steps\n change y by (Y)\n change [y v] by (0.5)\n set [v v] to ((V) * (0.96))\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n repeat (20)\n move (V) steps\n change y by (Y)\n change [y v] by (0.5)\n set [v v] to ((V) * (0.96))\n go to [front v] layer\n go [backward v] (1) layers\n change [ghost v] effect by (4)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Particles (amount)\nrepeat (amount)\n Clone [Particles]\nend\n\nwhen I receive [outro v]\nwait until <(timer) > [5.17]>\nforever\n Particles [60]\n wait (1.22) seconds\nend\n\nwhen I receive [outro v]\nwait until <(timer) > [4.9]>\nClone [Circle2]\nwait (1.22) seconds\nforever\n Clone [Circle1]\n wait (1.22) seconds\n Clone [Circle2]\n wait (1.22) seconds\nend\n\nwhen I receive [outro v]\nforever\n play sound [TheFatRat_-_Xenogenesis2 v] until done\nend\n\nbroadcast (Outro v)\n\n
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Followed and promoted by @atomicmagicnumber\n-------------------------instructions---------------------------\nArrow keys to move\navoid the red spikes \nget to the end to find out who the Imposter is\nHave fun\nwow now that this is popular i can see that people are finding ways to "improve it"\nThere is an easter egg (post in the comments if you see it)\n\n\n#amongus#fun#new
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CAKE! (a platformer) | #games #all #trending
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@Stage\n\nwhen flag clicked\nset [@level v] to [1]\nif <(already watched?) = [0]> then\n broadcast (Story v) and wait\n set [already watched? v] to [1]\nelse\n broadcast (@Game v)\nend\n\nwhen I receive [story v]\nset [pitch v] effect to (-50)\nplay sound [Brazil v] until done\n\nwhen I receive [@game v]\nclear sound effects\nstop all sounds\nforever\n play sound [Lost and stoned v] until done\nend\n\nwhen flag clicked\nset [personal time v] to [0]\nset [timer v] to [0]\nforever\n change [timer v] by (timer)\n reset timer\nend\n\nset [already watched? v] to [0]\n\n@blank\n\nwhen I receive [end v]\nset [personal time v] to (round (timer))\nstop [other scripts in sprite v]\nif <(WORLD Record) > (Personal Time)> then\n set [world record v] to (Personal Time)\n broadcast (You Beat the Highscore!! v)\nend\n\nwhen I receive [@game v]\nforever\n broadcast (Game - TICK v)\nend\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [game - tick v]\nswitch costume to (join [l] (@Level))\n\n@cake\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\nclear graphic effects\nset [yvel v] to [0]\nset [xvel v] to [0]\ngo to x: (-200) y: (0)\nset size to (27) %\npoint in direction (90)\n\nwhen I receive [@game v]\nbroadcast (reset v) and wait\nforever\n switch costume to (hitbox v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n set [xvel v] to ((xvel) * (.85))\n change x by (xvel)\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 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<key (space 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 [14]\n end\n end\n change y by (1)\n switch costume to (cake v)\n if <(x position) > [230]> then\n start sound [Magic Spell v]\n broadcast (reset v) and wait\n change [@level v] by (1)\n end\n if <touching (dangerous v)?> then\n start sound [Squish Pop v]\n broadcast (reset v) and wait\n end\nend\n\ngo to [front v] layer\n\nwhen [r v] key pressed\nstart sound [Squish Pop v]\nbroadcast (reset v) and wait\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@front layer\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [end v]\ngo to [front v] layer\nswitch costume to (end v)\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [timer v] > (0)\nswitch costume to (tb v)\ngo to [front v] layer\n\nset [@level v] to [9]\n\n@fog\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (pick random (-180) to (180))\nset size to ((pick random (1) to (2)) * (25)) %\nset [ghost v] effect to (pick random (50) to (90))\ngo to (random position v)\ngo to x: ((-1) / (0)) y: (pick random (150) to (100))\nglide (3) secs to x: ((x position) * (-1)) y: (y position)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [@game v]\nforever\n create clone of (_myself_ v)\n wait (pick random (.) to (1)) seconds\nend\n\n@shadow\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 - tick v]\nshow\nswitch costume to (hb v)\ngo to (cake v)\ntouch ground\nswitch costume to (costume1 v)\nset [ghost v] effect to (((distance to [cake v]) * (2)) + (0))\n\nwhen flag clicked\nhide\n\n@Sprial\n\nwhen flag clicked\nhide\n\nwhen I receive [game - tick v]\nshow\ngo to [back v] layer\nset [ghost v] effect to (70)\nturn right (2) degrees\ngo to (cake v)\n\n@story\n\ndefine get class (c)\nset [class v] to (c)\nset [# v] to [0]\n\ndefine create a clone myself\nchange [# v] by (1)\ncreate clone of (_myself_ v)\n\ndefine SETUP CLONES\nset [# v] to [0]\nget class [fade]\ncreate a clone myself\nget class [story]\ncreate a clone myself\nget class [text]\ncreate a clone myself\n\nwhen I receive [story v]\nset [page v] to [1]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nSETUP CLONES\nhide\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(class) = [fade]> then\n go to [front v] layer\n switch costume to (big v)\n clear graphic effects\n wait (.33) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (2)\n wait (4) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n change [page v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n wait until <<key (any v) pressed?> or <mouse down?>>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n change [page v] by (1)\n wait (.33) seconds\n broadcast (@Game v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(class) = [story]> then\n story anim\n wait until <(page) = [2]>\n story anim\n wait until <(page) = [3]>\n story anim\nend\n\ndefine change size by (s) cos (c)\nswitch costume to (blank v)\nchange size by (s)\nswitch costume to (c)\n\nwhen I start as a clone\nif <(class) = [text]> then\n switch costume to (t1 v)\n set size to (90) %\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (10)\n change size by (.5)\n change [ghost v] effect by (-10)\n end\n wait until <(page) = [2]>\n switch costume to (t2 v)\n set size to (90) %\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (10)\n change size by (.5)\n change [ghost v] effect by (-10)\n end\n wait until <(page) = [3]>\n switch costume to (t3 v)\n set size to (90) %\n set [ghost v] effect to (100)\n repeat (10)\n change size by (.5)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(class) = [text]> then\n \n set y to (([sin v] of ((timer) * (100)) ) * (5))\n end\nend\n\ndefine set size to (s) cos (c)\nswitch costume to (blank v)\nset size to (s) %\nswitch costume to (c)\n\ndefine story anim\nset size to [100] cos (join [s] (page))\nrepeat (3)\n repeat (50)\n change size by [.05] cos (join [s] (page))\n end\n repeat (50)\n change size by [-.05] cos (join [s] (page))\n end\nend\n\nwhen I start as a clone\nif <not <(class) = [fade]>> then\n wait until <(page) = [4]>\n delete this clone\nend\n\n@art\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [game - tick v]\nshow\ngo to x: (0) y: (([sin v] of ((timer) * (500)) ) * (3))\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\ngo to [front v] layer\nset [ghost v] effect to (<touching (cake v)?> * (90))\n\n@Dangerous\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (blank v)\n switch costume to (join [l] (@Level))\nend\n\nwhen I receive [@game v]\nshow\nSETUP\n\ndefine Create clone position: (x) (y) type: (t) onLevel: (ol)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (t)\nset [onlevel v] to (ol)\ncreate clone of (_myself_ v)\n\ndefine SETUP\nCreate clone position: [-100] [0] type: [kup] onLevel: [5]\nCreate clone position: [100] [0] type: [kup] onLevel: [5]\nCreate clone position: [0] [0] type: [lava] onLevel: [6]\nCreate clone position: [200] [0] type: [kup] onLevel: [7]\n\nwhen I start as a clone\n\n if <(@Level) = (onLevel)> then\n show\n else\n hide\n if <(@Level) > (onLevel)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(type) = [kup]> then\n switch costume to (k0 v)\n go to x: (x) y: (y)\n \n if <(@Level) = (onLevel)> then\n wait (1.5) seconds\n switch costume to (k1 v)\n wait (1.5) seconds\n switch costume to (k0 v)\n end\n end\nend\n\nwhen I start as a clone\nif <(type) = [lava]> then\n switch costume to (lava v)\n go to x: (x) y: (y)\n go to [back v] layer\nend\n\n@Bounce\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [game - tick v]\nshow\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\nif <touching (cake v)?> then\n set [yvel v] to [18]\nend\n\n@Oil\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [game - tick v]\nshow\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\nif <touching (cake v)?> then\n change [xvel v] by (1)\nend\n\n@Door\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [game - tick v]\nshow\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\nif <touching (cake v)?> then\n broadcast (End v) and wait\nend\n\nwhen I receive [end v]\n\nset [@level v] to [9]\n\n@Numbers\n\ndefine fast print number (s) position x: (x) y: (y)\nset [i v] to [1]\nhide\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 ((((50) + (size)) - (45)) / (2))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait () seconds\ndelete this clone\n\nwhen I receive [end v]\nforever\n fast print number (join (round (Personal Time)) [~]) position x: [-30] y: [-140]\nend\n\n@celebrate\n\nwhen I start as a clone\nif <(id) > [1]> then\n go to [front v] layer\n switch costume to (confetti v)\n clear graphic effects\n show\n go to x: (0) y: (0)\n set [rx v] to (pick random (-240) to (240))\n set [ry v] to (pick random (-180) to (180))\n set [color v] effect to (pick random (0) to (200))\n set [brightness v] effect to (pick random (-10) to (5))\n set size to (pick random (50) to (100)) %\n repeat until <<(round (x position)) = (rx)> and <(round (y position)) = (ry)>>\n change x by (((rx) - (x position)) / (5))\n change y by (((ry) - (y position)) / (5))\n point towards (blank v)\n end\n wait (2) seconds\n wait (pick random (.) to (.1)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-5)\n end\n delete this clone\nelse\n show\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n switch costume to (banner v)\n go to [front v] layer\n repeat until <(round (size)) = [120]>\n point in direction ((([sin v] of ((timer) * (700)) ) * (2)) + (90))\n change size by (((120) - (size)) / (5))\n end\n set size to (120) %\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-5)\n end\n delete this clone\nend\n\ndefine tick\nset [id v] to [0]\nrepeat (20)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [you beat the highscore!! v]\nhide\nstart sound [Clapping v]\ntick\npoint in direction (90)\nset size to (100) %\n\n
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this game is made for @CharlotteMeJ birthday!! (July 27)\nand for other people's birthday coming up soon!\ncomment: "HAPPY BIRTHDAY!!"\n▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀\nLETS GET TO 200 ❤️⭐ON THIS GAME I KNOW WE CAN DO THIS!! :D\nI literally had so much fun coding and detailing this lol\n\n CAKE! (a platformer) | #games #all #trending\n by @-EnergyCodes-\n\n I know it's short... but at least it's not generic :/\n AND I added a story too so please don't hate :(\n\n hope you have a NOICE day :) <3\n\ncredits\n@-Energycodes- for the art\n@Scratchcat for using it's head for the logo xD\nand @ you you playing :D!\n\n\n#cake #birthday #scratch #featured #energycodes #energy #food #NOMNOM
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Pokemon Scarlet And Pokemon Violet Platformer
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Scarlet and Violet Title Screen Fanmade v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nswitch costume to (sprigatito v)\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 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 next costume\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\nelse\n switch costume to (player v)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <<(The Level) = [7]> or <(The Level) = [8]>> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Spikes\n\nwhen flag clicked\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\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (5)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n
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-------PLAY IN FULLSCREEN PLEASE-------\nArrow keys or WASD to move\nThis game showcases the Pokemon from the second trailer of Pokemon Scarlet and Violet.\nLink to Sequel: https://scratch.mit.edu/projects/772774457/
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Shadows- A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nset [sanitizer collected: v] to [0]\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nset [total level count v] to [15]\nshow\n\nwhen flag clicked\nset [spawn x v] to [-214]\nset [spawn y v] to [-90]\n\ndefine Sense Hazard\nif <touching color (#ff1717)?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (Spawn X) y: (Spawn Y)\nend\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (Spawn X) y: (Spawn Y)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\n if <touching (level v)?> then\n Sense Hazard\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (level v)?> then\n Sense Hazard\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n Sense Hazard\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (Spawn X) y: (Spawn Y)\n end\n if <(y position) < [-184]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (Spawn X) y: (Spawn Y)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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This platformer was made to be fun, not challenging, so it might be super easy. \n\nSTORY||\n- You are a cube\n- you are in a realm of darkness\n- Get to the end to restore the light!
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Fly Cat Fly! || A platformer
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@Stage\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\n@Player\n\nwhen flag clicked\nforever\n if <[-150] > (y position)> then\n broadcast (Death v)\n end\nend\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 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 flag clicked\n\nwhen I receive [play v]\n\nwhen flag clicked\nset [levels v] to [1]\n\nwhen flag clicked\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\nforever\n if <not <(LEVELS) = [11]>> then\n if <(x position) > [235]> then\n broadcast (Next Level 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\nwhen flag clicked\nstart sound [An Oasis Of Peace v]\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) = [4]> then\n Create Spike with X: [-125] Y: [-97]\n Create Spike with X: [-86] Y: [-97]\n Create Spike with X: [40] Y: [-97]\n Create Spike with X: [80] Y: [-97]\nend\nif <(LEVELS) = [5]> then\n Create Spike with X: [150] Y: [-76]\nend\nif <(LEVELS) = [6]> then\n Create Spike with X: [-63] Y: [-136]\n Create Spike with X: [63] Y: [-136]\nend\nif <(LEVELS) = [9]> then\n Create Spike with X: [-54] Y: [-20]\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: [70] Y: [-236]\nend\nif <(LEVELS) = [5]> then\n Create Lava with X: [0] Y: [-236]\nend\nif <(LEVELS) = [7]> then\nend\nif <(LEVELS) = [8]> then\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@Sprite1\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@Wings\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(LEVELS) = [10]> then\n show\n end\n if <touching (player v)?> then\n forever\n go to (player v)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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>>>Instructions<<<\n-Arrow keys, WASD or touchy screen to move\n-Avoid spikes and lava\n-Find golden wings!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n1000 LIKES LETS GOOOO\n\nLol i still gant get how my old platformer got so popular after i reshared it
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✨ Xenogender | Platformer ✨ An LGBTQ+ Platformer #Xenogenders
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@Stage\n\nwhen flag clicked\nswitch backdrop to (bildschirmfoto 2022-06-12 um 14 v)\n\nwhen I receive [catgender v]\nswitch backdrop to (catgender_flag v)\n\nwhen I receive [faunagender v]\nswitch backdrop to (bildschirmfoto 2022-06-26 um 19 v)\n\nwhen I receive [noungender v]\nswitch backdrop to (220px-noungender5000x3000 v)\n\nwhen I receive [aesthetigender v]\nswitch backdrop to (300px-aesthetigender_high_def v)\n\nwhen I receive [colo\(u\)rgender v]\nswitch backdrop to (bildschirmfoto 2022-07-04 um 20 v)\n\nwhen I receive [abstractgender v]\nswitch backdrop to (bildschirmfoto 2022-07-04 um 2 v)\n\nwhen I receive [stargender v]\nswitch backdrop to (bildschirmfoto 2022-07-05 um 13 v)\n\nwhen I receive [end v]\nswitch backdrop to (xeno without * v)\n\n
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Hey there :)\nYou might wonder why this project is completely white and empty now. The reason is that I recently went through this project and realized that the explanations are, at least in my opinion, not that good.\nI have temporary removed everything from the project to avoid that my project, which aims to be a qualitative source to educate, is causing the contrary.\nThanks for your understanding :)\n- Mickey\n\nInstead, you can check out my other informative platformers for the first time: \nhttps://scratch.mit.edu/studios/31961099/ :)
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-Wanderling Demo- #Games #Scrolling Platformer
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@Stage\n\nwhen flag clicked\nset [idle frame v] to [0]\nforever\n set [idle frame v] to [0]\n repeat (6)\n change [idle frame v] by (1)\n wait (.01) seconds\n end\n repeat (6)\n change [idle frame v] by (-1)\n wait (.01) seconds\n end\nend\n\n@Blank\n\nwhen flag clicked\ndelete all of [user v]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nadd [Enigmatic21] to [user v]\nadd [] to [user v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Layers\n\nwhen flag clicked\nset [level x amount v] to [3]\n\nwhen I receive [intro done v]\ndelete all of [array-layers v]\nadd [sound] to [array-layers v]\nadd [Loading Screen] to [array-layers v]\nadd [Intro] to [array-layers v]\nadd [Layers] to [array-layers v]\nadd [Developer] to [array-layers v]\nadd [Double Taps] to [array-layers v]\nadd [Grid] to [array-layers v]\nadd [x] to [array-layers v]\nadd [stamina] to [array-layers v]\nadd [ads] to [array-layers v]\nadd [hurt] to [array-layers v]\nadd [hearts] to [array-layers v]\nadd [st counter] to [array-layers v]\nadd [Effects] to [array-layers v]\nadd [Player] to [array-layers v]\nadd [fake wall] to [array-layers v]\nadd [Coins] to [array-layers v]\nadd [fx] to [array-layers v]\nadd [Mushrooms] to [array-layers v]\nadd [Jump Through] to [array-layers v]\nadd [Platforms] to [array-layers v]\nadd [Level] to [array-layers v]\nadd [Danger] to [array-layers v]\nadd [signs] to [array-layers v]\nadd [Front] to [array-layers v]\nadd [Saw] to [array-layers v]\nadd [fade] to [array-layers v]\nadd [parallax1] to [array-layers v]\nadd [fade1] to [array-layers v]\nadd [parallax2] to [array-layers v]\nadd [fade2] to [array-layers v]\nadd [parallax3] to [array-layers v]\nif <[array-layers v] contains [Player]?> then\n insert [tail] at ((item # of [Player] in [array-layers v]) + (1)) of [array-layers v] \nend\nbroadcast (layering v) and wait\nbroadcast (load game v)\nwait until <([wait v] of [begin screen//loading screen v]) > [3]>\nbroadcast (Start Game v)\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Layers] in [array-layers v]) layers\n\n@For Developer //Developer \n\nwhen [space v] key pressed\nif <[user v] contains (username)?> then\n broadcast (save coordinates v)\nend\n\nwhen I receive [tick v]\nif <is compiled?> then\n Developer\nelse\n if <[user v] contains (username)?> then\n Developer\n else\n stop [this script v]\n end\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Developer] in [array-layers v]) layers\n\ndefine Developer\nif <(developer mode) = [1]> then\n show variable [developer player speed v]\nelse\n hide variable [developer player speed v]\nend\nchange [developer player speed v] by ((<key (w v) pressed?> - <key (s v) pressed?>) / (2))\nif <[15] < (developer player speed)> then\n set [developer player speed v] to [15]\nend\nif <(developer player speed) < [0]> then\n set [developer player speed v] to [0]\nend\nif <key (x v) pressed?> then\n if <(developer key) = [0]> then\n set [developer player speed v] to [10]\n if <(developer mode) = [1]> then\n set [developer mode v] to [0]\n else\n set [developer mode v] to [1]\n end\n end\n set [developer key v] to [1]\nelse\n set [developer key v] to [0]\nend\n\nwhen [p v] key pressed\nif <<[user v] contains (username)?> or <is compiled?>> then\n if <(developer player speed) > [0]> then\n set [developer player speed v] to [0]\n set [developer mode v] to [1]\n else\n set [developer player speed v] to [10]\n end\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nhide variable [developer player speed v]\nset [developer mode v] to [0]\nhide variable [player x v]\nhide variable [player y v]\n\nwhen I receive [intro done v]\nset [travel x v] to []\nset [travel y v] to []\nforever\n if <<<key (t v) pressed?> and <[user v] contains (username)?>> or <<key (t v) pressed?> and <is compiled?>>> then\n ask [] and wait\n if <(answer) = [0,0]> then\n Travel x: [353] y: [394] fell off? []\n end\n if <(answer) = [1,0]> then\n Travel x: [807] y: [502] fell off? []\n end\n if <(answer) = [2,0]> then\n Travel x: [1177] y: [313] fell off? []\n end\n if <(answer) = [2,1]> then\n Travel x: [1492] y: [534] fell off? []\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n if <<[user v] contains (username)?> or <is compiled?>> then\n if <(z) = [0]> then\n show variable [player x v]\n show variable [player y v]\n set [z v] to [1]\n wait until <not <key (z v) pressed?>>\n else\n hide variable [player x v]\n hide variable [player y v]\n set [z v] to [0]\n wait until <not <key (z v) pressed?>>\n end\n end\n end\nend\n\ndefine Travel x: (x) y: (y) fell off? (f/o?)\nset [travel x v] to (x)\nset [travel y v] to ((y) + (28))\nif <(f/o?) = []> then\n broadcast (Travel v)\nend\nif <(f/o?) = [1]> then\n broadcast (player fell off respawn v)\nend\n\nwhen [s v] key pressed\nif <[user v] contains (username)?> then\n broadcast (refill stamina v)\nend\n\nwhen I receive [fell off v]\nTravel x: [1177] y: [313] fell off? [1]\n\n@For Developer //Double Taps\n\nwhen flag clicked\nset [run/walk? v] to [0]\nforever\n if <<key (right arrow v) pressed?> and <(RightFirstPress?) = [Yes]>> then\n reset timer\n set [rightfirstpress? v] to [No]\n wait until <not <key (right arrow v) pressed?>>\n end\n if <(timer) > [0.5]> then\n set [rightfirstpress? v] to [Yes]\n end\n if <<key (right arrow v) pressed?> and <(RightFirstPress?) = [No]>> then\n set [run/walk? v] to [1]\n wait until <not <key (right arrow v) pressed?>>\n set [run/walk? v] to [0]\n end\nend\n\nwhen flag clicked\nset [run/walk? v] to [0]\nforever\n if <<key (left arrow v) pressed?> and <(LeftFirstPress) = [Yes]>> then\n reset timer\n set [leftfirstpress v] to [No]\n wait until <not <key (left arrow v) pressed?>>\n end\n if <(timer) > [0.5]> then\n set [leftfirstpress v] to [Yes]\n end\n if <<key (left arrow v) pressed?> and <(LeftFirstPress) = [No]>> then\n set [run/walk? v] to [1]\n wait until <not <key (left arrow v) pressed?>>\n set [run/walk? v] to [0]\n end\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Double Taps] in [array-layers v]) layers\n\n@For Developer //Grid\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (scroll x)) yPos: (((tile row) * (y spacing)) - (scroll y))\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nset [ghost v] effect to (90)\ngo to x: (x) y: (y)\nswitch costume to (0,0 v)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n if <(developer mode) = [1]> then\n show\n set [show/hide v] to [show]\n else\n hide\n set [show/hide v] to [hide]\n end\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine [layering] go back: (#) layers\ngo [backward v] (#) layers\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [ghost v] effect to (0)\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [total level width v] to [2]\nset [total level height v] to [2]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Grid] in [array-layers v]) layers\n\n@For Developer //x\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> and <(developer mode) = [1]>> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [tick v]\ngo to x: (((scroll x) - (sprite x)) * (-1)) y: (((scroll y) - (sprite y)) * (-1))\nif <key (space v) pressed?> then\n change [sprite x v] by (((mouse x) - (x position)) / (1.5))\n change [sprite y v] by (((mouse y) - (y position)) / (1.5))\nend\nif <key (c v) pressed?> then\n if <(costume [name v]) = [mushroom]> then\n say (join (join (join [x: ] (round (sprite x))) (join [ y: ] (round (sprite y)))) (join [ direction: ] (round (direction))))\n else\n say (join (join [x: ] (round (sprite x))) (join [ y: ] (round (sprite y))))\n end\nelse\n say []\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [x] in [array-layers v]) layers\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n wait (.2) seconds\n end\n if <key (a v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait (.2) seconds\n end\n if <(costume [name v]) = [mushroom]> then\n set rotation style [all around v]\n if <mouse down?> then\n point towards (mouse-pointer v)\n turn right (90) degrees\n end\n else\n set rotation style [don't rotate v]\n point in direction (90)\n end\nend\n\nturn right (90) degrees\nturn left (90) degrees\nturn right (90) degrees\n\n@Jump Through\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (100)\n tileController // xPos: (((tile column) * (x spacing)) - (scroll x)) yPos: (((tile row) * (y spacing)) - (scroll y))\n if <(developer mode) = [1]> then\n set [ghost v] effect to (50)\n end\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [ghost v] effect to (100)\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Jump Through] in [array-layers v]) layers\n\n@Level\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (scroll x)) yPos: (((tile row) * (y spacing)) - (scroll y))\n set [ghost v] effect to (100)\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [total level width v] to [2]\nset [total level height v] to [2]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Level] in [array-layers v]) layers\n\n@Front\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (scroll x)) yPos: (((tile row) * (y spacing)) - (scroll y))\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [ghost v] effect to (0)\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Front] in [array-layers v]) layers\n\n@Level Details//fade\n\nwhen flag clicked\nshow\nset [name v] to [fade]\ngo to x: (0) y: (0)\nset [name v] to [fade1]\ncreate clone of (_myself_ v)\nset [name v] to [fade2]\ncreate clone of (_myself_ v)\nset [name v] to [fade]\nforever\n set [ghost v] effect to (90)\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of (name) in [array-layers v]) layers\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (60)\nend\n\n@Level Details//parallax1\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (((scroll x) / (1.2)) + (100))) yPos: (((tile row) * (y spacing)) - (((scroll y) / (1.2)) + (100)))\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [parallax1] in [array-layers v]) layers\n\n@Level Details//parallax2\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (((scroll x) / (2)) + (240))) yPos: (((tile row) * (y spacing)) - (((scroll y) / (2)) + (200)))\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nlist\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [parallax2] in [array-layers v]) layers\n\n@Level Details//parallax3\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (((scroll x) / (3)) + (300))) yPos: (((tile row) * (y spacing)) - (((scroll y) / (3)) + (300)))\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [parallax3] in [array-layers v]) layers\n\n@begin screen//Loading Screen\n\nwhen I receive [end load screen v]\nstop [other scripts in sprite v]\nif <(ID) = [Main]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n if <(ID) = [Tail]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(ID) = [White]> then\n repeat (10)\n change x by (-40)\n end\n glide to x: [-480] y: (y position) speed: [4] ghost [10]\n else\n if <(ID) = [Black]> then\n wait (.1) seconds\n repeat (10)\n change x by (-40)\n end\n glide to x: [-480] y: (y position) speed: [4] ghost [10]\n else\n glide to x: [-420] y: (y position) speed: [2] ghost [10]\n end\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nif <(ID) = [Tail]> then\n set [ghost v] effect to (100)\n set size to (40) %\n set [brightness v] effect to (-100)\n set [r v] to [1]\n forever\n go to x: ([x position v] of [begin screen//loading screen v]) y: (([y position v] of [begin screen//loading screen v]) - (6))\n if <([direction v] of [begin screen//loading screen v]) > [0]> then\n switch costume to (loading//90 v)\n else\n switch costume to (loading//-90 v)\n end\n change [r v] by (1)\n set [r v] to ((r) mod (30))\n idle\n end\nelse\n if <(ID) = [White]> then\n switch costume to (loading//white v)\n go to x: (480) y: (0)\n wait (.1) seconds\n repeat (10)\n change x by (-40)\n end\n glide to x: [0] y: [0] speed: [4] ghost []\n else\n if <(ID) = [Black]> then\n switch costume to (loading//black v)\n go to x: (480) y: (0)\n repeat (10)\n change x by (-40)\n end\n glide to x: [0] y: [0] speed: [4] ghost []\n else\n forever\n caption\n end\n end\n end\nend\n\nwhen I receive [load screen v]\nswitch costume to (run//1 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\ngo to x: (206) y: (-124)\nset size to (40) %\nforever\n set [random load interrupt v] to [1]\n change [frame v] by ((1) + (.2))\n if <(random load interrupt) = [1]> then\n switch costume to ((2) + (([floor v] of (frame) ) mod (23)))\n end\nend\n\ndefine idle\nset rotation style [all around v]\nchange [shift v] by (20)\nif <([random load interrupt v] of [begin screen//loading screen v]) = [1]> then\n if <(r) < [15]> then\n point in direction ((([sin v] of (shift) ) * (5)) + (90))\n else\n point in direction ((([sin v] of (shift) ) * (10)) + (90))\n end\nend\n\ndefine glide to x: (x) y: (y) speed: (s) ghost (ghost)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\n change [ghost v] effect by (ghost)\nend\n\nwhen I receive [load game v]\nset [id v] to [Main]\nif <<key (s v) pressed?> and <[user v] contains (username)?>> then\n set [wait v] to [4]\n broadcast (end load screen v)\n stop [this script v]\nelse\n broadcast (load screen v)\nend\nrepeat until <(wait) > [10]>\n if <<key (s v) pressed?> and <[user v] contains (username)?>> then\n change [wait v] by (.5)\n else\n wait (.5) seconds\n change [wait v] by (.5)\n end\nend\nbroadcast (end load screen v)\n\ndefine caption\nset [clicked v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (loading//cptn1 v)\ngo to x: (420) y: (86)\nglide to x: [0] y: [86] speed: [4] ghost [-7]\nforever\n if <<touching (mouse-pointer v)?> and <not <(clicked) = [1]>>> then\n change size by (((105) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [load screen v]\nif <(ID) = [Main]> then\n set [id v] to [White]\n create clone of (_myself_ v)\n set [id v] to [Black]\n create clone of (_myself_ v)\n wait (.3) seconds\n set [id v] to [Caption]\n create clone of (_myself_ v)\n set [id v] to [Tail]\n create clone of (_myself_ v)\n set [id v] to [Main]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Tail]> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [wait v] to [0]\n\nwhen this sprite clicked\nif <(ID) = [Caption]> then\n set [clicked v] to [1]\n change size by (10)\n wait (.1) seconds\n glide to x: [-420] y: [86] speed: [4] ghost [7]\n set [clicked v] to [0]\n go to x: (420) y: (86)\n glide to x: [0] y: [86] speed: [4] ghost [-7]\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Loading Screen] in [array-layers v]) layers\n\n@begin screen//Intro\n\nwhen flag clicked\nset [intro frame v] to [1]\nshow\nswitch costume to (black v)\nwait (3) seconds\nrepeat (169)\n change [intro frame v] by (1)\n switch costume to (intro frame)\n if <key (s v) pressed?> then\n repeat (10)\n if <[170] > (intro frame)> then\n change [intro frame v] by (1)\n end\n change [brightness v] effect by (-10)\n end\n broadcast (intro done v)\n stop [this script v]\n end\nend\nbroadcast (intro done v)\n\nwhen I receive [end load screen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Intro] in [array-layers v]) layers\n\n@Player\n\ndefine Set State\nset [state v] to [???]\nset rotation style [left-right v]\nif <(immune) = [1]> then\n set [state v] to [travel]\n stop [this script v]\nend\nif <(developer mode) = [1]> then\n set [state v] to [developer mode]\nelse\n if <(Wall Slide) > [0]> then\n set [state v] to [wall slide]\n stop [this script v]\n end\n if <not <(climb stairs) > [11]>> then\n set [state v] to [climb stairs]\n change [climb stairs v] by (1)\n stop [this script v]\n end\n if <(Falling) > [1]> then\n if <(Speed Y) > [0]> then\n set [state v] to [jump]\n else\n set [state v] to [fall]\n end\n stop [this script v]\n end\n if <<(c/s) = [s]> or <(c/s) = [n/a]>> then\n if <<(Frame) > [0]> and <(<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) = ((direction) / (90))>> then\n switch costume to (sense//push? v)\n Check Touching Solid\n if <(Touching) > [0]> then\n set [state v] to [idle]\n else\n switch costume to (sense//walk? v)\n Check Touching Solid\n if <(Touching) > [0]> then\n switch costume to (sense//stair? v)\n Check Touching Solid\n if <(Touching) > [0]> then\n set [state v] to [idle]\n else\n set [state v] to [climb stairs]\n set [speed y v] to [10]\n set [climb stairs v] to [0]\n end\n else\n if <(Run/Walk?) = [0]> then\n set [state v] to [walk]\n else\n set [state v] to [run]\n end\n end\n end\n else\n if <(Frame) > [0]> then\n if <(Run/Walk?) = [0]> then\n set [state v] to [walk]\n else\n set [state v] to [run]\n end\n else\n set [state v] to [idle]\n end\n end\n else\n set [state v] to [crouch]\n end\n if <(Wall Slide) = [0]> then\n set [climb frame v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\n\ndefine Reset And Begin\nset [immune v] to [1]\nset [player x v] to (player: spawn x)\nset [player y v] to (player: spawn y)\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\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\ndefine Find Closest Space To (x) (y) Max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\ndefine Controls - Up And Down\nif <(developer mode) = [1]> then\n set [speed y v] to ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (developer player speed))\n set [falling v] to [0]\nelse\n set [jump force v] to [12]\n if <key (up arrow v) pressed?> then\n set [climb stairs v] to [12]\n if <<<(Wall Slide) > [0]> and <(Jumping) = [0]>> and <(global stamina) > [3]>> then\n if <(wall slide delay) = [0]> then\n broadcast (jump v)\n broadcast (hup v)\n set [slipping off wall v] to [0]\n set [jump force v] to [18]\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)) * (2))\n set [long jump v] to [3]\n turn right (180) degrees\n set [wall slide delay v] to [1]\n end\n end\n if <[-5] > (Speed Y)> then\n set [wall slide delay v] to [1]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n broadcast (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\n else\n set [jumping v] to [0]\n end\n set [gravity v] to [-1.5]\n change [speed y v] by (Gravity)\n if <(Wall Slide) > [0]> then\n Check Can Wall Slide\n if <(Speed Y) < [0]> then\n if <(slipping off wall) = [0]> then\n set [speed y v] to ((Speed Y) / (1.3))\n else\n change [speed y v] by ((0) - (Gravity))\n end\n end\n climb\n end\n if <(Falling) < [5]> then\n if <key (down arrow v) pressed?> then\n set [c/s v] to [c]\n else\n set [c/s v] to [s]\n end\n else\n set [c/s v] to [n/a]\n end\n if <key (down arrow v) pressed?> then\n if <<(Wall Slide) > [0]> and <(Jumping) = [0]>> then\n set [wall slide delay v] to [1]\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)) * (2))\n set [long jump v] to [7]\n turn right (180) degrees\n end\n end\n switch costume to (sense//should crouch? \(s\) v)\n Check Touching Solid\n if <(Touching) > [0]> then\n set [c/s v] to [c]\n end\n set hitbox\nend\n\ndefine Controls - Left And Right\nif <(developer mode) = [1]> then\n set [speed x v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (developer player speed))\n if <([abs v] of (Speed X) ) > [0]> then\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n end\nelse\n set [climb/slide v] to [climb]\n if <<(c/s) = [s]> or <(c/s) = [n/a]>> then\n if <(Run/Walk?) = [1]> then\n set [divide key x v] to [1]\n else\n set [divide key x v] to [2]\n end\n else\n set [divide key x v] to [4]\n end\n if <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\n end\n set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n if <<(Wall Slide) > [0]> and <(Key X) = [0]>> then\n set [key x v] to ((direction) / (90))\n set [climb/slide v] to [slide]\n end\n if <<(Wall Slide) > [0]> and <not <(Key X) = ((direction) / (90))>>> then\n set [key x v] to ((direction) / (90))\n end\n if <(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 if <<(c/s) = [s]> or <(c/s) = [n/a]>> then\n set [frame v] to [0]\n else\n change [frame v] by (.5)\n end\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\n else\n change [speed x v] by (((Key X) / (Divide Key X)) * (Acceleration))\n if <not <(direction) = ((Key X) * (90))>> then\n set [wall slide v] to [0]\n end\n if <(Key X) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n change [frame v] by (1)\n end\n set [speed x v] to ((Speed X) * (Resistance))\n if <(Key X) > [0]> then\n if <(direction) > [0]> then\n end\n if <(Key X) < [0]> then\n if <(direction) < [0]> then\n end\n if <(Wall Slide) = [0]> then\n set [slipping off wall v] to [0]\n end\n if <(Falling) = [0]> then\n set [wall slide delay v] to [0]\n end\nend\n\ndefine Check Can Wall Slide\nif <(Should Fall) > [0]> then\n change [should fall v] by (-2)\n set [wall slide v] to [0]\n stop [this script v]\nend\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nif <[1] > (global stamina)> then\n if <<(Wall Slide) > [0]> and <(Jumping) = [0]>> then\n set [wall slide delay v] to [1]\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)) * (2))\n set [long jump v] to [7]\n turn right (180) degrees\n else\n set [wall slide v] to [0]\n stop [this script v]\n end\nend\nswitch costume to (sense//can wallside? v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching)\nset hitbox\nset rotation style [don't rotate v]\nstop [this script v]\n\nwhen I receive [player bounce v]\nset [speed y v] to (Player Spring Y)\nif <([abs v] of (Player Spring X) ) > [.5]> then\n set [speed x v] to (Player Spring X)\nend\nif <([abs v] of (Player Spring X) ) > [3]> then\n set [long jump v] to [10]\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 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 else\n jump through platforms (Speed Y) (Falling) (y position)\n end\nend\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 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\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\npoint in direction (90)\nset [invulnerable v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [lives v] to [12]\nspawn point player x: [353] player y: [422]\nReset And Begin\n\nwhen I receive [tick - player v]\nMoved By Moving Platform\nif <(immune) < [1]> then\n Controls - Left And Right\n Controls - Up And Down\nend\nMove In Steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nSet State\nset costume\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 Moved By Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(Touching) > [0]> then\n Find Closest Space To (x position) (y position) Max [10]\n if <(Touching) > [0]> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\nif <(immune) = [0]> then\n set [immune v] to [1]\n Reset And Begin\nend\n\nwhen I receive [tick - first v]\nset [platform dx v] to []\nset [platform dy v] to []\nset hitbox\nset rotation style [don't rotate v]\n\ndefine set hitbox\nif <<(c/s) = [s]> or <(c/s) = [n/a]>> then\n switch costume to (sense//stand \(hb\) v)\nelse\n switch costume to (sense//crouch \(hb\) v)\nend\n\nwhen I receive [game loop v]\nforever\n set [last x v] to (x position)\n set [last y v] to (y position)\n if <[1] > (global stamina)> then\n set [run/walk? v] to [0]\n end\n broadcast (Tick - First v)\n broadcast (Ticks - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\n broadcast (camera v)\nend\n\ndefine set costume\nchange size by (((60) - (size)) / (3))\nif <(state) = [travel]> then\n switch costume to (travel v)\n stop [this script v]\nend\nif <(state) = [developer mode]> then\n switch costume to (idle//1 v)\n stop [this script v]\nend\nif <(state) = [wall slide]> then\n switch costume to ((78) + ([floor v] of ((climb frame) mod (26)) ))\n stop [this script v]\nend\nif <(state) = [jump]> then\n switch costume to (airborn//1 v)\n stop [this script v]\nend\nif <(state) = [fall]> then\n switch costume to (airborn//2 v)\n stop [this script v]\nend\nif <(state) = [walk]> then\n change [frame v] by (-.2)\n switch costume to ((9) + ([floor v] of ((Frame) mod (21)) ))\n stop [this script v]\nend\nif <(state) = [run]> then\n change [frame v] by (.2)\n switch costume to ((33) + ([floor v] of ((Frame) mod (22)) ))\n stop [this script v]\nend\nif <(state) = [idle]> then\n switch costume to ((2) + ([floor v] of (Idle Frame) ))\n stop [this script v]\nend\nif <(state) = [crouch]> then\n if <(Frame) > [0]> then\n switch costume to ((56) + (([floor v] of (Frame) ) mod (21)))\n change [frame v] by (-.5)\n else\n switch costume to (crouch//1 v)\n end\n stop [this script v]\nend\nif <(state) = [climb stairs]> then\n if <(Run/Walk?) = [0]> then\n switch costume to ((9) + ([floor v] of ((Frame) mod (21)) ))\n stop [this script v]\n else\n change [frame v] by (.4)\n switch costume to ((33) + ([floor v] of ((Frame) mod (22)) ))\n stop [this script v]\n end\nend\n\ndefine jump through platforms (speed y) (falling) (y)\nif <touching (jump through v)?> then\n if <(Speed Y) < [0]> then\n change y by (-42.5)\n if <touching (jump through v)?> then\n set [speed y v] to [0]\n set y to (Last Value)\n set [falling v] to [0]\n else\n set y to (y)\n end\n end\nend\nswitch costume to (sense//on-ground \(s\) v)\nif <<not <touching (jump through v)?>> or <key (down arrow v) pressed?>> then\n set hitbox\n set [speed y v] to (speed y)\n set y to (y)\n set [falling v] to (falling)\nend\nset hitbox\nif <not <key (down arrow v) pressed?>> then\n if <touching (jump through v)?> then\n change y by (1)\n if <touching (jump through v)?> then\n change y by (1)\n if <touching (jump through v)?> then\n change y by (-2)\n stop [this script v]\n end\n end\n end\nend\n\ndefine climb\nif <(climb/slide) = [slide]> then\n set [slide amount v] to [-2]\nelse\n set [slide amount v] to [-15]\nend\nswitch costume to (sense//up slope? v)\nCheck Touching Solid\nif <(Touching) > [0]> then\n set [should fall v] to [10]\nend\nif <[0] > (Speed Y)> then\n if <<(climb/slide) = [climb]> and <(wall slide delay) = [0]>> then\n set [slipping off wall v] to [0]\n if <(<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) = ((direction) / (90))> then\n set [speed y v] to (((Speed Y) / (1.5)) + (1.3))\n change [climb frame v] by (1)\n end\n if <not <(<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) = ((direction) / (90))>> then\n set [speed y v] to (((Speed Y) / (1.5)) - (.2))\n change [climb frame v] by (-1)\n end\n else\n change [speed y v] by ((Speed Y) * (1.1))\n if <(slide amount) > (Speed Y)> then\n set [slipping off wall v] to [1]\n end\n if <(slipping off wall) = [1]> then\n change [speed y v] by (((0) - (Speed Y)) / (1.4))\n end\n if <(round (Speed Y)) = [0]> then\n set [wall slide delay v] to [0]\n end\n end\nend\nset rotation style [left-right v]\nswitch costume to (sense//can climb up? v)\nCheck Touching Solid\nif <not <(Touching) > [0]>> then\n set [speed y v] to [10]\nend\nset rotation style [don't rotate v]\nset hitbox\n\nwhen I receive [camera v]\ncamera\n\ndefine camera\nchange [player x v] by ((x position) - (last x))\nchange [player y v] by ((y position) - (last y))\nchange [scroll x v] by (round (((player x) - (scroll x)) / (4)))\nchange [scroll y v] by (round (((player y) - (scroll y)) / (2)))\nif <(scroll x) < [480]> then\n set [scroll x v] to [480]\nend\nif <(scroll x) > ((level x amount) * (480))> then\n set [scroll x v] to ((level x amount) * (480))\nend\nif <(scroll y) < [360]> then\n set [scroll y v] to [360]\nend\ngo to x: ((player x) + ((0) - (scroll x))) y: ((player y) + ((0) - (scroll y)))\nif <not <(screen shake) = [0]>> then\n change [scroll y v] by (screen shake)\n set [screen shake v] to [0]\nend\n\nwhen I receive [save coordinates v]\nspawn point player x: (player x) player y: (player y)\n\ndefine spawn point player x: (player x) player y: (player y)\nset [player: spawn x v] to (player x)\nset [player: spawn y v] to (player y)\n\nwhen I receive [coin fx v]\nchange size by (-5)\n\nwhen I receive [tick - last v]\nif <key (r v) pressed?> then\n broadcast (Reset v)\nend\nif <(developer mode) = [0]> then\n if <(y position) < [-187]> then\n broadcast (fell off v)\n end\n if <<touching (danger v)?> or <touching (saw v)?>> then\n if <(invulnerable) = [0]> then\n if <[1] > (immune)> then\n set [invulnerable v] to [3]\n broadcast (hurt v)\n end\n end\n end\n if <<(Lives) < [0]> or <(Lives) = [0]>> then\n broadcast (Reset v)\n end\n if <<(Lives) < [0]> or <(Lives) = [0]>> then\n change [lives v] by (-1)\n broadcast (die v)\n end\n if <(Lives) < [-20]> then\n set [lives v] to [12]\n end\nend\n\nwhen I receive [save coordinates v]\nspawn point player x: (player: spawn x) player y: (player: spawn y)\n\nwhen I receive [travel v]\nspawn point player x: ([travel x v] of [for developer //developer v]) player y: ([travel y v] of [for developer //developer v])\nif <(immune) = [0]> then\n broadcast (travel FX v)\nend\n\nwhen I receive [travel fx v]\nfade <<(state) = [jump]> or <(state) = [fall]>> <[1] = [1]>\n\nwhen I receive [game loop v]\nif <key (s v) pressed?> then\n clear graphic effects\n set [immune v] to [0]\n stop [this script v]\nend\nwait (.7) seconds\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nset [fx x v] to (player x)\nset [fx y v] to (player y)\nbroadcast (coin fx v)\nbroadcast (poof v)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nset [immune v] to [.5]\nwait (1) seconds\nset [immune v] to [0]\n\ndefine fade <jumping?> <traveling?>\nif <key (s v) pressed?> then\n set [immune v] to [1]\n stop [other scripts in sprite v]\n set [player x v] to (player: spawn x)\n set [player y v] to (player: spawn y)\n Reset And Begin\n stop [this script v]\nend\nset [state v] to [travel]\nset [speed x v] to [0]\nset [immune v] to [1]\nwait (.1) seconds\nswitch costume to (travel v)\nif <not <jumping?>> then\n repeat (5)\n set [speed y v] to [4]\n end\n repeat (8)\n change [brightness v] effect by (10)\n set [speed y v] to [1]\n end\n set [fx x v] to (player x)\n set [fx y v] to (player y)\n broadcast (poof v)\n broadcast (coin fx v)\n repeat (4)\n change [ghost v] effect by (25)\n set [speed y v] to [.2]\n end\nelse\n repeat (8)\n change [brightness v] effect by (10)\n change [speed y v] by (((0) - (Speed Y)) / (4))\n end\n set [fx x v] to (player x)\n set [fx y v] to (player y)\n broadcast (poof v)\n broadcast (coin fx v)\n repeat (4)\n change [ghost v] effect by (25)\n change [speed y v] by (((0) - (Speed Y)) / (4))\n end\nend\nstop [other scripts in sprite v]\nset [player x v] to (player: spawn x)\nset [player y v] to (player: spawn y)\nReset And Begin\n\nwhen I receive [travel fx v]\nrepeat until <(round (Speed X)) = [0]>\n set [speed x v] to (((0) - (Speed X)) / (4))\nend\n\nwhen I receive [tick - last v]\nset [step v] to (([floor v] of (Frame) ) mod (10))\nif << (costume [name v]) contains [walk]?> or < (costume [name v]) contains [run]?>> then\n if <(step) = [5]> then\n broadcast (step1 v)\n end\n if <(step) = [10]> then\n broadcast (step2 v)\n end\nend\n\nwhen I receive [-1 life v]\nchange [lives v] by (-4)\n\nwhen I receive [player fell off respawn v]\nif <(immune) = [0]> then\n set [immune v] to [1]\n spawn point player x: ([travel x v] of [for developer //developer v]) player y: ([travel y v] of [for developer //developer v])\n change [lives v] by (-4)\n if <(Lives) > [0]> then\n broadcast (Reset v)\n else\n broadcast (Reset v)\n end\n set [immune v] to [0]\nend\nif <not <(Lives) > [0]>> then\n spawn point player x: [353] player y: [422]\nend\n\nspawn point player x: [353] player y: [422]\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Player] in [array-layers v]) layers\n\nwhen I receive [screen shake v]\n\n@tail\n\nwhen I receive [camera v]\nmove <<<(state) = [jump]> or <(state) = [fall]>> or <(state) = [travel]>>\n\nwhen I receive [start game v]\nclear graphic effects\nset [r v] to [1]\nforever\n broadcast (Tick v)\nend\n\ndefine idle\nset rotation style [all around v]\nchange [shift v] by (20)\nif <(r) < [15]> then\n point in direction ((([sin v] of (shift) ) * (5)) + (90))\nelse\n point in direction ((([sin v] of (shift) ) * (10)) + (90))\nend\n\ndefine move <hide?>\nset rotation style [don't rotate v]\nswitch costume to (move v)\nif <(state) = [crouch]> then\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (17))\nelse\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (10))\nend\nif <([direction v] of [player v]) > [0]> then\n switch costume to (90 v)\nelse\n switch costume to (-90 v)\nend\nif <hide?> then\n hide\nelse\n show\nend\nchange [r v] by (1)\nset [r v] to ((r) mod (30))\nidle\n\nwhen I receive [screen shake v]\nrepeat (4)\n set [screen shake v] to [5]\n wait (.01) seconds\n set [screen shake v] to [-5]\n wait (.01) seconds\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [tail] in [array-layers v]) layers\n\n@Coins\n\ndefine go to x: (x) y: (y) costume (c)\nswitch costume to (blank v)\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\nswitch costume to (c)\n\nwhen I receive [start game v]\nhide\nswitch costume to (silver//1 v)\ngenerate clones @ x: [490] y: [480] x shift [40] y shift [0] amount [2]\ngenerate clones @ x: [871] y: [624] x shift [0] y shift [-40] amount [3]\ngenerate clones @ x: [1370] y: [480] x shift [30] y shift [30] amount [3]\ngenerate clones @ x: [1312] y: [789] x shift [0] y shift [40] amount [3]\ngenerate clones @ x: [755] y: [769] x shift [50] y shift [0] amount [6]\ngenerate clones @ x: [380] y: [320] x shift [] y shift [] amount [1]\ngenerate clones @ x: [1392] y: [248] x shift [50] y shift [] amount [5]\nswitch costume to (heart v)\ngenerate clones @ x: [557] y: [851] x shift [0] y shift [0] amount [1]\nswitch costume to (star v)\ngenerate clones @ x: [607] y: [851] x shift [0] y shift [0] amount [1]\nswitch costume to (follow v)\ngenerate clones @ x: [657] y: [851] x shift [0] y shift [0] amount [1]\ngo to x: (0) y: (0)\n\ndefine generate clones @ x: (x) y: (y) x shift (xs) y shift (ys) amount (a)\nset [id v] to [clone]\nset [generate x v] to (x)\nset [generate y v] to (y)\nset [wait time v] to [0]\nrepeat (a)\n set [clone x v] to (generate x)\n set [clone y v] to (generate y)\n create clone of (_myself_ v)\n change [generate x v] by (xs)\n change [generate y v] by (ys)\n change [wait time v] by (.2)\nend\nset [id v] to [sprite]\nhide\n\nwhen I receive [tick v]\nif <(ID) = [clone]> then\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1)) costume (costume [number v])\n change size by (((100) - (size)) / (5))\nelse\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (wait time) seconds\n set rotation style [all around v]\n forever\n switch costume to (silver//1 v)\n repeat (13)\n next costume\n dir [45]\n end\n repeat (30)\n dir [45]\n end\n end\nelse\n set rotation style [all around v]\n forever\n dir [90]\n end\nend\n\ndefine dir (d)\nchange [shift v] by (6)\nset rotation style [all around v]\npoint in direction ((([sin v] of (shift) ) * (12)) + (d))\n\nwhen I start as a clone\nset [generate x v] to (clone x)\nset [generate y v] to (clone y)\nwait (1) seconds\nforever\n if < (costume [name v]) contains [silver]?> then\n if <[1] > ([immune v] of [player v])> then\n sense (costume [number v])\n if <(costume [name v]) = [sensed]> then\n stop [other scripts in sprite v]\n switch costume to (silver//1 v)\n fade\n end\n end\n else\n if <touching (player v)?> then\n set [fx x v] to (clone x)\n set [fx y v] to (clone y)\n broadcast (coin fx v)\n fade\n end\n end\n if <(distance to [player v]) < [60]> then\n change [clone x v] by ((([x position v] of [player v]) - (x position)) / (3))\n change [clone y v] by ((([y position v] of [player v]) - (y position)) / (3))\n end\n if <(distance to [player v]) < [60]> then\nend\n\ndefine sense (#)\nswitch costume to (sense v)\nif <touching (player v)?> then\n switch costume to (sensed v)\n set [fx x v] to (clone x)\n set [fx y v] to (clone y)\n broadcast (coin fx v)\n stop [this script v]\nend\nswitch costume to (#)\n\ndefine fade\nbroadcast (coin collect v)\nchange size by (30)\nrepeat (10)\n change [ghost v] effect by (10)\n if <(distance to [player v]) < [60]> then\n change [clone x v] by ((([x position v] of [player v]) - (x position)) / (3))\n change [clone y v] by ((([y position v] of [player v]) - (y position)) / (3))\n end\nend\ndelete this clone\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Coins] in [array-layers v]) layers\n\n@fx\n\ndefine clone costumes 1: (1) 2: (2)\nset [clone x v] to (fx x)\nset [clone y v] to (fx y)\nswitch costume to (1)\nset [id v] to [clone]\nrepeat (5)\n create clone of (_myself_ v)\nend\nswitch costume to (2)\nset [id v] to [clone2]\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I start as a clone\nif <(ID) = [clone]> then\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\n set [fx.x.vel v] to (pick random (-5.) to (5))\n set [fx.y.vel v] to (pick random (-1.) to (1))\n set [fx.dir.vel v] to (pick random (-15) to (15))\n set [fx.size.vel v] to (pick random (-2) to (-5))\n set size to (200) %\n show\n repeat until <(size) = [100]>\n set [ghost v] effect to ((225) - (size))\n change size by ((fx.size.vel) / (5))\n change [clone y v] by (fx.y.vel)\n change [clone x v] by (fx.x.vel)\n turn right (fx.dir.vel) degrees\n set [fx.dir.vel v] to ((.95) * (fx.dir.vel))\n set [fx.size.vel v] to ((1.05) * (fx.size.vel))\n set [fx.x.vel v] to ((.85) * (fx.x.vel))\n change [fx.y.vel v] by (-.15)\n end\n delete this clone\nelse\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\n set [size.vel v] to [12]\n set [ghost v] effect to (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n change size by (size.vel)\n change [size.vel v] by (-1)\n end\n delete this clone\nend\n\nwhen I receive [coin fx v]\nif <(ID) = []> then\n clone costumes 1: [1] 2: [2]\n broadcast (screen shake v)\nend\n\nwhen I receive [tick v]\nif <(ID) = []> then\n stop [this script v]\nelse\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [fx] in [array-layers v]) layers\nset [id v] to []\nhide\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Mushrooms\n\ndefine go to x: (x) y: (y) costume (c)\nswitch costume to (blank v)\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\nswitch costume to (c)\n\nwhen I receive [tick v]\nif <(ID) = [clone]> then\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1)) costume (costume [number v])\n change size by (((100) - (size)) / (5))\nelse\n stop [this script v]\nend\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (0)\nclone @ x: [688] y: [300] direction [90]\nclone @ x: [1131] y: [302] direction [124]\nclone @ x: [1567] y: [700] direction [58]\nclone @ x: [1209] y: [201] direction [146]\n\nwhen I start as a clone\nset [id v] to [clone]\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n if <[-10] > ([speed y v] of [player v])> then\n prepare bounce [18]\n repeat (5)\n move steps (direction) steps [2]\n end\n repeat (5)\n move steps (direction) steps [-2]\n end\n end\n end\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Mushrooms] in [array-layers v]) layers\n\ndefine move steps (dir) steps (s)\nset [last clone x v] to (x position)\nset [last clone y v] to (y position)\npoint in direction ((direction) + (90))\nmove (s) steps\npoint in direction (dir)\nset [xv v] to ((x position) - (last clone x))\nset [yv v] to ((y position) - (last clone y))\nchange [clone x v] by (xv)\nchange [clone y v] by (yv)\n\ndefine prepare bounce (bounce force)\nif <key (up arrow v) pressed?> then\n change size by (10)\n move steps (direction) steps ((bounce force) + (4))\n set [player spring x v] to ((0) - (xv))\n set [player spring y v] to ((0) - (yv))\n move steps (direction) steps ((0) - ((bounce force) + (4)))\n broadcast (Player Bounce v)\nelse\n change size by (10)\n move steps (direction) steps (bounce force)\n set [player spring x v] to ((0) - (xv))\n set [player spring y v] to ((0) - (yv))\n move steps (direction) steps ((0) - (bounce force))\n broadcast (Player Bounce v)\nend\n\ndefine clone @ x: (x) y: (y) direction (dir)\nset [clone x v] to (x)\nset [clone y v] to (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Platforms\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last Y)> then\n change [clone y v] by (1)\nelse\n set [clone y v] to ((Last Y) + (1))\nend\ngo to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1)) []\nchange y by (1)\nif <touching (player v)?> then\n change y by (-1)\n set [platform dx v] to ((new x) - (Last X))\n set [platform dy v] to ((new y) - (Last Y))\nelse\n change y by (-1)\nend\nset [clone x v] to (new x)\nset [clone y v] to (new y)\n\nwhen I receive [ticks - platforms v]\nif <(ID) = [clone]> then\n Tick (clone x) (clone y)\n set [last x v] to (clone x)\n set [last y v] to (clone y)\nend\n\nwhen I receive [start game v]\nhide\nclone at x: [992] y: [720] speed x: [-2.5] speed y: [0] repeat: [94] type: [platform] costume: [1] wait: [y] stop: [1]\nclone at x: [1315] y: [682] speed x: [0] speed y: [-.5] repeat: [10] type: [platform] costume: [1] wait: [n] stop: [0]\n\nclone at x: [1873] y: [650] speed x: [0] speed y: [-1.5] repeat: [70] type: [crushing platform] costume: [2] wait: [] stop: []\n\ndefine clone at x: (x) y: (y) speed x: (speed x) speed y: (speed y) repeat: (repeat) type: (t) costume: (c) wait: (w) stop: (s)\ndelete all of [platforms~stuff v]\nadd (repeat) to [platforms~stuff v]\nadd (speed x) to [platforms~stuff v]\nadd (speed y) to [platforms~stuff v]\nadd (t) to [platforms~stuff v]\nadd (c) to [platforms~stuff v]\nadd (w) to [platforms~stuff v]\nadd (s) to [platforms~stuff v]\nset [id v] to [clone]\nset [clone x v] to (x)\nset [clone y v] to (y)\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I receive [tick v]\nif <(ID) = [clone]> then\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1)) []\nend\n\ndefine go to x: (x) y: (y) (c)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\n\nwhen I start as a clone\nset [orig x v] to (clone x)\nset [orig y v] to (clone y)\nswitch costume to (item (5) of [platforms~stuff v])\nif <(item (4) of [platforms~stuff v]) = [platform]> then\n if <(item (6) of [platforms~stuff v]) = [y]> then\n set [touched v] to [0]\n repeat until <(touched) = [1]>\n check touching\n end\n end\n forever\n repeat (item (1) of [platforms~stuff v])\n change [clone x v] by (item (2) of [platforms~stuff v])\n change [clone y v] by (item (3) of [platforms~stuff v])\n end\n wait (item (7) of [platforms~stuff v]) seconds\n repeat (item (1) of [platforms~stuff v])\n change [clone x v] by ((0) - (item (2) of [platforms~stuff v]))\n change [clone y v] by ((0) - (item (3) of [platforms~stuff v]))\n end\n wait (item (7) of [platforms~stuff v]) seconds\n end\nelse\n forever\n repeat until <<(round (clone y)) = (round ((orig y) + ((item (3) of [platforms~stuff v]) * (item (1) of [platforms~stuff v]))))> and <(round (clone x)) = (round ((orig x) + ((item (2) of [platforms~stuff v]) * (item (1) of [platforms~stuff v]))))>>\n change [clone y v] by (((round ((orig y) + ((item (3) of [platforms~stuff v]) * (item (1) of [platforms~stuff v])))) - (clone y)) / (2))\n change [clone x v] by (((round ((orig x) + ((item (2) of [platforms~stuff v]) * (item (1) of [platforms~stuff v])))) - (clone x)) / (2))\n end\n wait (.5) seconds\n repeat ((item (1) of [platforms~stuff v]) / (2))\n change [clone x v] by (((0) - (item (2) of [platforms~stuff v])) * (2))\n change [clone y v] by (((0) - (item (3) of [platforms~stuff v])) * (2))\n end\n wait (.5) seconds\n end\nend\n\ndefine check touching\nchange y by (5)\nif <touching (player v)?> then\n set [touched v] to [1]\nend\nchange y by (-5)\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Platforms] in [array-layers v]) layers\n\nwhen I receive [tick - first v]\nswitch costume to (join (item (5) of [platforms~stuff v]) [ \(2\)])\n\nwhen I receive [tick - last v]\nswitch costume to (item (5) of [platforms~stuff v])\n\n@fake wall\n\nwhen I receive [tick v]\nif <(ID) = [clone]> then\n set [ghost v] effect to (ghost)\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\nelse\n stop [this script v]\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [start game v]\nset [id v] to [sprite]\nclone at x: [378] y: [317] costume [2]\nclone at x: [1393] y: [248] costume [3]\n\ndefine clone at x: (clone x) y: (clone y) costume (clone c)\nshow\nswitch costume to (clone c)\nset [clone x v] to (clone x)\nset [clone y v] to (clone y)\ncreate clone of (_myself_ v)\nset [clone x v] to []\nset [clone y v] to []\nhide\n\nwhen I receive [layering v]\nset [hidden spots v] to [0]\ngo to [front v] layer\ngo [backward v] (item # of [fake wall] in [array-layers v]) layers\n\nwhen I start as a clone\nset [id v] to [clone]\nset [found? v] to [0]\nwait (2) seconds\nforever\n if <(touching player) = [0]> then\n repeat until <<(ghost) = [0]> or <(touching player) = [1]>>\n change [ghost v] by (-20)\n end\n else\n repeat until <<(ghost) = [100]> or <not <(touching player) = [1]>>>\n change [ghost v] by (20)\n if <(hidden spots) = [0]> then\n if <(found?) = [0]> then\n set [hidden spots v] to [1]\n set [found? v] to [1]\n set [notification v] to [s1]\n broadcast (notification v)\n end\n end\n if <(hidden spots) = [1]> then\n if <(found?) = [0]> then\n set [hidden spots v] to [2]\n set [notification v] to [s2]\n broadcast (notification v)\n end\n end\n end\n end\nend\n\nwhen I receive [tick - player v]\nif <(ID) = [clone]> then\n change y by (-5)\n if <touching (player v)?> then\n set [touching player v] to [1]\n else\n set [touching player v] to [0]\n end\n change y by (5)\nelse\n stop [this script v]\nend\n\nset [hidden spots v] to [2]\nbroadcast (20/20 v)\n\n@Danger\n\ndefine list\ndelete all of [~level v]\nswitch costume to (join [1] [])\nrepeat until <not < (costume [name v]) contains [,]?>>\n add (costume [name v]) to [~level v]\n next costume\nend\n\nwhen I start as a clone\nforever\n tileController // xPos: (((tile column) * (x spacing)) - (scroll x)) yPos: (((tile row) * (y spacing)) - (scroll y))\nend\n\ndefine tileController // xPos: (x) yPos: (y)\nswitch costume to (border v)\ngo to x: (x) y: (y)\nshow\nif < (~level) contains (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))?> then\n show\n set [show/hide v] to [show]\nelse\n hide\n set [show/hide v] to [hide]\nend\nswitch costume to (join (join ((tile column) - (1)) [,]) ((tile row) - (1)))\nif <(x) > (x spacing)> then\n change [tile column v] by (-2)\nend\nif <(x) < ((0) - (x spacing))> then\n change [tile column v] by (2)\nend\nif <(y) > (y spacing)> then\n change [tile row v] by (-2)\nend\nif <(y) < ((0) - (y spacing))> then\n change [tile row v] by (2)\nend\n\ndefine set up\nset [level color v] to [0]\nset [level brightness v] to [5]\nlist\nset [ghost v] effect to (0)\nset [x spacing v] to [478]\nset [y spacing v] to [360]\nset [total level width v] to [2]\nset [total level height v] to [2]\nset [id v] to [clone]\nset [tile column v] to [1]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [1]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [1]\ncreate clone of (_myself_ v)\nset [tile column v] to [2]\nset [tile row v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [main]\nhide\n\nwhen I receive [start game v]\nset up\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Danger] in [array-layers v]) layers\n\n@hearts\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nwait ((ID) / (10)) seconds\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nforever\n wait (.5) seconds\n repeat (2)\n if <(clone lives) > [0]> then\n if <<(((ID) * (4)) + (5)) > (max lives)> or <(((ID) * (4)) + (5)) > (round (Lives2))>> then\n change [brightness v] by (10)\n change size by (20)\n wait (.5) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [clone lives v] to ((round (Lives2)) - ((ID) * (4)))\n if <[0] > (clone lives)> then\n set [clone lives v] to [0]\n end\n if <(clone lives) > [4]> then\n set [clone lives v] to [4]\n end\n switch costume to (join [-] (round (clone lives)))\n if <not <(join [-] (round (clone lives))) = (costume [name v])>> then\n switch costume to (last costume)\n end\n if <not <(last costume) = (costume [number v])>> then\n change [brightness v] by (25)\n end\n set [last costume v] to (costume [number v])\n change size by (((100) - (size)) / (10))\n set [brightness v] effect to (brightness)\n change [brightness v] by (((0) - (brightness)) / (5))\nend\n\ndefine lives (amount)\nset [max lives v] to ((amount) * (4))\nif <(amount) > [10]> then\n go to x: (-235) y: (100)\n repeat ((amount) - (10))\n change x by (35)\n end\n set [id v] to ((amount) - (1))\n create clone of (_myself_ v)\n repeat ((amount) - (11))\n change x by (-35)\n change [id v] by (-1)\n create clone of (_myself_ v)\n end\n go to x: (-235) y: (150)\n repeat (11)\n change x by (35)\n end\n repeat (10)\n change x by (-35)\n change [id v] by (-1)\n create clone of (_myself_ v)\n end\nelse\n go to x: (-235) y: (150)\n repeat (amount)\n change x by (35)\n end\n set [id v] to ((amount) - (1))\n create clone of (_myself_ v)\n repeat ((amount) - (1))\n change x by (-35)\n change [id v] by (-1)\n create clone of (_myself_ v)\n end\nend\nset [id v] to [sprite]\n\nwhen I receive [end load screen v]\nwait (.5) seconds\nlives [3]\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [hearts] in [array-layers v]) layers\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <((Lives) - (Lives2)) > [3]> then\n change [lives2 v] by (4)\n else\n change [lives2 v] by (((Lives) - (Lives2)) / (4))\n end\n if <((Lives) - (Lives2)) < [-3]> then\n change [lives2 v] by (-4)\n else\n change [lives2 v] by (((Lives) - (Lives2)) / (4))\n end\n if <(Lives2) < [0]> then\n set [lives2 v] to [0]\n end\nend\n\nwhen I receive [hurt v]\nif <(ID) = [sprite]> then\n change [lives v] by ((0) - (invulnerable))\n broadcast (screen shake v)\n wait (.5) seconds\n set [invulnerable v] to [0]\nend\n\n@sound\n\nwhen I receive [end load screen v]\nwait (1) seconds\nforever\n play sound [Songs//Lost Woods v] until done\nend\n\nwhen I receive [step1 v]\nstart sound [effects//grass1 v]\n\nwhen I receive [step2 v]\nstart sound [effects//grass2 v]\n\nwhen I receive [coin collect v]\nstart sound [effects//coin v]\n\nwhen I receive [poof v]\nstart sound [sounds//chime v]\n\nwhen I receive [end load screen v]\nset volume to (100) %\nforever\n change [bird v] by (pick random (1) to (.5))\n set [bird v] to ((bird) mod (100))\n if <([floor v] of (bird) ) = [50]> then\n if <(pick random (1) to (3)) = [2]> then\n start sound [effects//chirping v]\n end\n end\nend\n\nwhen I receive [player bounce v]\nplay sound [effects//boing v] until done\n\nwhen I receive [jump v]\nplay sound [effects//woosh v] until done\n\nwhen I receive [hup v]\nplay sound [effects//grunt v] until done\n\nwhen flag clicked\nset volume to (0) %\n\nwhen I receive [hurt v]\nplay sound [hurt v] until done\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [sound] in [array-layers v]) layers\n\n@hurt\n\nwhen I receive [hurt v]\nchange [ghost v] by (-100)\n\nwhen I receive [tick v]\nchange [ghost v] by (((100) - (ghost)) / (10))\nset [ghost v] effect to (ghost)\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [hurt] in [array-layers v]) layers\n\n@Saw\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nchange [timer v] by (.02)\nif < (ID) contains [clone]?> then\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\n point in direction ((90) + (([sin v] of ((timer) * (48)) ) * (180)))\nelse\n stop [this script v]\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Saw] in [array-layers v]) layers\n\ndefine clone (x) (y)\nset [id v] to [clone]\nset [clone x v] to (x)\nset [clone y v] to (y)\ncreate clone of (_myself_ v)\nset [id v] to [sprite]\n\nwhen I receive [start game v]\nclone [1439] [456]\n\n@signs\n\nwhen I receive [tick v]\nif <not < (ID) contains [sprite]?>> then\n check\n distance\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\nelse\n stop [this script v]\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine clone x: (x) y: (y) ID: (id)\nset [id v] to (id)\nset [clone x v] to (x)\nset [clone y v] to (y)\ncreate clone of (_myself_ v)\nset [id v] to [sprite]\n\nwhen flag clicked\nset [id v] to [sprite]\nhide\n\nwhen I start as a clone\nforever\n if <key (i v) pressed?> then\n switch costume to (costume1 v)\n if <not <touching (effects v)?>> then\n switch costume to (sign v)\n if <[120] > (distance to player)> then\n set [fx x v] to (clone x)\n set [fx y v] to (clone y)\n set [notification v] to (ID)\n broadcast (message v)\n end\n wait until <not <key (i v) pressed?>>\n end\n switch costume to (sign v)\n end\nend\n\nwhen I receive [start game v]\nclone x: [417] y: [365] ID: [m1]\nclone x: [736] y: [285] ID: [m2]\nclone x: [1246] y: [663] ID: [m3]\nclone x: [917] y: [498] ID: [m4]\n\nwhen this sprite clicked\nswitch costume to (costume1 v)\nif <not <touching (effects v)?>> then\n switch costume to (sign v)\n if <[120] > (distance to player)> then\n set [fx x v] to (clone x)\n set [fx y v] to (clone y)\n set [notification v] to (ID)\n broadcast (message v)\n end\nend\nswitch costume to (sign v)\n\ndefine check\nswitch costume to (costume1 v)\nif <touching (effects v)?> then\n switch costume to (sign2 v)\n if <(distance to player) > [120]> then\n set [notification v] to [0]\n end\nelse\n switch costume to (sign v)\nend\n\ndefine distance\nchange y by (47)\nset [distance to player v] to (distance to [player v])\nchange y by (-47)\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [signs] in [array-layers v]) layers\n\n@stamina\n\nwhen I receive [tick v]\nset [climb frame change v] to ((last climb frame) - ([climb frame v] of [player v]))\nset [last climb frame v] to ([climb frame v] of [player v])\nif <(stamina cooldown) > [0]> then\n change [stamina cooldown v] by (-.1)\nend\nif <(Run/Walk?) = [1]> then\n if <not <<(state) = [wall slide]> or <(state) = [crouch]>>> then\n change [stamina v] by (-.05)\n set [stamina cooldown v] to [2]\n end\nelse\n if <(state) = [wall slide]> then\n set [stamina cooldown v] to [5]\n if <(climb frame change) < [0]> then\n change [stamina v] by (-.1)\n end\n else\n if <(stamina cooldown) < [1]> then\n if <(stamina) < [12]> then\n change [stamina v] by (.05)\n end\n end\n end\nend\nif <(stamina) < [0]> then\n set [stamina v] to [0]\nend\n\nwhen I receive [hup v]\nchange [stamina v] by (-4)\n\nwhen I receive [poof v]\nset [stamina v] to [12]\n\nwhen I receive [refill stamina v]\nset [stamina v] to [12]\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [stamina] in [array-layers v]) layers\n\n@st counter\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nwait ((ID) / (10)) seconds\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [clone lives v] to ((round ([stamina 2 v] of [st counter v])) - ((ID) * (4)))\n if <[0] > (clone lives)> then\n set [clone lives v] to [0]\n end\n if <(clone lives) > [4]> then\n set [clone lives v] to [4]\n end\n switch costume to (join [-] (round (clone lives)))\n if <not <(join [-] (round (clone lives))) = (costume [name v])>> then\n switch costume to (last costume)\n end\n if <not <(last costume) = (costume [number v])>> then\n change [brightness v] by (25)\n change size by (15)\n end\n set [last costume v] to (costume [number v])\n change size by (((110) - (size)) / (10))\n set [brightness v] effect to (brightness)\n change [brightness v] by (((0) - (brightness)) / (5))\nend\n\ndefine lives (amount)\nset [max st counters v] to ((amount) * (4))\ngo to x: (-235) y: (120)\nrepeat (amount)\n change x by (35)\nend\nset [id v] to ((amount) - (1))\ncreate clone of (_myself_ v)\nrepeat ((amount) - (1))\n change x by (-35)\n change [id v] by (-1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [end load screen v]\nwait (.5) seconds\nlives [3]\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [st counter] in [array-layers v]) layers\n\nwhen flag clicked\nhide\n\nif <(amount) > [10]> then\n go to x: (-235) y: (100)\n repeat ((amount) - (10))\n change x by (35)\n end\n set [id v] to ((amount) - (1))\n create clone of (_myself_ v)\n repeat ((amount) - (11))\n change x by (-35)\n change [id v] by (-1)\n create clone of (_myself_ v)\n end\n go to x: (-235) y: (150)\n repeat (11)\n change x by (35)\n end\n repeat (10)\n change x by (-35)\n change [id v] by (-1)\n create clone of (_myself_ v)\n end\nend\nset [id v] to [sprite]\n\nwhen flag clicked\nforever\n set stamina ([stamina v] of [stamina v])\n set [global stamina v] to (round ([stamina v] of [stamina v]))\n if <<[0] > (global stamina)> or <[0] = (global stamina)>> then\n repeat until <(round (stamina 2)) = [12]>\n set stamina ([stamina v] of [stamina v])\n end\n set [global stamina v] to (round ([stamina v] of [stamina v]))\n end\nend\n\ndefine set stamina (#)\nrepeat (100)\n if <(#) > (stamina 2)> then\n change [stamina 2 v] by (.01)\n end\n if <(#) < (stamina 2)> then\n change [stamina 2 v] by (-.01)\n end\nend\n\nwhen I receive [tick v]\nif <not <(round ([stamina v] of [stamina v])) = (global stamina)>> then\n set [color v] to [90]\nelse\n set [color v] to ((100) + ((25) * (clone lives)))\nend\nset [color v] effect to (color)\n\n@Effects\n\nwhen I start as a clone\nif <(ID) = [clone dust]> then\n set rotation style [all around v]\n hide\n switch costume to (dust v)\n set [brightness v] effect to (pick random (0) to (30))\n set [ghost v] effect to (pick random (50) to (80))\n point in direction (90)\n turn left (pick random (0) to (180)) degrees\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\n show\n set size to (pick random (85) to (125)) %\n repeat (pick random (10) to (25))\n set [last x v] to (x position)\n set [last y v] to (y position)\n move (pick random (1) to (2)) steps\n change [clone x v] by ((x position) - (last x))\n change [clone y v] by ((y position) - (last y))\n change [ghost v] effect by (3)\n end\n delete this clone\nend\nif <(ID) = [clone run]> then\n set [ghost v] effect to (20)\n set rotation style [left-right v]\n point in direction ([direction v] of [player v])\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\n switch costume to (run 02 v)\n show\n repeat (3)\n wait (.05) seconds\n next costume\n change [ghost v] effect by (5)\n end\n wait (.05) seconds\n delete this clone\nend\nif <(ID) = [notification]> then\n n function <[1] = [1]>\nend\nif <(ID) = [message clone]> then\n n function <[1] = [0]>\nend\n\nwhen I receive [start game v]\nset [id v] to [sprite]\nhide\nforever\n wait until <([falling v] of [player v]) > [10]>\n repeat until <([falling v] of [player v]) = [0]>\n set [fall speed v] to (round ([speed y v] of [player v]))\n end\n set [ghost v] effect to (100)\n show\n switch costume to (hitbox v)\n if <touching (mushrooms v)?> then\n hide\n else\n hide\n if <([abs v] of (fall speed) ) > [20]> then\n set [fall speed v] to ((fall speed) + (20))\n change [lives v] by ((fall speed) / (4))\n end\n clone [4]\n end\nend\n\ndefine clone (amount)\nset [clone x v] to (player x)\nset [clone y v] to ((player y) - (30))\nset [id v] to [clone dust]\nrepeat (amount)\n create clone of (_myself_ v)\nend\nset [id v] to [sprite]\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif < (ID) contains [clone]?> then\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\nelse\n stop [this script v]\nend\n\ndefine clone run fx\nset [clone x v] to (player x)\nset [clone y v] to ((player y) - (8))\nset [id v] to [clone run]\ncreate clone of (_myself_ v)\nset [id v] to [sprite]\n\nwhen I receive [start game v]\nforever\n if <(state) = [run]> then\n clone run fx\n wait (.2) seconds\n end\nend\n\nwhen I receive [start game v]\nforever\n wait until <(state) = [run]>\n clone [4]\n wait until <not <(state) = [run]>>\nend\n\nwhen I receive [notification v]\nif <(ID) = [sprite]> then\n notification (notification) [] [] [notification]\nend\n\ndefine notification (#) (x) (y) (clone?)\nset [clone x v] to (x)\nset [clone y v] to (y)\nswitch costume to (#)\nset [id v] to (clone?)\ncreate clone of (_myself_ v)\nset [id v] to [sprite]\n\nwhen this sprite clicked\nif <(ID) = [notification]> then\n set [notification v] to [0]\nend\nif <(ID) = [message clone]> then\n set [notification v] to [0]\nend\n\ndefine n function <clone?>\nhide\nswitch costume to (notification)\nclear graphic effects\nset [ghost v] effect to (100)\nif <clone?> then\n if < (costume [name v]) contains [s]?> then\n go to x: (0) y: (120)\n else\n go to x: (0) y: (-120)\n end\nelse\n go to x: (((scroll x) - (clone x)) * (-1)) y: (((scroll y) - (clone y)) * (-1))\nend\nshow\npoint in direction (90)\nset size to (1) %\nrepeat until <(round (size)) = [100]>\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\nend\nrepeat until <(round (size)) = [90]>\n change size by (((90) - (size)) / (5))\nend\nset [ghost v] effect to (0)\nwait until <<not <(notification) = (costume [name v])>> or <key (i v) pressed?>>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nrepeat until <(round (size)) = [1]>\n change [ghost v] effect by (10)\n change size by (((1) - (size)) / (5))\nend\nset [ghost v] effect to (100)\nhide\ndelete this clone\n\nwhen I receive [message v]\nif <(ID) = [sprite]> then\n notification (notification) (fx x) ((fx y) + (80)) [message clone]\nend\n\nset [notification v] to [m1]\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [Effects] in [array-layers v]) layers\n\n@ads\n\ndefine glide y, effect, speed, shine, size (y) (effect) (speed) (shine) (size)\nrepeat until <(round (y position)) = (y)>\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by (effect)\n change [brightness v] effect by (shine)\n change size by (size)\nend\n\nwhen flag clicked\nswitch costume to (g1 v)\nset size to (70) %\ngo to x: (150) y: (160)\nforever\n set [ghost v] effect to (100)\n wait (8) seconds\n next costume\n glide y, effect, speed, shine, size [100] [-10] [10] [0] [0]\n wait (2) seconds\n glide y, effect, speed, shine, size [160] [10] [10] [0] [0]\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\ngo [backward v] (item # of [ads] in [array-layers v]) layers\n\n
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Neon platformer ネオンプラットフォーマー
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@Stage\n\nwhen I receive [start v]\nswitch backdrop to (背景2 v)\nforever\n set [pan left/right v] effect to (50)\n play sound [Treenan v] until done\nend\n\nwhen I receive [start v]\nforever\n set [pan left/right v] effect to (-50)\nend\n\nwhen I receive [かくせ v]\nswitch backdrop to (サムネ v)\n\n@Player\n\nwhen I receive [start v]\nshow\n初期スポーン\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(NEXT?) = [no]> then\n go to [back v] layer\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (course v)?> then\n change y by (1)\n if <touching (course v)?> then\n change y by (1)\n if <touching (course v)?> then\n change y by (1)\n if <touching (course v)?> then\n change y by (1)\n if <touching (course v)?> then\n change y by (1)\n if <touching (course v)?> then\n change y by (1)\n if <touching (course v)?> then\n change y by (-5)\n change x by ((0) - (x))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (course v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (course v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [color v] effect by (2)\n if <touching (旗 v)?> then\n broadcast (次 v)\n end\n end\n if <(NEXT?) = [yes2]> then\n 初期スポーン\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\n if <touching (障害物ー v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n 初期スポーン\n set [ghost v] effect to (0)\n end\n if <(y position) < [-175]> then\n 初期スポーン\n end\n if <(NEXT?) = [yes]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 初期スポーン\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (-15)\n\ndefine スポーン2\ngo to x: (-163) y: (-94)\n\nwhen I receive [かくせ v]\nhide\n\n@Course\n\nwhen I receive [start v]\nshow\nset [course v] to [1]\nswitch costume to (コスチューム1 v)\nshow\nforever\n change [color v] effect by (3)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nset [next? v] to [0]\n\nwhen I receive [次2 v]\nshow\nchange [course v] by (1)\nnext costume\n\nwhen I receive [次 v]\nhide\n\nwhen I receive [かくせ v]\nhide\n\n@バネ\n\nwhen I receive [start v]\nforever\n show\n change [color v] effect by (1)\n go to [back v] layer\n if <(COURSE) = [1]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [2]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [3]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [4]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [5]> then\n 座標 [-121] [-114] [表示]\n end\n if <(COURSE) = [6]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [7]> then\n 座標 [-150] [-114] [表示]\n end\n if <(COURSE) = [8]> then\n 座標 [-7] [-78] [表示]\n end\n if <(COURSE) = [9]> then\n 座標 [2] [-113] [表示]\n end\n if <(COURSE) = [10]> then\n 座標 [-70] [-114] [表示]\n end\n if <(COURSE) = [11]> then\n 座標 [-156] [-115] [表示]\n end\n if <(COURSE) = [12]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [13]> then\n if <(COURSE) = [14]> then\n if <(COURSE) = [15]> then\n if <(COURSE) = [16]> then\n if <(NEXT?) = [yes]> then\n hide\n end\nend\n\ndefine 座標 (x) (y) (隠すか)\nif <(隠すか) = [表示]> then\n show\nelse\n hide\nend\ngo to x: (x) y: (y)\n\nshow\n\nwhen I receive [かくせ v]\nhide\n\n@旗\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n if <(NEXT?) = [yes]> then\n hide\n else\n show\n end\n change [color v] effect by (1)\n go to [back v] layer\n if <(COURSE) = [1]> then\n 座標 [-88] [58]\n end\n if <(COURSE) = [2]> then\n 座標 [169] [-106]\n end\n if <(COURSE) = [3]> then\n if <(COURSE) = [4]> then\n 座標 [173] [-85]\n end\n if <(COURSE) = [5]> then\n 座標 [197] [81]\n end\n if <(COURSE) = [6]> then\n 座標 [ 64] [-42]\n end\n if <(COURSE) = [7]> then\n point in direction (-90)\n 座標 [205] [-82]\n end\n if <(COURSE) = [8]> then\n point in direction (90)\n 座標 [184] [-13]\n end\n if <(COURSE) = [9]> then\n 座標 [140] [83]\n end\n if <(COURSE) = [10]> then\n 座標 [204] [-105]\n end\n if <(COURSE) = [11]> then\n 座標 [149] [129]\n end\n if <(COURSE) = [12]> then\n hide\n end\n if <(COURSE) = [13]> then\n if <(COURSE) = [14]> then\n if <(COURSE) = [15]> then\n if <(COURSE) = [16]> then\nend\n\nshow\n\ndefine 座標 (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [次 v]\nhide\n\nwhen I receive [かくせ v]\nhide\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\nset [next? v] to [yes]\nshow\ngo to x: (558) y: (5)\nset [ghost v] effect to (0)\nglide (0.7) secs to x: (11) y: (2)\nbroadcast (次2 v)\nset [next? v] to [yes2]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [next? v] to [no]\n\ngo to x: (11) y: (2)\n\nwhen I receive [start v]\nset [next? v] to [no]\n\nforever\n change [color v] effect by (3)\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [かくせ v]\nhide\n\n@障害物ー\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (小 v)\nset [cloneid v] to [0]\nforever\n show\n change [color v] effect by (2)\n go to [back v] layer\n if <(COURSE) = [1]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [2]> then\n 座標 [34] [-115] [表示]\n end\n if <(COURSE) = [3]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [4]> then\n 座標 [-84] [-114] [表示]\n end\n if <(COURSE) = [5]> then\n 座標 [] [] [隠す]\n end\n if <(COURSE) = [6]> then\n 座標 [-34] [-52] [表示]\n end\n if <(COURSE) = [7]> then\n 座標 [-67] [-1] [表示]\n end\n if <(COURSE) = [8]> then\n point in direction (0)\n 座標 [2] [3] [表示]\n end\n if <(COURSE) = [9]> then\n switch costume to (中 v)\n point in direction (-90)\n 座標 [1] [33] [表示]\n end\n if <(COURSE) = [10]> then\n point in direction (90)\n switch costume to (大 v)\n 座標 [-9] [-54] [表示]\n end\n if <(COURSE) = [11]> then\n switch costume to (小 v)\n 座標 [8] [81] [表示]\n end\n if <(COURSE) = [12]> then\n hide\n end\n if <(COURSE) = [13]> then\n hide\n end\n if <(COURSE) = [14]> then\n hide\n end\n if <(COURSE) = [15]> then\n if <(COURSE) = [16]> then\n if <(NEXT?) = [yes]> then\n hide\n end\nend\n\ndefine 座標 (x) (y) (隠すか)\nif <(隠すか) = [表示]> then\n show\nelse\n hide\nend\ngo to x: (x) y: (y)\n\nshow\n\n@さむね\n\nwhen flag clicked\nhide\n\nwhen I receive [かくせ v]\nshow\n\n@スプライト2\n\nwhen I receive [start v]\nforever\n show\n switch costume to (コスチューム1 v)\n show\n change [color v] effect by (1)\n go to [back v] layer\n if <(COURSE) = [1]> then\n if <(COURSE) = [2]> then\n if <(COURSE) = [3]> then\n if <(COURSE) = [4]> then\n if <(COURSE) = [5]> then\n if <(COURSE) = [6]> then\n if <(COURSE) = [7]> then\n if <(COURSE) = [8]> then\n if <(COURSE) = [9]> then\n if <(COURSE) = [10]> then\n if <(COURSE) = [11]> then\n if <(COURSE) = [12]> then\n switch costume to (コスチューム11 v)\n end\n if <(COURSE) = [13]> then\n if <(COURSE) = [14]> then\n if <(COURSE) = [15]> then\n if <(COURSE) = [16]> then\nend\n\nwhen I receive [かくせ v]\nhide\n\n@osirase\n\nwhen flag clicked\nhide\n\nswitch costume to (screenshot 2022-10-10 2 v)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (screenshot 2022-10-10 10 v)\n\ndelete this clone\n\nforever\n\n
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2022.10月8日ぐらいに傾向2P載りました!!\n===========================================\n⭐と❤100目標達成!!! \n_________________________\n\n-- チート版\n-- https://scratch.mit.edu/projects/741659311\n\n【ちゃんと読んでねーーーー】\n\n矢印キーで操作\nステージ少なめ()\n時間があったら要素追加するかもしれない\n※壁ジャンプないよ!!!!!!!
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Mango Underwater || Scrolling Platformer 2
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@Stage\n\nwhen flag clicked\nforever\n play sound [platformer_;\) v] until done\nend\n\n@PLATFORMS\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [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@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)\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 (60) %\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@Bubble\n\nwhen flag clicked\nset size to (10) %\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (pick random (-240) to (240)) y: (-180)\nset [cloneyv v] to [0]\nrepeat until <(y position) > [175]>\n change [cloneyv v] by (1)\n change y by (cloneYv)\nend\ndelete this clone\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, WASD or mobile.\n\nPropose the project below to be featured: https://scratch.mit.edu/projects/700390048/\n
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✰ Meadow platformer ✰
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@Stage\n\nwhen I receive [play! v]\nstop all sounds\nwait (3.5) seconds\nforever\n play sound [K-NEXT-First-Flight-tuLE6jU5I8g v] until done\nend\n\nwhen I receive [intro template end v]\nset volume to (100) %\nwait (0.2) seconds\nplay sound [Alone For Now By@-Xaf- v] until done\n\nwhen I receive [intro template end v]\nrepeat until <not <(meadow sound♪) = [1]>>\n play sound [Summer mountains v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (tn v)\n\nwhen I receive [intro template end v]\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nbroadcast (end v)\n\n@Intro by@laggylaggy\n\nwhen flag clicked\nplay intro || color [30]\n\nwhen I start as a clone\nif <(cloneID) = [dark]> then\n switch costume to (bg v)\n set [ghost v] effect to (100)\n show\n repeat until <(timer) > [4.93]>\n change [ghost v] effect by (-1)\n end\n set [brightness v] effect to (100)\n wait until <(timer) > [13.5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(cloneID) = [flash]> then\n wait until <(timer) > [4.93]>\n switch costume to (flash v)\n show\n repeat (100)\n change [ghost v] effect by (1)\n end\n delete this clone\nend\nif <(cloneID) = [particle]> then\n switch costume to (circle v)\n set [ghost v] effect to (30)\n set size to (pick random (20) to (60)) %\n go to x: (pick random (-280) to (120)) y: (-242)\n point in direction (pick random (-30) to (30))\n set [particle speed v] to [2]\n wait until <(timer) > ((4.93) + (time keeper))>\n show\n repeat until <(y position) > [180]>\n change [particle speed v] by ((particle speed) / (24))\n move (particle speed) steps\n end\n delete this clone\nend\nif <(cloneID) = [text]> then\n switch costume to (text sample v)\n set size to (100) %\n wait until <(timer) > [4.93]>\n show\n repeat until <(timer) > [6.03]>\n turn right (((70) - (direction)) / (12)) degrees\n set [square d v] to (direction)\n change x by (((-50) - (x position)) / (12))\n set [square x v] to (x position)\n end\n repeat until <(timer) > [7.14]>\n turn right (((110) - (direction)) / (12)) degrees\n set [square d v] to (direction)\n change x by (((50) - (x position)) / (12))\n set [square x v] to (x position)\n end\n repeat (61)\n turn right ((([abs v] of ((90) - (direction)) ) / (12)) + (0.5)) degrees\n set [square d v] to (direction)\n change x by (((0) - (x position)) / (12))\n set [square x v] to (x position)\n end\n repeat until <(timer) > [10.6]>\n turn right (((110) - (direction)) / (12)) degrees\n set [square d v] to (direction)\n change x by (((50) - (x position)) / (12))\n set [square x v] to (x position)\n end\n repeat until <(timer) > [11.76]>\n turn right (((70) - (direction)) / (12)) degrees\n set [square d v] to (direction)\n change x by (((-50) - (x position)) / (12))\n set [square x v] to (x position)\n end\n repeat until <(timer) > [13.5]>\n turn right (((([abs v] of ((direction) - (90)) ) * (-1)) / (12)) + (-0.5)) degrees\n set [square d v] to (direction)\n change x by (((0) - (x position)) / (12))\n set [square x v] to (x position)\n end\n repeat until <(timer) > [14]>\n turn right (((([abs v] of ((direction) - (90)) ) * (-1)) / (12)) + (-0.5)) degrees\n set [square d v] to (direction)\n change x by (((0) - (x position)) / (12))\n set [square x v] to (x position)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(cloneID) = [square]> then\n switch costume to (square1 v)\n set size to (1) %\n wait until <(timer) > ((4.93) + (time keeper))>\n show\n repeat until <(timer) > [13.5]>\n switch costume to (size hack v)\n change size by ((size) / (40))\n switch costume to (square1 v)\n point in direction (square d)\n set x to (square x)\n end\n repeat until <(timer) > [14]>\n switch costume to (size hack v)\n change size by ((size) / (40))\n switch costume to (square1 v)\n point in direction (square d)\n set x to (square x)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(cloneID) = [circle line1]> then\n go to x: (-150) y: (0)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024 v)\n wait until <(timer) > [4.93]>\n show\n repeat (19)\n next costume\n change x by (((-200) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line2]> then\n go to x: (150) y: (0)\n point in direction (-90)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024 v)\n wait until <(timer) > [4.93]>\n show\n repeat (19)\n next costume\n change x by (((100) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line3]> then\n go to x: (-200) y: (0)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024-3 v)\n wait until <(timer) > [6.03]>\n show\n repeat (19)\n next costume\n change x by (((-100) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line4]> then\n go to x: (100) y: (0)\n point in direction (-90)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024-3 v)\n wait until <(timer) > [6.03]>\n show\n repeat (19)\n next costume\n change x by (((150) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line5]> then\n go to x: (-150) y: (0)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024-3 v)\n wait until <(timer) > [9.05]>\n show\n repeat (19)\n next costume\n change x by (((-100) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line6]> then\n go to x: (150) y: (0)\n point in direction (-90)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024-3 v)\n wait until <(timer) > [9.05]>\n show\n repeat (19)\n next costume\n change x by (((200) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line7]> then\n go to x: (-100) y: (0)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024 v)\n wait until <(timer) > [10.6]>\n show\n repeat (19)\n next costume\n change x by (((-200) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [circle line8]> then\n go to x: (200) y: (0)\n point in direction (-90)\n set size to (200) %\n set [fisheye v] effect to (300)\n switch costume to (1/1024 v)\n wait until <(timer) > [10.6]>\n show\n repeat (19)\n next costume\n change x by (((100) - (x position)) / (12))\n end\n delete this clone\nend\nif <(cloneID) = [lineexplosion]> then\n switch costume to (lineexplosion1 v)\n wait until <(timer) > ((4.93) + (time keeper))>\n set [lineexplosion speed v] to [20]\n show\n repeat (10)\n change [lineexplosion speed v] by (((0) - (lineexplosion speed)) / (4))\n move (lineexplosion speed) steps\n next costume\n end\n delete this clone\nend\nif <(cloneID) = [circle particle1]> then\n switch costume to (circle particle v)\n set size to (1) %\n set [gyogan v] to [12]\n wait until <(timer) > [7.7]>\n show\n repeat (38)\n set [fisheye v] effect to (gyogan)\n change [gyogan v] by ((gyogan) / (3))\n change size by (((420) - (size)) / (10))\n end\n delete this clone\nend\nif <(cloneID) = [circle particle2]> then\n switch costume to (circle particle2 v)\n set size to (1) %\n set [gyogan v] to [12]\n wait until <(timer) > [7.7]>\n show\n repeat (38)\n set [fisheye v] effect to (gyogan)\n change [gyogan v] by ((gyogan) / (3))\n change size by (((360) - (size)) / (10))\n end\n delete this clone\nend\nif <(cloneID) = [circle particle3]> then\n switch costume to (circle particle v)\n set size to (1) %\n set [gyogan v] to [12]\n wait until <(timer) > [12.4]>\n show\n repeat (38)\n set [fisheye v] effect to (gyogan)\n change [gyogan v] by ((gyogan) / (3))\n change size by (((420) - (size)) / (10))\n end\n delete this clone\nend\nif <(cloneID) = [circle particle4]> then\n switch costume to (circle particle2 v)\n set size to (1) %\n set [gyogan v] to [12]\n wait until <(timer) > [12.4]>\n show\n repeat (38)\n set [fisheye v] effect to (gyogan)\n change [gyogan v] by ((gyogan) / (3))\n change size by (((360) - (size)) / (10))\n end\n delete this clone\nend\n\ndefine circle particle\nset [time keeper v] to [0]\nset [cloneid v] to [particle]\nrepeat (70)\n change [time keeper v] by (0.1)\n create clone of (_myself_ v)\nend\n\ndefine square\nset [time keeper v] to [0]\nset [cloneid v] to [square]\nrepeat (6)\n change [time keeper v] by (1.2)\n create clone of (_myself_ v)\nend\n\ndefine circle line\nset [cloneid v] to [circle line1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line4]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line5]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line6]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line7]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle line8]\ncreate clone of (_myself_ v)\n\ndefine lineexplosion particle\nset [cloneid v] to [lineexplosion]\nset [time keeper v] to [0]\ngo to x: (-240) y: (180)\npoint in direction (75)\nrepeat (3)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\ngo to x: (240) y: (-180)\npoint in direction (-105)\nrepeat (3)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\nset [time keeper v] to [1.1]\ngo to x: (-240) y: (-180)\npoint in direction (105)\nrepeat (3)\n turn right (-30) degrees\n create clone of (_myself_ v)\nend\ngo to x: (240) y: (180)\npoint in direction (-75)\nrepeat (3)\n turn right (-30) degrees\n create clone of (_myself_ v)\nend\nset [time keeper v] to [4.3]\ngo to x: (-240) y: (0)\npoint in direction (30)\nrepeat (3)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\ngo to x: (240) y: (0)\npoint in direction (-30)\nrepeat (3)\n turn right (-30) degrees\n create clone of (_myself_ v)\nend\nset [time keeper v] to [5.67]\ngo to x: (0) y: (180)\npoint in direction (120)\nrepeat (3)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (-180)\npoint in direction (60)\nrepeat (3)\n turn right (-30) degrees\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\npoint in direction (90)\n\ndefine play intro || color (color)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (size hack v)\nset size to (100) %\nset [color v] effect to (color)\nhide\nreset timer\nstart sound [Diviners - Savannah \(feat. Philly K\) \[NCS Release\] v]\nset [cloneid v] to [dark]\ncreate clone of (_myself_ v)\ncircle particle\nsquare\nlineexplosion particle\ncircle line\nset [cloneid v] to [text]\ncreate clone of (_myself_ v)\nset [cloneid v] to [flash]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle particle1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle particle2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle particle3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [circle particle4]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (intro template end v)\n\nwhen I receive [intro template end v]\nstop [this script v]\n\n@Player by@hiron0413_sub\n\ndefine behavior\nchange [the power of y v] by (-1)\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 [the power of x v] by (-1)\nend\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 [the power of x v] by (1)\nend\nset [the power of x v] to ((The power of x) * (0.88))\nchange x by (The power of x)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n Position correction x (() - ((The power of x) / ([abs v] of (The power of x) ))) ([ceiling v] of ([abs v] of (The power of x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [the power of y v] to [12]\n set [the power of x v] to ((7) - (<(The power of x) > [0]> * (14)))\n else\n set [the power of x v] to [0]\n end\nend\nchange y by (The power of y)\nif <touching (stage v)?> then\n Position correction y (() - ((The power of y) / ([abs v] of (The power of y) ))) ([ceiling v] of ([abs v] of (The power of y) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [the power of y v] to [15]\nend\nif <touching (spring v)?> then\n set [the power of y v] to [22]\n start sound [spring jump v]\nend\nchange y by (1.1)\nif <<(Y) < [-550]> or <touching (spike v)?>> then\n Initial position\nend\nprocessing\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\nbehavior\n\ndefine processing\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 Position correction x (direction) (number of times)\nif <(The power of x) = [0]> then\n stop [this script v]\nend\nset [player: \(ノ◕ヮ◕\)ノ*:・゚✧ v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(Player: \(ノ◕ヮ◕\)ノ*:・゚✧) = ((number of times) + (1))>>\n change [player: \(ノ◕ヮ◕\)ノ*:・゚✧ v] by (1)\n change x by (direction)\nend\nchange x by (() - ((direction) * (((number of times) + (1)) * <<(Player: \(ノ◕ヮ◕\)ノ*:・゚✧) = ((number of times) + (1))> and <touching (stage v)?>>)))\n\ndefine Position correction y (direction) (number of times)\nif <(The power of y) = [0]> then\n stop [this script v]\nend\nset [player: \(ノ◕ヮ◕\)ノ*:・゚✧ v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(Player: \(ノ◕ヮ◕\)ノ*:・゚✧) = ((number of times) + (1))>>\n change [player: \(ノ◕ヮ◕\)ノ*:・゚✧ v] by (1)\n change y by (direction)\nend\nchange y by (() - ((direction) * (((number of times) + (1)) * <<(Player: \(ノ◕ヮ◕\)ノ*:・゚✧) = ((number of times) + (1))> and <touching (stage v)?>>)))\nset [the power of y v] to [0]\n\ndefine Initial position\ngo to x: (0) y: (-20)\nset [the power of x v] to [0]\nset [the power of y v] to [0]\nset [camera_x v] to (revival x)\nset [camera _y v] to (revival y)\nset [x v] to (revival x)\nset [y v] to (revival y)\n\nwhen I receive [play! v]\nset volume to (100) %\nshow\n\nwhen I receive [intro template end v]\nforever\n if <touching (goal v)?> then\n broadcast (goal v)\n forever\n set [goal? v] to [1]\n hide\n end\n else\n set [goal? v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play! v]\npoint in direction (90)\nset rotation style [left-right v]\nhide\nset size to (55) %\ngo to x: (0) y: (-20)\nset [the power of x v] to [0]\nset [the power of y v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [revival x v] to [-200]\nset [revival y v] to [-20]\n\nwhen I receive [play! v]\nswitch costume to (player)\n\nwhen I receive [goal v]\nforever\n set volume to (0) %\nend\n\nwhen I receive [end v]\nhide\n\n@Stage\n\nwhen flag clicked\nhide\n\ndefine Stage placement (x) (y) (stage number)\nswitch costume to (none ~please do not delete this costume!~ v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((stage number) + (1))\nset [my_n v] to ((stage number) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (x) (y)\nswitch costume to (none ~please do not delete this costume!~ 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 Move ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [play! v]\nStage placement [0] [0] [1]\nStage placement [600] [0] [2]\nStage placement [1200] [0] [3]\nStage placement [1800] [0] [4]\nStage placement [2400] [0] [5]\nStage placement [3000] [0] [6]\nStage placement [3600] [0] [7]\nStage placement [4200] [0] [8]\nStage placement [4800] [0] [9]\nStage placement [5400] [0] [10]\nStage placement [6000] [0] [11]\nswitch costume to (none ~please do not delete this costume!~ v)\nbroadcast (プログラム v)\n\nwhen I receive [retry v]\nstop [this script v]\n\nwhen I receive [end v]\nhide\n\n@Spike\n\nwhen flag clicked\nhide\n\ndefine Stage placement (x) (y) (number)\nswitch costume to (none v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((number) + (1))\nset [my_n v] to ((number) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (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 Move ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [play! v]\nhide\nStage placement [311] [-60] [1]\nStage placement [1190] [68] [2]\nStage placement [1390] [-60] [3]\nStage placement [2075] [-20] [4]\nStage placement [2460] [150] [5]\nStage placement [3394] [40] [6]\nStage placement [3780] [-185] [7]\nStage placement [4260] [-20] [8]\nStage placement [4900] [-20] [9]\nStage placement [5650] [-20] [10]\nswitch costume to (none v)\n\nwhen I receive [end v]\nhide\n\n@meadow\n\nwhen flag clicked\nhide\n\ndefine Stage placement (x) (y) (number)\nswitch costume to (none v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((number) + (1))\nset [my_n v] to ((number) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (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 Move ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [play! v]\nStage placement [0] [0] [1]\nStage placement [350] [0] [2]\nStage placement [700] [0] [3]\nStage placement [1050] [0] [4]\nStage placement [1400] [0] [5]\nStage placement [1750] [0] [6]\nStage placement [2100] [0] [7]\nStage placement [2450] [0] [8]\nStage placement [2800] [0] [9]\nStage placement [3150] [0] [10]\nStage placement [3500] [0] [11]\nStage placement [3850] [0] [12]\nStage placement [4200] [0] [13]\nStage placement [4550] [0] [14]\nStage placement [4900] [0] [15]\nStage placement [5250] [0] [16]\nStage placement [5600] [0] [17]\nStage placement [5950] [0] [18]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [end v]\nhide\n\n@check point\n\nwhen flag clicked\nset [check point? v] to [0]\nset size to (120) %\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\nMove ((1690) - (Camera_x)) ((-120) - (Camera _y))\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((check point?) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player by@hiron0413_sub v)?> and <(check point?) = [0]>> then\n broadcast (check point v)\n start sound [Collect 〇 v]\n set [check point? v] to [1]\n set [revival x v] to [1690]\n set [revival y v] to [-110]\n end\nend\nswitch costume to ((check point?) + (2))\n\nwhen I receive [end v]\nhide\n\n@check point2\n\nwhen flag clicked\nset [check point? v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\nMove ((4620) - (Camera_x)) ((-15) - (Camera _y))\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((check point?) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player by@hiron0413_sub v)?> and <(check point?) = [0]>> then\n broadcast (check point2 v)\n start sound [Collect 〇 v]\n set [check point? v] to [1]\n set [revival x v] to [4620]\n set [revival y v] to [-5]\n end\nend\nswitch costume to ((check point?) + (2))\n\nwhen I receive [end v]\nhide\n\n@goal\n\nwhen flag clicked\nset [goal? v] to [0]\nhide\n\nwhen I receive [intro template end v]\nhide\nStage placement [6000] [0] [1]\nswitch costume to (none v)\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 Move ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\ndefine Move (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\ndefine Stage placement (x) (y) (number)\nswitch costume to (none v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((number) + (1))\nset [my_n v] to ((number) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [end v]\nhide\n\n@You win\n\nwhen flag clicked\ngo to x: (600) y: (0)\nhide\n\nwhen I receive [goal v]\nshow\ngo to [front v] layer\nswitch costume to (you win v)\nrepeat (50)\n change x by (((-1) - (x position)) / (8))\nend\nforever\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [end v]\nhide\n\n@Background by@TNTend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n go to x: (0) y: (() - ((Camera _y) / (4)))\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\n\n@home back\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [intro template end v]\nshow\n\nwhen I receive [play! v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nhide\n\n@Title\n\ndefine xb\nchange size by (vel)\nset [vel v] to (((vel) * (0.69)) + ((((size) + (-70)) - ((<touching (mouse-pointer v)?> * (15)) - (() * (30)))) * (-0.2)))\n\nwhen I receive [intro template end v]\nset [real x v] to [0]\nwait (0.3) seconds\nshow\nset size to (0) %\ngo to [front v] layer\nforever\n change [tick v] by ((1) / (30))\n go to x: (0) y: ((100) + (([sin v] of (((tick) + ()) * (200)) ) * (5)))\n point in direction ((90) + (([cos v] of (((tick) + ()) * (200)) ) * (2)))\n xb\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [end v]\nhide\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [intro template end v]\nshow\ngo to x: (0) y: (-250)\nrepeat (50)\n change y by (((-110) - (y position)) / (8))\nend\ngo to [front v] layer\nforever\n change [tick v] by ((1) / (30))\n go to x: (0) y: ((-110) + (([sin v] of (((tick) + ()) * (200)) ) * (5)))\n point in direction ((90) + (([cos v] of (((tick) + ()) * (200)) ) * (2)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n broadcast (play! v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (3))\n set [brightness v] effect to (10)\n else\n change size by (((130) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro template end v]\nset [meadow sound♪ v] to [1]\n\nwhen flag clicked\nset [meadow sound♪ v] to [0]\n\nwhen I receive [play! v]\nset [meadow sound♪ v] to [0]\n\nwhen I receive [end v]\nhide\n\n@left\n\nwhen flag clicked\nhide\n\nwhen I receive [intro template end v]\ngo to [front v] layer\ngo to x: (300) y: (0)\nbroadcast (\(ノ◕ヮ◕\)ノ*:・゚✧ v)\n\nwhen I receive [play! v]\nhide\n\nwhen I receive [\(ノ◕ヮ◕\)ノ*:・゚✧ v]\nshow\nrepeat (50)\n change x by (((-71) - (x position)) / (8))\nend\nforever\n change [tick v] by ((1) / (30))\n go to x: (-70) y: ((0) + (([sin v] of (((tick) + ()) * (200)) ) * (5)))\n point in direction ((90) + (([cos v] of (((tick) + ()) * (200)) ) * (2)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (left v) and wait\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Player Selection\n\nwhen flag clicked\nset [player v] to [1]\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [intro template end v]\ngo to x: (300) y: (0)\nwait (0.3) seconds\nshow\nrepeat (50)\n change x by (((-1) - (x position)) / (8))\nend\nforever\n change [tick v] by ((1) / (30))\n go to x: (0) y: ((0) + (([sin v] of (((tick) + ()) * (200)) ) * (5)))\n point in direction ((90) + (([cos v] of (((tick) + ()) * (200)) ) * (2)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (3))\n else\n change size by (((70) - (size)) / (3))\n end\nend\n\nwhen I receive [left v]\nif <not <(player) = [1]>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n change [player v] by (-1)\n switch costume to ((costume [number v]) - (1))\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [right v]\nif <not <(player) = [11]>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n change [player v] by (1)\n next costume\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [play! v]\nhide\n\nwhen I receive [end v]\nhide\n\n@right\n\nwhen flag clicked\nhide\n\nwhen I receive [intro template end v]\ngo to [front v] layer\ngo to x: (300) y: (0)\nwait (0.6) seconds\nshow\nrepeat (50)\n change x by (((70) - (x position)) / (8))\nend\nforever\n change [tick v] by ((1) / (30))\n go to x: (70) y: ((0) + (([sin v] of (((tick) + ()) * (200)) ) * (5)))\n point in direction ((90) + (([cos v] of (((tick) + ()) * (200)) ) * (2)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (right v) and wait\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [play! v]\nhide\n\nwhen I receive [end v]\nhide\n\n@sun☀\n\nwhen flag clicked\nhide\n\nwhen I receive [intro template end v]\nshow\nset size to (100) %\nforever\n go to [back v] layer\n go [forward v] (1) layers\n change [sun v] by (5)\n change size by (() - ([cos v] of (sun) ))\nend\n\nwhen I receive [end v]\nhide\n\n@👑goal👑\n\nwhen I start as a clone\nshow\nえふぇくと(effect) (pick random (-10) to (10))\n\ndefine えふぇくと(effect) (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (20)\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-180)\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nset [y v] to [30]\ngo to x: (pick random (-200) to (0)) y: (-180)\nrepeat (15)\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (4))\nend\ngo to x: (pick random (0) to (200)) y: (-180)\nrepeat (15)\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (4))\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [end v]\nhide\n\n@cloud\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [play! v]\nforever\n go to [back v] layer\n go [forward v] (1) layers\n wait (pick random (2) to (5)) seconds\n set size to (pick random (60) to (80)) %\n switch costume to (pick random (1) to (2))\n go to x: (-330) y: (pick random (80) to (130))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) > [250]>\n move (3) steps\nend\ndelete this clone\n\nwhen I receive [end v]\nhide\n\n
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※似たような作品が何個かありますが、本家はこちら のゲームだと思ってください。\n\n✰ Meadow platformer ~scroll~ ✰\n\n✰ Method of operation / 操作方法\n\n ~ Lateral movement / 横移動 ~\n・←or→ / 左矢印キーまたは右矢印キー\n・Tap / タップ\n\n ~ Jump / ジャンプ ~\n・↑ / 上矢印キー\n\n ✰ How to play / 遊び方\n・Game over if you touch needles or magma /\n 針またはマグマに触れるとゲームオーバー\n\n・Game over when you fall off the ground /\n 地面から落ちるとゲームオーバー\n\n・If you touch a checkpoint, it will start from that place \n when the game is over /\n チェックポイントに触れると、ゲームオーバーにな \n った時に、その場所からのスタートになります\n\n・If you touch the flag with "G", the game is cleared /\n 「G」と書かれた旗に触れると、ゲームクリア\n\n✰ Credit / クレジット ✰\n・Intro / イントロ @laggylaggy\n・Program / プログラム @hiron0413_sub\n・Background (sky) / 背景(空) @TNTend\n・♡, ☆, etc. / ♡、☆など @-CloudCodes-\n\n✰ caution / 注意 ✰\n・Please refrain from swearing and anti-comments. /\n 悪口やアンチコメントはやめてください。\n\n・Please stop abusing reports. / \n 報告乱用はやめてください。\n\n・Please don't do uncensored remixes. /\n 無変更リミックスはやめてください。\n\n・I may not be able to reply to your comment. /\n コメントを返信しきれない可能性があります。\n\n・Please comment when you borrow something.Also, please give credit (to respect the community guard line). / \n 何かを借りるときはコメントをしてください。また、クレジット表記もしてください(コミュニティーガードラインを守るため)。\n\n✰ Tag / タグ ✰\n#platformer #scroll #-nekomimi- #game #all\n\n✰ Memo / メモ ✰ ~Japanese~\nこのアカウントでの共有は初めてです。\n3人の方々にプログラムなどを借りました。ありがとうございました。\nもし借りているものなのにクレジット表記をしていないものがあったらコメントで教えてください(きつく言わないでください;)\nできるだけたくさんの人に見てもらいたいです!\n(拡散OKです!)\n❤、⭐️、フォローよろしくお願いします!\nリミックスマジでありがとうぅぅッ!\n傾向を駆け上がれ!\n\n\n✰ Note / ノート ✰ ~Japanese~ \n・2022年8月11日 公開\n・2022年8月12日 ♡☆の数10突破 参照数100突破\n・2022年8月13日 参照数200人突破\n・2022年8月14日 参照数300人突破\n・2022年8月15日 ♡☆の数20突破\n・2022年8月16日 参照数400人突破\n・2022年8月17日 ♡の数30突破 傾向13p\n・2022年8月18日 ☆の数30突破 参照数500人突破\n・2022年8月19日 参照数555人(ゾロ目♪)\n 傾向15p(⬇︎)\n・2022年8月20日 参照数600人突破\n 傾向17p(⬇︎)\n・2022年8月21日 参照数800人突破\n ♡の数40突破\n 傾向19p(⬇︎)\n・2022年8月22日 ☆の数40突破\n 参照数900人突破\n・2022年8月23日 参照数1000突破ぁぁぁッ!\n・2022年8月24日 参照数1100人突破\n・2022年8月25日 ♡の数50突破\n・2022年8月26日 参照数1200人突破\n・2022年9月2日 参照数1300人突破\n・2022年9月4日 ☆の数50突破\n リミックス1名 @Hirorotan さま\n・2022年9月23日 いつの間にか参照数1400人突破\n・2022年11月4日 いつの間にか参照数1500人突破\n いつの間にか♡の数60突破\n\n★地道にクリアしてってます( ^ω^)…\n\n━━━━━━━━━━━━━━━━━━━━━━━━
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Platformer
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@Stage\n\nwhen [1 v] key pressed\nswitch backdrop to (startbild v)\n\nwhen I receive [start v]\nforever\n if <(Level) = [3]> then\n switch backdrop to (level 3 v)\n else\n if <(Level) = [4]> then\n switch backdrop to (level 4 v)\n else\n if <(Level) = [6]> then\n switch backdrop to (level 6 v)\n else\n if <(Level) = [7]> then\n switch backdrop to (level 7 v)\n else\n if <(Level) = [8]> then\n switch backdrop to (level 8 v)\n else\n if <(Level) = [9]> then\n switch backdrop to (level 9 v)\n else\n if <(Level) = [11]> then\n switch backdrop to (level 11 v)\n else\n if <(Level) = [12]> then\n switch backdrop to (level 12 v)\n else\n if <(Level) = [14]> then\n switch backdrop to (level 14 v)\n else\n if <(Level) = [15]> then\n switch backdrop to (level 15 v)\n else\n if <(Level) = [17]> then\n switch backdrop to (level 17 v)\n else\n if <(Level) = [19]> then\n switch backdrop to (level 19 v)\n else\n if <(Level) = [20]> then\n switch backdrop to (level 20 v)\n else\n switch backdrop to (normal v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (normal v)\n\n@Spieler\n\ndefine Laufsteuerung\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (Lauftempo)\n next costume\n if <<<touching (boden v)?> or <touching (bewegungs boden v)?>> or <touching (bewegungs boden2 v)?>> then\n change x by ((Lauftempo) * (-1))\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by ((Lauftempo) * (-1))\n next costume\n if <<<touching (boden v)?> or <touching (bewegungs boden v)?>> or <touching (bewegungs boden2 v)?>> then\n change x by (Lauftempo)\n end\nend\n\ndefine Simulation\nchange y by (Falltempo)\nif <<<touching (boden v)?> or <touching (bewegungs boden v)?>> or <touching (bewegungs boden2 v)?>> then\n if <(Falltempo) < [0]> then\n set [rückwärts v] to [1]\n else\n set [rückwärts v] to [-1]\n end\n repeat until <not <<<touching (boden v)?> or <touching (bewegungs boden v)?>> or <touching (bewegungs boden2 v)?>>>\n change y by (Rückwärts)\n end\n set [falltempo v] to [-1]\nelse\n change [falltempo v] by (Schwerkraft)\nend\n\ndefine Sprungsteuerung\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change y by (-1)\n if <<<touching (boden v)?> or <touching (bewegungs boden v)?>> or <touching (bewegungs boden2 v)?>> then\n set [falltempo v] to (Starttempo)\n change [color v] effect by (10)\n start sound [Jump v]\n end\n change y by (1)\nend\n\ndefine Fallen\nif <<<<<<(y position) < [-170]> or <touching (hindernis v)?>> or <touching (geschoss1 v)?>> or <touching (geschoss2 v)?>> or <touching (geschoss3 v)?>> or <touching (geschoss4 v)?>> then\n go to x: (-210) y: (-20)\n change [leben v] by (-1)\n broadcast (Ded v)\n start sound [louse v]\nend\n\ndefine Klon\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\ndefine next level\nif <<touching (portal v)?> and <not <(Level) = [20]>>> then\n broadcast (next level v)\n wait (0.5) seconds\n set x to (-240)\n if <(Level) = [14]> then\n set y to (-130)\n end\nend\n\nwhen I receive [start v]\nset [color v] effect to (0)\nset size to (70) %\ngo to [front v] layer\nshow\npoint in direction (90)\nswitch costume to (rechts v)\ngo to x: (-210) y: (40)\nset [level v] to [1]\nset [starttempo v] to [12]\nset [schwerkraft v] to [-1]\nset [falltempo v] to [0]\nset [lauftempo v] to [5]\nset [leben v] to [3]\nforever\n Laufsteuerung\n Sprungsteuerung\n Simulation\n Fallen\n Klon\n next level\nend\n\nwhen flag clicked\nhide\nhide variable [leben v]\nhide variable [level v]\n\nif <<<touching (boden v)?> or <touching (bewegungs boden v)?>> or <touching (bewegungs boden2 v)?>> then\n set [falltempo v] to (Starttempo)\n change [color v] effect by (10)\n start sound [Jump v]\nend\nchange y by (1)\n\nwhen [1 v] key pressed\npoint in direction (120)\ngo to x: (7) y: (-14)\nset size to (120) %\nshow\nhide variable [☁ best score v]\nhide variable [time v]\nhide variable [☁ working v]\nstop [all v]\n\nwhen flag clicked\nchange [☁ user v] by (1)\n\nwhen [y v] key pressed\nif <(username) = [LXXXL]> then\n set [leben v] to [100]\nend\n\nwhen [x v] key pressed\nif <(username) = [LXXXL]> then\n set [leben v] to [1]\nend\n\nwhen [c v] key pressed\nif <(username) = [LXXXL]> then\n repeat until <not <key (c v) pressed?>>\n go to (mouse-pointer v)\n end\nend\n\nwhen [v v] key pressed\nif <(username) = [LXXXL]> then\n wait (1) seconds\n change [leben v] by (1)\nend\n\nwhen [b v] key pressed\nif <(username) = [LXXXL]> then\n ask [Welches Level] and wait\n go to x: (-219) y: (-50)\n set [level v] to (answer)\nend\n\nwhen I receive [start v]\nif <(username) = [LXXXL]> then\n ask [Möchtest du an diesem Projekt arbeiten? j/n] and wait\nend\nif <(answer) = [j]> then\n set [☁ working v] to [1]\nend\nif <(answer) = [n]> then\n set [☁ working v] to [0]\nend\n\n@Boden\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n if <<(Leben) = [0]> or <(Leben) < [0]>> then\n if <(Level) = [5]> then\n switch costume to (level 4 v)\n set [level v] to [4]\n set [leben v] to [2]\n end\n if <(Level) = [6]> then\n switch costume to (level 5 v)\n set [level v] to [5]\n set [leben v] to [2]\n end\n if <(Level) = [7]> then\n switch costume to (level 6 v)\n set [level v] to [6]\n set [leben v] to [2]\n end\n if <(Level) = [8]> then\n switch costume to (level 7 v)\n set [level v] to [7]\n set [leben v] to [2]\n end\n if <(Level) = [9]> then\n switch costume to (level 8 v)\n set [level v] to [8]\n set [leben v] to [2]\n end\n if <(Level) = [10]> then\n switch costume to (level 9 v)\n set [level v] to [9]\n set [leben v] to [2]\n end\n if <(Level) = [11]> then\n switch costume to (level 10 v)\n set [level v] to [10]\n set [leben v] to [2]\n end\n if <(Level) = [12]> then\n switch costume to (level 11 v)\n set [level v] to [11]\n set [leben v] to [2]\n end\n if <(Level) = [13]> then\n switch costume to (level 12 v)\n set [level v] to [12]\n set [leben v] to [2]\n end\n if <(Level) = [14]> then\n switch costume to (level 13 v)\n set [level v] to [13]\n set [leben v] to [2]\n end\n if <(Level) = [15]> then\n switch costume to (level 14 v)\n set [level v] to [14]\n set [leben v] to [2]\n end\n if <(Level) = [16]> then\n switch costume to (level 15 v)\n set [level v] to [15]\n set [leben v] to [2]\n end\n if <(Level) = [17]> then\n switch costume to (level 16 v)\n set [level v] to [16]\n set [leben v] to [2]\n end\n if <(Level) = [18]> then\n switch costume to (level 17 v)\n set [level v] to [17]\n set [leben v] to [2]\n end\n if <(Level) = [19]> then\n switch costume to (level 18 v)\n set [level v] to [18]\n set [leben v] to [2]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n end\n if <(Level) = [16]> then\n switch costume to (level 16 v)\n end\n if <(Level) = [17]> then\n switch costume to (level 17 v)\n end\n if <(Level) = [18]> then\n switch costume to (level 18 v)\n end\n if <(Level) = [19]> then\n switch costume to (level 19 v)\n end\n if <(Level) = [20]> then\n switch costume to (level 20 v)\n end\nend\n\n@Hindernis\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(Level) = [7]> then\n show\n switch costume to (7 v)\n else\n if <(Level) = [8]> then\n show\n switch costume to (8 v)\n else\n if <(Level) = [9]> then\n show\n switch costume to (9 v)\n else\n if <(Level) = [10]> then\n show\n switch costume to (10 v)\n else\n if <(Level) = [11]> then\n show\n switch costume to (11 v)\n else\n if <(Level) = [12]> then\n show\n switch costume to (12 v)\n else\n if <(Level) = [14]> then\n show\n switch costume to (14 v)\n else\n if <(Level) = [15]> then\n show\n switch costume to (15 v)\n else\n if <(Level) = [19]> then\n show\n switch costume to (19 v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Portal\n\nwhen [1 v] key pressed\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\n\n@Play\n\nwhen [1 v] key pressed\nhide\n\nwhen this sprite clicked\nif <(☁ working) = [1]> then\n if <not <(username) = [LXXXL]>> then\n go to x: (0) y: (0)\n switch costume to (working v)\n go to [front v] layer\n stop [all v]\n end\n show variable [☁ working v]\nend\nset [time v] to [0]\npoint in direction (90)\nbroadcast (start v)\nhide\nswitch backdrop to (normal v)\nrepeat until <(Level) = [20]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nif <not <(username) = [LXXXL]>> then\n if <(time) < (☁ best score)> then\n set [☁ best score v] to (time)\n end\nend\nshow variable [time v]\nshow variable [☁ best score v]\n\nwhen flag clicked\nhide variable [☁ working v]\nhide variable [☁ best score v]\nhide variable [time v]\nset [time v] to [0]\ngo to x: (0) y: (-100)\npoint in direction (90)\nset size to (100) %\nswitch costume to (kostüm1 v)\nshow\n\nwhen I receive [anleitung v]\nset size to (80) %\ngo to x: (0) y: (-90)\n\nwhen flag clicked\nrepeat until <(Level) = [2]>\n if <touching (mouse-pointer v)?> then\n repeat until <[120] < (size)>\n change size by (10)\n end\n else\n repeat until <[100] > (size)>\n change size by (-11)\n end\n end\nend\n\n@Anleitung\n\nwhen flag clicked\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n repeat until <[120] < (size)>\n change size by (10)\n end\n else\n repeat until <[100] > (size)>\n change size by (-11)\n end\n end\nend\nset size to (100) %\n\nwhen [1 v] key pressed\nhide\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (Anleitung v)\n\nwhen flag clicked\ngo to x: (0) y: (4)\nset [level v] to [0]\nswitch costume to (1 v)\nshow\n\nwhen I receive [start v]\nhide\n\n@Name\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [anleitung v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Leben anzeige\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\ngo to x: (188) y: (163)\n\nwhen I receive [start v]\nshow\nforever\n set [pixelate v] effect to (0)\n go to [front v] layer\n if <(Leben) = [3]> then\n switch costume to (3 leben v)\n end\n if <(Leben) = [2]> then\n switch costume to (2 leben v)\n end\n if <(Leben) = [1]> then\n switch costume to (1 leben v)\n end\n if <(Leben) = [0]> then\n switch costume to (0 leben v)\n end\n if <[3] < (Leben)> then\n set [pixelate v] effect to (40)\n end\nend\n\n@tot\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ded v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-15)\nend\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (15)\nend\nhide\n\n@Bewegungs Boden\n\nwhen [1 v] key pressed\nhide\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <(Level) = [16]> then\n go to x: (-85) y: (-100)\n show\n repeat (50)\n change y by (2)\n end\n repeat (50)\n change y by (-2)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [16]>> then\n hide\n end\nend\n\nset [leben v] to [1]\n\n@Licht\n\nwhen [1 v] key pressed\npoint in direction (120)\ngo to x: (7) y: (-14)\nset size to (120) %\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n go to (spieler v)\nend\n\n@Bewegungs Boden2\n\nwhen [1 v] key pressed\nhide\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <(Level) = [16]> then\n go to x: (130) y: (60)\n show\n repeat (50)\n change x by (-2)\n end\n repeat (50)\n change x by (2)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [16]>> then\n hide\n end\nend\n\n@Bewegungs Boden halterung\n\nwhen [1 v] key pressed\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n go to [back v] layer\n go to x: (130) y: (60)\n show\n go to [back v] layer\n repeat (50)\n go to [back v] layer\n change x by (-2)\n go to [back v] layer\n end\n go to [back v] layer\n repeat (50)\n change x by (2)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [16]>> then\n hide\n end\nend\n\n@Bewegungs Boden halterung2\n\nwhen [1 v] key pressed\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n go to [back v] layer\n go to x: (-85) y: (-100)\n show\n repeat until <not <(Level) = [16]>>\n go to [back v] layer\n repeat (50)\n change y by (2)\n go to [back v] layer\n end\n repeat (50)\n go to [back v] layer\n change y by (-2)\n end\n go to [back v] layer\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [16]>> then\n hide\n end\nend\n\n@Level\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\ngo to x: (-195) y: (163)\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n end\n if <(Level) = [16]> then\n switch costume to (level 16 v)\n end\n if <(Level) = [17]> then\n switch costume to (level 17 v)\n end\n if <(Level) = [18]> then\n switch costume to (level 18 v)\n end\n if <(Level) = [19]> then\n switch costume to (level 19 v)\n end\n if <(Level) = [20]> then\n switch costume to (level 20 v)\n end\nend\n\nwhen I receive [start v]\nif <(username) = [LXXXL]> then\n show variable [☁ working v]\n wait (1) seconds\n say [Für Info Levelanzeige Berühren] for (3) seconds\n forever\n if <touching (mouse-pointer v)?> then\n say [y=100Leben x=1Leben c=gehe zu Mauszeiger 1=zurücksetzen auf Startbild v=+1Leben b=level wählen] for (0.1) seconds\n end\n end\nend\n\n@leben\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(Level) = [11]>\ngo to x: (8) y: (163)\nshow\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [11]>> then\n hide\n end\n if <<touching (spieler v)?> and <not <(Leben) = [3]>>> then\n change [leben v] by (1)\n hide\n end\nend\n\n@Figur1\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [next level v]\nshow\nstart sound [Coin2 v]\nrepeat (12)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (0.1) seconds\nbroadcast (next level 2 v)\nchange [level v] by (1)\nwait (0.1) seconds\nrepeat (12)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@geschoss1\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [18]> then\n point in direction (90)\n go to x: (78) y: (-104)\n create clone of (_myself_ v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (10)\n if <not <(Level) = [18]>> then\n delete this clone\n end\nend\ndelete this clone\n\n@geschoss2\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [18]> then\n point in direction (90)\n go to x: (-134) y: (-104)\n create clone of (_myself_ v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (10)\n if <not <(Level) = [18]>> then\n delete this clone\n end\nend\ndelete this clone\n\n@geschoss4\n\nwhen [1 v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [18]> then\n go to x: (200) y: (-30)\n create clone of (_myself_ v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\n if <not <(Level) = [18]>> then\n delete this clone\n end\nend\ndelete this clone\n\n
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\nUse arrow keys or WASD to control
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#1|| *・Ice Adventure!!!・*|| ~a scroll platformer~
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@Stage\n\nwhen I receive [game start v]\nrepeat until <(gameちゅう?) = [0]>\n play sound [Goodbye v] until done\nend\n\nwhen flag clicked\nset [音量 v] to [100]\nbroadcast (画面 v)\n\nwhen I receive [画面 v]\nrepeat until <(gameちゅう?) = [1]>\n play sound [Summit v] until done\nend\n\nwhen I receive [game start v]\nstop all sounds\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen I receive [画面 v]\nstop all sounds\n\n@スプライト1\n\ndefine 配置\nset [my x v] to [-256]\nrepeat (17)\n set [my y v] to [-208]\n repeat (14)\n create clone of (_myself_ v)\n change [my y v] by (32)\n end\n change [my x v] by (32)\nend\n\ndefine 位置確認\nrepeat until <not <[32] < ((My x) + ((scroll x) - ((My x) + (+x))))>>\n change [+x v] by (32)\nend\nrepeat until <not <((My x) + ((scroll x) - ((My x) + (+x)))) < [-32]>>\n change [+x v] by (-32)\nend\nrepeat until <not <[32] < ((My y) + ((scroll y) - ((My y) + (+y))))>>\n change [+y v] by (32)\nend\nrepeat until <not <((My y) + ((scroll y) - ((My y) + (+y)))) < [-32]>>\n change [+y v] by (-32)\nend\n\ndefine 数 (数) (個数)\nset [数 v] to []\nrepeat (個数)\n set [数 v] to (join (数) (数))\nend\n\ndefine 入れ替え (元の数) (入れ替え番目) (入れ替える数)\nset [数2 v] to [0]\nset [数 v] to []\nrepeat (length of (item (元の数) of [地面 v]))\n change [数2 v] by (1)\n if <(入れ替え番目) = (数2)> then\n set [数 v] to (join (数) (入れ替える数))\n else\n set [数 v] to (join (数) (letter (数2) of (item (元の数) of [地面 v])))\n end\nend\nreplace item (元の数) of [地面 v] with (数)\n\nwhen I start as a clone\nforever\n if <<[0] < (モード)> and <[0] < (HP)>> then\n if << (costume [name v]) contains [台]?> and <<(Y) < [-5]> and <touching (スプライト2 v)?>>> then\n start sound [Jump v]\n broadcast (ジャンプ台 v)\n set [雑用 v] to ((500) - (round (((My y) + (+y)) / (32))))\n set [雑用2 v] to ((500) - (round (((My x) + (+x)) / (32))))\n repeat (2)\n 入れ替え (雑用) (雑用2) (item (19) of [変換用 v])\n end\n repeat (2)\n 入れ替え (雑用) (雑用2) (item (18) of [変換用 v])\n end\n repeat (1)\n 入れ替え (雑用) (雑用2) (item (17) of [変換用 v])\n end\n end\n end\nend\n\nwhen I receive [game start v]\ndelete all of [旗よう v]\ndelete all of [押された箱 v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nhide\n配置\nforever\n if <(モード) = [0]> then\n show\n switch costume to ((2) + (入れ替え))\n set size to (100) %\n go to x: (-200) y: (-150)\n else\n hide\n end\nend\n\ndelete all of [地面 v]\n数 [0] [10000]\nrepeat (10000)\n add (数) to [地面 v]\nend\n\nwhen I receive [画面 v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nset [+y v] to [0]\nforever\n 位置確認\n switch costume to ( v)\n go to x: (((My x) + (+x)) - (scroll x)) y: (((My y) + (+y)) - (scroll y))\n set [こす v] to ((1) + (item # of (letter ((500) - (round (((My x) + (+x)) / (32)))) of (item ((500) - (round (((My y) + (+y)) / (32)))) of [地面 v])) in [変換用 v]))\n switch costume to (こす)\n show\n set size to (100) %\n if <(モード) = [0]> then\n if <<([abs v] of ((((My x) + (+x)) - (scroll x)) - (mouse x)) ) < [15]> and <<([abs v] of ((((My y) + (+y)) - (scroll y)) - (mouse y)) ) < [15]> and <<<([abs v] of (mouse y) ) < [150]> and <([abs v] of (mouse x) ) < [200]>> and <mouse down?>>>> then\n 入れ替え ((500) - (round (((My y) + (+y)) / (32)))) ((500) - (round (((My x) + (+x)) / (32)))) (item ((入れ替え) + (1)) of [変換用 v])\n end\n end\n if <(こす) = [27]> then\n point in direction ((50) * (timer))\n else\n point in direction (90)\n end\n if <[押された箱 v] contains (join ((500) - (round (((My y) + (+y)) / (32)))) ((500) - (round (((My x) + (+x)) / (32)))))?> then\n switch costume to (空 v)\n else\n if <[旗よう v] contains (join ((500) - (round (((My y) + (+y)) / (32)))) ((500) - (round (((My x) + (+x)) / (32)))))?> then\n switch costume to (コスチューム35 v)\n end\n end\n if <[0] < (モード)> then\n if <touching (スプライト2 v)?> then\n if <(こす) = [30]> then\n delete all of [押された箱用 v]\n add ((My x) + (+x)) to [押された箱用 v]\n add ((My y) + (+y)) to [押された箱用 v]\n change [hp v] by (1)\n broadcast (ブロック v)\n add (join ((500) - (round (((My y) + (+y)) / (32)))) ((500) - (round (((My x) + (+x)) / (32))))) to [押された箱 v]\n switch costume to (空 v)\n set [y v] to [0]\n start sound [Kick Drum v]\n else\n if <<(こす) = [44]> and <not <[旗よう v] contains (join ((500) - (round (((My y) + (+y)) / (32)))) ((500) - (round (((My x) + (+x)) / (32)))))?>>> then\n add (join ((500) - (round (((My y) + (+y)) / (32)))) ((500) - (round (((My x) + (+x)) / (32))))) to [旗よう v]\n set [初期x v] to ((My x) + (+x))\n set [初期y v] to ((My y) + (+y))\n start sound [Collect v]\n if <(HP) < [3]> then\n set [hp v] to [3]\n end\n else\n if <(こす) = [46]> then\n broadcast (ごーる v)\n set [モード v] to [-2]\n start sound [Collect v]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set volume to (音量) %\nend\n\n@スプライト2\n\ndefine 動き\nswitch costume to (コスチューム v)\nset rotation style [left-right v]\nif <<<[50] < (mouse x)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n switch costume to (コスチューム1 v)\nend\nif <<<[-50] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n switch costume to (コスチューム1 v)\nend\nif <<<[50] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム3 v)\n end\nend\nif <(costume [number v]) = [1]> then\n set [x v] to ((x) * (0.96))\nelse\n set [x v] to ((x) * (0.83))\nend\nchange x by (x)\nrepeat (10)\n if <<touching color (#81fffd)?> or <<touching color (#a9d4ff)?> or <<touching color (#62c9ff)?> or <touching color (#e3a406)?>>>> then\n change y by (1)\n end\nend\nif <<touching color (#81fffd)?> or <<touching color (#a9d4ff)?> or <<touching color (#62c9ff)?> or <touching color (#e3a406)?>>>> then\n 壁\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <<touching color (#81fffd)?> or <<touching color (#a9d4ff)?> or <<touching color (#62c9ff)?> or <touching color (#e3a406)?>>>> then\n 床\nend\nchange [scroll x v] by (round ((x position) / (7)))\nchange [scroll y v] by (round ((y position) / (10)))\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nelse\n change x by ((0) - (round ((x position) / (7))))\nend\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nelse\n change y by ((0) - (round ((y position) / (10))))\nend\nif <(Y) < [-15]> then\n set [y v] to [-15]\nend\nif <<(無敵?) = [0]> and <<touching color (#27dbff)?> or <touching color (#66e6ff)?>>> then\n start sound [Crunch v]\n change [hp v] by (-1)\n set [無敵? v] to ((4) + (timer))\nend\nif <(y position) < [-179]> then\n start sound [Crunch v]\n change [hp v] by ((0) - (HP))\nend\n\ndefine 床\nif <<touching color (#e3a406)?> and <[0] < (Y)>> then\n\ndefine 壁\nchange y by (-10)\nrepeat until <not <<touching color (#81fffd)?> or <<touching color (#a9d4ff)?> or <<touching color (#62c9ff)?> or <touching color (#e3a406)?>>>>>\n change x by ((-0.83) * ((x) / ([abs v] of (x) )))\nend\nset [x v] to [0]\n\nwhen I receive [初期値 v]\npoint in direction (90)\nswitch costume to (コスチューム v)\ngo to x: (0) y: (0)\nset [scroll x v] to (初期x)\nset [scroll y v] to (初期y)\nset [x v] to [0]\nset [y v] to [0]\nset [hp v] to [-1]\n\nwhen I receive [復活 v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [hp v] to [3]\n\nwhen I receive [ジャンプ台 v]\nif <[0] < (HP)> then\n set [y v] to [17]\nend\n\nif <<<[50] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [17]\nelse\n set [y v] to [8.5]\nend\n\nwhen I receive [game start v]\nset [gameちゅう? v] to [1]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset [無敵? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <not <(gameちゅう?) = [1]>>\n if <[0] = (モード)> then\n if <<<[200] < (mouse x)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [scroll x v] by (8)\n end\n if <<<[-200] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [scroll x v] by (-8)\n end\n if <<<[150] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [scroll y v] by (8)\n end\n if <<<(mouse y) < [-150]> and <mouse down?>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n change [scroll y v] by (-8)\n end\n else\n if <(モード) < [0]> then\n if <(モード) = [-2]> then\n switch costume to (コスチューム v)\n change [scroll x v] by (round ((x position) / (7)))\n change [scroll y v] by (round ((y position) / (10)))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n else\n change x by ((0) - (round ((x position) / (7))))\n end\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n else\n change y by ((0) - (round ((y position) / (10))))\n end\n end\n else\n if <[0] < (HP)> then\n 動き\n end\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <[0] < (HP)> then\n if <(無敵?) < (timer)> then\n set [無敵? v] to [0]\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n end\nend\n\nwhen I receive [game start v]\npoint in direction (90)\nwait until <(HP) = [3]>\nforever\n if <(HP) = [0]> then\n set [y v] to [15]\n change y by (1)\n repeat until <(y position) < [-179]>\n change [y v] by (-1)\n change y by (Y)\n set rotation style [all around v]\n turn right (5) degrees\n end\n set rotation style [left-right v]\n set [ghost v] effect to (100)\n broadcast (幕 v) and wait\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [画面 v]\nhide\n\nwhen I receive [game start v]\nforever\n set volume to (音量) %\nend\n\nwhen I receive [ごーる v]\nif <(gameちゅう?) = [?]> then\n hide\nend\n\n@スプライト3\n\nwhen I receive [game start v]\nshow\nset [hp v] to [3]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to x: (-180) y: (160)\n switch costume to ((4) - (HP))\n if <[3] < (HP)> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [画面 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ごーる v]\nif <(gameちゅう?) = [?]> then\n hide\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [幕 v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-7)\nend\ngo to x: (0) y: (0)\nif <(gameちゅう?) = [0]> then\n set [初期x v] to [0]\n set [初期y v] to [0]\n broadcast (game start v)\nelse\n if <(gameちゅう?) = [1]> then\n wait (0) seconds\n broadcast (初期値 v)\n else\n broadcast (画面 v)\n end\nend\nset [モード v] to [-1]\nwait (1) seconds\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nrepeat until <(round (y position)) = [345]>\n change y by (((345) - (y position)) / (5))\n set [ghost v] effect to ((y position) - (245))\nend\nhide\ngo to x: (0) y: (0)\nbroadcast (復活 v)\nset [モード v] to [1]\n\nwhen I receive [game start v]\ngo to [front v] layer\n\nwhen I receive [ごーる v]\nif <(gameちゅう?) = [?]> then\n hide\nend\n\n@雪\n\ndefine 雪\nrepeat (15)\n set [x v] to (pick random (-240) to (240))\n set [y v] to (pick random (180) to (-180))\n set [おおきさ v] to (pick random (25) to (150))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n show\n switch costume to (コスチューム2 v)\n if <(gameちゅう?) = [0]> then\n go to [back v] layer\n go [forward v] (1) layers\n set [すくろるx v] to (((mouse x) / (-7)) / (10))\n set [すくろるy v] to (((mouse y) / (-7)) / (10))\n else\n go to [front v] layer\n go [backward v] (1) layers\n set [すくろるx v] to (scroll x)\n set [すくろるy v] to (scroll y)\n end\n go to x: ((x) - (すくろるx)) y: ((y) - (すくろるy))\n set size to (おおきさ) %\n change [x v] by (((2) * ((おおきさ) / (100))) * ([sin v] of (((100) * ((おおきさ) / (100))) * ((timer) - ((60) * ((おおきさ) / (100))))) ))\n change [y v] by ((-3.5) * ((おおきさ) / (100)))\n if <[200] < ([abs v] of (y position) )> then\n set [x v] to ((すくろるx) + (pick random (-240) to (240)))\n set [y v] to ((すくろるy) + ((199) * (((0) - (x position)) / ([abs v] of (x position) ))))\n end\n switch costume to (コスチューム1 v)\n if <touching (スプライト2 v)?> then\n hide\n end\n if <[260] < ([abs v] of (x position) )> then\n set [x v] to ((すくろるx) + ((239) * (((0) - (x position)) / ([abs v] of (x position) ))))\n set [y v] to ((すくろるy) + (pick random (200) to (-180)))\n end\nend\n\nwhen I receive [game start v]\nbroadcast (雪 v)\ndelete this clone\n\nwhen I receive [雪 v]\nhide\n雪\n\nwhen I receive [初期値 v]\nbroadcast (雪 v)\ndelete this clone\n\nwhen I receive [画面 v]\nset [gameちゅう? v] to [0]\nbroadcast (雪 v)\ndelete this clone\n\n@スプライト5\n\nwhen I start as a clone\nshow\nif <(もーど) = [1]> then\n forever\n set size to (100) %\n switch costume to (コスチューム1 v)\n change x by ((((mouse x) / (-7)) - (x position)) / (10))\n change y by ((((mouse y) / (-7)) - (y position)) / (10))\n go to [back v] layer\n end\nend\nif <(もーど) = [2]> then\n forever\n switch costume to (コスチューム2 v)\n change x by ((((mouse x) / (15)) - (x position)) / (10))\n change y by ((((100) + ((mouse y) / (15))) - (y position)) / (10))\n set size to ((110) + ((5) * ([sin v] of ((120) * (timer)) ))) %\n go to [front v] layer\n go [backward v] (4) layers\n end\nend\nif <(もーど) = [3]> then\n set [ざつ v] to [100]\n forever\n switch costume to (コスチューム3 v)\n change x by ((((-25) + ((mouse x) / (15))) - (x position)) / (10))\n change y by ((((-100) + ((mouse y) / (15))) - (y position)) / (10))\n set size to ((ざつ) + ((-5) * ([sin v] of ((120) * (timer)) ))) %\n go to [front v] layer\n go [backward v] (2) layers\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [ざつ v] by (((110) - (ざつ)) / (5))\n if <mouse down?> then\n set [brightness v] effect to (-15)\n end\n else\n change [ざつ v] by (((100) - (ざつ)) / (5))\n end\n end\nend\nif <(もーど) = [4]> then\n switch costume to (コスチューム4 v)\n set [ざつ v] to [100]\n forever\n change x by ((((75) + ((mouse x) / (15))) - (x position)) / (10))\n change y by ((((-100) + ((mouse y) / (15))) - (y position)) / (10))\n set size to ((ざつ) + ((-5) * ([sin v] of ((120) * (timer)) ))) %\n go to [front v] layer\n go [backward v] (3) layers\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [ざつ v] by (((115) - (ざつ)) / (5))\n if <mouse down?> then\n set [brightness v] effect to (-15)\n end\n else\n change [ざつ v] by (((100) - (ざつ)) / (5))\n end\n end\nend\n\nwhen I receive [画面 v]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset [もーど v] to [1]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (100)\nset [もーど v] to [2]\ncreate clone of (_myself_ v)\ngo to x: (-25) y: (-100)\nset [もーど v] to [3]\ncreate clone of (_myself_ v)\ngo to x: (75) y: (-100)\nset [もーど v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I receive [game start v]\ndelete this clone\n\nwhen I start as a clone\nif <(もーど) = [1]> then\n forever\nend\nif <(もーど) = [2]> then\n forever\nend\nif <(もーど) = [3]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n start sound [Magic Spell v]\n broadcast (幕 v)\n \n end\n end\n end\n end\nend\nif <(もーど) = [4]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [4]> then\n switch costume to (コスチューム5 v)\n set [音量 v] to [0]\n else\n start sound [Collect v]\n switch costume to (コスチューム4 v)\n set [音量 v] to [100]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set volume to (音量) %\nend\n\n@スプライト6\n\nwhen I receive [ブロック v]\nif <(costume [number v]) = [3]> then\n switch costume to (コスチューム2 v)\n set [自分x v] to (item (1) of [押された箱用 v])\n set [自分y v] to (item (2) of [押された箱用 v])\n create clone of (_myself_ v)\n if <[3] < (HP)> then\n switch costume to (コスチューム1 v)\n set [自分x v] to ((-247.5) + ((34) * (HP)))\n set [自分y v] to [160]\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム3 v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n forever\n set size to (20) %\n go to x: (自分x) y: (自分y)\n if <(HP) < (((自分x) - (-247.5)) / (34))> then\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [2]> then\n set size to (100) %\n repeat (7)\n go to x: ((自分x) - (scroll x)) y: ((自分y) - (scroll y))\n change [ghost v] effect by (15)\n change size by (5)\n end\n delete this clone\nend\n\nwhen I receive [画面 v]\ndelete this clone\n\n@スプライト7\n\nwhen I receive [ごーる v]\nif <not <(gameちゅう?) = [?]>> then\n クローン2\n wait (0.5) seconds\nend\nクローン\n\nwhen flag clicked\nhide\n\ndefine クローン\nset [番号 v] to [0]\nrepeat (9)\n change [番号 v] by (1)\n switch costume to (番号)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [10]> then\n set size to (55) %\n show\n go to x: (0) y: (-180)\n repeat until <(round (y position)) = [-100]>\n change y by (((-100) - (y position)) / (7.5))\n if <(y position) < [-120]> then\n set [ghost v] effect to ((1.5) * ((-120) - (y position)))\n if <<[2] < (costume [number v])> and <[1] = ((costume [number v]) mod (2))>> then\n set [ghost v] effect to (100)\n end\n end\n end\nend\n\ndefine クローン2\nset [番号 v] to [9]\nrepeat (2)\n change [番号 v] by (1)\n switch costume to (番号)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) < [10]> then\n if <[-120] < (y position)> then\n if <<[2] < (costume [number v])> and <[1] = ((costume [number v]) mod (2))>> then\n wait ((0.075) * (costume [number v])) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [9]>> then\n start sound [Collect v]\n end\n if <<(costume [number v]) = [9]> and <not <(gameちゅう?) = [?]>>> then\n wait (1.5) seconds\n set [gameちゅう? v] to [2]\n broadcast (幕 v)\n end\n stop [this script v]\n else\n if <[3] < (costume [number v])> then\n wait (((0.075) * (costume [number v])) - (0.01)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <[9] < (costume [number v])> then\n set size to (75) %\n show\n if <(costume [number v]) = [10]> then\n go to x: (-100) y: (180)\n end\n if <(costume [number v]) = [11]> then\n go to x: (100) y: (180)\n end\n repeat until <(round (y position)) = [100]>\n change y by (((100) - (y position)) / (10))\n if <[120] < (y position)> then\n set [ghost v] effect to ((1.5) * ([abs v] of ((120) - (y position)) ))\n end\n end\nend\n\nwhen I receive [画面 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n set volume to (音量) %\nend\n\n@サムネイルにしよう\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nhide\nforever\n set [ちめ v] to (timer)\nend\n\nwhen [timer v] > (ちめ)\ngo to [back v] layer\nset [gameちゅう? v] to [?]\nbroadcast (ごーる v)\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n
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in the event of a lag↓\nhttps://turbowarp.org/704970503\n〜English〜\n[How to use]\nPC…arrow keys, WASD keys.\nMobile…tap.\n\nSequel in the works!!!\n\n[credit]\n@-Xaf-\n\n[tags]\n#all #games #platformer #art #katsuo777
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Rᴀɪɴʏ Dᴀʏ【Platformer/プラットフォーマー】
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@Stage\n\nwhen flag clicked\nswitch backdrop to (イントロ画面 v)\nset volume to (100) %\nforever\n if <<([costume # v] of [地面 v]) = [13]> and <([x position v] of [プレーヤー v]) > [225]>> then\n repeat (10)\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [イントロ消える v]\nset [背景コスチューム v] to [1]\nswitch backdrop to (背景1 v)\nforever\n if <(NEXT終わり) = [1]> then\n set [背景コスチューム v] to ((backdrop [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch backdrop to (背景コスチューム)\n end\n end\nend\n\nwhen I receive [始まり v]\nforever\n play sound [雨音 v] until done\nend\n\n@プレーヤー\n\nwhen I receive [メッセージ3 v]\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [始まり v]\ngo to [front v] layer\nshow\ngo [backward v] (4) layers\nswitch costume to (正面 v)\nset size to (65) %\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<([costume # v] of [地面 v]) = [13]> and <(x position) > [225]>> then\n broadcast (owari v)\n wait until <not <(x position) > [225]>>\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.75)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.75)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <(x position) > [225]> then\n broadcast (メッセージ1 v)\n hide\n repeat until <(NEXT終わり) = [2]>\n go to x: (-200) y: (25)\n end\n end\n if <<<<touching (障害物 v)?> or <touching (障害物2 v)?>> or <(y position) < [-171]>> or <touching (マグマ v)?>> then\n set rotation style [all around v]\n set [ダメージy v] to [15]\n set [ダメージ向き v] to [30]\n switch costume to (正面3 v)\n turn right (ダメージ向き) degrees\n change y by (ダメージy)\n change [ダメージy v] by (-1)\n change [ダメージ向き v] by (-1.2)\n repeat until <(y position) < [-185]>\n switch costume to (正面3 v)\n turn right (ダメージ向き) degrees\n change y by (ダメージy)\n change [ダメージy v] by (-1)\n change [ダメージ向き v] by (-1.2)\n end\n go to x: (-200) y: (25)\n point in direction (90)\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [17]\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [15]\n else\n set [x v] to [-15]\n end\n set [y v] to [14.5]\n end\n if <<key (up arrow v) pressed?> or <<key (a v) pressed?> or <key (space v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n 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 ((y) * (-1))\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 <key (space v) pressed?>>> and <touching (地面 v)?>> then\n start sound [ジャンプ v]\n set [y v] to [14]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (正面2 v)\n else\n switch costume to (正面3 v)\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [イントロ消える v]\nshow\nset [地面コスチューム v] to [1]\nforever\n if <(NEXT終わり) = [1]> then\n set [地面コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (地面コスチューム)\n end\n end\n if <(地面コスチューム) = [13]> then\n broadcast (ステージクリア v)\n stop [this script v]\n end\nend\n\n@よろいく\n\nwhen I receive [ステージクリア v]\nwait (1.5) seconds\nshow\ngo to [back v] layer\nset [変数4 v] to [0]\ngo to x: (-25) y: (215)\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [12]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [9]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [6]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [3]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [1]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [0.5]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\n\nwhen flag clicked\nhide\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ消える v]\nshow\nset [障害物コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(NEXT終わり) = [1]> then\n set [障害物コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (障害物コスチューム)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n go to x: (120) y: (35)\n turn left (3) degrees\n else\n go to x: (0) y: (0)\n point in direction (90)\n end\nend\n\n@ありごとう\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージクリア v]\nwait (0.5) seconds\ngo to [back v] layer\nshow\nset [変数2 v] to [36]\npoint in direction (-90)\nrepeat (30)\n turn right (変数2) degrees\n set [変数2 v] to ((変数2) * (0.8))\nend\n\nwhen I receive [ステージクリア v]\nwait (0.5) seconds\nset [変数3 v] to [50]\ngo to x: (-272) y: (50)\nrepeat (30)\n change x by (変数3)\n set [変数3 v] to ((変数3) * (0.8))\nend\n\n@みへね\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージクリア v]\nwait (4.5) seconds\ngo to x: (-30) y: (206)\nshow\ngo to [back v] layer\nset [変数5 v] to [-16]\nrepeat (30)\n change y by (変数5)\n set [変数5 v] to ((変数5) * (0.8))\nend\n\n@サムネィル\n\nwhen flag clicked\nswitch costume to (うん、良い。\(\( v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@ペントロエンジン\n\ndefine くるん\nturn right (1) degrees\nrepeat (50)\n turn right ([abs v] of (((90) - (direction)) / (5)) ) degrees\nend\nturn right (1) degrees\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d)\ngo to x: (x1) y: (y1)\nrepeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n change x by (((x2) - (x position)) / (d))\n change y by (((y2) - (y position)) / (d))\nend\n\ndefine clone (name) (id)\nset [id v] to [0]\nset [name v] to (name)\nrepeat (id)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine えくすぷろーじょん! 大きさ (大きさ) 太さ (太さ) x (x) y (y)\npen up\npoint in direction (90)\ngo to x: (x) y: (y)\nrepeat (14)\n turn left (26) degrees\n move (大きさ) steps\n set pen size to (太さ)\n pen down\n move (70) steps\n pen up\n go to x: (x) y: (y)\nend\n\ndefine EXPLOSION (x) (y)\ngo to x: (x) y: (y)\nset [細さ v] to [10]\nset [動かすヤツ v] to [0]\nset pen color to (#00ffd8)\nrepeat (30)\n erase all\n えくすぷろーじょん! 大きさ (動かすヤツ) 太さ (細さ) x (x) y (y)\n change [動かすヤツ v] by (((100) - (動かすヤツ)) / (9))\nend\nrepeat (10)\n erase all\n えくすぷろーじょん! 大きさ (動かすヤツ) 太さ (細さ) x (x) y (y)\n change [動かすヤツ v] by (((100) - (動かすヤツ)) / (9))\n change [太さ v] by (-1)\nend\nerase all\nwait (0.5) seconds\n\ndefine 描画\npen up\nset [カウント v] to [1]\nrepeat ((length of [ショックウェーブ v]) / (4))\n pen up\n pen up\n set pen color to (#00ffd8)\n set pen size to (item (((カウント) * (4)) - (0)) of [ショックウェーブ v])\n point in direction (0)\n go to x: ((([sin v] of (direction) ) * (item (((カウント) * (4)) - (1)) of [ショックウェーブ v])) + (item (((カウント) * (4)) - (3)) of [ショックウェーブ v])) y: ((([cos v] of (direction) ) * (item (((カウント) * (4)) - (1)) of [ショックウェーブ v])) + (item (((カウント) * (4)) - (2)) of [ショックウェーブ v]))\n pen down\n repeat (61)\n turn right (6) degrees\n go to x: ((([sin v] of (direction) ) * (item (((カウント) * (4)) - (1)) of [ショックウェーブ v])) + (item (((カウント) * (4)) - (3)) of [ショックウェーブ v])) y: ((([cos v] of (direction) ) * (item (((カウント) * (4)) - (1)) of [ショックウェーブ v])) + (item (((カウント) * (4)) - (2)) of [ショックウェーブ v]))\n end\n pen up\n replace item (((カウント) * (4)) - (0)) of [ショックウェーブ v] with ((item (((カウント) * (4)) - (0)) of [ショックウェーブ v]) - (1))\n replace item (((カウント) * (4)) - (1)) of [ショックウェーブ v] with ((item (((カウント) * (4)) - (1)) of [ショックウェーブ v]) + (((60) - (item (((カウント) * (4)) - (1)) of [ショックウェーブ v])) / (10)))\n if <(item (((カウント) * (4)) - (0)) of [ショックウェーブ v]) < [0]> then\n delete (((カウント) * (4)) - (0)) of [ショックウェーブ v]\n delete (((カウント) * (4)) - (1)) of [ショックウェーブ v]\n delete (((カウント) * (4)) - (2)) of [ショックウェーブ v]\n delete (((カウント) * (4)) - (3)) of [ショックウェーブ v]\n else\n change [カウント v] by (1)\n end\nend\n\ndefine ショックウェーブ (x) (y)\ndelete all of [ショックウェーブ v]\nショックウェーブを追加する X座標 (x) y (y)\nrepeat (22)\n erase all\n 描画\nend\n\ndefine ショックウェーブを追加する X座標 (x) y (y)\nadd (x) to [ショックウェーブ v]\nadd (y) to [ショックウェーブ v]\nadd [0] to [ショックウェーブ v]\nadd [20] to [ショックウェーブ v]\n\nショックウェーブ [0] [0]\npoint in direction (90)\n\nEXPLOSION [0] [0]\npoint in direction (90)\n\nwhen flag clicked\n\ndefine 描く\nreplace item (1) of [x v] with ((item (1) of [x v]) - (3))\ngo to x: (item (1) of [x v]) y: ((([sin v] of ((item (1) of [x v]) * (3)) ) * (7)) + (120))\nset pen color to (#ffffff)\nset pen size to (25)\nrepeat (70)\n if <touching (_edge_ v)?> then\n pen up\n end\n pen down\n go to x: ((x position) - (1)) y: ((([sin v] of ((x position) * (3)) ) * (7)) + (120))\nend\npen up\ngo to x: (item (1) of [x v]) y: ((([sin v] of ((item (1) of [x v]) * (3)) ) * (7)) + (120))\nset pen color to (#00ffe5)\nset pen size to (15)\nrepeat (70)\n if <touching (_edge_ v)?> then\n pen up\n end\n pen down\n go to x: ((x position) - (1)) y: ((([sin v] of ((x position) * (3)) ) * (7)) + (120))\nend\npen up\nreplace item (2) of [x v] with ((item (2) of [x v]) + (3))\ngo to x: (item (2) of [x v]) y: ((([sin v] of ((item (2) of [x v]) * (3)) ) * (7)) + (-120))\nset pen color to (#ffffff)\nset pen size to (25)\nrepeat (70)\n if <touching (_edge_ v)?> then\n pen up\n end\n pen down\n go to x: ((x position) - (-1)) y: ((([sin v] of ((x position) * (3)) ) * (7)) + (-120))\nend\npen up\ngo to x: (item (2) of [x v]) y: ((([sin v] of ((item (2) of [x v]) * (3)) ) * (7)) + (-120))\nset pen color to (#00ffe4)\nset pen size to (15)\nrepeat (70)\n if <touching (_edge_ v)?> then\n pen up\n end\n pen down\n go to x: ((x position) - (-1)) y: ((([sin v] of ((x position) * (3)) ) * (7)) + (-120))\nend\npen up\n\ndefine くね\ngo to x: (-105) y: (-115)\nerase all\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [+- v]\nadd [240] to [x v]\nadd [130] to [y v]\nadd [-250] to [x v]\nadd [-130] to [y v]\nadd [-5] to [+- v]\nadd [5] to [+- v]\nwait (0.6) seconds\nrepeat until <[240] < (item (2) of [x v])>\n erase all\n 描く\nend\nerase all\n\ndefine 描く (x) (y) (大きさ) (むき)\nset [1.1 v] to (むき)\nset pen color to (#ff0000)\nset pen size to (変な数字)\nrepeat (10)\n go to x: (((x) - (([sin v] of (1.1) ) * (大きさ))) * (1)) y: (((y) - (([cos v] of (1.1) ) * (大きさ))) * (1))\n pen down\n change [1.1 v] by (10)\nend\npen up\n\nset [変な数字 v] to [30]\nrepeat (30)\n erase all\n 描く [100] [0] [50] [90]\n 描く [100] [0] [50] [-90]\n set [変な数字 v] to ((変な数字) * (0.9))\nend\nerase all\n\nset [変な数字 v] to [30]\nrepeat (30)\n erase all\n 描く [-100] [0] [50] [90]\n 描く [-100] [0] [50] [-90]\n set [変な数字 v] to ((変な数字) * (0.9))\nend\nerase all\n\nwhen flag clicked\nclone [text] [1]\n\ndefine 大小\nset size to (0) %\nset [変数4 v] to [0]\nrepeat (75)\n change size by (変数4)\n change [変数4 v] by ((((100) - (size)) / (10)) - ((変数4) / (10)))\nend\n\nwhen I start as a clone\nif <(name) = [text]> then\n switch costume to (コスチューム2 v)\n go to x: (0) y: (0)\n show\n clear graphic effects\n go to [front v] layer\n 大小\n x: (x position) y: (y position) から X: [240] Y: [0] DIV: [3]\n x: (x position) y: (y position) から X: [-240] Y: [0] DIV: [3]\n x: (x position) y: (y position) から X: [0] Y: [0] DIV: [5]\n くるん\n 大小\n くるん\n repeat (20)\n change [ghost v] effect by (5)\n change size by ((30) - ((size) / (5)))\n end\n broadcast (intro END v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(name) = [ぱっ]> then\n EXPLOSION [0] [0]\n point in direction (90)\n EXPLOSION [0] [0]\n wait (4) seconds\n point in direction (90)\n delete this clone\nend\n\nwhen I start as a clone\nif <(name) = [ショック]> then\n ショックウェーブ [0] [0]\n point in direction (90)\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nwait (1) seconds\nclone [ぱっ] [1]\nwait (5) seconds\nclone [ショック] [1]\nwait (3) seconds\nclone [〇1/4] [1]\n\nclone [ぱっ] [1]\n\ndelete this clone\n\nset [変な数字 v] to [30]\nrepeat (30)\n erase all\n 描く [0] [0] [50] [90]\n 描く [0] [0] [50] [-90]\n set [変な数字 v] to ((変な数字) * (0.9))\nend\nerase all\n\nreset timer\n\nwhen flag clicked\nwait (1) seconds\nplay sound [ROY KNOX - Shining \[NCS Release\] - from YouTube v] until done\nbroadcast (イントロ消える v)\nbroadcast (始まり v)\n\n@雨じゃあ\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり v]\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\npoint in direction (92)\nset [ghost v] effect to (50)\nswitch costume to (pick random (1) to (4))\ngo to x: (pick random (-240) to (242)) y: (222)\nset [雨y v] to [-5]\nrepeat until <(y position) < [-200]>\n change y by (雨y)\n change [雨y v] by (-1)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@障害物2\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ消える v]\nshow\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (障害物コスチューム)\nend\n\nwhen flag clicked\ngo to x: (-65) y: (35)\npoint in direction (90)\nforever\n if <(costume [number v]) = [10]> then\n turn left (3) degrees\n else\n point in direction (90)\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(変数6) = [1]> then\n switch costume to (コスチューム5 v)\n go to x: (-372) y: (0)\n show\n set [変数6 v] to [75]\n repeat (20)\n change x by (変数6)\n set [変数6 v] to ((変数6) * (0.8))\n end\n change x by (1)\n change [変数6 v] by (0)\n repeat (21)\n change x by (変数6)\n change [変数6 v] by (2)\n end\n hide\n wait (0.17) seconds\n set [next終わり v] to [2]\n broadcast (メッセージ3 v)\n delete this clone\nelse\n switch costume to (コスチューム1 v)\n go to x: (-555) y: (0)\n show\n set [変数6 v] to [112]\n repeat (20)\n change x by (変数6)\n set [変数6 v] to ((変数6) * (0.8))\n end\n change x by (1)\n set [next終わり v] to [1]\n wait (0.25) seconds\n change [変数6 v] by (0)\n repeat (23)\n change x by (変数6)\n change [変数6 v] by (2)\n end\n delete this clone\nend\n\nwhen I receive [メッセージ1 v]\nif <not <<([costume # v] of [地面 v]) = [13]> and <([x position v] of [プレーヤー v]) > [225]>>> then\n set [brightness v] effect to (0)\n set [next終わり v] to [0]\n set [変数6 v] to [2]\n repeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n wait (0.1) seconds\n end\n set [brightness v] effect to (0)\n set [変数6 v] to [1]\n create clone of (_myself_ v)\nend\n\n@スプライト1\n\nwhen I receive [始まり v]\nforever\n play sound [Popsicle v] until done\nend\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nforever\n if <<key (m v) pressed?> and <(costume [number v]) = [1]>> then\n show\n set volume to (0) %\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n if <<key (m v) pressed?> and <(costume [number v]) = [2]>> then\n set volume to (100) %\n if <<([costume # v] of [地面 v]) = [13]> and <([x position v] of [プレーヤー v]) > [225]>> then\n set volume to (0) %\n end\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<([costume # v] of [地面 v]) = [13]> and <([x position v] of [プレーヤー v]) > [225]>> then\n repeat (10)\n change volume by (-10)\n end\n end\nend\n\n@ライト(?)\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to (プレーヤー v)\nend\n\nwhen I receive [始まり v]\nshow\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [メッセージ3 v]\nshow\n\n@つづく\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージクリア v]\nwait (5) seconds\ngo to x: (95) y: (-55)\nshow\nset [ghost v] effect to (100)\ngo to [back v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@ジャンプ台\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [イントロ消える v]\nset [ジャンプ台コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\nshow\nforever\n if <(NEXT終わり) = [1]> then\n set [ジャンプ台コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (ジャンプ台コスチューム)\n end\n end\nend\n\n@あうーとろ\n\nwhen I receive [owari v]\noutro start!\n\nwhen flag clicked\nhide\nshow list [リンク\(トリプルクリックでコピー\) v]\n\nwhen I start as a clone\nif <(番号) = [0]> then\n switch costume to (背景 v)\n set size to (1) %\n show\n set [変数 v] to [210]\n set [ghost v] effect to (100)\n repeat (30)\n change [ghost v] effect by (-5)\n change size by (変数)\n set [変数 v] to ((変数) * (0.8))\n end\nelse\n if <(番号) = [1]> then\n go to x: (155) y: (-85)\n show\n switch costume to (きゃら v)\n set size to (80) %\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(番号) = [2]> then\n go to x: (0) y: (-15)\n show\n switch costume to (下 光 v)\n set size to (100) %\n set [変数 v] to [0]\n repeat (15)\n change y by (変数)\n change [変数 v] by (-0.2)\n end\n forever\n repeat (30)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n repeat (30)\n change y by (変数)\n change [変数 v] by (-0.2)\n end\n end\n else\n if <(番号) = [3]> then\n forever\n wait (pick random (0) to (0.08)) seconds\n set [番号 v] to [4]\n create clone of (_myself_ v)\n end\n else\n if <(番号) = [4]> then\n go [backward v] (2) layers\n go to x: (pick random (-240) to (240)) y: (-180)\n show\n switch costume to (pick random (3) to (7))\n set size to (100) %\n set [変数 v] to (pick random (1) to (8))\n set [変数2 v] to (pick random (20) to (30))\n set [あうーとろ2: 変数3 v] to (pick random (-3) to (3))\n repeat (変数2)\n change [ghost v] effect by ((100) / (変数2))\n turn right (あうーとろ2: 変数3) degrees\n change y by (変数)\n end\n delete this clone\n else\n if <(番号) = [5]> then\n go to x: (50) y: (-100)\n show\n switch costume to (かーそる v)\n set size to (90) %\n set [ghost v] effect to (100)\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(番号) = [6]> then\n show\n switch costume to (❤ v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(番号) = [7]> then\n show\n switch costume to (⭐ v)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(番号) = [8]> then\n show\n switch costume to (🚹 v)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(番号) = [9]> then\n delete all of [リンク\(トリプルクリックでコピー\) v]\n add [https://scratch.mit.edu/projects/632562551/] to [リンク\(トリプルクリックでコピー\) v]\n show\n switch costume to (おすすめの作品 v)\n set [ghost v] effect to (100)\n go to x: (-110) y: (75)\n point in direction (90)\n set size to (45) %\n show list [リンク\(トリプルクリックでコピー\) v]\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [変数 v] to [55]\n hide list [リンク\(トリプルクリックでコピー\) v]\n else\n set [変数 v] to [45]\n show list [リンク\(トリプルクリックでコピー\) v]\n end\n end\n else\n if <(番号) = [10]> then\n show\n set [変数 v] to [100]\n switch costume to (おそそめの作品 v)\n set [ghost v] effect to (100)\n go to x: (-104) y: (-35)\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [変数 v] to [110]\n else\n set [変数 v] to [100]\n end\n end\n else\n if <(番号) = [11]> then\n go to x: (135) y: (100)\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(番号) = [1]> then\n set [変数 v] to [0]\n repeat (10)\n change y by (変数)\n change [変数 v] by (0.1)\n end\n forever\n repeat (20)\n change y by (変数)\n change [変数 v] by (-0.1)\n end\n repeat (20)\n change y by (変数)\n change [変数 v] by (0.1)\n end\n end\nend\nif <(番号) = [2]> then\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(番号) = [5]> then\n wait (0.1) seconds\n point in direction (80)\n set [変数 v] to [0]\n repeat (10)\n turn right (変数) degrees\n change [変数 v] by (0.1)\n end\n forever\n repeat (20)\n turn right (変数) degrees\n change [変数 v] by (-0.1)\n end\n repeat (20)\n turn right (変数) degrees\n change [変数 v] by (0.1)\n end\n end\nend\nif <(番号) = [6]> then\n go to x: (-175) y: (-130)\n set [変数 v] to [0]\n repeat (15)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n forever\n repeat (30)\n change y by (変数)\n change [変数 v] by (-0.2)\n end\n repeat (30)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n end\nend\nif <(番号) = [7]> then\n go to x: (-100) y: (-130)\n wait (0.1) seconds\n set [変数 v] to [0]\n repeat (15)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n forever\n repeat (30)\n change y by (変数)\n change [変数 v] by (-0.2)\n end\n repeat (30)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n end\nend\nif <(番号) = [8]> then\n go to x: (-25) y: (-130)\n wait (0.2) seconds\n set [変数 v] to [0]\n repeat (15)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n forever\n repeat (30)\n change y by (変数)\n change [変数 v] by (-0.2)\n end\n repeat (30)\n change y by (変数)\n change [変数 v] by (0.2)\n end\n end\nend\nif <(番号) = [9]> then\n forever\n change size by (((変数) - (size)) / (5))\n end\nend\nif <(番号) = [10]> then\n forever\n change size by (((変数) - (size)) / (5))\n end\nend\nif <(番号) = [11]> then\n forever\n switch costume to (コスチューム1 v)\n set size to (0) %\n set [変数4 v] to [14.5]\n repeat (30)\n set [変数4 v] to ((変数4) * (0.8))\n change size by (変数4)\n end\n wait (6) seconds\n switch costume to (コスチューム2 v)\n set size to (0) %\n set [変数4 v] to [14.5]\n repeat (30)\n set [変数4 v] to ((変数4) * (0.8))\n change size by (変数4)\n end\n wait (6) seconds\n end\nend\n\nwhen I receive [outro musicstart v]\nforever\n play sound [Nebula v] until done\nend\n\ndefine outro start!\nbroadcast (outro musicstart v)\nset [番号 v] to [0]\ngo to x: (-11) y: (-108)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\ngo to x: (61) y: (151)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\ngo to x: (104) y: (24)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\ngo to x: (-109) y: (-97)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\ngo to x: (182) y: (78)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\ngo to x: (-161) y: (127)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\ngo to x: (168) y: (-127)\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nset [番号 v] to [2]\ncreate clone of (_myself_ v)\nset [番号 v] to [3]\ncreate clone of (_myself_ v)\nset [番号 v] to [5]\ncreate clone of (_myself_ v)\nset [番号 v] to [6]\ncreate clone of (_myself_ v)\nset [番号 v] to [7]\ncreate clone of (_myself_ v)\nset [番号 v] to [8]\ncreate clone of (_myself_ v)\nset [番号 v] to [9]\ncreate clone of (_myself_ v)\nset [番号 v] to [10]\ncreate clone of (_myself_ v)\nset [番号 v] to [11]\ncreate clone of (_myself_ v)\n\n
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Yoshi platformer!【Yoshi's Island】<モバイル対応>
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@Stage\n\n@床\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [honntouno end v]\nshow\nswitch costume to (level1 v)\ngo to x: (0) y: (-20)\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\n\n@ヒットボックス\n\ndefine 初期\ngo to [back v] layer\nshow\ngo to x: (-200) y: (-10)\npoint in direction (90)\nset [ghost v] effect to (100)\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [honntouno end v]\n初期\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n else\n if <not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n set [x v] to ((x) * (0.8))\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>> then\n change y by (1)\n if <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>> then\n change y by (1)\n end\n if <<touching (床 v)?> or <<touching (リフト \(左右\) v)?> or <<touching (回転丸太 v)?> or <touching (リフト \(上下\) v)?>>>> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n start sound [ジャンプ! v]\n else\n set [x v] to [-10]\n end\n start sound [ジャンプ! v]\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 change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>> then\n start sound [ジャンプ! v]\n set [y v] to [14]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n 重力 <[0] < (y)>\n if <<[230] < (x position)> and <(backdrop [number v]) = [1]>> then\n 初期\n broadcast (next v)\n change [ステージ v] by (1)\n end\n if <<(y position) < [-183.5]> or <<touching (パックン v)?> or <<touching (回る棘 v)?> or <<touching (ヘイホウ v)?> or <<touching (プチプチ v)?> or <touching (つむじくん v)?>>>>>> then\n broadcast (death v)\n start sound [痛い! v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (25)\n end\n clear graphic effects\n 初期\n end\nend\n\ndefine 重力 <重力>\nrepeat until <not <<touching (床 v)?> or <<touching (回転丸太 v)?> or <<touching (リフト \(左右\) v)?> or <touching (リフト \(上下\) v)?>>>>>\n if <重力> then\n change y by (-1)\n else\n change y by (1)\n end\n set [y v] to [0]\nend\n\n@ヨッシー!\n\ndefine 初期\ngo to [front v] layer\nshow\ngo to x: (-200) y: (-30)\npoint in direction (90)\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\nset [ヨッシーアニメーション v] to [0]\n\nwhen I receive [death v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (25)\nend\nclear graphic effects\n初期\n\nwhen I receive [honntouno end v]\nforever\n switch costume to (ヨッシーアニメーション)\nend\n\nwhen I receive [honntouno end v]\nhide\n\nwhen I receive [honntouno end v]\nforever\n if <not <(y) > [1]>> then\n set [ヨッシーアニメーション v] to [1]\n if <<(x) > [3]> or <(x) < [-3]>> then\n repeat (2)\n change [ヨッシーアニメーション v] by (1)\n end\n else\n set [ヨッシーアニメーション v] to [1]\n end\n else\n set [ヨッシーアニメーション v] to [4]\n end\nend\n\nwhen I receive [honntouno end v]\n初期\nset rotation style [left-right v]\nforever\n go to (ヒットボックス v)\n if <<key (right arrow 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 <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\n@回転丸太\n\nwhen flag clicked\nforever\n if <<(ステージ) = [7]> or <(ステージ) = [10]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [7]> or <(ステージ) = [10]>> then\n repeat (30)\n turn right (50) degrees\n broadcast (回転 v)\n end\n point in direction (90)\n wait (2) seconds\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [7]> then\n go to x: (47) y: (-20)\n end\n if <(ステージ) = [10]> then\n go to x: (100) y: (-40)\n end\nend\n\nwhen I receive [回転 v]\nif <<(ステージ) = [7]> or <(ステージ) = [10]>> then\n if <(distance to [ヨッシー! v]) < [60]> then\n set [y v] to [10]\n set [x v] to ((x) * (1.6))\n end\nend\n\n@音楽\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\nwhen I receive [honntouno end v]\nwait (0.1) seconds\nplay sound [17_Athletic v] until done\nwait (0.08) seconds\nforever\n play sound [17_Athletic2 v] until done\nend\n\n@パックン\n\nwhen I receive [honntouno end v]\nset rotation style [all around v]\nset size to (60) %\ngo to [front v] layer\nforever\n if <([x position v] of [ヒットボックス v]) < (x position)> then\n switch costume to (パックンフラワー v)\n wait (0.04) seconds\n switch costume to (パックンフラワー2 v)\n wait (0.04) seconds\n else\n switch costume to (パックンフラワー4 v)\n wait (0.04) seconds\n switch costume to (パックンフラワー3 v)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n go to (パックン草 v)\n point towards (ヨッシー! v)\n if <<(ステージ) = [3]> or <<(ステージ) = [4]> or <<(ステージ) = [5]> or <<(ステージ) = [6]> or <<(ステージ) = [10]> or <<(ステージ) = [11]> or <<(ステージ) = [12]> or <(ステージ) = [15]>>>>>>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\npoint towards (ヨッシー! v)\n\n@パックン草\n\nwhen I receive [honntouno end v]\nset size to (60) %\nset rotation style [left-right v]\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [4]> or <<(ステージ) = [5]> or <<(ステージ) = [6]> or <<(ステージ) = [10]> or <<(ステージ) = [11]> or <<(ステージ) = [12]> or <(ステージ) = [15]>>>>>>>> then\n start sound [パクパク... v]\n wait (0.2) seconds\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [3]> or <<(ステージ) = [4]> or <<(ステージ) = [5]> or <<(ステージ) = [6]> or <<(ステージ) = [10]> or <<(ステージ) = [11]> or <<(ステージ) = [12]> or <(ステージ) = [15]>>>>>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n point towards (ヒットボックス v)\n if <(ステージ) = [3]> then\n go to x: (70) y: (-24)\n end\n if <(ステージ) = [4]> then\n go to x: (50) y: (122)\n end\n if <(ステージ) = [5]> then\n go to x: (12) y: (-69)\n end\n if <(ステージ) = [6]> then\n go to x: (40) y: (-85)\n end\n if <(ステージ) = [10]> then\n go to x: (-70) y: (-50)\n end\n if <(ステージ) = [11]> then\n go to x: (-30) y: (-105)\n end\n if <(ステージ) = [12]> then\n go to x: (-90) y: (-45)\n end\n if <(ステージ) = [14]> then\n go to x: (0) y: (-23)\n end\n if <(ステージ) = [15]> then\n go to x: (-20) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\n@時間\n\nwhen I receive [honntouno end v]\nreset timer\nforever\n if <not <(ステージ) = [17]>> then\n set [タイマー v] to ((round ((timer) * (10))) / (10))\n end\n if <(ステージ) = [17]> then\n show variable [☁ 世界記録 v]\n show variable [タイマー v]\n if <(タイマー) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイマー)\n end\n end\nend\n\nwhen flag clicked\nset [タイマー v] to [0]\nforever\n if <not <(ステージ) = [17]>> then\n if <key (space v) pressed?> then\n show variable [☁ 世界記録 v]\n show variable [タイマー v]\n else\n hide variable [☁ 世界記録 v]\n hide variable [タイマー v]\n end\n end\nend\n\nwhen I receive [next v]\n\nset [ステージ v] to [17]\n\nset [タイマー v] to [17]\n\n@回る棘\n\nwhen I receive [honntouno end v]\ngo to [front v] layer\nforever\n if <<(ステージ) = [9]> or <(ステージ) = [15]>> then\n turn left (0.8) degrees\n show\n else\n hide\n point in direction (-150)\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <<(ステージ) = [9]> or <(ステージ) = [15]>> then\n play sound [maceOnAStick v] until done\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset size to (80) %\nhide\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [9]> then\n go to x: (-130) y: (115)\n end\n if <(ステージ) = [15]> then\n go to x: (-20) y: (150)\n end\nend\n\n@当たり判定なしぃ\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <[17] = (ステージ)> then\n show\nelse\n hide\nend\n\n@リフト (左右)\n\nwhen flag clicked\nset [plat x v] to [0]\nhide\n\nwhen I receive [honntouno end v]\nset [plat x v] to [0]\nforever\n if <(ステージ) = [8]> then\n show\n change [plat x v] by (2)\n change x by (([sin v] of (plat x) ) * (2))\n if <touching (ヨッシー! v)?> then\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n set [x v] to (([sin v] of (plat x) ) * (3))\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [8]> then\n go to x: (30) y: (-71)\nend\n\n@イントロ\n\nwhen flag clicked\nif <key (s v) pressed?> then\n broadcast (honntouno end v)\nelse\n set volume to (100) %\n hide\n start sound [Intro music v]\n switch costume to (拝啓 v)\n create clone of (_myself_ v)\n switch costume to (ひゅんてなるやつ v)\n set [変数 v] to [-90]\n create clone of (_myself_ v)\n wait (0.3) seconds\n set [変数 v] to [0]\n wait (0.3) seconds\n set [変数 v] to [90]\n wait (0.3) seconds\n set [変数 v] to [180]\n wait (0.3) seconds\n set [変数 v] to [0]\n wait (1.3) seconds\n switch costume to (font v)\n create clone of (_myself_ v)\n switch costume to (枠2 v)\n create clone of (_myself_ v)\n switch costume to (枠 v)\n create clone of (_myself_ v)\n repeat (11)\n switch costume to (ダイヤマン v)\n create clone of (_myself_ v)\n wait (1.12) seconds\n end\nend\n\ndefine (向き) 向き (回数) 回数 (速度) 速度\nset [> v] to (速度)\npoint in direction (向き)\nclear graphic effects\nrepeat (回数)\n switch costume to (ひゅんてなるやつ v)\n create clone of (_myself_ v)\n change [brightness v] effect by (20)\n change [color v] effect by (10)\n wait (0) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n move (-500) steps\n set size to (1000) %\n switch costume to (1 v)\n go to [front v] layer\n show\n repeat (15)\n move (>) steps\n change [> v] by ((0) - (round ((>) / (15))))\n end\n repeat (5)\n move (>) steps\n change [> v] by ((0) - (round ((>) / (15))))\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen flag clicked\nif <key (s v) pressed?> then\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set size to (100) %\n clear graphic effects\n point in direction (90)\n show\nend\n\ndefine 大きさ () ~ () 回数 () 戻す ()\nset size to () %\nrepeat ()\n change size by ()\nend\nset size to () %\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n set [cos v] to [0]\n clear graphic effects\n show\n point in direction (-45)\n repeat (450)\n change size by ([cos v] of (cos) )\n turn right (2) degrees\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [font]> then\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (120)\n go to [front v] layer\n set size to (100) %\n show\n repeat (25)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n point in direction (90)\n WAIT [3.8]\n shake [r]\n WAIT [4.25]\n shake [l]\n WAIT [4.7]\n shake [r]\n WAIT [5.15]\n shake [l]\n WAIT [5.6]\n shake [r]\n WAIT [6.05]\n shake [l]\n WAIT [6.5]\n shake [r]\n WAIT [6.95]\n shake [l]\n WAIT [7.4]\n shake [r]\n WAIT [7.85]\n shake [l]\n WAIT [8.3]\n shake [r]\n WAIT [8.75]\n shake [l]\n WAIT [9.2]\n shake [r]\n WAIT [9.65]\n shake [l]\n WAIT [10.1]\n shake [r]\n WAIT [10.55]\n shake [l]\n WAIT [11.1]\n shake [l]\n WAIT [11.55]\n shake [r]\n WAIT [12.1]\n shake [l]\n WAIT [12.55]\n shake [r]\n WAIT [13.1]\n shake [l]\n WAIT [13.55]\n shake [l]\n WAIT [14.1]\n shake [r]\n WAIT [14.55]\n shake [l]\n WAIT [15.1]\n shake [r]\n WAIT [15.55]\n shake [l]\n WAIT [16.1]\n shake [l]\n WAIT [16.55]\n shake [r]\n WAIT [17.1]\n broadcast (end v)\nend\n\ndefine WAIT (time)\nwait until <(time) < (timer)>\n\ndefine shake (lr)\nif <(lr) = [R]> then\n set [s1 v] to [20]\n set [s2 v] to [20]\nelse\n set [s1 v] to [-20]\n set [s2 v] to [-20]\nend\nrepeat (13)\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] \n if <(timer) < [10.7]> then\n go to [front v] layer\n end\nend\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I receive [end v]\nwait (.1) seconds\nswitch costume to (end v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [end]> then\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n set size to (0) %\n show\n repeat (25)\n switch costume to (白ボール v)\n change size by (((115) - (size)) / (8))\n switch costume to (end v)\n end\n broadcast (honntouno end v)\n repeat (20)\n change size by (((5) - (size)) / (4))\n end\n set [n v] to [13]\n repeat until <touching (_edge_ v)?>\n change [n v] by (-1)\n change y by (N)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n go [backward v] (1) layers\n set size to (200) %\n show\n repeat (420)\n clear graphic effects\n turn right (3) degrees\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n clear graphic effects\n set size to (1) %\n go to x: (0) y: (0)\n show\n repeat (30)\n switch costume to (ダイヤマン v)\n change size by (((300) - (size)) / (10))\n switch costume to (コスチューム2 v)\n change [ghost v] effect by (2)\n if <[300] < (size)> then\n delete this clone\n end\n end\n repeat (100)\n switch costume to (ダイヤマン v)\n change size by (((670) - (size)) / (10))\n switch costume to (コスチューム2 v)\n if <[300] < (size)> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [honntouno end v]\nstop all sounds\n\n@ヘイホウ\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset rotation style [left-right v]\npoint in direction (-90)\nswitch costume to (ヘイホウ v)\nforever\n if <<(ステージ) = [4]> or <<(ステージ) = [12]> or <(ステージ) = [13]>>> then\n repeat (60)\n if <<touching (_edge_ v)?> or <touching (床 v)?>> then\n if <(direction) = [90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(direction) = [90]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <(direction) = [90]> then\n change x by (-2.5)\n else\n change x by (2.5)\n end\n wait (0) seconds\n next costume\n end\n switch costume to (ヘイホウ v)\n repeat (3)\n point in direction (90)\n wait (0.3) seconds\n point in direction (-90)\n wait (0.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [4]> or <<(ステージ) = [12]> or <(ステージ) = [13]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\nwait () seconds\nif <(ステージ) = [4]> then\n go to x: (-50) y: (-33)\n create clone of (_myself_ v)\nelse\n delete this clone\nend\nif <(ステージ) = [12]> then\n go to x: (200) y: (16)\nend\nif <(ステージ) = [13]> then\n go to x: (200) y: (33)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (ヘイホウ v)\nforever\n if <(ステージ) = [4]> then\n repeat (3)\n point in direction (90)\n wait (0.3) seconds\n point in direction (-90)\n wait (0.3) seconds\n end\n repeat (60)\n if <<touching (_edge_ v)?> or <touching (床 v)?>> then\n if <(direction) = [90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n if <(direction) = [90]> then\n change x by (-2.5)\n else\n change x by (2.5)\n end\n wait (0) seconds\n next costume\n end\n switch costume to (ヘイホウ v)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [4]> then\n go to x: (163) y: (-35)\nend\n\n@プチプチ\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n if then\n if <<touching (_edge_ v)?> or <touching (床 v)?>> then\n if <(direction) = [90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(direction) = [90]> then\n change x by (-4)\n else\n change x by (4)\n end\n end\n if <(direction) = [90]> then\n change x by (-1.5)\n else\n change x by (1.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [13]> then\n go to x: (-50) y: (-36)\nelse\n delete this clone\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n if <(ステージ) = [4]> then\n repeat (60)\n if <<touching (_edge_ v)?> or <touching (床 v)?>> then\n if <(direction) = [90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n if <(direction) = [90]> then\n change x by (-2.5)\n else\n change x by (2.5)\n end\n wait (0) seconds\n next costume\n end\n switch costume to (プチプチ v)\n repeat (2)\n point in direction (90)\n wait (0.5) seconds\n point in direction (-90)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [4]> then\n go to x: (163) y: (-35)\nend\n\nwhen I receive [next v]\nforever\n wait (0.07) seconds\n next costume\nend\n\n@つむじくん\n\nwhen I receive [honntouno end v]\nhide\nset size to (50) %\nset x to (280)\nforever\n if <(ステージ) = [14]> then\n set y to (pick random (100) to (-40))\n create clone of (_myself_ v)\n wait (pick random (1) to (2.5)) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [x speed v] to [-5]\nforever\n change [x speed v] by (-0.1)\n change x by (x speed)\n if <<[-250] > (x position)> or <not <(ステージ) = [14]>>> then\n delete this clone\n end\nend\n\nchange y by (-5)\n\nwhen I start as a clone\nforever\n wait (0.01) seconds\n next costume\nend\n\n@リフト (上下)\n\nwhen flag clicked\nset [plat x v] to [0]\nhide\n\nwhen I receive [honntouno end v]\nforever\n if <(ステージ) = [16]> then\n show\n change [plat y v] by (2)\n change y by ([cos v] of (plat y) )\n if <touching (ヨッシー! v)?> then\n change [y v] by (-2)\n end\n else\n hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [16]> then\n go to x: (-20) y: (-60)\nend\n\n@ターボを対策\n\nwhen flag clicked\nhide\nforever\n set [ターボ対策 v] to [0]\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <(ターボ対策) > [20]> then\n broadcast (ターボ v)\n else\n hide\n go to [back v] layer\n end\nend\n\nwhen I receive [ターボ v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\n
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矢印で操作。 (モバイルはタップ)\n\nsキーを押しながら旗を押してイントロスキップ。\n\nスペースキーでタイム確認。\n\n敵は踏めません。
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Ninja Platformer #2
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@Stage\n\n@Sprite8\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\nset volume to (100) %\nforever\n play sound [Vexento - Spread Your Wings v] until done\nend\n\nwhen I receive [instrucpg' v]\nhide\n\n@Ninja\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-216) y: (74)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n go to x: (-216) y: (74)\n end\nend\n\ndefine Lag Reduce\nforever\n set [lag v] to [10]\n Lag Reduce\n change [lag v] by (-1)\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [reset v]\nset [sho v] to (join [Level ] (join (level) [/20]))\nset [level v] to [1]\n\nwhen I receive [next v]\nswitch backdrop to (next backdrop v)\n\nwhen I receive [start game v]\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (stage 1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-216) y: (74)\npoint in direction (90)\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-216) y: (74)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-216) y: (74)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <touching (en v)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-216) y: (74)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/20]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen I receive [miss v]\nswitch backdrop to (next backdrop v)\nchange [level v] by (1)\n\nwhen flag clicked\nhide variable [sho v]\n\n@Sprite1\n\nwhen this sprite clicked\nswitch backdrop to (stage 1 v)\nbroadcast (Reset v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [stage 8 v]\nshow\nwait (5) seconds\nhide\nbroadcast (Miss v)\n\nwhen backdrop switches to [stage 1 v]\nhide\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (START GAME v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-42) y: (-89)\nshow\n\nwhen I receive [instrucpg' v]\nhide\n\nwhen I receive [play gmae v]\ngo to x: (291) y: (-135)\nshow\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (InstrucPG' v)\nhide\n\nwhen flag clicked\ngo to x: (70) y: (-49)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nbroadcast (InstrucPG' v)\nhide\n\n@TEXT Pg\n\nwhen flag clicked\nswitch costume to (page1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [instrucpg' v]\nshow\n\nwhen I receive [go to next pg v]\nswitch costume to (page2 v)\nbroadcast (PLay Gmae v)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (236) y: (-140)\n\nwhen this sprite clicked\nbroadcast (go to Next PG v)\n\nwhen flag clicked\ngo to [front v] layer\nadd (username) to [names v]\n\nwhen I receive [instrucpg' v]\nshow\n\nwhen I receive [play gmae v]\nhide\n\n
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Instructions in the game \nHaven't Played #1 -> https://scratch.mit.edu/projects/65217614/\nEnjoy the game! Feel Free to comment!\nCurated!! 9/1/15 Thanks @faryal228\nTop Loved 9/2/15 OMG!!\nThis is a basic Platformer that people can enjoy!\n______________________________________________________\n\n10/10/16 - 6000 views was reached
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頭脳Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [ Masked Heroes v] until done\nend\n\nwhen I receive [終わり v]\nswitch backdrop to (背景2 v)\n\n@player\n\nwhen flag clicked\nshow\nswitch costume to (sprite1 v)\ngo to x: (-200) y: (10)\npoint in direction (90)\nset size to (80) %\nforever\n reset timer\n if <(変数) = [9999]> then\n show\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (0.77)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-0.77)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (.88))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> and <touching (ステージ v)?>> then\n start sound [10 v]\n set [y v] to [12]\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (NEXT v)\n go to x: (-200) y: (-20)\n end\n if <<[-178] > (y position)> or <<<touching (障害物 v)?> and <not <([costume # v] of [ステージ v]) = [2]>>> or <touching color (#d84c52)?>>> then\n to by contenew\n end\n if <touching (あお v)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (sprite2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\ndefine to by contenew\ngo to [front v] layer\nswitch costume to (sprite3 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof 2 v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (sprite1 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nmove (10) steps\n\nwhen I receive [最後の v]\nhide\nstop [other scripts in sprite v]\n\nforever\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [変数 v] to [9999]\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\nset [変数 v] to [0]\ngo to x: (0) y: (180)\nstart sound [Finger Snap v]\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\nend\nwait (0.5) seconds\nrepeat until <(y position) > [179]>\n change y by ((y position) / (3))\nend\nhide\nset [変数 v] to [9999]\n\n@障害物\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [ステージ v])\nend\n\nwhen flag clicked\nwait until <([costume # v] of [ステージ v]) = [5]>\ngo to x: (0) y: (-80)\nset size to (50) %\nrepeat until <not <([costume # v] of [ステージ v]) = [5]>>\n repeat (10)\n turn right (3) degrees\n end\n repeat (10)\n turn left (3) degrees\n end\nend\nset size to (100) %\ngo to x: (0) y: (-20)\n\nwhen [timer v] > (0)\nhide\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [終わり v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ターボ対策\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n if <(やったなぁ) > [50]> then\n broadcast (終わり v)\n end\nend\n\nwhen I receive [終わり v]\nshow\nchange [☁ 変数 v] by (1)\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nstop [all v]\n\nwhen flag clicked\nforever\n set [やったなぁ v] to [0]\n wait (0.001) seconds\nend\n\nwhen flag clicked\nset [やったなぁ v] to [0]\nforever\n change [やったなぁ v] by (10)\nend\n\n@チラつく\n\nwhen flag clicked\nhide\nforever\n set size to (100) %\n create clone of (_myself_ v)\n wait (pick random (0.02) to (0.1)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (210) to (-210)) y: (-180)\nset size to (pick random (0) to (60)) %\nset [color v] effect to (pick random (0) to (100))\nshow\nrepeat (10)\n change y by ((0) - ((y position) / (4)))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@鍵\n\nwhen flag clicked\nset [鍵 v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nwait () seconds\nif <([costume # v] of [ステージ v]) = [8]> then\n show\n forever\n if <touching (player v)?> then\n glide (2) secs to x: (0) y: (-150)\n repeat (10)\n change [brightness v] effect by (20)\n end\n broadcast (光 v)\n wait (0.3) seconds\n clear graphic effects\n hide\n set [鍵 v] to [1]\n wait (2) seconds\n broadcast (NEXT v)\n end\n end\nend\n\n@光\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [光 v]\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (pick random (50) to (100)) %\nshow\nglide (0.3) secs to x: (pick random (-20) to (20)) y: (pick random (-30) to (30))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@あお\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-23)\n\nwhen I receive [next v]\nif <([costume # v] of [ステージ v]) = [7]> then\n show\nelse\n hide\nend\n\n@太陽\n\nwhen flag clicked\nshow\ngo to x: (215) y: (170)\nforever\n turn right (1) degrees\n go to [back v] layer\nend\n\nwhen [timer v] > (0)\nhide\n\n@1\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\npoint in direction (90)\nshow\nstart sound [TheFatRat - Monody v]\ngo to x: (2405) y: (0)\nstop [other scripts in sprite v]\nrepeat until <[0.5] > (x position)>\n change x by ((0) - ((x position) / (4)))\nend\nset x to (-1)\nset [あ v] to [0]\nset size to (100) %\nwait (1) seconds\nforever\n change [あ v] by (17.5)\n point in direction ((([sin v] of (あ) ) * (5)) + (90))\nend\n\nwhen I receive [終わり v]\nhide\n\n
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矢印キー、もしくはタップで操作\n頭を使ってガンバ!
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Wilderness - A platformer [v1.6]
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@Stage\n\nwhen flag clicked\nswitch costume to (e v)\n\nwhen I receive [next level v]\npoint in direction (90)\nhide\nif <(The Level) = [6]> then\n show\n switch costume to (e v)\nelse\n if <(The Level) = [11]> then\n show\n else\n if <(The Level) = [16]> then\n show\n switch costume to (e3 v)\n else\n if <(The Level) = [21]> then\n show\n switch costume to (e2 v)\n else\n if <(The Level) = [26]> then\n switch costume to (e v)\n end\n end\n end\n end\nend\n\nswitch costume to (a2 v)\n\n@Intro\n\nwhen flag clicked\n\nwhen [space v] key pressed\nif <not <(costume [name v]) = [costume1]>> then\n go to [front v] layer\n go [backward v] (1) layers\n if <key (c v) pressed?> then\n wait until <not <<key (c v) pressed?> and <key (space v) pressed?>>>\n switch costume to (wwiv v)\n hide\n broadcast (Reset v)\n set [the level v] to [1]\n broadcast (Next Level v)\n reset timer\n show variable [timer v]\n switch costume to (costume1 v)\n else\n wait until <not <key (space v) pressed?>>\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait (0.05) seconds\n next costume\n repeat (20)\n change [brightness v] effect by (-5)\n end\n if <(costume [number v]) = [9]> then\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n repeat (20)\n change [brightness v] effect by (5)\n end\n hide\n broadcast (Reset v)\n set [the level v] to [1]\n reset timer\n show variable [timer v]\n switch costume to (costume1 v)\n end\n end\nend\n\nswitch costume to (10 years ago v)\n\nset [ghost v] effect to (0)\n\nrepeat (160)\n create clone of (snow v)\nend\n\nwait until <(Clone Count) < [46]>\n\nwhen flag clicked\nshow\nswitch costume to (10 years ago v)\nforever\n go to [front v] layer\n go [backward v] (1) layers\n set [timer v] to (timer)\nend\n\ngo to [front v] layer\n\nnext costume\n\ngo to [front v] layer\n\n@Achievements\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen [t v] key pressed\nwait until <not <key (t v) pressed?>>\nif <(costume [number v]) = [1]> then\n hide list [list of achievements v]\n switch costume to (costume2 v)\nelse\n show list [list of achievements v]\n switch costume to (costume1 v)\nend\n\n@Sun Ray\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (180)\nforever\n turn right (0.5) degrees\n go to [back v] layer\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n go to [back v] layer\n switch costume to (The Level)\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 (1)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nif <(The Level) = [26]> then\n go to x: (-55) y: (70)\nelse\n go to x: (-200) y: (40)\nend\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 if <<(Speed Boost) = [1]> and <not <(The Level) = [18]>>> then\n change [x velocity v] by (-1.7)\n else\n change [x velocity v] by (-1.5)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<(Speed Boost) = [1]> and <not <(The Level) = [18]>>> then\n change [x velocity v] by (1.7)\n else\n change [x velocity v] by (1.5)\n end\n end\n if <<(Speed Boost) = [1]> and <not <(The Level) = [18]>>> then\n if <touching color (#b5ecff)?> then\n set [x velocity v] to ((X Velocity) * (1.1))\n else\n if <touching (water v)?> then\n set [x velocity v] to ((X Velocity) * (0.7))\n else\n set [x velocity v] to ((X Velocity) * (0.92))\n end\n end\n else\n if <touching color (#b5ecff)?> then\n set [x velocity v] to ((X Velocity) * (1))\n else\n if <touching (water v)?> then\n set [x velocity v] to ((X Velocity) * (0.6))\n else\n set [x velocity v] to ((X Velocity) * (0.85))\n end\n end\n end\n change x by (X Velocity)\n if <touching (roof v)?> then\n change y by (-1)\n end\n if <touching (roof v)?> then\n change y by (-1)\n end\n if <touching (roof v)?> then\n change y by (-1)\n end\n if <touching (roof v)?> then\n change y by (-1)\n end\n if <touching (roof v)?> then\n change y by (4)\n change x by ((X Velocity) * (1))\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <<(Jump Boost) = [1]> and <not <(The Level) = [18]>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [4]\n else\n set [x velocity v] to [-4]\n end\n set [y velocity v] to [-5]\n else\n if <(X Velocity) > [0]> then\n set [x velocity v] to [4]\n else\n set [x velocity v] to [-4]\n end\n set [y velocity v] to [-4]\n end\n else\n set [x velocity v] to [0]\n end\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(Jump Boost) = [1]> and <not <(The Level) = [18]>>> then\n if <(X Velocity) > [0]> then\n if <touching (water v)?> then\n set [x velocity v] to [-4]\n else\n set [x velocity v] to [-10]\n end\n else\n if <touching (water v)?> then\n set [x velocity v] to [4]\n else\n set [x velocity v] to [10]\n end\n end\n if <touching (water v)?> then\n set [y velocity v] to [5]\n else\n set [y velocity v] to [20]\n end\n else\n if <(X Velocity) > [0]> then\n if <touching (water v)?> then\n set [x velocity v] to [-4]\n else\n set [x velocity v] to [-10]\n end\n else\n if <touching (water v)?> then\n set [x velocity v] to [4]\n else\n set [x velocity v] to [10]\n end\n end\n if <touching (water v)?> then\n set [y velocity v] to [4]\n else\n set [y velocity v] to [15]\n end\n end\n else\n set [x velocity v] to [0]\n end\n end\n if <touching (bounce v)?> then\n set [y velocity v] to [20]\n end\n if <touching (water v)?> then\n change [y velocity v] by (-0.1)\n change y by (Y Velocity)\n else\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n end\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 if <touching (water v)?> then\n change y by (-0.1)\n else\n switch costume to (crouch v)\n end\n else\n switch costume to (player v)\n end\n end\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (0.5)\n change y by (Y Velocity)\n else\n if <touching (water v)?> then\n change y by (-0.1)\n else\n change y by (-1)\n end\n end\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<(Jump Boost) = [1]> and <not <(The Level) = [18]>>> then\n if <touching (water v)?> then\n change [y velocity v] by (1)\n change y by (Y Velocity)\n else\n set [y velocity v] to [22]\n end\n else\n if <touching (water v)?> then\n change [y velocity v] by (1)\n change y by (Y Velocity)\n else\n set [y velocity v] to [15]\n end\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v)\n change [the level v] by (1)\n end\n if <not <(Fight Started???) = [1]>> then\n if <touching (secret exit v)?> then\n broadcast (Special Level v)\n end\n if <[-165] > (y position)> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching color (#ff0000)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <<touching (arrow v)?> and <([costume # v] of [arrow v]) = [1]>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <<touching (enemy sword v)?> and <(Enemy SAnimation) = [1]>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\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]\nif <(The Level) = [26]> then\n wait (0.05) seconds\n if <(Random) = [1]> then\n go to x: (0) y: (-138)\n else\n go to x: (0) y: (70)\n end\nelse\n go to x: (-200) y: (40)\nend\n\nwhen I receive [special level v]\nbroadcast (Reset v)\n\nwhen [f v] key pressed\n\nset [y velocity v] to [30]\n\nwhen [r v] key pressed\nwait until <not <key (r v) pressed?>>\nbroadcast (Reset v)\n\nchange [y velocity v] by (1)\nchange y by (Y Velocity)\n\nchange [y velocity v] by (1)\nchange y by (Y Velocity)\n\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\n\nchange x by ((X Velocity) * (-1))\n\nwhen [c v] key pressed\nif <<touching (water v)?> and <touching (ground v)?>> then\n change y by (-4)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\nend\n\nwhen I receive [fight v]\nforever\n if <<touching (boss v)?> or <<touching (enemy sword2 v)?> or <<<touching (arrow3 v)?> or <touching (arrow4 v)?>> or <touching (arrow2 v)?>>>> then\n go to x: (-55) y: (70)\n change [player health v] by (-1)\n if <(Player Health) < [1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (FaLiUrE v)\n end\n else\n end\nend\n\nwhen I receive [next level v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nif <(The Level) = [25]> then\n go to x: (-55) y: (70)\nelse\n go to x: (-200) y: (40)\nend\n\nbroadcast (Reset v)\n\ndefine Immunity\n\nImmunity\n\nset [ghost v] effect to (0)\nwait (0.5) seconds\nset [ghost v] effect to (100)\nwait (0.3) seconds\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\nrepeat (6)\n change [ghost v] effect by (25)\nend\n\n\n\nwait (0.05) seconds\nif <(Random) = [1]> then\n go to x: (0) y: (-138)\nelse\n go to x: (0) y: (70)\nend\n\nrepeat (6)\n turn left (15) degrees\nend\nglide (0.3) secs to x: (x position) y: ((y position) + (-17))\n\nif <(pick random (1) to (2)) = [1]> then\nelse\nend\n\nbroadcast (Ending 1 v)\n\nbroadcast (Ending 2 v)\n\n@Spikes\n\nwhen flag clicked\n\nwhen I receive [next level v]\nswitch costume to (The Level)\n\nwhen I receive [special level v]\nswitch costume to (costume2 v)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [special level v]\nwait (0.01) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (The Level)\n\nwhen I receive [cutscene v]\nwait (0.01) seconds\nswitch costume to (costume2 v)\n\n@Roof\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [special level v]\nwait (0.01) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (The Level)\n\n@Ground Hitbox\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nswitch costume to (The Level)\n\nwhen I receive [special level v]\nwait (0.01) seconds\nswitch costume to (costume3 v)\n\nwhen I receive [fight v]\nwait (0.01) seconds\nswitch costume to (costume4 v)\n\n@Secret Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nforever\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [special level v]\nwait (0.01) seconds\nhide\n\nwhen I receive [next level v]\nif <(The Level) = [4]> then\n show\n switch costume to (c v)\nelse\n hide\n switch costume to (a v)\nend\n\n@Pit Trap\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [special level v]\n\nwhen I receive [next level v]\nif <(The Level) = [20]> then\n show\nelse\n hide\nend\n\nwait (0.01) seconds\nswitch costume to (e v)\n\nswitch costume to (a v)\n\nwhen I receive [reset v]\nif <(The Level) = [20]> then\n show\nelse\n hide\nend\n\n@Ice\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [special level v]\n\nwhen I receive [next level v]\nif <(The Level) = [19]> then\n show\n switch costume to (e v)\nelse\n if <(The Level) = [20]> then\n switch costume to (e2 v)\n show\n else\n hide\n end\nend\n\nwait (0.01) seconds\n\nwhen I receive [reset v]\nif <(The Level) = [19]> then\n show\n switch costume to (e v)\nelse\n if <(The Level) = [20]> then\n switch costume to (e2 v)\n show\n else\n hide\n end\nend\n\n@Water\n\nwhen I receive [reset v]\ngo to [back v] layer\nif <(The Level) = [22]> then\n show\n switch costume to (costume2 v)\nelse\n if <(The Level) = [23]> then\n show\n switch costume to (costume3 v)\n else\n hide\n end\nend\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(The Level) = [22]> then\n show\n switch costume to (costume2 v)\nelse\n if <(The Level) = [23]> then\n show\n switch costume to (costume3 v)\n else\n hide\n end\nend\n\nif <(The Level) = [23]> then\n switch costume to (e2 v)\n show\nend\n\nif <(The Level) = [20]> then\n switch costume to (e2 v)\n show\nend\n\nset [ghost v] effect to (50)\n\nshow\nswitch costume to (costume2 v)\n\n@Secret Exit\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nif <(The Level) = [4]> then\n show\n switch costume to (c v)\nelse\n hide\n switch costume to (a v)\nend\n\nwhen I receive [special level v]\nwait (0.01) seconds\nhide\n\n@Orb Shard\n\nwhen flag clicked\nset [clone# v] to [0]\nset [orb shards v] to [0]\nhide variable [orb shards v]\n\nwhen I receive [special level v]\nhide\n\nwhen I start as a clone\nif <not <(Clone#) = [0]>> then\n delete this clone\nelse\n change [clone# v] by (1)\n repeat until <touching (player v)?>\n go to [back v] layer\n show\n go to x: (35) y: (0)\n switch costume to (e2 v)\n repeat until <touching (player v)?>\n turn right (2) degrees\n end\n hide\n broadcast (Got orb v)\n change [clone# v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nhide\nif <(The Level) = [5]> then\n show\n switch costume to (a2 v)\n create clone of (_myself_ v)\nelse\n if <(The Level) = [10]> then\n show\n switch costume to (a3 v)\n create clone of (_myself_ v)\n else\n if <(The Level) = [15]> then\n show\n switch costume to (a4 v)\n create clone of (_myself_ v)\n else\n if <(The Level) = [20]> then\n show\n switch costume to (a5 v)\n create clone of (_myself_ v)\n else\n if <(The Level) = [25]> then\n show\n switch costume to (a6 v)\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nswitch costume to (e2 v)\n\nwhen I receive [got orb v]\nswitch costume to (e v)\nset [clone# v] to [0]\nchange [orb shards v] by (1)\nshow variable [orb shards v]\nhide\nif <(The Level) = [25]> then\n if <(Orb Shards) = [5]> then\n change [the level v] by (1)\n broadcast (Boss Fight v)\n else\n broadcast (FaLiUrE v)\n end\nend\n\nwhen I receive [reset v]\nif <<(The Level) = [5]> and <(Orb Shards) = [0]>> then\n show\n switch costume to (a2 v)\n if <(Clone#) = [0]> then\n create clone of (_myself_ v)\n else\n end\nelse\n if <<(The Level) = [10]> and <(Orb Shards) = [1]>> then\n show\n switch costume to (a3 v)\n if <(Clone#) = [0]> then\n create clone of (_myself_ v)\n else\n end\n else\n if <<(The Level) = [15]> and <(Orb Shards) = [2]>> then\n show\n switch costume to (a4 v)\n if <(Clone#) = [0]> then\n create clone of (_myself_ v)\n else\n end\n else\n if <<(The Level) = [20]> and <(Orb Shards) = [3]>> then\n show\n switch costume to (a2 v)\n if <(Clone#) = [0]> then\n create clone of (_myself_ v)\n end\n else\n if <(The Level) = [25]> then\n end\n end\n end\nend\n\nswitch costume to (e2 v)\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n switch costume to (e2 v)\nend\n\n@CAPtions\n\nwhen I receive [special level v]\nswitch costume to (e v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (The Level)\n\nwhen I receive [cutscene v]\nhide\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [cutscene v]\n\n@Enemy\n\nwhen flag clicked\nshow\nset [enemies v] to [1]\ngo to x: (0) y: (-57)\nset y to (100)\nset [the level v] to [1]\nbroadcast (Next Level v)\n\nif <(x position) > [239]> then\n\ndefine Move Around (x min) (x max) (level) (ground y) (speed)\nwait until <(The Level) = (level)>\nset y to (100)\nset x to (((x max) + (x min)) / (2))\nrepeat until <(y position) = (ground y)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\nend\nwait until <(y position) = (ground y)>\nrepeat until <not <(The Level) = (level)>>\n repeat until <((x position) + (1)) < (x min)>\n change x by ((0) - ([abs v] of (speed) ))\n end\n repeat until <(x max) < ((x position) + (-1))>\n change x by ([abs v] of (speed) )\n end\nend\n\nwhen flag clicked\nMove Around [0] [150] [1] [-56] [2.5]\n\nglide (1) secs to x: (x min) y: (y position)\n\nMove Around [0] [150] [1] [-57] []\n\nif <(y position) = [-1]> then\n\nMove Around (x min) (x max) (level) (ground y) []\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nwhen flag clicked\nforever\n if <<<touching (player arrow v)?> and <([costume # v] of [player arrow v]) = [1]>> or <<<touching (sword v)?> and <(Sword Animation) = [1]>> or <<<touching (dagger v)?> and <(Dagger Being used?) = [1]>> or <touching (arrow hitbox v)?>>>> then\n change [money v] by (1)\n hide\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next level v]\nhide\nswitch costume to (costume1 v)\nif <(The Level) = [6]> then\n wait (0.1) seconds\n show\n Move Around [-50] [150] [6] [-58] [2.5]\nelse\n if <(The Level) = [7]> then\n wait (0.1) seconds\n show\n Move Around [0] [0] [7] [-58] [2.5]\n end\nend\n\nwhen flag clicked\nwait (0.05) seconds\nforever\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (bounce v)?> then\n set [y enemy v] to [20]\n end\n if <touching (spikes v)?> then\nend\n\nshow\nMove Around [-50] [150] [6] [-58] [2.5]\n\nif <touching (bounce v)?> then\nend\n\nset [y velocity v] to [20]\n\nif <(The Level) = [23]> then\n wait (0.1) seconds\n show\n Move Around [-130] [-130] [23] [-58] [2.5]\nend\n\nwhen I receive [reset v]\nhide\nswitch costume to (costume1 v)\nif <(The Level) = [6]> then\n wait (0.1) seconds\n show\n Move Around [-50] [150] [6] [-58] [2.5]\nelse\n if <(The Level) = [7]> then\n wait (0.1) seconds\n show\n Move Around [0] [0] [7] [-58] [2.5]\n end\nend\n\n@BOunce\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (sword trail v)?> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat until <[239] < ([x position v] of [player v])>\n if <<touching (player v)?> or <touching (sniper v)?>> then\n switch costume to (costume2 v)\n wait until <not <<touching (player v)?> or <touching (sniper v)?>>>\n wait (0.04) seconds\n switch costume to (costume1 v)\n else\n switch costume to (costume1 v)\n end\nend\ndelete this clone\n\nwhen I receive [reset v]\npoint in direction (90)\nif <(The Level) = [17]> then\n go to x: (11) y: (-71)\n create clone of (_myself_ v)\nelse\n if <(The Level) = [18]> then\n wait (0.1) seconds\n go to x: (0) y: (-71)\n create clone of (_myself_ v)\n else\n if <(The Level) = [19]> then\n wait (0.1) seconds\n go to x: (-12) y: (-80)\n create clone of (_myself_ v)\n else\n end\n end\nend\n\npoint in direction (0)\n\nwhen I start as a clone\n\nwhen I receive [reset v]\npoint in direction (90)\nif <(The Level) = [18]> then\n go to x: (-130) y: (-71)\n create clone of (_myself_ v)\nelse\nend\n\npoint in direction (180)\n\nwhen I receive [reset v]\npoint in direction (90)\nif <(The Level) = [18]> then\n wait (0.2) seconds\n go to x: (130) y: (-71)\n create clone of (_myself_ v)\n go to x: (10000) y: (1000000)\n go to [back v] layer\nelse\nend\n\nwhen [p v] key pressed\nwait until <not <key (p v) pressed?>>\nif <(username) = [kikiisacat]> then\n broadcast (Next Level v)\n change [the level v] by (1)\nend\n\nnext costume\n\nwhen I start as a clone\nforever\n if <touching (sword trail v)?> then\n delete this clone\n end\nend\n\ngo to [back v] layer\n\nif <(The Level) = [23]> then\n go to x: (0) y: (-71)\n create clone of (_myself_ v)\nelse\nend\n\n@BOunce2\n\nwhen flag clicked\nset rotation style [all around v]\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (sword trail v)?> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat until <[239] < ([x position v] of [player v])>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (player v)?>>\n wait (0.04) seconds\n switch costume to (costume1 v)\n else\n switch costume to (costume1 v)\n end\nend\ndelete this clone\n\nwhen I receive [reset v]\npoint in direction (90)\nif <(The Level) = [19]> then\n go to x: (-12) y: (-5)\n create clone of (_myself_ v)\nend\n\npoint in direction (0)\n\nwhen I start as a clone\n\npoint in direction (180)\n\nnext costume\n\nwhen I start as a clone\nforever\n if <touching (sword trail v)?> then\n delete this clone\n end\nend\n\ngo to [back v] layer\n\n@Sniper\n\nwhen flag clicked\nset [sniper health v] to [2]\nforever\n if <<touching (player arrow v)?> or <<<touching (sword v)?> and <(Sword Animation) = [1]>> or <<touching (dagger v)?> and <(Dagger Being used?) = [1]>>>> then\n if <(The Level) = [26]> then\n change [sniper health v] by (-1)\n if <(Sniper Health) < [1]> then\n hide\n switch costume to (costume2 v)\n else\n end\n else\n show variable [arrows v]\n change [arrows v] by (1)\n hide\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nswitch costume to (costume2 v)\nif <(The Level) = [7]> then\n Spawn Sniper [107] [-58]\n switch costume to (costume1 v)\n show\nelse\n if <(The Level) = [8]> then\n Spawn Sniper [76] [128]\n switch costume to (costume1 v)\n show\n else\n if <(The Level) = [9]> then\n Spawn Sniper [0] [-59]\n switch costume to (costume1 v)\n show\n else\n if <(The Level) = [15]> then\n Spawn Sniper [-223] [92]\n switch costume to (costume1 v)\n show\n else\n if <(The Level) = [23]> then\n Spawn Sniper [0] [0]\n switch costume to (costume1 v)\n show\n end\n end\n end\n end\nend\n\ndefine Spawn Sniper (x) (y)\nshow\nswitch costume to (costume1 v)\ngo to x: (x) y: (y)\nset [snipers v] to [1]\nwait (0.05) seconds\nforever\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 end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (bounce v)?> then\n set [y velocity v] to [15]\n end\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 change y by (1)\n if <(x position) > [239]> then\n if <touching (spikes v)?> then\nend\n\nif <touching (bounce v)?> then\n set [y velocity v] to [20]\nend\n\nwhen I receive [reset v]\nhide\nswitch costume to (costume2 v)\nif <(The Level) = [7]> then\n Spawn Sniper [107] [-58]\n switch costume to (costume1 v)\n show\nelse\n if <(The Level) = [8]> then\n Spawn Sniper [76] [128]\n switch costume to (costume1 v)\n show\n else\n if <(The Level) = [9]> then\n Spawn Sniper [0] [-59]\n switch costume to (costume1 v)\n show\n else\n if <(The Level) = [15]> then\n Spawn Sniper [-223] [92]\n switch costume to (costume1 v)\n show\n else\n if <(The Level) = [23]> then\n Spawn Sniper [0] [0]\n switch costume to (costume1 v)\n show\n end\n end\n end\n end\nend\n\nwhen I receive [recruit someone v]\nhide\nswitch costume to (costume2 v)\nSpawn Sniper [0] [10]\nswitch costume to (costume1 v)\nshow\n\nif <(Sniper Health) < [1]> then\n hide\n switch costume to (costume2 v)\nelse\n change [sniper health v] by (1)\nend\n\nshow variable [arrows v]\nchange [arrows v] by (1)\n\nshow variable [arrows v]\n\n@Sword Enemy\n\nwhen flag clicked\nshow\nset [enemies v] to [1]\ngo to x: (0) y: (-57)\nset y to (100)\nset [the level v] to [1]\nbroadcast (Next Level v)\nwait (0.05) seconds\nforever\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (bounce v)?> then\n set [y velocity v] to [20]\n end\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\nend\n\nif <(x position) > [239]> then\n\ndefine Move Around Sword Enemy (x min) (x max) (level) (ground y) (speed) (skyy)\nset y to (skyy)\nshow\nwait until <(The Level) = (level)>\nset x to (((x max) + (x min)) / (2))\nrepeat until <(y position) = (ground y)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\nend\nwait until <(y position) = (ground y)>\nrepeat until <not <(The Level) = (level)>>\n repeat until <((x position) + (1)) < (x min)>\n change x by ((0) - ([abs v] of (speed) ))\n end\n repeat until <(x max) < ((x position) + (-1))>\n change x by ([abs v] of (speed) )\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\n\nwhen flag clicked\nforever\n if <<<touching (sword v)?> and <(Sword Animation) = [1]>> or <<touching (dagger v)?> and <(Dagger Being used?) = [1]>>> then\n change [money v] by (1)\n hide\n set [enemy sanimation v] to [0]\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\nwait (0.05) seconds\nif <(The Level) = [14]> then\n show\n Move Around Sword Enemy [-13] [-14] [14] [-56] [2.5] [-56]\nelse\n if <(The Level) = [15]> then\n show\n Move Around Sword Enemy [-10] [66] [15] [-69] [2.5] [-69]\n else\n if <(The Level) = [16]> then\n show\n Move Around Sword Enemy [100] [100] [16] [-57] [2.5] [-57]\n else\n hide\n end\n end\nend\n\nwhen I receive [next level v]\n\nshow\n\nMove Around Sword Enemy [-13] [-56] [14] [-56] [2.5] []\n\nhide\n\nif <(The Level) = [14]> then\n repeat until <not <(The Level) = [14]>>\n if <(distance to [tumbleweed v]) < [101]> then\n set [touching player??? v] to [0]\n end\n end\nend\n\nif <touching (bounce v)?> then\n set [y velocity v] to [20]\nend\n\nwhen I receive [reset v]\nwait (0.05) seconds\nif <(The Level) = [14]> then\n show\n Move Around Sword Enemy [-13] [-14] [14] [-56] [2.5] [-56]\nelse\n if <(The Level) = [15]> then\n show\n Move Around Sword Enemy [-10] [66] [15] [-69] [2.5] [-69]\n else\n if <(The Level) = [16]> then\n show\n Move Around Sword Enemy [100] [100] [16] [-57] [2.5] [-57]\n else\n hide\n end\n end\nend\n\n@Sword Enemy HTbox\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nif <(x position) > [239]> then\n\ndefine Move Around (x min) (x max) (level) (ground y) (mingroundy) (speed)\nwait until <(The Level) = (level)>\nset x to (((x max) + (x min)) / (2))\nrepeat until <(y position) = (ground y)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\nend\nwait until <(y position) = (ground y)>\nrepeat until <not <(The Level) = (level)>>\n repeat until <((x position) + (1)) < (x min)>\n change x by ((0) - ([abs v] of (speed) ))\n end\n repeat until <(x max) < ((x position) + (-1))>\n change x by ([abs v] of (speed) )\n end\nend\n\nwhen flag clicked\nMove Around [0] [150] [1] [-1] [-57] [2.5]\n\nglide (1) secs to x: (x min) y: (y position)\n\nMove Around [0] [150] [1] [-57] [] []\n\nif <(y position) = [-1]> then\n\nMove Around (x min) (x max) (level) (ground y) (mingroundy) []\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nwhen flag clicked\nforever\n Run without screen refresh\nend\n\nset [arrows v] to [0]\n\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n go to (sword enemy v)\nend\n\ndefine Run without screen refresh\nif <<touching (player v)?> or <<touching (arrow v)?> or <<(distance to [tumbleweed v]) < [50]> or <(distance to [player arrow v]) < [50]>>>> then\n set [touching player??? v] to [1]\nelse\n set [touching player??? v] to [0]\nend\n\n@Arrow Prevention\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nif <(x position) > [239]> then\n\ndefine Move Around (x min) (x max) (level) (ground y) (mingroundy) (speed)\nwait until <(The Level) = (level)>\nset x to (((x max) + (x min)) / (2))\nrepeat until <(y position) = (ground y)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\nend\nwait until <(y position) = (ground y)>\nrepeat until <not <(The Level) = (level)>>\n repeat until <((x position) + (1)) < (x min)>\n change x by ((0) - ([abs v] of (speed) ))\n end\n repeat until <(x max) < ((x position) + (-1))>\n change x by ([abs v] of (speed) )\n end\nend\n\nwhen flag clicked\nMove Around [0] [150] [1] [-1] [-57] [2.5]\n\nglide (1) secs to x: (x min) y: (y position)\n\nMove Around [0] [150] [1] [-57] [] []\n\nif <(y position) = [-1]> then\n\nMove Around (x min) (x max) (level) (ground y) (mingroundy) []\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nwhen flag clicked\nforever\n go to (sword enemy v)\n if <<touching (player v)?> or <<touching (arrow v)?> or <touching (player arrow v)?>>> then\n set [touching player??? v] to [1]\n else\n set [touching player??? v] to [0]\n end\nend\n\nset [arrows v] to [0]\n\nwhen flag clicked\nforever\n go to (sword enemy v)\n set [ghost v] effect to (100)\nend\n\n@Sheild just lying around\n\nwhen flag clicked\nset [sheild got? v] to [0]\nhide variable [weapon v]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-50) y: (0)\nrepeat until <touching (player v)?>\n turn right (2) degrees\nend\nhide\nbroadcast (Do Shield Action v)\n\nforever\n\nwhen I receive [do shield action v]\nhide\nset [sheild got? v] to [1]\nshow variable [weapon v]\nset [past weapon v] to (Weapon)\nset [weapon v] to (Past Weapon)\n\nwhen flag clicked\nset [weapon v] to []\n\nwhen I receive [next level v]\nif <(The Level) = [21]> then\n wait (0.05) seconds\n show\n create clone of (_myself_ v)\n show\n set rotation style [all around v]\n switch costume to (costume1 v)\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-50) y: (0)\n wait until <touching (player v)?>\n hide\nend\n\nwhen flag clicked\nhide\n\n@Sheild\n\nwhen flag clicked\nhide\n\nwhen I receive [do shield action v]\nshow\nforever\n if <(Weapon) = [Shield]> then\n show\n go to (player v)\n point towards (mouse-pointer v)\n switch costume to (costume1 v)\n else\n hide\n end\nend\n\n\n show\n go to (player v)\n switch costume to (costume1 v)\nend\n\nset [sword animation v] to [0]\n\nrepeat (120)\n turn right (3) degrees\nend\n\nwait until <not <key (space v) pressed?>>\n\n@Mouse Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (mouse-pointer v)\nend\n\n@Weapons Ctrl\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nshow\nglide (0.05) secs to x: (0) y: (36)\nrepeat (8)\n change [ghost v] effect by (12.5)\nend\ndelete this clone\n\nset [ghost v] effect to (0)\n\nwhen [space v] key pressed\nwait (0.3) seconds\nif <[0] < (Arrows)> then\nelse\n if <(Weapon) = [Bow]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n end\nend\n\nwhen [2 v] key pressed\nif <(Bow Got?) = [1]> then\n set [weapon v] to [Bow]\nelse\n set [weapon v] to [Nothing]\nend\n\nwhen [3 v] key pressed\nif <(Sword Got?) = [1]> then\n set [weapon v] to [Sword]\nelse\n set [weapon v] to [Nothing]\nend\n\nwhen [q v] key pressed\nif <(Sheild Got?) = [1]> then\n set [past weapon v] to (Weapon)\n repeat until <not <key (q v) pressed?>>\n set [weapon v] to [Shield]\n end\n set [weapon v] to (Past Weapon)\nelse\n set [weapon v] to [Nothing]\nend\n\nwhen flag clicked\nset [weapon v] to [None]\nwait (1) seconds\nhide variable [money v]\nset [money v] to [0]\n\nset [weapon v] to [Sword]\n\nwhen [1 v] key pressed\nif <(Dagger Got?) = [1]> then\n set [weapon v] to [Dagger]\nelse\n set [weapon v] to [Nothing]\nend\n\nwhen [4 v] key pressed\nset [weapon v] to [Nothing]\n\nwhen [f v] key pressed\nwait until <not <key (f v) pressed?>>\nif <(Stats) = [0]> then\n show variable [arrows v]\n show variable [money v]\n show variable [orb shards v]\n show variable [weapon v]\n show variable [the level v]\n show variable [timer v]\n set [stats v] to [1]\nelse\n hide variable [arrows v]\n hide variable [timer v]\n hide variable [the level v]\n hide variable [orb shards v]\n hide variable [money v]\n hide variable [weapon v]\n set [stats v] to [0]\nend\n\nwhen flag clicked\nset [stats v] to [0]\n\nhide variable [arrows v]\n\nwhen I receive [next level v]\nshow variable [money v]\n\nwhen I receive [hide everything v]\nshow variable [money v]\nhide variable [timer v]\nhide variable [the level v]\nhide variable [orb shards v]\nhide variable [money v]\nhide variable [weapon v]\nshow variable [arrows v]\nset [stats v] to [0]\nforever\n set [arrows v] to [infinity]\nend\n\n@Arrow\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n Run Arrow Script\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to (sniper v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen I start as a clone\n\nwhen flag clicked\nset [arrows v] to [0]\n\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\nhide\n\npoint towards (player v)\n\ndefine Run Arrow Script\nif <([costume # v] of [sniper v]) = [2]> then\n hide\n stop [this script v]\nelse\n show\n go to (sniper v)\n go to [front v] layer\n point towards (player v)\n set [bow animation v] to [1]\n wait ((1) / (3)) seconds\n point towards (player v)\n set [bow animation v] to [2]\n wait ((1) / (3)) seconds\n point towards (player v)\n set [bow animation v] to [3]\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <<touching (sheild v)?> or <<touching (enemy sword trail v)?> or <<touching (enemy sword v)?> or <touching (arrow prevention v)?>>>>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (enemy sword trail v)?> or <<touching (enemy sword v)?> or <touching (arrow prevention v)?>>> then\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume2 v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\npoint in direction (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\nend\n\ngo to (random position v)\n\n@Arrow Hitbox\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n Run Arrow Script\nend\n\nwhen flag clicked\ngo to (sniper v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen flag clicked\nset [arrows v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\ndefine Run Arrow Script\nif <([costume # v] of [sniper v]) = [2]> then\n hide\n stop [this script v]\nelse\n show\n go to (sniper v)\n go to [front v] layer\n point towards (player v)\n set [bow animation v] to [1]\n wait ((1) / (3)) seconds\n point towards (player v)\n set [bow animation v] to [2]\n wait ((1) / (3)) seconds\n point towards (player v)\n set [bow animation v] to [3]\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <<touching (sheild v)?> or <touching (arrow prevention v)?>>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (arrow prevention v)?> then\n hide\n delete this clone\n else\n if <touching color (#ff0000)?> then\n change [arrows v] by (-1)\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<touching (sheild v)?> or <key (r v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n switch costume to (costume2 v)\n repeat until <touching (ground v)?>\n change y by (-10)\n end\n change y by (30)\n repeat until <touching (player v)?>\n glide (0.5) secs to x: (x position) y: ((y position) - (7))\n glide (0.5) secs to x: (x position) y: ((y position) - (-7))\n end\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <key (e v) pressed?> then\n wait until <not <key (e v) pressed?>>\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@Player Arrow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\ndefine Run Arrow Script 2.0\nif <(Weapon) = [Bow]> then\n if <<[0] < (Arrows)> or <(Arrows) = [infinity]>> then\n set rotation style [all around v]\n go to (player v)\n go to [front v] layer\n point towards (mouse-pointer v)\n repeat until <<touching (enemy v)?> or <<touching (_edge_ v)?> or <<touching (ground hitbox v)?> or <<<<touching (lava v)?> or <touching (sniper v)?>> or <touching (enemy sword v)?>> or <<touching (enemy sword trail v)?> or <<touching (enemy sword trail v)?> or <touching (tumbleweed v)?>>>>>>>\n switch costume to (costume1 v)\n wait (.0000000001) seconds\n move (25) steps\n end\n if <touching (enemy v)?> then\n if <(Arrows) = [infinity]> then\n hide\n else\n change [arrows v] by (-1)\n end\n hide\n else\n if <touching (sniper v)?> then\n if <(Arrows) = [infinity]> then\n hide\n else\n change [arrows v] by (-1)\n end\n hide\n else\n if <touching (_edge_ v)?> then\n if <(Arrows) = [infinity]> then\n hide\n point in direction (0)\n delete this clone\n else\n change [arrows v] by (-1)\n point in direction (0)\n delete this clone\n end\n hide\n else\n if <touching (ground v)?> then\n if <(Arrows) = [infinity]> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n else\n change [arrows v] by (-1)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n end\n hide\n else\n if <touching (lava v)?> then\n if <(Arrows) = [infinity]> then\n switch costume to (costume2 v)\n delete this clone\n else\n change [arrows v] by (-1)\n switch costume to (costume2 v)\n delete this clone\n end\n hide\n else\n if <touching (enemy sword v)?> then\n if <(Arrows) = [infinity]> then\n delete this clone\n else\n change [arrows v] by (-1)\n delete this clone\n end\n hide\n else\n if <touching color (#ff0000)?> then\n if <(Arrows) = [infinity]> then\n delete this clone\n else\n change [arrows v] by (-1)\n delete this clone\n end\n hide\n else\n if <touching (enemy sword trail v)?> then\n if <(Arrows) = [infinity]> then\n hide\n go to (player v)\n delete this clone\n else\n change [arrows v] by (-1)\n hide\n go to (player v)\n delete this clone\n end\n hide\n else\n if <touching (tumbleweed v)?> then\n if <(Arrows) = [infinity]> then\n hide\n delete this clone\n else\n change [arrows v] by (-1)\n hide\n delete this clone\n end\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n broadcast (Not enough arrows v)\n end\nend\n\nchange [arrows v] by (-1)\n\nif then\n change [arrows v] by (-1)\n hide\n delete this clone\nelse\nend\n\nwait (1) seconds\n\nwhen I receive [do bow action v]\nforever\n\nchange [arrows v] by (-1)\n\nchange [arrows v] by (-1)\n\nchange [arrows v] by (-1)\n\nwhen I receive [do bow action v]\nforever\n if <key (space v) pressed?> then\n show\n Run Arrow Script 2.0\n hide\n end\nend\n\nchange [arrows v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching (arrow prevention v)?> or <<touching (sword trail v)?> or <touching color (#ff0000)?>>> then\n delete this clone\n end\nend\n\nchange [arrows v] by (1)\nshow variable [arrows v]\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n wait until <not <touching (ground v)?>>\n delete this clone\n end\nend\n\nchange [arrows v] by (1)\nshow variable [arrows v]\n\nchange [arrows v] by (-1)\n\nhide\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\ngo to (player v)\n\ngo to (player v)\n\n@Bow just lying around2\n\nwhen flag clicked\nset [bow got? v] to [0]\nhide variable [arrows v]\nhide variable [weapon v]\n\nset [bow animation v] to [1]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-138) y: (-36)\nrepeat until <touching (player v)?>\n turn right (2) degrees\nend\nhide\nbroadcast (Do Bow Action v)\n\nwhen I receive [do bow action v]\nhide\nset [bow got? v] to [1]\nset [weapon v] to [Bow]\nshow variable [weapon v]\n\nwhen flag clicked\n\nwhen I receive [next level v]\nif <(The Level) = [11]> then\n show\n set rotation style [all around v]\n switch costume to (costume1 v)\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-138) y: (-36)\n wait until <touching (player v)?>\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nhide\n\n@Sniper Bow\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset [bow animation v] to [1]\nforever\n go to (sniper v)\n point in direction (([direction v] of [arrow v]) - (180))\n switch costume to (Bow Animation)\nend\n\nwhen flag clicked\nwait (0.05) seconds\nforever\n if <([costume # v] of [sniper v]) = [2]> then\n hide\n else\n go to [front v] layer\n show\n end\nend\n\n@Good? bow\n\nwhen flag clicked\nset [player bow animation v] to [1]\nhide\n\nswitch costume to (costume1 v)\n\nwhen I receive [do bow action v]\nshow\nforever\n if <(Weapon) = [Bow]> then\n show\n go to (player v)\n point towards (mouse-pointer v)\n switch costume to (costume1 v)\n else\n hide\n end\nend\n\npoint in direction (90)\n\ngo to (player v)\npoint towards (mouse-pointer v)\nswitch costume to (Player Bow Animation)\n\n@Sword just lying around3\n\nwhen flag clicked\nset [sword got? v] to [0]\nhide variable [weapon v]\n\nset [bow animation v] to [1]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-90) y: (-8)\nrepeat until <touching (player v)?>\n turn right (2) degrees\nend\nhide\nbroadcast (Do Sword Action v)\n\nforever\n\nwhen I receive [do sword action v]\nhide\nset [sword got? v] to [1]\nset [weapon v] to [Sword]\nshow variable [weapon v]\n\nwhen flag clicked\n\nwhen I receive [next level v]\nif <(The Level) = [16]> then\n show\n wait (0.05) seconds\n create clone of (_myself_ v)\n set rotation style [all around v]\n switch costume to (costume1 v)\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-90) y: (-8)\n wait until <touching (player v)?>\n hide\nend\n\nwhen flag clicked\nhide\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [do sword action v]\nshow\nforever\n if <(Weapon) = [Sword]> then\n if <(Sword Animation) = [1]> then\n show\n go to (player v)\n else\n show\n go to (player v)\n point towards (mouse-pointer v)\n end\n else\n hide\n end\nend\n\nwhen I receive [do sword action v]\nset [sword animation v] to [0]\nshow\nforever\n if <(Fight Started???) = [1]> then\n if <<(Weapon) = [Sword]> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n show\n set [sword animation v] to [1]\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n repeat (15)\n turn right (24) degrees\n end\n else\n repeat (15)\n turn left (24) degrees\n end\n end\n set [sword animation v] to [0]\n else\n set [sword animation v] to [0]\n end\n else\n if <<(Weapon) = [Sword]> and <key (space v) pressed?>> then\n show\n set [sword animation v] to [1]\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n repeat (15)\n turn right (24) degrees\n end\n else\n repeat (15)\n turn left (24) degrees\n end\n end\n set [sword animation v] to [0]\n else\n set [sword animation v] to [0]\n end\n end\nend\n\nrepeat (15)\n turn right (24) degrees\nend\n\nrepeat (120)\n turn right (3) degrees\nend\n\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [do sword action v]\nshow\nforever\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nif <(Sword Animation) = [1]> then\n show\n go to (player v)\nelse\n show\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nhide\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\n@Sword Trail\n\nwhen flag clicked\nhide\n\nwhen I receive [do sword action v]\nhide\nforever\n if <(Sword Animation) = [1]> then\n show\n point in direction ([direction v] of [sword v])\n go to x: ([x position v] of [sword v]) y: ([y position v] of [sword v])\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [do sword action v]\nshow\nforever\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Enemy Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <<(The Level) = [14]> or <<(The Level) = [15]> or <(The Level) = [16]>>> then\n repeat until <not <<(The Level) = [14]> or <<(The Level) = [15]> or <(The Level) = [16]>>>>\n if <(Touching Player???) = [1]> then\n show\n go to (sword enemy v)\n set [enemy sanimation v] to [1]\n if <([x position v] of [player v]) < ([x position v] of [sword enemy v])> then\n switch costume to (costume1 v)\n repeat (13)\n turn left ((360) / (13)) degrees\n end\n else\n switch costume to (costume2 v)\n repeat (13)\n turn right ((360) / (13)) degrees\n end\n end\n set [enemy sanimation v] to [0]\n else\n hide\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to (sword enemy v)\nend\n\nwhen flag clicked\nforever\n if <(username) = [kikiisacat]> then\n change [arrows v] by (1)\n end\nend\n\nif <(The Level) = [14]> then\n repeat until <not <(The Level) = [14]>>\nelse\n hide\nend\n\nhide\n\nwait (0.2) seconds\n\nwhen I receive [fight v]\nhide\n\n@Enemy Sword Trail\n\nwhen flag clicked\nset [enemy sanimation v] to [0]\nhide\n\nwhen I receive [do sword action v]\n\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nshow\nrepeat (100)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [do sword action v]\n\nshow\n\nwhen flag clicked\nhide\nforever\n if <(Enemy SAnimation) = [1]> then\n show\n point in direction ([direction v] of [enemy sword v])\n go to x: ([x position v] of [enemy sword v]) y: ([y position v] of [enemy sword v])\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) < ([x position v] of [sword enemy v])> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [fight v]\nhide\nset [enemy sanimation v] to [0]\n\nwhen I receive [fight v]\nhide\n\n@Dagger just lying around2\n\nwhen flag clicked\nset [dagger got? v] to [0]\nhide variable [weapon v]\n\nset [bow animation v] to [1]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (73) y: (14)\nrepeat until <touching (player v)?>\n turn right (2) degrees\nend\nhide\nbroadcast (Do Dagger Action v)\n\nforever\n\nwhen I receive [do dagger action v]\nhide\nset [dagger got? v] to [1]\nset [weapon v] to [Dagger]\nshow variable [weapon v]\n\nwhen flag clicked\n\nwhen I receive [next level v]\nif <(The Level) = [6]> then\n show\n wait (0.05) seconds\n create clone of (_myself_ v)\n set rotation style [all around v]\n switch costume to (costume1 v)\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (73) y: (14)\n wait until <touching (player v)?>\n hide\nend\n\nwhen flag clicked\nhide\n\n@Dagger\n\nwhen I receive [do dagger action v]\nswitch costume to (costume1 v)\nshow\nforever\n if <(Weapon) = [Dagger]> then\n show\n go to (player v)\n else\n hide\n end\nend\n\nwhen I receive [do dagger action v]\nset [dagger being used? v] to [0]\nshow\nforever\n if <<(Weapon) = [Dagger]> and <key (space v) pressed?>> then\n wait (0.75) seconds\n show\n set [dagger being used? v] to [1]\n switch costume to (costume2 v)\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait (1) seconds\n point in direction (90)\n switch costume to (costume1 v)\n set [dagger being used? v] to [0]\n else\n set [dagger being used? v] to [0]\n end\nend\n\nrepeat (120)\n turn right (3) degrees\nend\n\nwhen I receive [do dagger action v]\npoint in direction (90)\nshow\nforever\n if <(Dagger Being used?) = [1]> then\n point in direction (90)\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n else\n point in direction (90)\n if <([x position v] of [player v]) < ([x position v] of [mouse hitbox v])> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Do Dagger Action v)\n\n@Shop Sprite\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen [z v] key pressed\nclear graphic effects\nshow\ngo [backward v] (4) layers\nwait until <not <key (z v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nset [ghost v] effect to (50)\n\nwhen [x v] key pressed\nwait until <not <key (x v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (5)\nend\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nset [money v] to [0]\n\nwhen I receive [next level v]\nchange [money v] by (1)\n\nwhen I receive [special level v]\nchange [money v] by (1)\n\n@Shop Logo\n\nwhen flag clicked\n\nwhen [z v] key pressed\nshow\nwait until <not <key (z v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (0)\n\nwhen [x v] key pressed\nwait until <not <key (x v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@Button2\n\nwhen [z v] key pressed\nwait until <not <key (z v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [x v] key pressed\nwait until <not <key (x v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [jump boost v] to [0]\nshow variable [money v]\nset [money v] to [0]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <<[4] < (Money)> and <(costume [number v]) = [1]>> then\n switch costume to (costume2 v)\n start sound [Coin v]\n change [money v] by (-5)\n set [jump boost v] to [1]\nelse\n start sound [Water Drop v]\nend\n\nchange [arrows v] by (1)\n\ngo to [front v] layer\n\ngo to [front v] layer\n\n@Button3\n\nwhen [z v] key pressed\nwait until <not <key (z v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [speed boost v] to [0]\n\nwhen [x v] key pressed\nwait until <not <key (x v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\ngo to [back v] layer\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <<[6] < (Money)> and <(costume [number v]) = [1]>> then\n switch costume to (costume2 v)\n start sound [Coin v]\n change [money v] by (-7)\n set [speed boost v] to [1]\nelse\n start sound [Water Drop v]\nend\n\n@Button1\n\nwhen [z v] key pressed\nshow\nwait until <not <key (z v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [x v] key pressed\nwait until <not <key (x v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\ngo to [back v] layer\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <[1] < (Money)> then\n start sound [Coin v]\n change [money v] by (-2)\n change [arrows v] by (1)\n show variable [arrows v]\nelse\n start sound [Water Drop v]\nend\n\ngo to [front v] layer\n\n@tumbleweed\n\nwhen flag clicked\nhide\nforever\n if <<(The Level) = [15]> or <<(The Level) = [11]> or <<(The Level) = [12]> or <<(The Level) = [13]> or <(The Level) = [14]>>>>> then\n hide\n show\n broadcast (Spin v)\n go to x: (-100000) y: (pick random (-40) to (-25))\n glide (2) secs to x: (0) y: (-59)\n glide (2) secs to x: (252) y: (pick random (-40) to (-25))\n hide\n wait (pick random (3) to (7)) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen I receive [spin v]\nwait (0.34) seconds\nrepeat until <touching (_edge_ v)?>\n turn right (pick random (7) to (25)) degrees\n if <<<touching (player arrow v)?> and <([costume # v] of [player arrow v]) = [1]>> or <<touching (lava v)?> or <<touching (enemy sword trail v)?> or <touching (enemy sword v)?>>>> then\n hide\n go to x: (248) y: (pick random (-40) to (-25))\n stop [this script v]\n else\n show\n end\nend\ndelete this clone\n\nshow\n\nforever\n\nwhen flag clicked\n\ngo to (random position v)\n\nif <touching (sword enemy htbox v)?> then\n set [touching player??? v] to [1]\nend\n\nglide (0.00001) secs to x: (252) y: (-27)\n\n@Snow\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (50) to (400)) %\nset [ghost v] effect to (pick random (50) to (80))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.01) to (180))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [e3]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nif <(boop) < [4]> then\n change [boop v] by (-1)\nend\n\nwhen flag clicked\nif <(boop) = [1]> then\n switch costume to (costume1 v)\nend\n\nwhen [space v] key pressed\nif <(boop) < [5]> then\n change [boop v] by (1)\nend\n\nwhen flag clicked\nif <(boop) = [4]> then\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\nif <(boop) = [3]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nchange [boop v] by (1)\n\nwhen flag clicked\nset [boop v] to [0]\n\nwhen flag clicked\nif <(boop) = [2]> then\n switch costume to (costume2 v)\nend\n\nif <(boop) = [5]> then\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nforever\n if <not <(backdrop [name v]) = [e3]>> then\n delete this clone\n end\nend\n\n@Imagine Failing\n\nwhen flag clicked\nhide\n\nwhen I receive [faliure v]\ngo to [front v] layer\nhide variable [arrows v]\nhide variable [timer v]\nhide variable [the level v]\nhide variable [orb shards v]\nhide variable [money v]\nhide variable [weapon v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nstop [all v]\n\n@Sprite1\n\nwhen I receive [boss fight v]\ngo to [front v] layer\ngo to x: (-465) y: (0)\nshow\nglide (1) secs to x: (0) y: (0)\nbroadcast (Cutscene v)\nglide (1) secs to x: (456) y: (0)\nhide\n\nwhen flag clicked\nset [fight started??? v] to [0]\ngo to x: (-465) y: (0)\nhide\n\nwhen I receive [fight v]\nset [fight started??? v] to [1]\ngo to [front v] layer\ngo to x: (-465) y: (0)\nshow\nglide (1) secs to x: (0) y: (0)\nbroadcast (Hide everything v)\nglide (1) secs to x: (456) y: (0)\nhide\n\n@Boss\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [cutscene v]\ngo to x: (44) y: (22)\nshow\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 [reset v]\nif <(Fight Started???) = [1]> then\n show\nend\n\nwhen I receive [fight v]\npoint in direction (90)\nset [boss health v] to [20]\nforever\n if <<<touching (player arrow v)?> and <([costume # v] of [player arrow v]) = [1]>> or <<<touching (sword v)?> and <(Sword Animation) = [1]>> or <<touching (dagger v)?> and <(Dagger Being used?) = [1]>>>> then\n change [boss health v] by (-1)\n set [random v] to (pick random (1) to (6))\n set [transition v] to [1]\n broadcast (Move v)\n if <(Random) = [1]> then\n glide (2) secs to x: (0) y: (22)\n end\n if <(Random) = [2]> then\n glide (2) secs to x: (-195) y: (120)\n end\n if <(Random) = [3]> then\n glide (2) secs to x: (195) y: (120)\n end\n if <(Random) = [4]> then\n glide (2) secs to x: (195) y: (-65)\n end\n if <(Random) = [5]> then\n glide (2) secs to x: (-195) y: (-65)\n end\n if <(Random) = [6]> then\n glide (2) secs to x: (0) y: (-138)\n end\n set [transition v] to [0]\n end\nend\n\nswitch costume to (costume2 v)\n\nwhen I receive [fight v]\nswitch costume to (costume1 v)\nbroadcast (Hide everything v)\n\ngo to x: (44) y: (22)\nshow\n\nif <(Random) = [1]> then\n go to x: (0) y: (22)\nend\nif <(Random) = [2]> then\n go to x: (-195) y: (120)\nend\nif <(Random) = [3]> then\n go to x: (195) y: (120)\nend\nif <(Random) = [4]> then\n go to x: (195) y: (-65)\nend\nif <(Random) = [5]> then\n go to x: (-195) y: (-65)\nend\nif <(Random) = [6]> then\n go to x: (0) y: (-138)\nend\n\nif <(Random) = [1]> then\n go to x: (0) y: (-138)\nend\n\nglide (1) secs to (random position v)\n\nwhen flag clicked\nset [random v] to [1]\nset [transition v] to [0]\n\nwhen I receive [surrender v]\n\nwhen I receive [surrender v]\npoint in direction (90)\nstop [other scripts in sprite v]\npoint in direction (90)\nswitch costume to (costume2 v)\nif <(pick random (1) to (2)) = [1]> then\n broadcast (Ending 1 v)\nelse\n broadcast (Ending 2 v)\nend\npoint in direction (90)\n\nglide (1) secs to x: (x position) y: ((y position) + (35))\nrepeat (6)\n turn left (15) degrees\nend\nglide (0.3) secs to x: (x position) y: ((y position) + (-35))\n\ncreate clone of (_myself_ v)\n\nwhen I receive [move v]\nif <(Random) = [1]> then\n repeat until <<(x position) = [0]> and <(y position) = [22]>>\n turn right (20) degrees\n end\nend\nif <(Random) = [2]> then\n repeat until <<(x position) = [-195]> and <(y position) = [120]>>\n turn right (20) degrees\n end\nend\nif <(Random) = [3]> then\n repeat until <<(x position) = [195]> and <(y position) = [120]>>\n turn right (20) degrees\n end\nend\nif <(Random) = [4]> then\n repeat until <<(x position) = [195]> and <(y position) = [-65]>>\n turn right (20) degrees\n end\nend\nif <(Random) = [5]> then\n repeat until <<(x position) = [-195]> and <(y position) = [-65]>>\n turn right (20) degrees\n end\nend\nif <(Random) = [6]> then\n repeat until <<(x position) = [0]> and <(y position) = [-138]>>\n turn right (20) degrees\n end\nend\npoint in direction (90)\n\nwhen flag clicked\npoint in direction (90)\n\n@Boss HTbox2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nif <(x position) > [239]> then\n\ndefine Move Around (x min) (x max) (level) (ground y) (mingroundy) (speed)\n\nwhen flag clicked\nMove Around [0] [150] [1] [-1] [-57] [2.5]\n\nglide (1) secs to x: (x min) y: (y position)\n\nMove Around [0] [150] [1] [-57] [] []\n\nif <(y position) = [-1]> then\n\nMove Around (x min) (x max) (level) (ground y) (mingroundy) []\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nif <not <(y position) = (mingroundy)>> then\n repeat until <(y position) = (mingroundy)>\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 Enemy) * (-1))\n end\n change [y enemy v] by (-1)\n change y by (Y Enemy)\n if <touching (ground v)?> then\n change y by ((Y Enemy) - ((Y Enemy) * (2)))\n set [y enemy v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n end\n wait until <(y position) = (mingroundy)>\n repeat until <not <(The Level) = (level)>>\n glide (1) secs to x: (x min) y: (y position)\n glide (1) secs to x: (x max) y: (y position)\n end\nend\nglide (1) secs to x: (x max) y: (y position)\n\nwhen flag clicked\nforever\n Run without screen refresh\nend\n\nset [arrows v] to [0]\n\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n go to (boss v)\nend\n\ndefine Run without screen refresh\nif <touching (player v)?> then\n set [boss touching player??? v] to [1]\nelse\n set [boss touching player??? v] to [0]\nend\n\n@Health Bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\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 [fight v]\nset [boss health v] to [20]\nforever\n set x to ([x position v] of [boss v])\n set y to (([y position v] of [boss v]) + (40))\n switch costume to (Boss health)\n delete (1) of [healths v]\n delete (1) of [healths v]\n delete (1) of [healths v]\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\nend\n\nwhen I receive [reset v]\nif <(Fight Started???) = [1]> then\n show\n forever\n set x to ([x position v] of [boss v])\n set y to (([y position v] of [boss v]) + (40))\n switch costume to (Boss health)\n delete (1) of [healths v]\n delete (1) of [healths v]\n delete (1) of [healths v]\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [fight v]\nforever\n if <(Boss health) < [1]> then\n broadcast (Surrender v)\n hide\n stop [this script v]\n else\n end\nend\n\nshow\n\nset x to ([x position v] of [boss v])\nset y to (([y position v] of [boss v]) + (40))\nswitch costume to (Boss health)\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\n\nwhen I receive [surrender v]\n\nwhen I receive [reset v]\nif <(Fight Started???) = [1]> then\n set [boss health v] to [20]\nend\n\nshow\nforever\n set x to ([x position v] of [boss v])\n set y to (([y position v] of [boss v]) + (40))\n switch costume to (Boss health)\n delete (1) of [healths v]\n delete (1) of [healths v]\n delete (1) of [healths v]\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\nend\n\nwhen I receive [fight v]\nforever\n if <(Boss health) < [13]> then\n broadcast (Recruit someone v)\n stop [this script v]\n end\nend\n\n@Player Health\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a 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\nwhen I receive [fight v]\nset [player health v] to [5]\nforever\n set x to ([x position v] of [player v])\n set y to (([y position v] of [player v]) + (25))\n switch costume to (Player Health)\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\nend\n\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\n\ndelete this clone\n\nwhen I receive [reset v]\nif <(Fight Started???) = [1]> then\n show\n forever\n set x to ([x position v] of [player v])\n set y to (([y position v] of [player v]) + (25))\n switch costume to (Player Health)\n delete (1) of [healths v]\n delete (1) of [healths v]\n delete (1) of [healths v]\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\n end\nend\n\nchange [player health v] by (-1)\n\nwhen I receive [surrender v]\nhide\n\n@Boss fight captions\n\nwhen I receive [cutscene v]\nclear graphic effects\nbroadcast (Hide everything v)\nshow\nswitch costume to (costume2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (costume4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Fight v)\nset [fight started??? v] to [1]\nhide\nclear graphic effects\n\nwhen flag clicked\nset [fight started??? v] to [0]\nhide\n\nset [fight started??? v] to [1]\n\nwhen I receive [ending 1 v]\nclear graphic effects\nbroadcast (Hide everything v)\nshow\nswitch costume to (costume3 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (costume5 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Fin v)\nhide\nclear graphic effects\n\nwhen I receive [ending 2 v]\nclear graphic effects\nbroadcast (Hide everything v)\nshow\nswitch costume to (costume6 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (costume7 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Fin v)\nhide\nclear graphic effects\n\nset [fight started??? v] to [1]\n\nwhen I receive [fin v]\nhide variable [arrows v]\n\nwhen I receive [fin v]\nhide\n\n@Enemy Sword2\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nset rotation style [all around v]\nrepeat until <not <(Fight Started???) = [1]>>\n if <(Boss touching player???) = [1]> then\n if <(Transition) = [0]> then\n show\n go to (boss v)\n if <([x position v] of [player v]) < ([x position v] of [boss v])> then\n switch costume to (costume1 v)\n repeat (13)\n turn left ((360) / (13)) degrees\n end\n else\n switch costume to (costume2 v)\n repeat (13)\n turn right ((360) / (13)) degrees\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nset [enemy sanimation v] to [1]\n\nwhen flag clicked\nforever\n go to (boss v)\nend\n\nif <(The Level) = [14]> then\n repeat until <not <(The Level) = [14]>>\nelse\n hide\nend\n\nhide\n\nhide\n\nwait (0.2) seconds\n\nif <<(The Level) = [14]> or <<(The Level) = [15]> or <(The Level) = [16]>>> then\n\nif <(Transition) = [0]> then\nelse\n hide\nend\n\n@Arrow2\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n if <not <(Boss touching player???) = [1]>> then\n Run Arrow Script\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to (boss v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen I start as a clone\n\nwhen flag clicked\nset [arrows v] to [0]\n\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\nhide\n\npoint towards (player v)\n\ndefine Run Arrow Script\nif <([costume # v] of [boss v]) = [2]> then\n hide\n stop [this script v]\nelse\n if <(Transition) = [0]> then\n show\n go to (boss v)\n go to [front v] layer\n point towards (player v)\n turn right (0) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn right (0) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn right (0) degrees\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <touching (sheild v)?>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (enemy sword trail v)?> or <<touching (enemy sword v)?> or <touching (arrow prevention v)?>>> then\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume2 v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\npoint in direction (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n\ngo to (random position v)\n\nset [bow animation v] to [1]\n\nset [bow animation v] to [2]\n\nset [bow animation v] to [3]\n\n\n\nif <(Transition) = [0]> then\nelse\n hide\nend\n\n@Arrow Hitbox2\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n Run Arrow Script\nend\n\nwhen flag clicked\ngo to (sniper v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen flag clicked\nset [arrows v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\ndefine Run Arrow Script\nif <([costume # v] of [boss v]) = [2]> then\n hide\n stop [this script v]\nelse\n if <(Transition) = [0]> then\n show\n go to (boss v)\n go to [front v] layer\n point towards (player v)\n wait ((1) / (3)) seconds\n point towards (player v)\n wait ((1) / (3)) seconds\n point towards (player v)\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <touching (sheild v)?>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (arrow prevention v)?> then\n hide\n delete this clone\n else\n if <touching color (#ff0000)?> then\n change [arrows v] by (-1)\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nset [bow animation v] to [1]\n\nset [bow animation v] to [2]\n\nset [bow animation v] to [3]\n\nwhen I start as a clone\nif <<touching (sheild v)?> or <key (r v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n switch costume to (costume2 v)\n repeat until <touching (ground v)?>\n change y by (-10)\n end\n change y by (30)\n repeat until <touching (player v)?>\n glide (0.5) secs to x: (x position) y: ((y position) - (7))\n glide (0.5) secs to x: (x position) y: ((y position) - (-7))\n end\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <key (e v) pressed?> then\n wait until <not <key (e v) pressed?>>\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@Arrow3\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n if <not <(Boss touching player???) = [1]>> then\n Run Arrow Script\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to (boss v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen I start as a clone\n\nwhen flag clicked\nset [arrows v] to [0]\n\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\nhide\n\npoint towards (player v)\n\ndefine Run Arrow Script\n\nif <([costume # v] of [boss v]) = [2]> then\n hide\n stop [this script v]\nelse\n if <(Transition) = [0]> then\n show\n go to (boss v)\n go to [front v] layer\n point towards (player v)\n turn right (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn right (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn right (4) degrees\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <touching (sheild v)?>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (enemy sword trail v)?> or <<touching (enemy sword v)?> or <touching (arrow prevention v)?>>> then\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume2 v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\npoint in direction (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n\ngo to (random position v)\n\nset [bow animation v] to [1]\n\nset [bow animation v] to [2]\n\nset [bow animation v] to [3]\n\n\n\n@Arrow Hitbox3\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n Run Arrow Script\nend\n\nwhen flag clicked\ngo to (sniper v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen flag clicked\nset [arrows v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\ndefine Run Arrow Script\n\nif <([costume # v] of [boss v]) = [2]> then\n hide\n stop [this script v]\nelse\n if <(Transition) = [0]> then\n show\n go to (boss v)\n go to [front v] layer\n point towards (player v)\n turn right (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn right (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn right (4) degrees\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <touching (sheild v)?>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (arrow prevention v)?> then\n hide\n delete this clone\n else\n if <touching color (#ff0000)?> then\n change [arrows v] by (-1)\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nset [bow animation v] to [1]\n\nset [bow animation v] to [2]\n\nset [bow animation v] to [3]\n\nwhen I start as a clone\nif <<touching (sheild v)?> or <key (r v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n switch costume to (costume2 v)\n repeat until <touching (ground v)?>\n change y by (-10)\n end\n change y by (30)\n repeat until <touching (player v)?>\n glide (0.5) secs to x: (x position) y: ((y position) - (7))\n glide (0.5) secs to x: (x position) y: ((y position) - (-7))\n end\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <key (e v) pressed?> then\n wait until <not <key (e v) pressed?>>\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nturn right (4) degrees\n\n@Arrow4\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n if <not <(Boss touching player???) = [1]>> then\n Run Arrow Script\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to (boss v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen I start as a clone\n\nwhen flag clicked\nset [arrows v] to [0]\n\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\nhide\n\npoint towards (player v)\n\ndefine Run Arrow Script\n\nif <([costume # v] of [boss v]) = [2]> then\n hide\n stop [this script v]\nelse\n if <(Transition) = [0]> then\n show\n go to (boss v)\n go to [front v] layer\n point towards (player v)\n turn left (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn left (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn left (4) degrees\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <touching (sheild v)?>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (enemy sword trail v)?> or <<touching (enemy sword v)?> or <touching (arrow prevention v)?>>> then\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume2 v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\npoint in direction (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n\ngo to (random position v)\n\nset [bow animation v] to [1]\n\nset [bow animation v] to [2]\n\nset [bow animation v] to [3]\n\n\n\n@Arrow Hitbox4\n\nwhen I receive [next level v]\nwait (0.01) seconds\nforever\n Run Arrow Script\nend\n\nwhen flag clicked\ngo to (sniper v)\n\nwhen flag clicked\ngo to x: (172) y: (-108)\n\nwhen flag clicked\nset [arrows v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (ground v)?> and <<touching (player v)?> and <(costume [number v]) = [2]>>> then\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\n end\nend\n\ndefine Run Arrow Script\n\nif <([costume # v] of [boss v]) = [2]> then\n hide\n stop [this script v]\nelse\n if <(Transition) = [0]> then\n show\n go to (boss v)\n go to [front v] layer\n point towards (player v)\n turn left (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn left (4) degrees\n wait ((1) / (3)) seconds\n point towards (player v)\n turn left (4) degrees\n wait ((1) / (3)) seconds\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (lava v)?> or <touching (sheild v)?>>>>>\n wait (.0001) seconds\n switch costume to (costume1 v)\n move (25) steps\n end\n switch costume to (costume2 v)\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (_edge_ v)?> then\n point in direction (0)\n hide\n delete this clone\n else\n if <touching (ground v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (lava v)?> then\n hide\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n hide\n change [record 2 v] by (1)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n if <touching (sheild v)?> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n hide\n else\n if <touching (arrow prevention v)?> then\n hide\n delete this clone\n else\n if <touching color (#ff0000)?> then\n change [arrows v] by (-1)\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nset [bow animation v] to [1]\n\nset [bow animation v] to [2]\n\nset [bow animation v] to [3]\n\nwhen I start as a clone\nif <<touching (sheild v)?> or <key (r v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n switch costume to (costume2 v)\n repeat until <touching (ground v)?>\n change y by (-10)\n end\n change y by (30)\n repeat until <touching (player v)?>\n glide (0.5) secs to x: (x position) y: ((y position) - (7))\n glide (0.5) secs to x: (x position) y: ((y position) - (-7))\n end\n change [arrows v] by (1)\n show variable [arrows v]\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <key (e v) pressed?> then\n wait until <not <key (e v) pressed?>>\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nturn right (4) degrees\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\nshow\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [fin v]\nhide\n\n@Sprite2\n\nwhen I receive [fin v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Cloud Stuff\n\nwhen I receive [fin v]\nif <(Timer) < (☁ High Score)> then\n show variable [☁ high score v]\n set [☁ high score v] to (Timer)\nelse\n show variable [☁ high score v]\nend\nask [plz rate this game \(0-9\)] and wait\nrepeat until <<[-1] < (answer)> and <(answer) > [10]>>\n ask [Make sure your rating is between 0 and 9] and wait\nend\nset [rating v] to (answer)\nset [☁ responses v] to (join (☁ Responses) (Rating))\n\nwhen flag clicked\nshow list [responses v]\nhide variable [☁ high score v]\n\nset [☁ responses v] to []\n\nwhen flag clicked\n\nwhen [m v] key pressed\nwait until <not <key (m v) pressed?>>\nif <(username) = [kikiisacat]> then\n delete all of [responses v]\n set [ammount v] to [1]\n repeat (length of (☁ Responses))\n add (letter (Ammount) of (☁ Responses)) to [responses v]\n change [ammount v] by (1)\n end\n hide list [responses v]\nend\n\nset [☁ responses v] to (join (☁ Responses) (Rating))\n\n@Sniper Health\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a 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\nwhen I receive [recruit someone v]\nforever\n set x to ([x position v] of [sniper v])\n set y to (([y position v] of [sniper v]) + (25))\n switch costume to (Sniper Health)\n delete (1) of [healths v]\n delete (1) of [healths v]\n delete (1) of [healths v]\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\nend\n\nset [sniper health v] to [2]\n\ndelete this clone\n\nwhen I receive [reset v]\nif <(Fight Started???) = [1]> then\n show\n forever\n set x to ([x position v] of [sniper v])\n set y to (([y position v] of [sniper v]) + (25))\n switch costume to (Sniper Health)\n delete (1) of [healths v]\n delete (1) of [healths v]\n delete (1) of [healths v]\n if <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\n end\n end\nend\n\nchange [player health v] by (-1)\n\nwhen I receive [surrender v]\nhide\n\nwhen I receive [recruit someone v]\nforever\n if <[1] > (Sniper Health)> then\n hide\n end\nend\n\n
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------------------\nPlease remix this project so I can get it to Top remixed!\n------------------\nMobile Version\nhttps://scratch.mit.edu/projects/710372996/\n-----------------\nEasy Version - Coming out\n------------------\nI don't know if this is generic or not.\n(I mean the engine is, but I added a lot of modifications\nto the engine, and the gameplay)\n-------------\n\n100% Complete\n-Please rate the game when you finish. Just enter a number 0-9 (this gets sent to me)\n\nPlease Like and Star if you liked this project\n(even if the boss made you rage quit)\n----------------\nThere are quite a lot of Controls!\n----------------\nASDF or Arrows to move\nQ to use sheild\n1, 2, 3 to switch weapon\nE clears all arrows besides your arrows off the screen\nZ opens shop\nX closes shop\nC gets you off the wall if you are in water\nR restarts\nF opens/closes stats\nT opens/closes a list of missions you can try to complete (that are really easy)\n----------------\nEverything (besides that the enemy movement and water physics which need some fixing) is done\n-If you run with the shield on, there is a 10% chance of dying\n---------------\n1.6 - Mobile version b/c of 2 people\n1.5 - Fixed Health bars\n1.4 - Added cloud lists - still not working to this day\n1.3 - Added health bars\n1.2 - Fixed bugs, Removed Multishot because it was way too op\n1.1 - Boss multishots arrows\n1.0 - Released Game, Lots of bugs\n-------------------\nIf you like this game, play\nhttps://scratch.mit.edu/projects/708155380/\n-------------------\nSomeone added this to like 50 studios.
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Sky A Platformer #Games #All
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@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nset [timer\(s\) v] to [0]\nset [lives: v] to [5]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer\(s\) v] by (1)\nend\n\nwhen backdrop switches to [thumbnail v]\nif <(Timer\(s\)) < (☁ HighScore\(s\))> then\n set [☁ highscore\(s\) v] to (Timer\(s\))\nend\n\nwhen flag clicked\nforever\n if <(Lives:) = [0]> then\n stop [all v]\n end\nend\n\nwhen backdrop switches to [thumbnail v]\nset [lives: v] to [5]\n\n@Player\n\nwhen flag clicked\nshow\nset [gravity v] to [-1]\nset [speed y v] to [0]\ngo to x: (-88) y: (33)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to [12]\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n end\n set [speed x v] to ((Speed X) * (0.8))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n if <touching color (#ab7800)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n if <touching color (#ab7800)?> then\n set y to (last value)\n set [speed y v] to [0]\n set [falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-163) y: (-114)\n change [lives: v] by (-1)\n end\n if <touching (spikes2 v)?> then\n go to x: (-163) y: (-114)\n change [lives: v] by (-1)\n end\n if <color (#00afef) is touching (#7adf15)?> then\n next backdrop\n wait (2) seconds\n end\n if <color (#00afef) is touching (#ff7500)?> then\n go to x: (-136) y: (-60)\n change [lives: v] by (-1)\n end\nend\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-163) y: (-114)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-165) y: (-114)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-162) y: (-114)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-167) y: (-114)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-136) y: (-60)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-122) y: (-60)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-158) y: (-107)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-163) y: (-114)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-166) y: (-75)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-163) y: (-114)\n\n@Flag\n\nwhen backdrop switches to [level 1 v]\ngo to x: (201) y: (27)\nshow\n\nwhen backdrop switches to [level 2 v]\ngo to x: (206) y: (19)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (193) y: (73)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (192) y: (35)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (184) y: (60)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (188) y: (-50)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (198) y: (87)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (147) y: (-53)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (205) y: (-108)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (215) y: (26)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (208) y: (-101)\n\nwhen backdrop switches to [level 11 v]\nhide\n\n@Spikes2\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 3 v]\nhide\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 5 v]\nshow\ngo to x: (-74) y: (-84)\n\nwhen backdrop switches to [level 3 v]\nhide\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 6 v]\nhide\ngo to x: (-74) y: (-84)\n\nwhen backdrop switches to [level 8 v]\nhide\ngo to x: (22) y: (-78)\n\n@Spikes\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 3 v]\nhide\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 5 v]\nshow\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 6 v]\nhide\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 6 v]\nhide\ngo to x: (22) y: (-78)\n\nwhen backdrop switches to [level 8 v]\nhide\ngo to x: (22) y: (-78)\n\n
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PART 2: https://scratch.mit.edu/projects/709015456/\nGITHUB: https://github.com/SamanyuCodes\n\nIn Sky Platformer you have to parkour to the green flag once you reach the green flag you will reach the next level. Be aware of spikes since spikes would kill you, the first time you touch spikes you don't die but if you repeat the mistake you die.\nGithub: https://github.com/SamanyuCodes
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Generic Platformer
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@Stage\n\nwhen flag clicked\nforever\n wait until <(Level) = [4]>\n broadcast (level4 v)\n wait until <(Level) = [5]>\n broadcast (level5 v)\n wait until <(Level) = [6]>\n broadcast (level6 v)\n wait until <(Level) = [7]>\n broadcast (level 7 v)\n wait until <(Level) = [8]>\n broadcast (level 8 v)\n wait until <(Level) = [9]>\n broadcast (level 9 v)\n wait until <(Level) = [15]>\n broadcast (level 15 v)\n wait until <(Level) = [17]>\n broadcast (level 17 v)\n wait until <(Level) = [18]>\n broadcast (level 18 v)\n wait until <(Level) = [19]>\n broadcast (level 19 v)\n wait until <(Level) = [24]>\n broadcast (level 24 v)\n wait until <(Level) = [26]>\n broadcast (level 26 v)\n wait until <(Level) = [40]>\n broadcast (level 40 v)\nend\n\nwhen flag clicked\nswitch backdrop to (normal screen v)\nwait (3) seconds\nforever\n if <<not <(Level) = [???]>> and <not <(Level) = [RICKROLLED!!!]>>> then\n play sound [054 Emergence Cave \(Olimar\) v] until done\n end\nend\n\nwhen I receive [next level secret v]\nstop all sounds\nforever\n if <<not <(Level) = [RICKROLLED!!!]>> and <not <(Level) < [100]>>> then\n switch backdrop to (secret screen v)\n play sound [toby fox - UNDERTALE Soundtrack - 47 Ooo2 v] until done\n end\nend\n\nwhen I receive [level up v]\nswitch backdrop to (normal screen v)\n\nstop all sounds\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [In My Way v]\nwait (3) seconds\nswitch backdrop to (the end v)\nwait (7) seconds\nswitch backdrop to (garbnok v)\nwait (3) seconds\nbroadcast (end v)\n\nstop [all v]\n\nwhen I receive [pain v]\nwait (1) seconds\nstop all sounds\nset volume to (999) %\nplay sound [health drain v] until done\nwait (1) seconds\nswitch backdrop to (the end v)\nforever\n play sound [But Nobody Came v] until done\nend\n\nplay sound [health drain v] until done\nwait (.01) seconds\nplay sound [health drain v] until done\nwait (.01) seconds\nplay sound [health drain v] until done\nwait (.01) seconds\nplay sound [health drain v] until done\nwait (.01) seconds\nrepeat (30)\n wait (.1) seconds\n start sound [health drain v]\nend\nrepeat (40)\n wait (.01) seconds\n start sound [health drain v]\nend\nwait (1) seconds\n\nrepeat ()\n\n@dood\n\nwhen I receive [ded v]\nset [inverted v] to [0]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (dood black v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n change y by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(exploding) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (platforms v)?> then\n change y by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (dood v)\nset [x v] to [0]\nset [y v] to [0]\nset [deaths v] to [0]\nset [coins v] to [0]\nset [inverted v] to [0]\nhide variable [coins v]\nhide variable [deaths v]\nhide\nwait (3) seconds\ngo to x: (-220) y: (-125)\nshow\nwait (1.521) seconds\ngo to [front v] layer\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(inverted) = [0]>> then\n change [x v] by (1.2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(inverted) = [0]>> then\n change [x v] by (-1.2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(inverted) = [1]>> then\n change [x v] by (-1.2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(inverted) = [1]>> then\n change [x v] by (1.2)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (platforms v)?> then\n fast\n if <touching (platforms v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n change [x v] by (-8)\n else\n change [x v] by (8)\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n go to x: (-220) y: (-125)\n broadcast (Level Up v)\n end\n if <<(y position) < [-172]> or <(y position) = [-172]>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-220) y: (-125)\n start sound [health drain v]\n change [deaths v] by (1)\n broadcast (ded v)\n end\n if <touching (b̶o̶m̶b̶s̶ coins v)?> then\n start sound [explbomb v]\n set [exploding v] to [1]\n switch costume to (11 v)\n repeat (24)\n next costume\n end\n if <(Level) = [4]> then\n set [oof v] to [1]\n end\n switch costume to (dood v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-220) y: (-125)\n change [deaths v] by (1)\n set [exploding v] to [0]\n broadcast (ded v)\n end\n if <(exploding) = [1]> then\n repeat until <(exploding) = [0]>\n delete this clone\n end\n end\n if <<(Coins) = [1]> and <(Level) = [20]>> then\n if <<(x position) < [-239]> and <(y position) > [140]>> then\n broadcast (next level secret v)\n set [level v] to [???]\n go to x: (190) y: (-135)\n end\n end\n if <(Level) = [???]> then\n if <(x position) < [-239]> then\n broadcast (next level secret v)\n go to x: (190) y: (-135)\n set [coins v] to [0]\n end\n end\n if <<touching (the one coin v)?> and <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>>> then\n set [coins v] to [1]\n broadcast (coin v)\n play sound [Coin v] until done\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (platforms v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (platforms v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n start sound [Big Boing v]\n set [y v] to [18]\n end\n if <touching (lava v)?> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-220) y: (-125)\n start sound [health drain v]\n change [deaths v] by (1)\n broadcast (ded v)\n if <(Level) = [10]> then\n set [oof v] to [2]\n end\n if <<(Level) = [12]> and <(oof) = [2]>> then\n set [oof v] to [3]\n end\n end\n if <touching (wall/floor lava v)?> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-220) y: (-125)\n start sound [health drain v]\n change [deaths v] by (1)\n broadcast (ded v)\n if <(Level) = [14]> then\n set [oof v] to [4]\n end\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?>>>>> and <not <touching (b̶o̶m̶b̶s̶ coins v)?>>> and <not <(y) < [0]>>> and <(exploding) = [0]>> then\n switch costume to (dood v)\n end\nend\n\nwhen flag clicked\nset [exploding v] to [0]\nwait (4.521) seconds\nforever\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching (b̶o̶m̶b̶s̶ coins v)?>>> and <(inverted) = [0]>> and <(exploding) = [0]>> then\n switch costume to (dood right v)\n end\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching (b̶o̶m̶b̶s̶ coins v)?>>> and <(exploding) = [0]>> and <(inverted) = [1]>> then\n switch costume to (dood left v)\n end\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching (b̶o̶m̶b̶s̶ coins v)?>>> and <(inverted) = [0]>> and <(exploding) = [0]>> then\n switch costume to (dood left v)\n end\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching (b̶o̶m̶b̶s̶ coins v)?>>> and <(inverted) = [1]>> and <(exploding) = [0]>> then\n switch costume to (dood right v)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <touching (b̶o̶m̶b̶s̶ coins v)?>>> and <(exploding) = [0]>> then\n switch costume to (dood up v)\n end\n if <<<<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [0]>>> and <(exploding) = [0]>> then\n switch costume to (dood up right v)\n end\n if <<<<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [0]>>> and <(exploding) = [0]>> then\n switch costume to (dood up left v)\n end\n if <<<<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [1]>>> and <(exploding) = [0]>> then\n switch costume to (dood up left v)\n end\n if <<<<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [1]>>> and <(exploding) = [0]>> then\n switch costume to (dood up right v)\n end\n if <<<<<(y) < [0]> and <key (right arrow v) pressed?>> or <<(y) < [0]> and <key (d v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [0]>>> and <(exploding) = [0]>> then\n switch costume to (dood down right v)\n end\n if <<<<<(y) < [0]> and <key (left arrow v) pressed?>> or <<(y) < [0]> and <key (a v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [0]>>> and <(exploding) = [0]>> then\n switch costume to (dood down left v)\n end\n if <<<<<(y) < [0]> and <key (right arrow v) pressed?>> or <<(y) < [0]> and <key (d v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [1]>>> and <(exploding) = [0]>> then\n switch costume to (dood down left v)\n end\n if <<<<<(y) < [0]> and <key (left arrow v) pressed?>> or <<(y) < [0]> and <key (a v) pressed?>>> and <<not <touching (b̶o̶m̶b̶s̶ coins v)?>> and <(inverted) = [1]>>> and <(exploding) = [0]>> then\n switch costume to (dood down right v)\n end\n if <<<(y) < [0]> and <<not <key (right arrow v) pressed?>> and <<not <key (left arrow v) pressed?>> and <<not <key (d v) pressed?>> and <not <key (a v) pressed?>>>>>> and <(exploding) = [0]>> then\n switch costume to (dood down v)\n end\nend\n\nwhen I receive [level up v]\ngo to x: (-215) y: (-125)\nset [inverted v] to [0]\ndelete this clone\n\nwhen I receive [rickrolled!!! v]\nhide variable [level v]\nhide variable [deaths v]\nhide variable [coins v]\n\nwhen I receive [next level secret v]\nset [inverted v] to [0]\ndelete this clone\n\nwhen I receive [next level secret v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [level up v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [the end v]\nwait (3) seconds\nstop [other scripts in sprite v]\nforever\n hide\nend\n\nset x to (231)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Level Up v)\n end\nend\n\nset [level v] to [20]\nbroadcast (Level Up v)\n\nset [level v] to [40]\nbroadcast (Level Up v)\n\n@platforms\n\nwhen flag clicked\nset [level v] to [1]\nhide\nhide variable [level v]\nwait (3) seconds\nshow\ngo to x: (0) y: (0)\nforever\n if <<(Level) = [41]> or <(Level) < [41]>> then\n switch costume to (Level)\n else\n if <<(Level) = [???]> or <(Level) = [RICKROLLED!!!]>> then\n switch costume to (secret v)\n else\n switch costume to (out of bounds v)\n end\n end\nend\n\nwhen I receive [next level secret v]\n\nset [level v] to [19]\nset [coins v] to [1]\n\nset [level v] to [22]\n\nset [level v] to [39]\n\nwhen I receive [the end v]\nwait (3) seconds\nforever\n switch costume to (costume1 v)\nend\n\n@thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (3) seconds\nrepeat (40)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen I receive [the end v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [level 8 v]\nshow\ngo to x: (-123) y: (-162)\ncreate clone of (_myself_ v)\ngo to x: (-89) y: (-162)\ncreate clone of (_myself_ v)\ngo to x: (-56) y: (-162)\ncreate clone of (_myself_ v)\ngo to x: (67) y: (-24)\nwait until <(Level) = [9]>\nhide\n\nwhen I receive [level 9 v]\nshow\ngo to x: (-161) y: (-116)\nwait until <(Level) = [10]>\nhide\n\nwhen I receive [level 15 v]\nshow\ngo to x: (-148) y: (-132)\nwait until <(Level) = [16]>\nhide\n\nwhen I receive [level up v]\ndelete this clone\n\nwhen I receive [level up v]\ndelete this clone\n\nwhen I receive [level 18 v]\nshow\ngo to x: (10) y: (-5)\nwait until <(Level) = [19]>\nhide\n\nwhen I receive [level 19 v]\nswitch costume to (costume2 v)\nshow\ngo to x: (5) y: (-138)\nwait until <(Level) = [20]>\nhide\n\nwhen I receive [level 26 v]\nswitch costume to (costume3 v)\nshow\ngo to x: (5) y: (-138)\nwait until <(Level) = [27]>\nhide\n\n@b̶o̶m̶b̶s̶ coins\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [level4 v]\nshow\ngo to x: (-114) y: (-77)\ncreate clone of (_myself_ v)\ngo to x: (115) y: (-77)\ncreate clone of (_myself_ v)\ngo to x: (2) y: (-13)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level5 v]\nshow\ngo to x: (-100) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (7) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (115) y: (-135)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level6 v]\nshow\ngo to x: (-90) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (-11) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (143) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (179) y: (-135)\ncreate clone of (_myself_ v)\ngo to x: (214) y: (-135)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level 17 v]\nshow\ngo to x: (-77) y: (-88)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-31)\ncreate clone of (_myself_ v)\ngo to x: (197) y: (18)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level up v]\ndelete this clone\n\nwhen I receive [level 18 v]\nshow\ngo to x: (-129) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (-91) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (-5) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (32) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (143) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (107) y: (-137)\ncreate clone of (_myself_ v)\ngo to x: (182) y: (-137)\ncreate clone of (_myself_ v)\nhide\nwait until <(Level) = [19]>\n\nwhen I receive [level 19 v]\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\nend\n\nwhen I start as a clone\nforever\n\nforever\n\nswitch costume to (costume1 v)\nrepeat (6)\n next costume\nend\n\nwhen I receive [level 19 v]\nshow\ngo to x: (-216) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (-185) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (-155) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (-124) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (-91) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (-5) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (32) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (143) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (107) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (182) y: (15)\ncreate clone of (_myself_ v)\ngo to x: (221) y: (15)\ncreate clone of (_myself_ v)\nhide\n\nshow\n\nswitch costume to (costume line v)\nshow\ngo to x: (25) y: (15)\nwait until <(Level) = [20]>\n\nrepeat (16)\nend\n\nwhen I receive [level 24 v]\nshow\ngo to x: (-124) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (-91) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (-5) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (32) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (143) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (107) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (182) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (221) y: (-170)\ncreate clone of (_myself_ v)\nhide\n\nswitch costume to (costume line2 v)\ngo to x: (25) y: (15)\nwait until <(Level) = [25]>\n\nwait until <(Level) = [18]>\n\nchange [level v] by (1)\nbroadcast (Level Up v)\n\n@unhelpful narrator\n\nwhen flag clicked\nset [oof v] to [0]\nset [secret v] to [0]\nhide variable [secret v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (104)\nhide\nwait (3) seconds\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nforever\n if <<(Level) = [4]> and <(oof) = [1]>> then\n switch costume to (coins are bad v)\n end\n if <<(Level) = [10]> and <(oof) = [2]>> then\n switch costume to (bro v)\n end\n if <<(Level) = [12]> and <(oof) = [2]>> then\n switch costume to (careful v)\n end\n if <<(Level) = [12]> and <(oof) = [3]>> then\n switch costume to (... v)\n end\n if <<(Level) = [14]> and <(oof) = [4]>> then\n switch costume to (and v)\n end\n if <(Level) = [???]> then\n hide\n end\nend\n\nwhen I receive [level up v]\nshow\nif <(Level) < [41]> then\n switch costume to (Level)\nend\n\nwhen I receive [the end v]\nswitch costume to (costume41 v)\nwait (3) seconds\nhide\n\nforever\n\nwhen I receive [pain v]\nwait (10) seconds\nshow\nswitch costume to (what did i tell you v)\n\n@Lava\n\nwhen flag clicked\nforever\n go to x: (0) y: ((5.5) * ([sin v] of (((timer) * (2)) * (150)) ))\n go to [back v] layer\n if <<(Level) = [41]> or <(Level) < [41]>> then\n switch costume to (Level)\n else\n switch costume to (1 v)\n end\nend\n\n@wall/floor lava\n\nwhen flag clicked\nforever\n if <<(Level) = [41]> or <(Level) < [41]>> then\n switch costume to (Level)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Fake Platforms\n\nwhen flag clicked\nshow\nforever\n if <<(Level) = [41]> or <(Level) < [41]>> then\n switch costume to (Level)\n else\n switch costume to (1 v)\n end\nend\n\n@the one coin\n\nwhen flag clicked\nhide\nforever\n if <not <(Level) = [18]>> then\n hide\n end\nend\n\nif <touching (dood v)?> then\n set [coins v] to [1]\n broadcast (coin v)\nend\n\nplay sound [Coin v] until done\n\nwhen I receive [level 18 v]\nshow\ngo to x: (-48) y: (-137)\n\nwhen I receive [coin v]\nhide\n\nwhen flag clicked\nforever\n next costume\nend\n\n@rick-roll\n\nwhen flag clicked\nhide\nset size to (150) %\ngo to [back v] layer\nswitch costume to (rick-roll v)\n\nwhen I receive [rickrolled!!! v]\ngo to [front v] layer\nshow\nset [level v] to [RICKROLLED!!!]\nchange [☁ secrets got v] by (1)\nstart sound [rick-astley-never-gonna-give-you-up-official-music-video v]\nrepeat (35)\n repeat (147)\n next costume\n end\nend\nhide\nbroadcast (Level Up v)\nset [level v] to [20]\n\nset [coins v] to [0]\n\n@secret unhelpful narrator \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [???]> then\n show\n end\nend\n\nwhen I receive [next level secret v]\nnext costume\n\nwhen I receive [level up v]\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [6]>\nhide\nbroadcast (RICKROLLED!!! v)\n\n@cringe\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <<not <(Level) = [RICKROLLED!!!]>> and <<(Level) < [41]> and <not <(Level) = [41]>>>> then\n wait (pick random (50) to (90)) seconds\n start sound [pop v]\n go to [front v] layer\n show\n wait (3) seconds\n hide\n end\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nforever\n hide\nend\n\n@text theing\n\ndefine * Specific Print: (text) X (x) Y (y) Size (size) Color (color) Brightness (brightness) X Border (x border) Letter Spacing (letter spacing) Line Spacing (line spacing) Use FX? (use fx?) Immediate? (immediate?) Direction (direction)\nif <(immediate?) = [1]> then\n Fast Print (text) (x) (y) (size) (color) (brightness) (x border) (letter spacing) (line spacing) (use fx?) (direction)\nelse\n Slow Print (text) (x) (y) (size) (color) (brightness) (x border) (letter spacing) (line spacing) (use fx?) (direction)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [clone x v] to (x position)\nset [clone y v] to (y position)\nset [clone dir v] to (direction)\nset [clone size v] to (size)\nif <(Use FX?) = [0]> then\n stop [this script v]\nend\nif <((Mouse Ghost) + ((Toward Mouse) + ((Away Mouse) + ((Mouse Bulge) + ((Sin Wave) + ((Rainbow) + ((Sway) + ((Spin) + (Jiggle))))))))) = [0]> then\n stop [this script v]\nend\nforever\n change [clone variable v] by (((FX Intensity) * (40)) - ((distance to [mouse-pointer v]) * (4)))\n set [clone variable v] to ((Clone Variable) * (0.5))\n if <(Clone Variable) > [100]> then\n set [clone variable v] to [100]\n end\n if <(Mouse Ghost) = [1]> then\n set [ghost v] effect to ((FX Intensity) * ((0.5) * ((50) - (distance to [mouse-pointer v]))))\n end\n if <(Toward Mouse) = [1]> then\n if <<(distance to [mouse-pointer v]) < [50]> and <(distance to [mouse-pointer v]) > [0]>> then\n point towards (mouse-pointer v)\n move ((Clone Variable) * ((0.005) * (distance to [mouse-pointer v]))) steps\n point in direction (Clone Dir)\n end\n change x by (((Clone X) - (x position)) * (0.5))\n change y by (((Clone Y) - (y position)) * (0.5))\n end\n if <(Away Mouse) = [1]> then\n if <<(distance to [mouse-pointer v]) < [50]> and <(distance to [mouse-pointer v]) > [0]>> then\n point towards (mouse-pointer v)\n move ((Clone Variable) * ((-0.005) * ((50) - (distance to [mouse-pointer v])))) steps\n point in direction (Clone Dir)\n end\n change x by (((Clone X) - (x position)) * (0.5))\n change y by (((Clone Y) - (y position)) * (0.5))\n end\n if <(Mouse Bulge) = [1]> then\n if <(distance to [mouse-pointer v]) < [50]> then\n change size by (((FX Intensity) * ((0.1) * ((50) - (distance to [mouse-pointer v])))) * ((Clone Size) / (100)))\n end\n set size to ((((size) - (Clone Size)) * (0.8)) + (Clone Size)) %\n end\n if <(Sin Wave) = [1]> then\n set y to ((Clone Y) + (([sin v] of ((i) * ((FX Speed) * (3))) ) * ((FX Intensity) * (1))))\n end\n if <(Jiggle) = [1]> then\n set y to ((Clone Y) + (([cos v] of ((i) * ((FX Speed) * (15))) ) * ((FX Intensity) * (0.3))))\n set x to ((Clone X) + (([sin v] of ((i) * ((FX Speed) * (15))) ) * ((FX Intensity) * (0.3))))\n end\n if <(Sway) = [1]> then\n point in direction ((Clone Dir) + (([sin v] of ((i) * ((FX Speed) * (1))) ) * ((FX Intensity) * (3.5))))\n end\n if <(Spin) = [1]> then\n change [clone dir v] by (FX Speed)\n point in direction (Clone Dir)\n end\n if <(Rainbow) = [1]> then\n set [color v] effect to ((i) * ((FX Speed) * (0.5)))\n end\n change [i v] by (1)\nend\n\nwhen I receive [clear text v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Clear Text v)\nHide Variables\n\ndefine Set Character Spacing: (character spacing) Line Spacing: (line spacing)\nset [letter width v] to (character spacing)\nset [line width v] to (line spacing)\n\ndefine * Special Effects Settings (1 = on, 0 = off): Mouse Ghost (mouse ghost) Toward Mouse (toward mouse) Away Mouse (away mouse) Mouse Bulge (mouse bulge) Sin Wave (sin wave) Rainbow (rainbow) Sway (sway) Spin (spin) Jiggle (jiggle) FX Intensity (fx intensity) FX Speed (fx speed)\nset [mouse ghost v] to (mouse ghost)\nset [toward mouse v] to (toward mouse)\nset [away mouse v] to (away mouse)\nset [mouse bulge v] to (mouse bulge)\nset [sin wave v] to (sin wave)\nset [rainbow v] to (rainbow)\nset [sway v] to (sway)\nset [spin v] to (spin)\nset [jiggle v] to (jiggle)\nset [fx intensity v] to (fx intensity)\nset [fx speed v] to (fx speed)\n\ndefine Fast Print (text) (x) (y) (size) (color) (brightness) (x border) (letter spacing) (line spacing) (use fx?) (direction)\nif <(use fx?) = [1]> then\n set [use fx? v] to [1]\nelse\n set [use fx? v] to [0]\nend\npoint in direction (direction)\ngo to x: (x) y: (y)\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\nhide\nset [j v] to [1]\nrepeat ((length of (text)) / (1))\n set [v v] to [0]\n switch costume to (join [] (letter (j) of (text)))\n switch costume to (join (letter (j) of (text)) [-a])\n create clone of (_myself_ v)\n if <<(x position) > (x border)> and <(costume [name v]) = [ ]>> then\n set [v v] to [1]\n end\n if <<(join [] (letter ((j) + (1)) of (text))) = [ ]> or <(join [] (letter ((j) + (1)) of (text))) = []>> then\n change x by ((((9) + (item (costume [number v]) of [letter spacing \(by costume #\) v])) / (2)) * (((size) * (0.014)) * (letter spacing)))\n else\n set [+ v] to (item (costume [number v]) of [letter spacing \(by costume #\) v])\n switch costume to (join [] (letter ((j) + (1)) of (text)))\n switch costume to (join (letter ((j) + (1)) of (text)) [-a])\n change x by ((((+) + (item (costume [number v]) of [letter spacing \(by costume #\) v])) / (2)) * (((size) * (0.014)) * (letter spacing)))\n end\n if <(v) = [1]> then\n change y by (((size) * (-0.25)) * (line spacing))\n set x to (x)\n end\n switch costume to (control v)\n change [j v] by (1)\n change [i v] by (-1)\nend\n\ndefine Slow Print (text) (x) (y) (size) (color) (brightness) (x border) (letter spacing) (line spacing) (use fx?) (direction)\nif <(use fx?) = [1]> then\n set [use fx? v] to [1]\nelse\n set [use fx? v] to [0]\nend\npoint in direction (direction)\ngo to x: (x) y: (y)\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\nhide\nset [j v] to [1]\nrepeat ((length of (text)) / (1))\n set [v v] to [0]\n switch costume to (join [] (letter (j) of (text)))\n switch costume to (join (letter (j) of (text)) [-a])\n create clone of (_myself_ v)\n if <<(x position) > (x border)> and <(costume [name v]) = [ ]>> then\n set [v v] to [1]\n end\n if <<(join [] (letter ((j) + (1)) of (text))) = [ ]> or <(join [] (letter ((j) + (1)) of (text))) = []>> then\n change x by ((((9) + (item (costume [number v]) of [letter spacing \(by costume #\) v])) / (2)) * (((size) * (0.014)) * (letter spacing)))\n else\n set [+ v] to (item (costume [number v]) of [letter spacing \(by costume #\) v])\n switch costume to (join [] (letter ((j) + (1)) of (text)))\n switch costume to (join (letter ((j) + (1)) of (text)) [-a])\n change x by ((((+) + (item (costume [number v]) of [letter spacing \(by costume #\) v])) / (2)) * (((size) * (0.014)) * (letter spacing)))\n end\n if <(v) = [1]> then\n change y by (((size) * (-0.25)) * (line spacing))\n set x to (x)\n end\n switch costume to (control v)\n change [j v] by (1)\nend\n\ndefine * Reset\nset [size v] to [100]\nset [direction v] to [90]\nset [color v] to [0]\nset [brightness v] to [0]\nset [x border v] to [220]\nset [letter width v] to [1]\nset [line width v] to [1]\nset [fx intensity v] to [5]\nset [fx speed v] to [5]\nset [print immediately? v] to [0]\nset [mouse ghost v] to [0]\nset [toward mouse v] to [0]\nset [away mouse v] to [0]\nset [mouse bulge v] to [0]\nset [sin wave v] to [0]\nset [rainbow v] to [0]\nset [sway v] to [0]\nset [spin v] to [0]\nset [jiggle v] to [0]\n\ndefine * Open Variable Editor\nstop [other scripts in sprite v]\nbroadcast (Clear Text v)\nShow Variables\nrepeat until <key (e v) pressed?>\n * Specific Print: [Press T to test] X [60] Y [-147] Size [65] Color [0] Brightness [-100] X Border [240] Letter Spacing [1] Line Spacing [1] Use FX? [0] Immediate? [0] Direction [90]\n * Specific Print: [Press E to exit] X [60] Y [-167] Size [65] Color [0] Brightness [-100] X Border [240] Letter Spacing [1] Line Spacing [1] Use FX? [0] Immediate? [0] Direction [90]\n wait until <<key (t v) pressed?> or <key (e v) pressed?>>\n if <key (t v) pressed?> then\n Hide Variables\n broadcast (Clear Text v)\n * Print: [Testing, testing... How does this look?] X: [-220] Y: [50]\n * Print: [\(Press T to go back\)] X: [-220] Y: [-50]\n wait until <not <key (t v) pressed?>>\n wait until <key (t v) pressed?>\n broadcast (Clear Text v)\n Show Variables\n wait until <not <key (t v) pressed?>>\n end\nend\nbroadcast (Clear Text v)\nHide Variables\n\ndefine Hide Variables\nhide variable [size v]\nhide variable [direction v]\nhide variable [color v]\nhide variable [brightness v]\nhide variable [x border v]\nhide variable [letter width v]\nhide variable [line width v]\nhide variable [fx intensity v]\nhide variable [fx speed v]\nhide variable [mouse ghost v]\nhide variable [toward mouse v]\nhide variable [away mouse v]\nhide variable [mouse bulge v]\nhide variable [sin wave v]\nhide variable [rainbow v]\nhide variable [sway v]\nhide variable [spin v]\nhide variable [jiggle v]\nhide variable [print immediately? v]\n\ndefine Show Variables\nshow variable [size v]\nshow variable [direction v]\nshow variable [color v]\nshow variable [brightness v]\nshow variable [x border v]\nshow variable [letter width v]\nshow variable [line width v]\nshow variable [fx intensity v]\nshow variable [fx speed v]\nshow variable [mouse ghost v]\nshow variable [toward mouse v]\nshow variable [away mouse v]\nshow variable [mouse bulge v]\nshow variable [sin wave v]\nshow variable [rainbow v]\nshow variable [sway v]\nshow variable [spin v]\nshow variable [jiggle v]\nshow variable [print immediately? v]\n\ndefine * Print: (text) X: (x) Y: (y)\n* Specific Print: (text) X (x) Y (y) Size (Size) Color (Color) Brightness (Brightness) X Border (X Border) Letter Spacing (Letter Width) Line Spacing (Line Width) Use FX? [1] Immediate? (Print Immediately?) Direction (Direction)\n\ndefine * Main Settings: Size (size) Direction (direction) Color (color) Brightness (brightness) X Border (x border) Letter Width (letter width) Line Width (line width) Print Immediately? (print immediately?)\nset [size v] to (size)\nset [direction v] to (direction)\nset [color v] to (color)\nset [brightness v] to (brightness)\nset [x border v] to (x border)\nset [letter width v] to (letter width)\nset [line width v] to (line width)\nset [print immediately? v] to (print immediately?)\n\nbroadcast (Clear Text v)\n\n* Reset\n\n* Open Variable Editor\n\n* Special Effects Settings (1 = on, 0 = off): Mouse Ghost [0] Toward Mouse [0] Away Mouse [0] Mouse Bulge [0] Sin Wave [0] Rainbow [0] Sway [0] Spin [0] Jiggle [0] FX Intensity [5] FX Speed [5]\n\n* Main Settings: Size [100] Direction [90] Color [0] Brightness [0] X Border [220] Letter Width [1] Line Width [1] Print Immediately? [0]\n\n* Print: [\[Your text here\]] X: [0] Y: [0]\n\n* Specific Print: [\[Your text here\]] X [0] Y [0] Size [100] Color [0] Brightness [0] X Border [220] Letter Spacing [1] Line Spacing [1] Use FX? [0] Immediate? [0] Direction [90]\n\nwhen flag clicked\nwait (3) seconds\n* Special Effects Settings (1 = on, 0 = off): Mouse Ghost [] Toward Mouse [] Away Mouse [] Mouse Bulge [] Sin Wave [] Rainbow [] Sway [] Spin [] Jiggle [] FX Intensity [] FX Speed []\n* Main Settings: Size [100] Direction [90] Color [0] Brightness [-100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\n* Print: (join [Level:] (Level)) X: [-220] Y: [160]\n* Print: (join [Coins:] (Coins)) X: [-130] Y: [160]\n* Print: (join [Deaths:] (Deaths)) X: [-50] Y: [160]\n\nwhen flag clicked\nforever\n if <(Level) < [41]> then\n wait (1) seconds\n change [time v] by (1)\n else\n if <(Level) = [41]> then\n * Print: (time) X: [-124] Y: [73]\n end\n end\nend\n\nif <(Level) > [21]> then\n\nwhen I receive [rickrolled!!! v]\nbroadcast (Clear Text v)\n\nwhen I receive [next level secret v]\nbroadcast (Clear Text v)\nwait (.01) seconds\nif <<<not <(Level) = [7]>> and <<not <(Level) = [19]>> and <not <(Level) = [29]>>>> and <not <(Level) = [35]>>> then\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [-100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nelse\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nend\n* Print: (join [Level:] (Level)) X: [-220] Y: [160]\n* Print: (join [Coins:] (Coins)) X: [-110] Y: [160]\n* Print: (join [Deaths:] (Deaths)) X: [-30] Y: [160]\n\nwhen I receive [the end v]\nbroadcast (Clear Text v)\n\nwhen I receive [end v]\n* Main Settings: Size [100] Direction [90] Color [80] Brightness [-10] X Border [200] Letter Width [1] Line Width [1] Print Immediately? [0]\n* Special Effects Settings (1 = on, 0 = off): Mouse Ghost [0] Toward Mouse [0] Away Mouse [0] Mouse Bulge [0] Sin Wave [0] Rainbow [0] Sway [0] Spin [0] Jiggle [1] FX Intensity [5] FX Speed [5]\n* Print: [Well done kid. ] X: [-220] Y: [-60]\nwait until <key (any v) pressed?>\nbroadcast (Clear Text v)\n* Print: [Unfortunately for you, I can't have you blabbing about what's going on here ] X: [-220] Y: [-60]\nwait until <key (any v) pressed?>\nbroadcast (Clear Text v)\n* Print: [Besides, I have big plans for you] X: [-220] Y: [-60]\nwait until <key (any v) pressed?>\nbroadcast (Clear Text v)\n* Print: [See you around, ] X: [-220] Y: [-60]\nwait (.5) seconds\n* Print: (username) X: [-25] Y: [-60]\nwait until <key (any v) pressed?>\nbroadcast (Clear Text v)\nbroadcast (pain v)\n\n* Main Settings: Size [100] Direction [90] Color [80] Brightness [0] X Border [200] Letter Width [1] Line Width [1] Print Immediately? [0]\n* Special Effects Settings (1 = on, 0 = off): Mouse Ghost [0] Toward Mouse [0] Away Mouse [0] Mouse Bulge [0] Sin Wave [0] Rainbow [0] Sway [0] Spin [0] Jiggle [1] FX Intensity [5] FX Speed [5]\n\n* Special Effects Settings (1 = on, 0 = off): Mouse Ghost [] Toward Mouse [] Away Mouse [] Mouse Bulge [] Sin Wave [] Rainbow [] Sway [] Spin [] Jiggle [] FX Intensity [] FX Speed []\n* Main Settings: Size [100] Direction [90] Color [0] Brightness [-100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\n* Print: (join [Level:] (Level)) X: [-220] Y: [160]\n* Print: (join [Coins:] (Coins)) X: [-130] Y: [160]\n* Print: (join [Deaths:] (Deaths)) X: [-50] Y: [160]\n\nwhen I receive [ded v]\nbroadcast (Clear Text v)\nwait (.01) seconds\nif <<<not <(Level) = [7]>> and <<not <(Level) = [19]>> and <not <(Level) = [29]>>>> and <not <(Level) = [35]>>> then\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [-100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nelse\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nend\n* Print: (join [Level:] (Level)) X: [-220] Y: [160]\n* Print: (join [Coins:] (Coins)) X: [-130] Y: [160]\n* Print: (join [Deaths:] (Deaths)) X: [-50] Y: [160]\n\nwhen I receive [coin v]\nbroadcast (Clear Text v)\nwait (.01) seconds\nif <<<not <(Level) = [7]>> and <<not <(Level) = [19]>> and <not <(Level) = [29]>>>> and <not <(Level) = [35]>>> then\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [-100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nelse\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nend\n* Print: (join [Level:] (Level)) X: [-220] Y: [160]\n* Print: (join [Coins:] (Coins)) X: [-130] Y: [160]\n* Print: (join [Deaths:] (Deaths)) X: [-50] Y: [160]\n\nwhen I receive [level up v]\nbroadcast (Clear Text v)\nwait (.01) seconds\nif <<<not <(Level) = [7]>> and <<not <(Level) = [19]>> and <not <(Level) = [29]>>>> and <not <(Level) = [35]>>> then\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [-100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nelse\n * Main Settings: Size [100] Direction [90] Color [0] Brightness [100] X Border [1] Letter Width [1] Line Width [1] Print Immediately? [1]\nend\n* Print: (join [Level:] (Level)) X: [-220] Y: [160]\n* Print: (join [Coins:] (Coins)) X: [-130] Y: [160]\n* Print: (join [Deaths:] (Deaths)) X: [-50] Y: [160]\nrepeat (2)\n\nset [level v] to [39]\n\n@inverter thing\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <<touching (dood v)?> and <(inverted) = [0]>> then\n broadcast (invert v)\n set [inverted v] to [1]\n end\nend\n\n@uninverter thing\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <<touching (dood v)?> and <(inverted) = [1]>> then\n broadcast (uninvert v)\n set [inverted v] to [0]\n end\nend\n\n@The Crack\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [40]> then\n show\n go to x: (133) y: (-121)\n else\n hide\n end\n if <touching (dood v)?> then\n broadcast (The End v)\n end\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nwait (3) seconds\nforever\n hide\nend\n\n
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Original share date: June 22 2022\nThis here is my pride and joy. \n\nArrow keys or WASD to move and R to restart the level.\n\nBe careful as some things are not as they seem. \n\nDouble-click the flag if restarting after the end.\n\nTell me what you think. Also please no major story spoilers in the comments.\n~~~~~~~~~~~~~~~~~~~Updates~~~~~~~~~~~~~~~~~~\nv1.00-First twenty levels added. Ideas for more will be appreciated\nv1.10-Secret finished. It can be found at [REDACTED]\nv1.11-Added subtle reminders to heart, star and follow\nv1.12-Stopped momentum when you level up or die. This was annoying me and I'm pretty sure it was annoying you guys so it had to go\nv1.13-Replaced variables with @Will_Wam's text engine\nv2.13-Next 20 levels added. I feel like I made it so it would be easier to make a sequel instead of more levels so I'll work on a sequel at either 200 views or 30 loves and favorites.\nv2.14-Fixed a bug that had something to do with the secret.\nv2.15-Fixed a visual thing that was bugging me.\nv2.16-Added a thing...\n07/29/22-v2.17-Added restarting with R and dates to the changelog, things that should have been added in v1.00.\n07/31.22-v2.18-Added different directional costumes to dood\n08/22/22-v2.19-Fixed a visual bug where dood wouldn't change to his explode costumes or would change to his normal costumes mid-animation\n3/25/23-v2.19-nothing added just telling myself to be specific in the changelog. no more "added a thing"\n2/11/24-v2.20-Edited the level 40 dialogue final cutscene to conform more to my plans for the series. Also added some extra fun dialogue after the final cutscene \n2/15/24-v2.21-Changed the coin models and made them spin :D\n~~~~~~~~~~~~~~~~~~Milestones~~~~~~~~~~~~~~~~~\n06/27/22-First love and favorite \n07/04/22-Fifty views. Things are coming along nicely \n07/06/22-First 10 loves\n07/07/22-First 10 favorites. Time for more levels.\n07/13/22-100 views. Things are looking good.\n07/23/22-20 loves. I'm running out of things to say at this point but still, thank you so much.\n08/01/22-20 favorites. Like before, I don't really know what to say but thank you.\n08/02/22-30 loves. Again, thank you. I never thought people would like it this much.\n08/08/22- Oh cool, someone popular loved this (@-Achelxis- ).\n08/13/22- 30 favorites. This is getting way more attention than I expected, thank you. \n08/19/22-40 loves. [Words of gratitude]\n08/23/22-40 favorites. [More words of gratitude] \n08/31/22-50 loves.\n09/25/22-50 favorites. I should probably start doing this at bigger intervals of loves and favorites. \n~~~~~~~~~~~~~~~~~~~Credits~~~~~~~~~~~~~~~~~~~\n@corpcooga -Platformer tutorial \nhttps://scratch.mit.edu/projects/396779140/\n@XxFrogpantsxX -Fake platforms, lava and ghost trail code and feedback\n@Will_Wam -Text engine\nhttps://scratch.mit.edu/projects/668054871/\n@thisisntme -Explosion sprite/sound https://scratch.mit.edu/projects/1768016/ \nAt least half of the platformers on scratch -Art inspiration\nDefault Dan -Mechanics inspiration\nUndertale -Death sound, music-Ooo, In My Way, But Nobody Came\nPikmin 2 -Music-Emergence Cave (Olimar)\nSpecial Thanks to @XxFrogpantsxX for putting up with how stupid I am and helping me throughout the production of this game. Go follow him. I mean it.\nThanks for reading, have a great day :)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags- #all #platformer #generic #game\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThere's nothing down here.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFine. The key to the secret is at level 18 and the door is at \nlevel 20. But you may not like what you find...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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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爆ロック Platformer
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@Stage\n\nstart sound [IMG_1955 v]\n\nwhen flag clicked\nforever\n switch backdrop to (istockphoto-920960836-170667a2 v)\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (0.062) seconds\n if <(STAGE) = [30]> then\n change [time v] by (-0.1)\n wait (0.062) seconds\n end\nend\n\nwhen flag clicked\nforever\n repeat (24)\n change [brightness v] effect by (0.4)\n end\n repeat (24)\n change [brightness v] effect by (-0.4)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset volume to (25) %\nset volume to (25) %\nforever\n play sound [ドラえもん 「ハッピー★ラッキー・バースデー!」 v] until done\n play sound [すずめ v] until done\n play sound [夢をかなえてドラえもん フル v] until done\n play sound [小さな恋のうた cover天月 v] until done\n play sound [08 青と夏 v] until done\n play sound [「やってみよう」 フルver WANIMA【公式】 - from YouTube v] until done\n play sound [++++.mp3 v] until done\n play sound [新時代 v] until done\n play sound [ともに v] until done\n play sound [ミライチズ v] until done\n play sound [Kimetsu no Yaiba_ Yuukaku-hen OP full - 『Zankyou Sanka by Aimer』【Kan_Rom_Eng Lyrics】 - from YouTube \(1\) v] until done\n play sound [ヨルシカ - ただ君に晴れ \(MUSIC VIDEO\) \(2\) v] until done\n play sound [YOASOBI「三原色」ahamo Special Movie v] until done\n play sound [ワライカタ v] until done\n play sound [スーパーで流れてる曲でエモい曲作ってみた。-on-Scratch v] until done\n play sound [スーパーで流れてる曲でエモい曲作ってみた。-on-Scratch2 v] until done\n play sound [まうふぃん4 v] until done\n play sound [Mo Falk & OVSKY - Home \[NCS Release\]2 v] until done\n play sound [Axol x Alex Skrindo - You \[NCS Release\] v] until done\nend\n\nwait (60) seconds\n\nwhen flag clicked\n\nif <<<<(current [year v]) = [2022]> = <(current [month v]) = [9]>> = <(current [date v]) = [25]>> < <<(current [year v]) = [2022]> = <<(current [month v]) = [10]> = <(current [date v]) = [5]>>>> then\n hide variable [古参 v]\n change [古参 v] by (1)\nend\n\n@キャラ\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [コスチューム3 \(1\)]> then\n switch costume to (コスチューム3 \(1\) v)\n set volume to (100) %\n clear graphic effects\n set size to (100) %\n wait (0.01) seconds\n set rotation style [left-right v]\n point in direction (90)\n go to [front v] layer\n go [backward v] (1) layers\n set [stage v] to [1]\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n go to x: (-200) y: (0)\n show\n forever\n if <<key (left arrow v) pressed?> or <<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>>> then\n change [x v] by (-1.2)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<<(x position) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>>> then\n change [x v] by (1.2)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or > then\n if <[0] < (x)> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [ニュッ2 v]\n set [y v] to [18]\n end\n change y by (1)\n if <<<<(y position) < [-174]> or <touching (棘 v)?>> or <touching (スプライト1 v)?>> or <touching color (#ff5050)?>> then\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n broadcast (uuu v)\n if <not <(STAGE) = [30]>> then\n wait (0.02) seconds\n start sound [Pop v]\n hide\n clear graphic effects\n set [y v] to [0]\n set [x v] to [0]\n change [stage v] by (1)\n go to x: (-200) y: (0)\n change [si v] by (1)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (2.4)\nend\n\nwhen flag clicked\nforever\n hide variable [time v]\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (地面変わる v)\n change [ステージ変わる v] by (1)\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (黒ボール v)?> then\n go to x: (-200) y: (-16)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [コスチューム3 \(1\)]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (コスチューム1 v)\n wait (1) seconds\n switch costume to (コスチューム3 \(1\) v)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム3 \(1\) v)\nforever\n if <touching (棘 v)?> then\n if <(costume [name v]) = <[コスチューム3 \(1\)] = [コスチューム1]>> then\n switch costume to (爆発1 v)\n repeat (15)\n next costume\n end\n switch costume to (コスチューム3 \(1\) v)\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\ngo to [back v] layer\nhide\ngo to [back v] layer\n\nwhen I receive [黒白スキン v]\nswitch costume to (黒白 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [黒白]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n switch costume to (黒白 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [青赤]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (青赤ジャンプ v)\n wait (1) seconds\n switch costume to (青赤 v)\n end\n end\n end\nend\n\nwhen I receive [青赤 v]\nswitch costume to (青赤 v)\n\nwhen I receive [初期 v]\nswitch costume to (コスチューム3 \(1\) v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (スプライト5 v)?> then\n change [stage v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (棒 v)?> then\n change [stage v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [スポンジ・ボブ]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (スポンジ・ボブじゃんぷ v)\n wait (1) seconds\n switch costume to (スポンジ・ボブ v)\n end\n end\n end\nend\n\nwhen I receive [スポンジ・ボブ v]\nswitch costume to (スポンジ・ボブ v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [カービー]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (カービーじゃんぷ v)\n wait (1) seconds\n switch costume to (カービー v)\n end\n end\n end\nend\n\nwhen I receive [カービー v]\nswitch costume to (カービー v)\n\nwhen flag clicked\nforever\n if <touching (爆弾 v)?> then\n go to x: (-200) y: (-16)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [スパイダーマン]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (スパイダーマンジャンプ v)\n wait (1) seconds\n switch costume to (スパイダーマン v)\n end\n end\n end\nend\n\nwhen I receive [スパイダーマン v]\nswitch costume to (スパイダーマン v)\n\nwhen flag clicked\nforever\n if <touching (35 v)?> then\n change [stage v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [古参スキン1]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (古参スキン12 v)\n wait (1) seconds\n switch costume to (古参スキン1 v)\n end\n end\n end\nend\n\nwhen I receive [古参スキン1 v]\nswitch costume to (古参スキン1 v)\n\nwhen flag clicked\nforever\n if <touching (ゴール v)?> then\n change [bポイント v] by (1)\n set [stage v] to [1]\n broadcast (ゴールB v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [青赤]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (青赤ジャンプ v)\n wait (1) seconds\n switch costume to (青赤 v)\n end\n end\n end\nend\n\nwhen I receive [桜 v]\nswitch costume to (桜 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [桜]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (桜ジャンプ v)\n wait (1) seconds\n switch costume to (桜 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [古参スキン1]> then\n broadcast (古参スキン光る v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [葉]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (葉ジャンプ v)\n wait (1) seconds\n switch costume to (葉 v)\n end\n end\n end\nend\n\nwhen I receive [葉 v]\nswitch costume to (葉 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [紅葉]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (紅葉ジャンプ v)\n wait (1) seconds\n switch costume to (紅葉 v)\n end\n end\n end\nend\n\nwhen I receive [紅葉 v]\nswitch costume to (紅葉 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [かぼちゃ]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (かぼちゃジャンプ v)\n wait (1) seconds\n switch costume to (かぼちゃ v)\n end\n end\n end\nend\n\nwhen I receive [かぼちゃ v]\nswitch costume to (かぼちゃ v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [王]> then\n if <key (up arrow v) pressed?> then\n repeat <key (up arrow v) pressed?>\n switch costume to (王ジャンプ v)\n wait (1) seconds\n switch costume to (王 v)\n end\n end\n end\nend\n\nwhen I receive [王 v]\nswitch costume to (王 v)\n\nwhen flag clicked\nforever\n if <touching (棒 v)?> then\n change [stage v] by (1)\n end\nend\n\n@地面\n\nwhen flag clicked\nset [si v] to [0]\nforever\n show\n go to x: (0) y: (0)\n forever\n switch costume to (STAGE)\n if <(costume [number v]) = [13]> then\n wait (2) seconds\n broadcast (ボール12 v)\n end\n if <(costume [number v]) = [14]> then\n stop [other scripts in sprite v]\n broadcast (黒ボールなくす v)\n end\n if <(costume [number v]) = [35]> then\n forever\n wait (2) seconds\n broadcast (35 v)\n end\n end\n if <(costume [number v]) = [30]> then\n broadcast (kuro v)\n end\n if <(costume [number v]) = [31]> then\n broadcast (kuroyame v)\n end\n if <(costume [number v]) = [35]> then\n broadcast (kuro v)\n end\n if <(costume [number v]) = [36]> then\n broadcast (kuroyame v)\n end\n if <(costume [number v]) = [35]> then\n broadcast (35出る v)\n end\n if <(costume [number v]) = [36]> then\n broadcast (36けす v)\n end\n if <(costume [number v]) = [52]> then\n broadcast (ゴール v)\n end\n end\nend\n\n@棘\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (コスチューム1 \(1\) v)\nforever\n if <(STAGE) = [1]> then\n hide\n else\n if <(STAGE) = [2]> then\n show\n go to x: (-87) y: (92)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [3]> then\n go to x: (-61) y: (183)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [4]> then\n go to x: (59) y: (-95)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [5]> then\n go to x: (75) y: (-36)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [6]> then\n go to x: (-140) y: (-120)\n create clone of (_myself_ v)\n go to x: (-40) y: (-120)\n create clone of (_myself_ v)\n go to x: (60) y: (-120)\n create clone of (_myself_ v)\n go to x: (160) y: (-120)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [7]> then\n show\n go to x: (-20) y: (107)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [8]> then\n go to x: (10) y: (37)\n create clone of (_myself_ v)\n go to x: (-100) y: (-70)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [10]> then\n show\n go to x: (0) y: (20)\n create clone of (_myself_ v)\n go to x: (-150) y: (0)\n create clone of (_myself_ v)\n go to x: (150) y: (0)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [11]> then\n hide\n else\n if <(STAGE) = [12]> then\n show\n go to x: (-60) y: (94)\n create clone of (_myself_ v)\n go to x: (60) y: (-160)\n create clone of (_myself_ v)\n go to x: (90) y: (-160)\n create clone of (_myself_ v)\n go to x: (120) y: (-160)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [13]> then\n go to x: (-85) y: (-102)\n create clone of (_myself_ v)\n go to x: (130) y: (-117)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [14]> then\n hide\n else\n if <(STAGE) = [15]> then\n go to x: (0) y: (-110)\n create clone of (_myself_ v)\n go to x: (100) y: (-110)\n create clone of (_myself_ v)\n go to x: (100) y: (-60)\n create clone of (_myself_ v)\n go to x: (-100) y: (-110)\n create clone of (_myself_ v)\n go to x: (200) y: (-110)\n create clone of (_myself_ v)\n go to x: (-100) y: (-60)\n create clone of (_myself_ v)\n go to x: (-200) y: (-110)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [16]> then\n point in direction (90)\n go to x: (-50) y: (-117)\n create clone of (_myself_ v)\n go to x: (90) y: (-117)\n create clone of (_myself_ v)\n go to x: (230) y: (-117)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (20) y: (-28)\n create clone of (_myself_ v)\n go to x: (160) y: (-28)\n create clone of (_myself_ v)\n go to x: (-120) y: (-28)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [17]> then\n point in direction (90)\n hide\n else\n if <(STAGE) = [19]> then\n show\n go to x: (140) y: (-144)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [20]> then\n go to x: (187) y: (124)\n create clone of (_myself_ v)\n go to x: (-152) y: (126)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [21]> then\n switch costume to (15 v)\n go to x: (0) y: (-50)\n else\n if <(STAGE) = [22]> then\n point in direction (90)\n switch costume to (コスチューム1 \(1\) v)\n go to x: (-80) y: (80)\n create clone of (_myself_ v)\n go to x: (160) y: (-138)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [23]> then\n point in direction (90)\n switch costume to (コスチューム1 \(1\) v)\n go to x: (-120) y: (-109)\n create clone of (_myself_ v)\n go to x: (160) y: (-138)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [24]> then\n create clone of (_myself_ v)\n go to x: (0) y: (60)\n create clone of (_myself_ v)\n go to x: (140) y: (-119)\n else\n if <(STAGE) = [25]> then\n hide\n switch costume to (コスチューム1 \(1\) v)\n point in direction (90)\n else\n if <(STAGE) = [26]> then\n show\n point in direction (-90)\n go to x: (0) y: (160)\n create clone of (_myself_ v)\n go to x: (30) y: (160)\n create clone of (_myself_ v)\n go to x: (60) y: (160)\n create clone of (_myself_ v)\n go to x: (120) y: (160)\n create clone of (_myself_ v)\n go to x: (150) y: (160)\n create clone of (_myself_ v)\n go to x: (-30) y: (160)\n create clone of (_myself_ v)\n go to x: (-120) y: (160)\n create clone of (_myself_ v)\n go to x: (-150) y: (160)\n create clone of (_myself_ v)\n go to x: (-60) y: (160)\n create clone of (_myself_ v)\n go to x: (-90) y: (160)\n create clone of (_myself_ v)\n go to x: (90) y: (160)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [27]> then\n switch costume to (15 v)\n go to x: (0) y: (-140)\n create clone of (_myself_ v)\n go to x: (0) y: (140)\n create clone of (_myself_ v)\n go to x: (200) y: (50)\n else\n if <(STAGE) = [28]> then\n switch costume to (15 v)\n go to x: (100) y: (-140)\n create clone of (_myself_ v)\n go to x: (0) y: (140)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [35]> then\n switch costume to (コスチューム1 \(1\) v)\n go to x: (100) y: (-140)\n create clone of (_myself_ v)\n go to x: (0) y: (140)\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [color v] effect by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [15]> then\n turn right (-5.5) degrees\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n@黒ボール\n\nwhen flag clicked\nhide\n\nwhen I receive [ボール12 v]\nrepeat (1)\n show\n go to x: (-83) y: (169)\n glide (0.5) secs to x: (-83) y: (81)\n glide (0.5) secs to x: (267) y: (9)\n hide\nend\n\nwhen I receive [黒ボールなくす v]\nwait (1) seconds\nhide\n\n@スプライト5\n\nwhen I receive [30 v]\ngo to x: (238) y: (108)\nshow\nforever\n if <touching (キャラ v)?> then\n broadcast (31 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [31 v]\nhide\n\n@スプライト8\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [戻す v]\nhide\n\nwhen [q v] key pressed\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [ショップスキン 選ぶ v]\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [レアスキン 選ぶ v]\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nshow\n\nwhen [e v] key pressed\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nshow\n\n@スプライト9\n\nwhen this sprite clicked\nhide\ngo to [back v] layer\nbroadcast (戻す v)\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\ngo to [front v] layer\nshow\n\nwhen [a v] key pressed\ngo to [front v] layer\nshow\n\nwhen [q v] key pressed\ngo to [front v] layer\nshow\n\nwhen I receive [ショップスキン 選ぶ v]\ngo to [front v] layer\nshow\n\nwhen I receive [レアスキン 選ぶ v]\ngo to [front v] layer\nshow\n\nwhen I receive [ショップ v]\ngo to [front v] layer\nshow\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (-213) y: (92)\nshow\n\nwhen I receive [戻す v]\nhide\n\nwhen this sprite clicked\nbroadcast (黒白スキン v)\n\n@スプライト11\n\nwhen this sprite clicked\nbroadcast (青赤 v)\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (-124) y: (94)\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [戻す v]\nhide\n\n@スプライト12\n\nwhen this sprite clicked\nbroadcast (初期 v)\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (-35) y: (91)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [戻す v]\nhide\n\n@棒\n\nwhen flag clicked\nhide\n\nwhen I receive [kuro v]\ngo to x: (240) y: (-44)\nshow\n\nwhen I receive [kuroyame v]\nhide\n\nwhen I receive [36けす v]\nhide\n\nwhen I receive [35出る v]\nshow\n\n@スプライト13\n\nwhen this sprite clicked\nif <[2] = (costume [number v])> then\n broadcast (スポンジ・ボブ v)\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (-223) y: (-28)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen [space v] key pressed\nif <(STAGE) > [10]> then\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nforever\n if <(STAGE) > [10]> then\n broadcast (10れべ v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [消す10 v]\nstop [other scripts in sprite v]\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [10れべ v]\nswitch costume to (コスチューム1 v)\nbroadcast (消す10 v)\nshow\nwait (5) seconds\nhide\n\nwhen I receive [20レベ v]\nswitch costume to (コスチューム2 v)\nbroadcast (消す20 v)\nshow\nwait (5) seconds\nhide\n\nwhen flag clicked\nforever\n if <[0] < (Bポイント)> then\n switch costume to (コスチューム3 v)\n broadcast (初めてのクリア v)\n show\n wait (5) seconds\n hide\n end\nend\n\n@スプライト15\n\nwhen flag clicked\ngo [forward v] (1) layers\nhide\nwait (50) seconds\nshow\ngo to x: (-194) y: (-169)\ngo to [front v] layer\n\nwhen this sprite clicked\nset [stage v] to [1]\n\nwhen I receive [戻す v]\nshow\n\n@スプライト16\n\nwhen this sprite clicked\nbroadcast (カービー v)\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (145) y: (92)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [戻す v]\nhide\n\n@スプライト18\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (スパイダーマン v)\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (-123) y: (-27)\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen flag clicked\nforever\n if <(STAGE) > [20]> then\n broadcast (20レベ v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [消す20 v]\nstop [other scripts in sprite v]\n\nwhen [space v] key pressed\nif <(STAGE) > [20]> then\n switch costume to (コスチューム2 v)\nend\n\n@スプライト19\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (スパイダーマン v)\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (-123) y: (-27)\n\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen flag clicked\nforever\n if <(STAGE) > [20]> then\n broadcast (20レベ v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [消す20 v]\nstop [other scripts in sprite v]\n\nwhen [space v] key pressed\nif <(STAGE) > [20]> then\n switch costume to (コスチューム2 v)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@スプライト17\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (キャラ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [古参スキン光る v]\nshow\n\nwhen I receive [古参スキンやめ v]\nhide\n\n@古参\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (古参スキン1 v)\nend\n\nwhen [e v] key pressed\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ngo to x: (145) y: (92)\nshow\nif <[0] < (古参)> then\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen flag clicked\n\nset [古参 v] to [1]\n\nwhen I receive [レアスキン 選ぶ v]\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ngo to x: (145) y: (92)\nshow\nif <[0] < (古参)> then\n switch costume to (コスチューム1 v)\nend\n\n@ゴール\n\nwhen flag clicked\n\nwhen I receive [ゴール v]\nshow\n\nhide\n\nwhen flag clicked\nforever\n if <(STAGE) = [1]> then\n hide\n end\nend\n\nwhen I receive [ゴールb v]\nsay [ゴール] for (2) seconds\nsay [Bポイント追加] for (2) seconds\n\n@スプライト28\n\nwhen I receive [戻す v]\nhide\n\nwhen flag clicked\nhide\n\nwhen [q v] key pressed\nshow\ngo to [front v] layer\nswitch costume to (コスチューム3 \(1\) v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (桜 v)\nend\n\nwhen I receive [ショップスキン 選ぶ v]\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\n\n@スプライト29\n\nwhen flag clicked\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen [q v] key pressed\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (葉 v)\nend\n\nwhen I receive [ショップスキン 選ぶ v]\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\n\n@スプライト30\n\nwhen flag clicked\ngo to x: (-14) y: (120)\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen [q v] key pressed\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (紅葉 v)\nend\n\nwhen I receive [ショップスキン 選ぶ v]\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\n\n@スプライト32\n\nwhen flag clicked\ngo to x: (81) y: (120)\nhide\n\nwhen I receive [戻す v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (かぼちゃ v)\nend\n\nwhen [q v] key pressed\nshow\ngo to [front v] layer\nif <[0] < (ハロウィン2022)> then\n show\n switch costume to (かぼちゃ v)\nelse\n hide\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n broadcast (かぼちゃ v)\nend\n\nwhen I receive [ショップスキン 選ぶ v]\nshow\ngo to [front v] layer\nif <[0] < (ハロウィン2022)> then\n show\n switch costume to (かぼちゃ v)\nelse\n hide\nend\n\n@スプライト34\n\nwhen flag clicked\nset [ghost v] effect to (80)\nhide\nwait (7) seconds\nforever\n wait (10) seconds\n show\n wait (10) seconds\n hide\nend\n\nwhen this sprite clicked\nbroadcast (レアスキン 選ぶ v)\n\n@スプライト33\n\nwhen flag clicked\nset [ghost v] effect to (80)\nhide\nwait (7) seconds\nforever\n wait (10) seconds\n show\n wait (10) seconds\n hide\nend\n\nwhen this sprite clicked\nbroadcast (ショップスキン 選ぶ v)\n\n
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(英語版は下です。 English version is below.)\n頑張って作ったので❤&⭐お願いします!!!\n[➡] 右に進む \n[⬅] 左に進む\n[⬆] ジャンプ\n[スペース]スキン変更\n[A]スキン変更レア\n\n毎日がんばります!!\n\n_________________________\n\n(English edition)\n\nI worked hard to make it, so please ❤&⭐!!!\n\n[➡] Go right\n[⬅] Go left\n[⬆] Jump\n[Space] skin change\n\nI will do my best every day! !
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【大冒険】プラットフォーマー #Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (イントロ v)\n\nwhen I receive [【偽り】next v]\nif <(れべる) = [7]> then\n switch backdrop to (がお2ver v)\nend\n\nwhen I receive [next v]\nif <(れべる) = [10]> then\n switch backdrop to (がお1ver v)\nend\n\nwhen I receive [終わり v]\nswitch backdrop to (がお3ver v)\n\nwhen I receive [スタート v]\nswitch backdrop to (がお1ver v)\nforever\n play sound [【◆BGM】WORLD 00 v] until done\nend\n\n@イントロ\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [ghost v] effect to (0)\nset [動き v] to [0]\ngo to x: (0) y: (200)\nイントロ [1]\nwait (5.5) seconds\nイントロ [2]\n\ndefine イントロ (gao)\nset [動き2 v] to (gao)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(動き2) = [1]> then\n switch costume to (コスチューム1 v)\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait (0.2) seconds\n repeat (60)\n change [動き v] by (-15)\n change y by ([cos v] of (動き) )\n end\n wait () seconds\n repeat (30)\n turn right (((200) - (direction)) / (10)) degrees\n end\n wait (0.2) seconds\n repeat (30)\n change x by (((-330) - (x position)) / (7))\n end\n hide\nend\n\nwhen I start as a clone\nshow\nif <(動き2) = [2]> then\n switch costume to (コスチューム2 v)\n go to x: (0) y: (200)\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait (0.7) seconds\n broadcast (スタート v)\n repeat (30)\n change y by (((500) - (y position)) / (8))\n end\n hide\nend\n\n@自分\n\nwhen I receive [next v]\n初期化\n\nwhen I receive [スタート v]\nshow\n初期化\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (cube6 v)\n end\n if then\n change [このスプライトのx v] by (0.7)\n if <key (down arrow v) pressed?> then\n switch costume to (cube3 v)\n else\n switch costume to (cube1 v)\n end\n end\n if then\n change [このスプライトのx v] by (-0.7)\n if <key (down arrow v) pressed?> then\n switch costume to (cube4 v)\n else\n switch costume to (cube2 v)\n end\n end\n change x by (このスプライトのx)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (このスプライトのx))\n change y by (-5)\n if then\n if <(このスプライトのx) > [0]> then\n set [このスプライトのx v] to [-6]\n else\n set [このスプライトのx v] to [6]\n end\n set [このスプライトのy v] to [12]\n else\n set [このスプライトのx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n set [このスプライトのx v] to ((このスプライトのx) * (0.93))\n change [このスプライトのy v] by (-1)\n change y by (このスプライトのy)\n if <touching (地面 v)?> then\n change y by ((0) - (このスプライトのy))\n set [このスプライトのy v] to [0]\n end\n change y by (-2)\n if then\n if <touching (地面 v)?> then\n set [このスプライトのy v] to [15]\n end\n end\n change y by (1)\n if <<not <<(れべる) = [6]> or <<(れべる) = [7]> or <(れべる) = [8]>>>> and <(y position) < [-170]>> then\n 初期化\n end\n if <[220] < (x position)> then\n broadcast (next v)\n hide\n end\n if <<<(れべる) = [6]> or <<(れべる) = [7]> or <(れべる) = [8]>>> and <(y position) < [-170]>> then\n broadcast (【偽り】next v)\n hide\n end\n if <<not <<<(れべる) = [7]> or <(れべる) = [8]>> or <(れべる) = [9]>>> and <<touching (トゲ v)?> or <touching (トラップ v)?>>> then\n broadcast (もう一度 v)\n end\n if <<<(れべる) = [7]> or <<(れべる) = [8]> or <(れべる) = [9]>>> and <<touching (トゲ v)?> or <touching (トラップ v)?>>> then\n broadcast (【偽り】もう一度 v)\n end\n if <touching (まち針w v)?> then\n broadcast (もう一度 v)\n end\nend\n\ndefine 初期化\nsay []\nshow\ngo to x: (-203) y: (-30)\nswitch costume to (cube1 v)\nset size to (100) %\npoint in direction (90)\ngo to [back v] layer\ngo [backward v] <key (down arrow v) pressed?> layers\nset [このスプライトのx v] to [0]\nset [このスプライトのy v] to [0]\n\nwhen flag clicked\nhide\nset [レベル v] to [0]\n\nwhen flag clicked\nforever\n change [ターボ v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ)> then\n stop [all v]\n end\nend\n\ndefine 【偽り】初期化\nsay []\nshow\ngo to x: (0) y: (200)\nswitch costume to (cube1 v)\nset size to (100) %\npoint in direction (90)\ngo to [back v] layer\ngo [backward v] <key (down arrow v) pressed?> layers\nset [このスプライトのx v] to [0]\nset [このスプライトのy v] to [0]\n\nwhen I receive [もう一度 v]\n初期化\n\nwhen I receive [【偽り】next v]\n【偽り】初期化\n\nwhen I receive [【偽り】もう一度 v]\n【偽り】初期化\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n go to [back v] layer\n set [このスプライトのy v] to [-0.5]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [このスプライトのy v] to [5.3]\n end\n if then\n set [このスプライトのx v] to [2]\n if <key (down arrow v) pressed?> then\n switch costume to (cube3 v)\n else\n switch costume to (cube1 v)\n end\n end\n if then\n set [このスプライトのx v] to [-2]\n if <key (down arrow v) pressed?> then\n switch costume to (cube4 v)\n else\n switch costume to (cube2 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (水 v)?>> then\n wait until <touching (水 v)?>\n play sound [落ちた音 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n wait until <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n play sound [jump v] until done\n end\nend\n\nwhen I receive [【偽り】もう一度 v]\nstart sound [Pew v]\n\nwhen I receive [もう一度 v]\nstart sound [Pew v]\n\n@地面\n\nwhen flag clicked\nset [れべる v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nchange [れべる v] by (1)\nnext costume\nwait (0.6) seconds\nif <(れべる) = [15]> then\n broadcast (終わり v)\nend\n\nwhen I receive [【偽り】next v]\nchange [れべる v] by (1)\nnext costume\nwait (0.6) seconds\n\nwhen I receive [変形 v]\nnext costume\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [スタート v]\nrepeat until <(れべる) = [15]>\n change [time v] by (1)\n wait (1) seconds\nend\nshow variable [time v]\n\n@トゲ\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [2]> then\n switch costume to (1 v)\n show\n end\n if <(れべる) = [3]> then\n repeat until <(れべる) = [4]>\n point in direction (90)\n go to x: (17) y: (-42)\n go to [back v] layer\n go to x: (17) y: (-42)\n switch costume to (2 v)\n show\n glide (0.65) secs to x: (200) y: (-42)\n glide (0.8) secs to x: (17) y: (-42)\n end\n end\n if <(れべる) = [4]> then\n point in direction (90)\n switch costume to (3 v)\n show\n end\n if <(れべる) = [5]> then\n point in direction (90)\n switch costume to (4 v)\n show\n end\n if <(れべる) = [6]> then\n point in direction (90)\n switch costume to (5 v)\n show\n end\n if <(れべる) = [7]> then\n point in direction (90)\n switch costume to (6 v)\n show\n end\n if <(れべる) = [8]> then\n hide\n end\n if <(れべる) = [9]> then\n repeat until <(れべる) = [10]>\n point in direction (90)\n set size to (60) %\n go to [back v] layer\n go to x: (-33) y: (4)\n switch costume to (2 v)\n show\n glide (2) secs to x: (145) y: (4)\n glide (2) secs to x: (-33) y: (4)\n end\n if <(れべる) = [10]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (8 v)\n show\n end\n end\n if <(れべる) = [11]> then\n repeat until <(れべる) = [12]>\n point in direction (90)\n set size to (60) %\n go to [back v] layer\n go to x: (149) y: (74)\n switch costume to (9 v)\n show\n glide (1.5) secs to x: (149) y: (-100)\n glide (1.5) secs to x: (149) y: (74)\n end\n end\n if <(れべる) = [12]> then\n repeat until <(れべる) = [13]>\n point in direction (90)\n go to [back v] layer\n go to x: (150) y: (-57)\n switch costume to (9 v)\n show\n glide (2.7) secs to x: (-160) y: (-57)\n glide (2.7) secs to x: (150) y: (-57)\n end\n end\n if <(れべる) = [13]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (10 v)\n show\n end\n if <(れべる) = [14]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (11 v)\n show\n end\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [3]> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(れべる) = [9]> then\n repeat until <(れべる) = [10]>\n turn right (8) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(れべる) = [11]> then\n repeat until <(れべる) = [12]>\n turn right (7) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(れべる) = [12]> then\n repeat until <(れべる) = [13]>\n turn left (13) degrees\n end\n end\nend\n\n@水\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(れべる) = [10]> then\n set [ghost v] effect to (30)\n switch costume to (1 v)\n show\n end\n if <(れべる) = [11]> then\n set [ghost v] effect to (30)\n switch costume to (2 v)\n show\n end\n if <(れべる) = [12]> then\n set [ghost v] effect to (30)\n switch costume to (2 v)\n show\n end\n if <(れべる) = [13]> then\n set [ghost v] effect to (30)\n switch costume to (3 v)\n show\n end\n if <(れべる) = [14]> then\n hide\n end\n if <(れべる) = [15]> then\n set [ghost v] effect to (30)\n switch costume to (4 v)\n go to [back v] layer\n show\n end\nend\n\n@トラップ\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\nforever\n if <<(れべる) = [5]> and <[80] < ([x position v] of [自分 v])>> then\n switch costume to (1 v)\n show\n end\n if <<(れべる) = [11]> and <[-70] < ([x position v] of [自分 v])>> then\n switch costume to (2 v)\n show\n end\nend\n\nwhen I receive [終了 v]\nhide\n\nwhen flag clicked\nforever\n if <not <<(れべる) = [5]> or <(れべる) = [11]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(れべる) = [5]> and <not <[80] < ([x position v] of [自分 v])>>> then\n hide\n end\n if <<(れべる) = [11]> and <not <[-70] < ([x position v] of [自分 v])>>> then\n hide\n end\nend\n\n@鍵\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nset size to (30) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\nhide\n\nwhen flag clicked\nforever\n if <touching (自分 v)?> then\n go to [front v] layer\n go to (自分 v)\n if <<(れべる) = [8]> and <touching (透明 v)?>> then\n broadcast (スペースキー v)\n else\n broadcast (スペースキー☒ v)\n end\n end\nend\n\nwhen I receive [【偽り】next v]\nwait (0.3) seconds\nif <(れべる) = [8]> then\n go to x: (195) y: (111)\n switch costume to (1 v)\n point in direction (60)\n show\nend\n\nwhen I receive [変形 v]\nhide\n\nwhen flag clicked\nforever\n if <<(れべる) = [8]> and <touching (透明 v)?>> then\n if <key (space v) pressed?> then\n broadcast (変形 v)\n end\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0)\nhide variable [time v]\nshow\n\n@スペースキー\n\nwhen I receive [スペースキー v]\ngo to x: (127) y: (-55)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スペースキー☒ v]\nhide\n\nwhen I receive [変形 v]\nhide\n\n@透明\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [8]> then\n switch costume to (1 v)\n set size to (100) %\n go to x: (36) y: (-118)\n set [ghost v] effect to (100)\n show\n else\n hide\n end\nend\n\n@まち針w\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [12]> then\n switch costume to (1 v)\n show\n end\n if <(れべる) = [13]> then\n hide\n end\nend\n\nwhen I receive [終了 v]\nhide\n\n@背景\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\nwait (0.6) seconds\nif <(costume [number v]) = [16]> then\n broadcast (終わり v)\nend\n\nwhen I receive [【偽り】next v]\nnext costume\nwait (0.6) seconds\nif <(costume [number v]) = [16]> then\n broadcast (終わり v)\nend\n\nwhen flag clicked\nforever\n if <touching (自分 v)?> then\n go to [back v] layer\n end\nend\n\n
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【大冒険】プラットフォーマー\n ~使い方~\n 矢印キー WASDキー で操作\n クリアするまでのタイムも\n あるので頑張ってください\n 【宣伝】\n ↓【night】↓\n https://scratch.mit.edu/projects/709330942/
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☁ Purple // Multiplayer Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Nebula v] until done\nend\n\n@Blank\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@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 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)?>> 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\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\nswitch costume to (timeout v)\n\nclear graphic effects\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]\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@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]\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@Bouncy\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]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\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\nswitch costume to (bouncy2 v)\n\n@Danger\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]\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@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]\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@Clouds\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\nwhen I start as a clone\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 (170))\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 I receive [setup v]\ndelete this clone\n\n@Random----\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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⊱ ────── {.⋅ ✯ ⋅.} ────── ⊰\nWelcome to Purple, a multiplayer scrolling platformer! Play with your friends & race to the finish! <3 \nUse WASD or arrow keys to control your player! You are purple. Other players will pop up on the screen as orange!\n⊱ ────── {.⋅ ✯ ⋅.} ────── ⊰\n!! If you are a New Scratcher or not logged into an account, you will not be able to play with other Scratchers
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☆ StarEevee Platformer! ☆
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@Stage\n\n@ground\n\nwhen flag clicked\nswitch backdrop to (star v)\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [u did it \(launches confetti\) v]\nswitch costume to (level 3 v)\nswitch backdrop to (yellow v)\n\nwhen I receive [yell v]\nswitch costume to (level 4 v)\n\nwhen I receive [yellow v]\nswitch costume to (ending platform v)\nswitch backdrop to (end! v)\n\nwhen I receive [hi chat v]\nswitch costume to (level 2 v)\n\nwhen I receive [lunala is cool v]\nswitch costume to (level 6 v)\n\nwhen I receive [moon time v]\nswitch costume to (level 5 v)\nswitch backdrop to (moon v)\n\nwhen I receive [aaaaaa light theme v]\nswitch costume to (level 7 v)\nswitch backdrop to (star light v)\n\n@next level pls\n\nwhen flag clicked\nhide\nswitch costume to (star purple v)\ngo to x: (43) y: (9)\nforever\n if <touching (stareevee v)?> then\n change [level v] by (1)\n hide\n end\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n broadcast (hi chat v)\n end\n if <(Level) = [3]> then\n broadcast (u did it \(launches confetti\) v)\n end\n if <(Level) = [4]> then\n broadcast (yell v)\n end\n if <(Level) = [5]> then\n broadcast (moon time v)\n end\n if <(Level) = [6]> then\n broadcast (lunala is cool v)\n end\n if <(Level) = [7]> then\n broadcast (AAAAAA light theme v)\n end\n if <(Level) = [8]> then\n broadcast (YELLOW v)\n end\nend\n\nwhen I receive [hi chat v]\nshow\ngo to x: (-323) y: (-9)\nswitch costume to (star blue v)\n\nwhen I receive [yell v]\nswitch costume to (moon yellow v)\ngo to x: (-200) y: (85)\nshow\n\nwhen I receive [moon time v]\nswitch backdrop to (moon v)\nswitch costume to (moon purple v)\ngo to x: (22) y: (85)\nshow\n\nwhen I receive [lunala is cool v]\nswitch costume to (moon aqua v)\ngo to x: (-348) y: (-155)\nshow\n\nwhen I receive [u did it \(launches confetti\) v]\nswitch backdrop to (yellow v)\nswitch costume to (star yellow v)\ngo to x: (7) y: (98)\nshow\n\nwhen I receive [yell v]\nswitch costume to (moon yellow v)\ngo to x: (-200) y: (85)\nshow\n\nwhen I receive [gamer computer v]\nshow\n\nwhen I receive [mobile gamer v]\nshow\n\nwhen I receive [aaaaaa light theme v]\nswitch costume to (star brown v)\ngo to x: (52) y: (119)\nshow\n\n@StarEevee\n\nwhen flag clicked\nhide\n\nwhen I receive [well you see i had to be in a game today v]\nsay [Oh, I just got lost.] for (2) seconds\nsay [But at least I eventually got here!] for (3) seconds\nbroadcast (gaming v)\n\nwhen I receive [star sit down v]\nsay [Hey Moon!] for (2) seconds\nbroadcast (ok hi moon :\) v)\n\nwhen [o v] key pressed\nshow\n\nwhen [i v] key pressed\nhide\n\nwhen I receive [gamer computer v]\nshow\ngo to x: (-181) y: (-52)\ngo to [front v] layer\nswitch costume to (star_idle v)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (star_move v)\n else\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [x v] by (-1)\n switch costume to (star_move2 v)\n else\n if <key (up arrow v) pressed?> then\n switch costume to (star_idle2 v)\n else\n if <key (t v) pressed?> then\n switch costume to (star_sit v)\n else\n if <key (e v) pressed?> then\n switch costume to (star_sit2 v)\n else\n switch costume to (star_idle v)\n end\n end\n end\n end\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-1)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (space v) pressed?>> then\n set [y v] to [15]\n switch costume to (star_jump v)\n end\n change y by (1)\nend\n\nwhen I receive [mobile gamer v]\nshow\ngo to x: (-181) y: (-52)\ngo to [front v] layer\nswitch costume to (star_idle v)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (star_move v)\n else\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [x v] by (-1)\n switch costume to (star_move2 v)\n else\n if <key (up arrow v) pressed?> then\n switch costume to (star_idle2 v)\n else\n if <key (t v) pressed?> then\n switch costume to (star_sit v)\n else\n if <key (e v) pressed?> then\n switch costume to (star_sit2 v)\n else\n switch costume to (star_idle v)\n end\n end\n end\n end\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-1)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (space v) pressed?>> then\n set [y v] to [15]\n switch costume to (star_jump v)\n end\n change y by (1)\nend\n\nwhen I receive [go left v]\npoint in direction (90)\nchange [x v] by (-1)\nswitch costume to (star_move2 v)\n\nwhen I receive [go right v]\nchange [x v] by (1)\nswitch costume to (star_move v)\n\nwhen I receive [jumper \(from gd irl real\) v]\nset [y v] to [15]\nswitch costume to (star_jump v)\n\nwhen I receive [look around v]\nswitch costume to (star_idle2 v)\n\nwhen I receive [sit v]\nset [is she v] to [yes]\nswitch costume to (star_sit2 v)\n\nwhen I receive [sit \(again\) v]\nswitch costume to (star_sit v)\n\nwhen flag clicked\nforever\n if <(is she) = [yes]> then\n switch costume to (star_sit2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(is she \(alt\)) = [yes]> then\n switch costume to (star_sit v)\n end\nend\n\n@MoonEevee\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (STAR SIT DOWN v)\n\nwhen I receive [ok hi moon :\) v]\nsay [Hi Star!] for (2) seconds\nsay [Where were you?] for (3) seconds\nsay [I was waiting here for awhile and was abit worried..] for (3) seconds\nbroadcast (well you see i had to be in a game today v)\n\nwhen I receive [gaming v]\nsay [Alright, glad you made it!!] for (2) seconds\n\n@Cover\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen [o v] key pressed\nhide\n\nwhen [i v] key pressed\nshow\n\n@Help\n\nwhen flag clicked\nswitch costume to (stage 1 v)\ngo to x: (-46) y: (123)\nshow\n\nwhen I receive [u did it \(launches confetti\) v]\nswitch costume to (stage 2 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [yellow v]\nhide\n\nwhen I receive [hi chat v]\nhide\n\nwhen I receive [yell v]\nhide\n\n@Starting Screen\n\nwhen flag clicked\nshow\n\nwhen I receive [gamer computer v]\nhide\n\nwhen I receive [mobile gamer v]\nhide\n\n@i have a gaming pc\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (gamer computer v)\nhide\n\nwhen I receive [mobile gamer v]\nhide\n\n@Mobile gamer\n\nwhen this sprite clicked\nbroadcast (mobile gamer v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [gamer computer v]\nhide\n\ngo to [front v] layer\n\n@Left\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (6) y: (-107)\n\nwhen I receive [mobile gamer v]\nshow\n\nwhen this sprite clicked\nbroadcast (go left v)\n\n@Right\n\nwhen this sprite clicked\nbroadcast (go right v)\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (146) y: (-106)\n\nwhen I receive [mobile gamer v]\nshow\n\n@Jump\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [mobile gamer v]\nshow\n\nwhen this sprite clicked\nbroadcast (jumper \(from gd irl real\) v)\n\n@look\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [mobile gamer v]\nshow\n\nwhen this sprite clicked\nbroadcast (look around v)\n\n@Sit Right\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen this sprite clicked\nif <(is she \(alt\)) = [yes]> then\n broadcast (stop sitting \(alt\) v)\n set [is she \(alt\) v] to [no]\nelse\n set [is she \(alt\) v] to [yes]\n broadcast (sit \(again\) v)\nend\n\nwhen I receive [mobile gamer v]\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [mobile gamer v]\nshow\n\nwhen this sprite clicked\nif <(is she) = [yes]> then\n set [is she v] to [no]\n broadcast (nuh uh v)\nelse\n set [is she v] to [yes]\n broadcast (Sit v)\nend\n\n
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While it's very simple, I enjoyed making this! Have fun jumping around in these levels and try to get to the end!\n☆--------------------------------------------------------------------☆\n ☆ COMPUTER CONTROLS ☆\n☆--------------------------------------------------------------------☆\nMove right - Right Arrow\nMove left - Left Arrow\nJump - Space\nLook other way - Up Arrow\nSit - T\nSit but the other way - E\n☆--------------------------------------------------------------------☆\n ☆ MOBILE CONTROLS ☆\n☆--------------------------------------------------------------------☆\nMove right - Right Arrow\nMove left - Left Arrow\nJump - Up Arrow\nTurn the other way - Down Arrow\nSit - Left Sit Button\nSit but the other way - Right Sit Button\n☆--------------------------------------------------------------------☆\nnow that star's seen this i'm paying alot more attention to this, so expect more updates!!
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Platformer Assets
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@Stage\n\n@Background\n\n@Ground\n\n@Dangers\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [turn v] to [0]\nforever\n repeat (30)\n change [turn v] by (0.01)\n end\n repeat (60)\n change [turn v] by (-0.01)\n end\n repeat (30)\n change [turn v] by (0.01)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (85)\nforever\n turn right (turn) degrees\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (50)\ngo to [front v] layer\n\n@Sky\n\n@Clouds\n\nwhen flag clicked\n\nset [ghost v] effect to (25)\n\n@Player\n\n@Music\n\n@Sound Effects\n\n@ezgif\n\nwhen flag clicked\nswitch costume to (ezgif v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nclear graphic effects\nset size to (192) %\nforever\n wait (0.02) seconds\n next costume\nend\n\n@Sprite2\n\n@coin\n\nswitch costume to (coin 1 v)\nforever\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.04) seconds\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n wait (0.04) seconds\n end\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change y by (Y Speed)\nend\n\nwhen flag clicked\nset [y speed v] to [0]\nforever\n repeat (30)\n change [y speed v] by (-0.01)\n end\n repeat (60)\n change [y speed v] by (0.01)\n end\n repeat (30)\n change [y speed v] by (-0.01)\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change y by (Y Speed)\nend\n\nwhen flag clicked\nset [y speed v] to [0]\nforever\n repeat (30)\n change [y speed v] by (-0.01)\n end\n repeat (60)\n change [y speed v] by (0.01)\n end\n repeat (30)\n change [y speed v] by (-0.01)\n end\nend\n\n@Green Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change y by (Y Speed)\nend\n\nwhen flag clicked\nset [y speed v] to [0]\nforever\n repeat (30)\n change [y speed v] by (-0.01)\n end\n repeat (60)\n change [y speed v] by (0.01)\n end\n repeat (30)\n change [y speed v] by (-0.01)\n end\nend\n\n@Particles\n\n
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High quality stuff for your platformer!\n\nYou can use with credit! \n\nRemix it and make a platformer!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#jarvin36 #jarvin #platformer #Art #color #All #remix #square #quality #assets #items
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Beyond the Earth | a platformer #all #games
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (earth v)\ndelete all of [different_gravity v]\nadd [9.8] to [different_gravity v]\nadd [3.5] to [different_gravity v]\nadd [8.8] to [different_gravity v]\nadd [1.6] to [different_gravity v]\nadd [3.7] to [different_gravity v]\nadd [25.9] to [different_gravity v]\nadd [11] to [different_gravity v]\nadd [10.6] to [different_gravity v]\nadd [14] to [different_gravity v]\nwait until <(stage) = [7]>\nswitch backdrop to (mercury v)\nwait until <(stage) = [13]>\nswitch backdrop to (venus v)\nwait until <(stage) = [19]>\nswitch backdrop to (moon v)\nwait until <(stage) = [25]>\nswitch backdrop to (mars v)\nwait until <(stage) = [31]>\nswitch backdrop to (jupiter v)\nwait until <(stage) = [37]>\nswitch backdrop to (saturn v)\nwait until <(stage) = [43]>\nswitch backdrop to (uranus v)\nwait until <(stage) = [49]>\nswitch backdrop to (neptune v)\n\nwhen flag clicked\nforever\n set [gravity v] to (item (backdrop [number v]) of [different_gravity v])\nend\n\nwhen I receive [music v]\nset volume to (100) %\n\nwhen I receive [music off v]\nset volume to (0) %\n\nwhen I receive [begin v]\nwait (2) seconds\nforever\n play sound [AUD-20220626-WA0019 v] until done\nend\n\n@Player \n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <<touching (surface v)?> or <touching (water 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 (surface v)?> or <touching (water 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 [start v]\nforever\n if <<<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling) < [3]> then\n set [speed y v] to (Jump Force)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by ((Acceleration) * (-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 [speed x v] by (Acceleration)\n point in direction (90)\n end\n set [speed x v] to ((speed x) * (Resistance))\n change [speed y v] by (Gravity)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\nwhen I receive [next v]\nset [jump force v] to [10]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-210) y: (50)\n\nwhen flag clicked\nforever\n if <touching (spikes & lava v)?> then\n start sound [Rip v]\n restart\n end\n if <touching (fall v)?> then\n start sound [Spiral v]\n restart\n end\n if <(x position) > [240]> then\n broadcast (Next v)\n end\nend\n\ndefine restart\nset [jump force v] to [10]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-210) y: (50)\n\nwhen I receive [sound v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [jump force v] to [10]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nset volume to (100) %\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-210) y: (50)\nbroadcast (start v)\n\nwhen flag clicked\nwait until <(stage) = [5]>\nrepeat until <(stage) = [6]>\n if <touching (water v)?> then\n Fix water floating\n end\nend\n\ndefine Fix water floating\nrepeat until <not <touching (water v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n set [gravity v] to (((item (backdrop [number v]) of [different_gravity v]) / (10)) * (-1))\nend\n\n@Surface\n\nwhen flag clicked\nset [stage v] to [1]\nshow\ngo to x: (0) y: (0)\nswitch costume to (earth1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [next v]\nnext costume\nset [stage v] to (costume [number v])\n\n@Spikes & lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (e1 v)\nwait until <(stage) = [15]>\ngo to [front v] layer\nwait until <(stage) = [16]>\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nshow\nrepeat (4)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (300) to (-300)) y: (pick random (50) to (180))\nforever\n set [ghost v] effect to (pick random (0) to (15))\n set size to (pick random (75) to (110)) %\n switch costume to (pick random (1) to (4))\n repeat until <(x position) > [310]>\n change x by ((size) / (50))\n if <not <(backdrop [number v]) = [1]>> then\n delete this clone\n end\n end\n go to x: (-310) y: (pick random (50) to (180))\nend\n\n@Water\n\nwhen flag clicked\nhide\nwait until <(stage) = [5]>\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nrepeat until <(stage) = [6]>\n move (4) steps\n if <(x position) > [499]> then\n go to x: (-500) y: (0)\n end\nend\nhide\n\nwhen I start as a clone\ngo to x: (500) y: (0)\nrepeat until <(stage) = [6]>\n move (4) steps\n if <(x position) > [499]> then\n go to x: (-500) y: (0)\n end\nend\ndelete this clone\n\n@fall\n\n@Fog\n\nwhen flag clicked\nshow\nrepeat (10)\n go to [back v] layer\n go to x: (0) y: (0)\nend\nswitch costume to (pick random (1) to (4))\nforever\n change x by (-1)\n if <(x position) < [-477]> then\n go to x: (478) y: (0)\n end\n if <(backdrop [number v]) = [1]> then\n set [ghost v] effect to (100)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [2]> then\n set [ghost v] effect to (70)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [3]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [4]> then\n set [ghost v] effect to (100)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [5]> then\n set [ghost v] effect to (50)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [6]> then\n set [ghost v] effect to (40)\n go to [front v] layer\n end\n if <(backdrop [number v]) = [7]> then\n set [ghost v] effect to (37.5)\n go to [front v] layer\n end\n if <(backdrop [number v]) = [8]> then\n set [ghost v] effect to (35)\n go to [front v] layer\n end\n if <(backdrop [number v]) = [9]> then\n set [ghost v] effect to (35)\n go to [front v] layer\n end\nend\n\nwhen I receive [you won v]\nhide\n\n@Fog2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(backdrop [number v]) = [6]>\nswitch costume to (pick random (1) to (4))\nset size to (150) %\nset [ghost v] effect to (50)\nshow\ngo to [back v] layer\nwait until <(backdrop [number v]) = [7]>\nswitch costume to (pick random (1) to (4))\nset size to (150) %\nset [ghost v] effect to (50)\nshow\ngo to [back v] layer\n\nwhen I receive [you won v]\nhide\n\n@Fog3\n\nwhen flag clicked\nshow\nrepeat (10)\n go to [back v] layer\n go to x: (478) y: (0)\nend\nswitch costume to (pick random (1) to (4))\nforever\n change x by (-1)\n if <(x position) < [-477]> then\n go to x: (478) y: (0)\n switch costume to (pick random (1) to (4))\n end\n if <(backdrop [number v]) = [1]> then\n set [ghost v] effect to (100)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [2]> then\n set [ghost v] effect to (70)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [3]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [4]> then\n set [ghost v] effect to (100)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [5]> then\n set [ghost v] effect to (50)\n go to [back v] layer\n end\n if <(backdrop [number v]) = [6]> then\n set [ghost v] effect to (40)\n go to [front v] layer\n end\n if <(backdrop [number v]) = [7]> then\n set [ghost v] effect to (37.5)\n go to [front v] layer\n end\n if <(backdrop [number v]) = [8]> then\n set [ghost v] effect to (35)\n go to [front v] layer\n end\n if <(backdrop [number v]) = [9]> then\n set [ghost v] effect to (35)\n go to [front v] layer\n end\nend\n\nwhen I receive [you won v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nwait until <(stage) = [55]>\nswitch costume to (costume55 v)\ngo to x: (0) y: (0)\n\nforever\n go to [front v] layer\nend\n\nwhen I receive [you won v]\nhide\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (125)\ngo to [front v] layer\nforever\n switch costume to (stage)\n if <(backdrop [number v]) = [1]> then\n clear graphic effects\n else\n set [brightness v] effect to (100)\n end\nend\n\n@Settings\n\nwhen flag clicked\nchange [settings_on/off v] by (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (smart-quick-settings-1 v)\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(settings_on/off) = [0]> then\n switch costume to (close v)\n set [brightness v] effect to (100)\n set [settings_on/off v] to [1]\n set [move v] to [0]\nelse\n switch costume to (smart-quick-settings-1 v)\n clear graphic effects\n set [settings_on/off v] to [0]\n set [move v] to [1]\nend\n\nwhen I receive [you won v]\nhide\n\n@Sound icons\n\nwhen flag clicked\nhide\nwait until <(settings_on/off) = [0]>\nset [sound_on/off v] to [1]\nswitch costume to (s1 v)\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nforever\n if <(settings_on/off) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [mute_on/off v] to [1]\nswitch costume to (m1 v)\ngo to x: (50) y: (0)\nforever\n if <(settings_on/off) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(mouse x) < [0]> then\n if <(sound_on/off) = [1]> then\n switch costume to (s1 v)\n set [sound_on/off v] to [0]\n broadcast (Sound v)\n else\n switch costume to (s2 v)\n set [sound_on/off v] to [1]\n broadcast (Sound off v)\n end\nend\nif <(mouse x) > [0]> then\n if <(mute_on/off) = [1]> then\n switch costume to (m1 v)\n set [mute_on/off v] to [0]\n broadcast (Music v)\n else\n switch costume to (m2 v)\n set [mute_on/off v] to [1]\n broadcast (Music off v)\n end\nend\n\n@Abouts\n\ndefine Show\nbroadcast (Hide v)\ngo to x: (0) y: (-350)\nset [speed v] to [10]\nset [move v] to [0]\nrepeat until <(speed) < [0]>\n go to [front v] layer\n change y by (speed)\n change [speed v] by (-0.15)\nend\ngo to x: (0) y: (0)\nreset timer\nwait until <<<mouse down?> or <(timer) > [5]>> or <key (any v) pressed?>>\nrepeat until <(y position) > [375]>\n go to [front v] layer\n change y by ((speed) * (-1))\n change [speed v] by (-0.15)\nend\nset [move v] to [1]\nbroadcast (Show v)\n\nwhen I receive [begin v]\nshow\nShow\nwait until <(stage) = [7]>\nShow\nwait until <(stage) = [13]>\nShow\nwait until <(stage) = [19]>\nShow\nwait until <(stage) = [25]>\nShow\nwait until <(stage) = [31]>\nShow\nwait until <(stage) = [37]>\nShow\nwait until <(stage) = [43]>\nShow\nwait until <(stage) = [49]>\nShow\nwait until <<(stage) = [1]> and <(backdrop [number v]) = [1]>>\nset [start v] to [1]\nbroadcast (You won v)\nhide\n\nwhen I receive [begin v]\nforever\n switch costume to (backdrop [number v])\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Thumbnails \n\nwhen flag clicked\nswitch costume to (img-20220605-wa0011 v)\nwait (2) seconds\nbroadcast (begin v)\nset [ghost v] effect to (100)\nwait until <(stage) = [55]>\nswitch costume to (img-20220605-wa2 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (You won v)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
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》First click the green flag to start the project.\n》Then click or press any key to start the game.\n》Use arrow keys/ WASD keys/ mobile controllers to \n move.\n》Click the settings icon to mute/unmute music and \n sounds.\n\n~ We are going to explore the space beyond Earth.\n~ So this time we will be travelling around our solar \n system.\n~ We can come across all the planets in our solar \n system. (dwarf planets are not included as it is difficult to create their real gravitational force properly )\n~ You can have a new experience with various \n gravitational forces and different climatic conditions. \n because, each planet has its own specialities.\n (dwarf planets are not included as it is difficult to create their real gravitational force properly )\n\n》Make sure to avoid spikes and lava.\n\n#all #games #astronomy #SolarSystem #gravity #explore #platformer #mobile #tour #animation #planets
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‖♢Night Platformer 夜のプラットフォーマー! ♢‖
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@Stage\n\nwhen I receive [イントロスタート! v]\nset [ステージ v] to [1]\nhide variable [time v]\nset [time v] to [0]\nswitch backdrop to (op背景 v)\n\nwhen I receive [スタート! v]\nwait (0.6) seconds\nswitch backdrop to (星空 v)\nbroadcast (THE END v)\n\nwhen I receive [ゴール! v]\nrepeat (5)\n change volume by (5)\nend\n\nwhen I receive [次のステージ v]\nchange [ステージ v] by (1)\nnext backdrop\n\nwhen flag clicked\nset volume to (75) %\nforever\n play sound (pick random (1) to (5)) until done\nend\n\n@プレイヤー\n\nwhen I receive [リスタート v]\n初期設定\n\nwhen I receive [the end v]\nwait (0.6) seconds\n初期設定\nset rotation style [left-right v]\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (右 v)\n point in direction (-90)\n change [x v] by (-1.1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (上 v)\n start sound [壁キック v]\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (上 v)\n if <<touching (地面 v)?> or <touching (裏ステージ v)?>> then\n set [y v] to [15]\n start sound [ニュッ v]\n switch costume to (上 v)\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (普通 v)\n end\n if <<touching (地面 v)?> and <<<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> or <<<mouse down?> and <(mouse x) < (x position)>> or <<mouse down?> and <(x position) < (mouse x)>>>>> then\n create clone of (土ぼこりと飛び散った草 v)\n end\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[235] < (x position)> then\n broadcast (次のステージ v)\n 初期設定\n wait (3) seconds\n end\n if <<<touching (障害物 v)?> or <touching (動く障害物 v)?>> or <[-168] > (y position)>> then\n start sound [crashed oof v]\n 初期設定\n end\n if <touching (敵 v)?> then\n if <<touching (敵 v)?> and <touching (敵のアシスト v)?>> then\n set [y v] to [5]\n else\n if <<touching (敵 v)?> and <not <touching (敵のアシスト v)?>>> then\n start sound [crashed oof v]\n 初期設定\n end\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (右 v)\n point in direction (90)\n change [x v] by (1.1)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (下 v)\n end\nend\n\nwhen I receive [the end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (下 v)\nelse\n switch costume to (右 v)\nend\nrepeat (6)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine 初期設定\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [color v] effect to (pick random (-10000) to (10000))\nswitch costume to (右 v)\ngo to x: (-200) y: (-15)\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\n初期設定\n\nwhen flag clicked\nforever\n if <touching (バネ v)?> then\n start sound [Big Jump v]\n set [y v] to [20]\n end\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (地面1 v)\nhide\n\nwhen I receive [次のステージ v]\nif <(ステージ) = [14]> then\n next costume\n broadcast (ゴール! v)\nelse\n next costume\nend\n\nwhen I receive [スタート! v]\nwait (0.6) seconds\nswitch costume to (地面1 v)\nclear graphic effects\nshow\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (障害物1 v)\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [スタート! v]\nshow\n\nwhen I receive [ゴール! v]\nhide\n\nwhen flag clicked\nset [y v] to [0]\nforever\n change [y v] by (5)\n change y by (([cos v] of (y) ) / (2))\nend\n\n@動く障害物\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nset size to (55) %\nhide\nforever\n go to [back v] layer\n if <(ステージ) = [10]> then\n go to x: (20) y: (-80)\n switch costume to (動くとげ2 v)\n go to [back v] layer\n set size to (80) %\n show\n repeat until <not <(ステージ) = [10]>>\n turn right (4) degrees\n end\n if <not <(ステージ) = [10]>> then\n hide\n end\n else\n if <(ステージ) = [7]> then\n go to x: (-55) y: (-120)\n switch costume to (動くとげ v)\n go to [back v] layer\n set size to (85) %\n show\n repeat until <not <(ステージ) = [7]>>\n turn left (5) degrees\n end\n if <not <(ステージ) = [7]>> then\n hide\n end\n else\n if <(ステージ) = [12]> then\n go to x: (-80) y: (-105)\n switch costume to (動くとげ v)\n go to [back v] layer\n set size to (65) %\n show\n repeat until <not <(ステージ) = [12]>>\n turn left (7) degrees\n end\n if <not <(ステージ) = [12]>> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\n@Next!\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 go to [front v] layer\n end\n delete this clone\nend\nhide\nstop [this script v]\n\nwhen I receive [次のステージ v]\ngo to [front v] layer\nset [color v] effect to (pick random (-10000) to (10000))\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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ターボモード検知機\n\nwhen flag clicked\nforever\n set [ターボモード v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボモード)> then\n stop [all v]\n else\n end\nend\n\nwhen flag clicked\nhide\nforever\n change [ターボモード v] by (1)\nend\n\n@広告\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nhide\nforever\n wait (pick random (8) to (5)) seconds\n show\n go to [front v] layer\n start sound [Pop v]\n go to x: (150) y: (400)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\n@バネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <(ステージ) = [5]> then\n show\n go to x: (-120) y: (-82)\n ばね\n else\n hide\n end\nend\n\ndefine ばね\nif <touching (プレイヤー v)?> then\n switch costume to (コスチューム1 v)\n repeat (4)\n next costume\n wait (0.01) seconds\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\n@リスタート\n\nwhen this sprite clicked\nbroadcast (リスタート v)\n\nwhen flag clicked\ngo to x: (-205) y: (-145)\nhide\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [壁キック v] until done\n end\n else\n set size to (95) %\n end\nend\n\nwhen I receive [スタート! v]\nwait (1.5) seconds\nshow\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ v)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\nstart sound [BGM v]\ngo to [front v] layer\nshow\ngo to x: (-40) y: (0)\nset [brightness v] effect to (100)\nset [サムネx v] to [35]\nset [サムネy v] to [20]\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [サムネx v] to (((サムネx) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [サムネy v] to (((サムネy) * (0.75)) + (((0) - (y position)) / (8.5)))\n change x by (サムネx)\n change y by (サムネy)\n set [タイマー v] to (timer)\nend\nrepeat (20)\n change size by (((100) - (size)) / (5))\n set [サムネx v] to (((サムネx) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [サムネy v] to (((サムネy) * (0.75)) + (((0) - (y position)) / (8.5)))\n change x by (サムネx)\n change y by (サムネy)\n set [タイマー v] to (timer)\nend\nforever\n set [タイマー v] to (timer)\nend\n\n@光\n\nwhen I receive [スタート! v]\nwait (0.6) seconds\nforever\n go to (プレイヤー v)\n go to [back v] layer\n if <[9] > (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@土ぼこりと飛び散った草\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\npoint in direction (pick random (-90) to (90))\ngo to (プレイヤー v)\nchange y by (pick random (-17) to (-5))\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change x by (-28)\n set [土ぼこりx v] to (pick random (-3) to (-1))\n set [土ぼこりy v] to (pick random (2) to (5))\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change x by (28)\n set [土ぼこりx v] to (pick random (1) to (3))\n set [土ぼこりy v] to (pick random (2) to (5))\n end\nend\nset [brightness v] effect to (pick random (-10) to (10))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n repeat (20)\n change [ghost v] effect by (5)\n change x by (土ぼこりx)\n change y by (土ぼこりy)\n if <(x2) > [0]> then\n turn right (15) degrees\n change [土ぼこりx v] by (-0.5)\n change [土ぼこりy v] by (-0.8)\n else\n turn left (15) degrees\n change [土ぼこりx v] by (0.5)\n change [土ぼこりy v] by (-0.8)\n end\n end\n delete this clone\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n repeat (20)\n change [ghost v] effect by (5)\n change x by (土ぼこりx)\n change y by (土ぼこりy)\n if <(x2) > [0]> then\n turn left (15) degrees\n change [土ぼこりx v] by (-0.5)\n change [土ぼこりy v] by (-0.8)\n else\n turn right (15) degrees\n change [土ぼこりx v] by (0.5)\n change [土ぼこりy v] by (-0.8)\n end\n end\n delete this clone\n end\nend\n\n@影\n\nwhen I receive [スタート! v]\nset [ghost v] effect to (40)\ngo to [front v] layer\nhide\nwait (0.6) seconds\nforever\n go to (プレイヤー v)\n if <(隠) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@影のアシスト\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (プレイヤー v)\nend\n\nwhen flag clicked\nset [隠 v] to [0]\nwait (0.6) seconds\nforever\n set [隠 v] to [0]\n wait until <not <touching (地面 v)?>>\n set [隠 v] to [1]\n wait until <touching (地面 v)?>\nend\n\n@流れ星\n\nwhen I start as a clone\nshow\npoint in direction (120)\ngo to x: (pick random (240) to (-280)) y: (240)\nset [ghost v] effect to (pick random (10) to (60))\nrepeat until <touching color (#6e618e)?>\n if <(x position) > [240]> then\n repeat (9)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n else\n move (4) steps\n change [ghost v] effect by (1)\n end\nend\nrepeat (5)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nwhen I receive [スタート! v]\nhide\nforever\n if <(ステージ) > [9]> then\n switch costume to (流れ星 v)\n set size to (pick random (15) to (40)) %\n create clone of (_myself_ v)\n wait (pick random (0.3) to (0.8)) seconds\n end\nend\n\n@OP\n\nwhen I start as a clone\nshow\nif <(コスチューム変更) = [0]> then\n clear graphic effects\n switch costume to (op始まり v)\n go to [front v] layer\n repeat ((100) / (3))\n change [ghost v] effect by ((100) / ((100) / (3)))\n end\n delete this clone\nelse\n if <<(コスチューム変更) = [1]> or <(コスチューム変更) = [2]>> then\n repeat until <(op終了) = [1]>\n if <(コスチューム変更) = [1]> then\n switch costume to (ビューンっていくやつ1 v)\n go to [back v] layer\n end\n if <(コスチューム変更) = [2]> then\n switch costume to (ビューンっていくやつ2 v)\n go to [back v] layer\n end\n go to x: (0) y: (-321)\n repeat until <(y position) > [300]>\n change y by (10)\n if <(op終了) = [1]> then\n hide\n delete this clone\n end\n end\n delete this clone\n end\n else\n if <(コスチューム変更) = [3]> then\n point in direction (90)\n hide\n set size to (65) %\n switch costume to (play v)\n go to x: (0) y: (-190)\n wait (1) seconds\n show\n start sound [Rip v]\n set [揺れ v] to [0]\n set [揺れ2 v] to [0]\n repeat until <(y position) > [-100]>\n change y by (6)\n set [揺れ v] to (((揺れ) * (0.75)) + (((85) - (size)) / (3)))\n change size by (揺れ)\n end\n forever\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (100) %\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Push v]\n set [op終了 v] to [1]\n broadcast (スタート! v)\n delete this clone\n end\n else\n set size to (75) %\n turn right ([cos v] of (揺れ2) ) degrees\n change [揺れ2 v] by (5)\n end\n end\n else\n if <(コスチューム変更) = [4]> then\n hide\n set size to (60) %\n switch costume to (night platoformer v)\n go to x: (0) y: (190)\n wait (1) seconds\n show\n start sound [Rip v]\n set [揺れ v] to [0]\n repeat until <[70] > (y position)>\n change y by (-6)\n set [揺れ v] to (((揺れ) * (0.75)) + (((95) - (size)) / (3)))\n change size by (揺れ)\n end\n wait (3) seconds\n repeat (5)\n change size by (-5)\n end\n repeat (40)\n set [揺れ v] to (((揺れ) * (0.75)) + (((110) - (size)) / (3)))\n change size by (揺れ)\n end\n repeat until <(op終了) = [1]>\n change y by ([cos v] of (揺れ) )\n change [揺れ v] by (5)\n end\n delete this clone\n else\n if <(コスチューム変更) = [5]> then\n show\n set [ghost v] effect to (100)\n go [backward v] (2) layers\n set size to (180) %\n switch costume to (集中線 v)\n go to x: (0) y: (60)\n repeat (50)\n change [ghost v] effect by (-2)\n turn right (1) degrees\n end\n start sound [ドーン v]\n repeat until <(op終了) = [1]>\n turn right (1) degrees\n end\n delete this clone\n else\n if <(コスチューム変更) = [6]> then\n show\n clear graphic effects\n switch costume to (op終わり v)\n go to [front v] layer\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nset [op終了 v] to [0]\nbroadcast (イントロスタート! v)\n\nwhen I receive [イントロスタート! v]\nOP\n\ndefine OP\nclear graphic effects\nset [コスチューム変更 v] to [0]\ncreate clone of (_myself_ v)\nrepeat until <(op終了) = [1]>\n if <not <(op終了) = [1]>> then\n set [コスチューム変更 v] to [1]\n create clone of (_myself_ v)\n wait (0.6) seconds\n if <not <(op終了) = [1]>> then\n set [コスチューム変更 v] to [2]\n create clone of (_myself_ v)\n wait (0.6) seconds\n end\n end\nend\n\ndefine OP補助\nset [コスチューム変更 v] to [4]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [コスチューム変更 v] to [3]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [コスチューム変更 v] to [5]\ncreate clone of (_myself_ v)\nforever\n wait until <(op終了) = [1]>\n set [コスチューム変更 v] to [6]\n create clone of (_myself_ v)\n wait until <(op終了) = [0]>\nend\n\nwhen I receive [イントロスタート! v]\nOP補助\n\n@敵\n\nwhen flag clicked\nswitch costume to (敵 v)\nhide\n\nwhen I receive [スタート! v]\nforever\n if <(ステージ) = [3]> then\n show\n point in direction (-90)\n go to x: (100) y: (-82)\n repeat until <not <(ステージ) = [3]>>\n point in direction (-90)\n repeat (100)\n change x by (-2)\n end\n point in direction (90)\n repeat (100)\n change x by (2)\n end\n end\n else\n if <(ステージ) = [7]> then\n switch costume to (敵 v)\n show\n point in direction (-90)\n go to x: (170) y: (-82)\n repeat until <not <(ステージ) = [7]>>\n point in direction (-90)\n repeat (50)\n change x by (-2)\n end\n point in direction (90)\n repeat (50)\n change x by (2)\n end\n end\n else\n if <(ステージ) = [12]> then\n switch costume to (敵 v)\n show\n point in direction (-90)\n go to x: (170) y: (-82)\n repeat until <not <(ステージ) = [12]>>\n point in direction (-90)\n repeat (50)\n change x by (-2)\n end\n point in direction (90)\n repeat (50)\n change x by (2)\n end\n end\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat (12)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [スタート! v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [スタート! v]\nforever\n if <(ステージ) = [3]> then\n if <<touching (プレイヤー v)?> and <([y position v] of [プレイヤー v]) > [-50]>> then\n start sound [踏みつけ v]\n repeat (9)\n next costume\n end\n hide\n end\n else\n if <(ステージ) = [7]> then\n if <<touching (プレイヤー v)?> and <([y position v] of [プレイヤー v]) > [-60]>> then\n start sound [踏みつけ v]\n repeat (9)\n next costume\n end\n hide\n end\n else\n if <(ステージ) = [12]> then\n if <<touching (プレイヤー v)?> and <([y position v] of [プレイヤー v]) > [-60]>> then\n start sound [踏みつけ v]\n repeat (9)\n next costume\n end\n hide\n end\n end\n end\n end\nend\n\n@敵のアシスト\n\nwhen flag clicked\nforever\n go to (敵 v)\nend\n\n@月\n\nwhen flag clicked\ngo to x: (250) y: (185)\nhide\n\nwhen I receive [スタート! v]\nwait (0.6) seconds\nset size to (100) %\nset [大きさ v] to [0]\nshow\nrepeat until <(ステージ) > [9]>\n go to [back v] layer\n change [大きさ v] by (5)\n change size by ([sin v] of (大きさ) )\nend\nhide\n\n@タイム\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [タイム v] to [0]\nhide\n\nwhen I receive [スタート! v]\ncreate clone of (_myself_ v)\nswitch costume to (タイムの後ろのやつ v)\ncreate clone of (_myself_ v)\nswitch costume to (time v)\nwait (0.4) seconds\nset [スタート時の2000年からの日数 v] to (days since 2000)\nrepeat until <(ステージ) = [13]>\n set [タイム v] to (((days since 2000) - (スタート時の2000年からの日数)) * (86400))\n set [タイム×100 v] to ((タイム) * (100))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (-190) y: (150)\n show\n set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [2]> then\n go to x: (-190) y: (150)\n clear graphic effects\n show\nend\n\n@タイマー1\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\nshow\ngo to [front v] layer\nforever\n switch costume to (letter (1) of (タイム×100))\nend\n\n@タイマー2\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\nshow\ngo to [front v] layer\nforever\n switch costume to (letter (2) of (タイム×100))\nend\n\n@タイマー3\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\nshow\ngo to [front v] layer\nforever\n switch costume to (letter (3) of (タイム×100))\nend\n\n@タイマー4\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\ngo to [front v] layer\nforever\n if <(タイム) > [9.99]> then\n show\n switch costume to (letter (4) of (タイム×100))\n else\n hide\n end\nend\n\n@タイマー5\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\ngo to [front v] layer\nforever\n if <(タイム) > [99.99]> then\n show\n switch costume to (letter (5) of (タイム×100))\n else\n hide\n end\nend\n\n@タイマー6\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\ngo to [front v] layer\nforever\n if <(タイム) > [999.99]> then\n show\n switch costume to (letter (6) of (タイム×100))\n else\n hide\n end\nend\n\n@タイマー7\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\ngo to [front v] layer\nforever\n if <(タイム) > [9999.99]> then\n show\n switch costume to (letter (7) of (タイム×100))\n else\n hide\n end\nend\n\n@タイマー8\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nwait (0.4) seconds\ngo to [front v] layer\nshow\ngo to x: (-25) y: (150)\nforever\n if <(タイム) < [9.99]> then\n go to (タイマー1 v)\n else\n if <<(タイム) > [9.99]> and <(タイム) < [99.99]>> then\n go to (タイマー2 v)\n else\n if <<(タイム) > [99.99]> and <(タイム) < [999.99]>> then\n go to (タイマー3 v)\n else\n if <<(タイム) > [999.99]> and <(タイム) < [9999.99]>> then\n go to (タイマー4 v)\n else\n if <<(タイム) > [9999.99]> and <(タイム) < [99999.99]>> then\n go to (タイマー5 v)\n else\n if <<(タイム) > [99999.99]> and <(タイム) < [999999.99]>> then\n go to (タイマー6 v)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@感謝!\n\nwhen flag clicked\nwait until <not <(♡&☆) = [11]>>\ngo to x: (-15) y: (0)\nswitch costume to (♡ v)\ncreate clone of (_myself_ v)\nswitch costume to (☆ v)\ncreate clone of (_myself_ v)\nwait until <(♡&☆) = [11]>\nwait (0.1) seconds\nswitch costume to (ありがとう! v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [♡&☆ v] to (join [1] (letter (2) of (♡&☆)))\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [♡&☆ v] to (join (letter (1) of (♡&☆)) [1])\n delete this clone\n end\n end\n end\n else\n go to x: (0) y: (0)\n set size to (5) %\n go to [front v] layer\n show\n repeat (8)\n change size by (((size) + (5)) / (4))\n end\n repeat (25)\n change size by (((100) - (size)) / (4))\n end\n repeat (10)\n switch costume to (大 v)\n change size by ((((0) - (size)) + (-5)) / (4))\n switch costume to (ありがとう! v)\n end\n delete this clone\n end\nend\n\nwhen [timer v] > (タイマー)\nwait until <not <(♡&☆) = [11]>>\ngo to x: (-15) y: (0)\nswitch costume to (♡ v)\ncreate clone of (_myself_ v)\nswitch costume to (☆ v)\ncreate clone of (_myself_ v)\nwait until <(♡&☆) = [11]>\nwait (0.1) seconds\nswitch costume to (ありがとう! v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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☁Nano platformer☁
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@Stage\n\nwhen flag clicked\nset [mobilsteuerung? v] to [0]\nswitch backdrop to (blank v)\n\nwhen I receive [start now! v]\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\nset volume to (100) %\n\nwhen I receive [end boss v]\nstop [other scripts in sprite v]\n\n@B L A N K\n\n@Cloud \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 set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nset [encoded v] to []\nwrite (translate (Chat) to (en v)::translate) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ([x position v] of [player v]) to encoded\nwrite ([y position v] of [player v]) to encoded\nwrite ([costume # v] of [player v]) to encoded\nwrite ([direction v] of [player v]) to encoded\nwrite ([costume # v] of [level v]) to encoded\nwrite (Leben \(Herzen\) :) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [cloud verbunden v]\nforever\n if <(MY PLAYER #) > [0]> then\n Send Cloud Data\n end\nend\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (Cloud verbunden 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\n@Player\n\nwhen I receive [tick - first v]\nsay (item (Chat) of [chat: v])\n\nif then\n change x by (-6)\nend\nif then\n change x by (6)\nend\n\nwhen flag clicked\nhide\n\ndefine move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Collide X-Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Collide Y- Celling or Floor\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-150) y: (50)\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nif <touching (jump throuht v)?> then\n if <(Jump through) < [1]> then\n change y by (-6)\n if <touching (jump throuht v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\n\nset [touching v] to [1]\n\nwhen I receive [tick-player v]\nMoved by moving platform\nswitch backdrop to <touching (level v)?>\nControls-Up and Down\nControls-Left and Right\nmove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls-Up and Down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK Y) > [0.5]>> then\n if <<(Wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls-Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(STICK X) > [0.5]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n if <<(Falling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.9))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\nchange [speed x v] by ((KEY X) * (ACCELERATION))\npoint in direction ((KEY X) * (90))\nchange [frame v] by (1)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick-Player v)\n broadcast (Tick - Last v)\n Show Health (LIVES) of (max health) offset y [40]\nend\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset [scene # v] to [1]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [tick - last v]\nif <(x position) > [225]> then\n Begin Scene # ((SCENE #) + (1)) Go to x, y: [-220] []\nend\nif <(x position) < [-225]> then\n Begin Scene # ((SCENE #) + (-1)) Go to x, y: [220] []\nend\nif <(y position) > [165]> then\n Begin Scene # ((SCENE #) + (100)) Go to x, y: [] [-160]\nend\nif <(y position) < [-165]> then\n Begin Scene # ((SCENE #) + (-100)) Go to x, y: [] [160]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collisions in Direction [0]\nelse\n Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X-Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y- Celling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nset size to (40) %\n\nwhen I receive [lose life v]\nif <(SCENE #) = [408]> then\n start sound [Oops v]\n if <(LIVES) = [0]> then\n broadcast (Game Over v)\n stop all sounds\n start sound [Game over v]\n end\nelse\n switch costume to (die v)\n set [invulnerable v] to [1]\n stop [other scripts in sprite v]\n start sound [Oops v]\n wait (1) seconds\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n wait (0.5) seconds\n change [lives v] by (-1)\n if <(LIVES) > [0]> then\n Reset and Begin Level\n else\n broadcast (Game Over v)\n stop all sounds\n start sound [Game over v]\n end\nend\n\ndefine Moved by moving platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(Touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(Touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen flag clicked\nshow list [collected v]\n\nwhen I receive [start now! v]\nshow\nset [gravity v] to [-1.5]\nset [acceleration v] to [1.5]\nset [jump duration v] to [6]\nset [resistance v] to [0.8]\nset [jump force v] to [12]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v)\nif <(Game mode) = [Hardcore]> then\n set [lives v] to [1]\nelse\n set [lives v] to [6]\nend\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nset [max health v] to [7]\nset [health v] to [6]\nReset and Begin Level\n\nset [lives v] to [100]\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\nset [lives v] to [5]\n\nadd [Key 1] to [collected v]\n\nset [lives v] to [4]\n\nbroadcast (Start NOW! v)\n\nwhen I receive [trampoline v]\nset [speed y v] to [20]\n\nwhen flag clicked\n\nforever\n\nset [☁ player x v] to (x position)\nset [☁ player y v] to (y position)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nset [scene # v] to [1]\n\nwhen I receive [start now! v]\nset [scene # v] to [1]\n\nwait (1) seconds\nset [scene # v] to [1]\n\nwhen flag clicked\nset [scene # v] to [1]\n\nwhen I receive [start now! v]\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [heaths v]\nadd ((y position) + (y)) to [heaths v]\nadd ((health) / (max)) to [heaths v]\ncreate clone of (health bar v)\n\nwhen I receive [end boss v]\nrepeat (100)\n change [brightness v] effect by (1)\nend\nstop [other scripts in sprite v]\n\nstart sound [Game over v]\n\nstart sound [Game over v]\n\nset [spawn scene v] to [409]\n\nset [touching v] to [1]\n\nstop [this script v]\n\nchange x by (10)\n\nset [spawn scene v] to [409]\n\nset [spawn scene v] to [409]\n\n@Health bar\n\nwhen flag clicked\nhide\ndelete all of [heaths v]\n\nwhen I start as a clone\nset x to (item (1) of [heaths v])\nset y to (item (2) of [heaths v])\nswitch costume to ((10) * (item (3) of [heaths v]))\nif <<(LIVES) = (max health)> or <(LIVES) > (max health)>> then\n switch costume to (h10 v)\nend\ndelete (1) of [heaths v]\ndelete (1) of [heaths v]\ndelete (1) of [heaths v]\nif <<not <touching (_edge_ v)?>> and <(sh) = []>> 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 [heaths v]\nadd ((y position) + (y)) to [heaths v]\nadd ((health) / (max)) to [heaths v]\ncreate clone of (health bar v)\n\nwhen I receive [hide health v]\nhide\nset [sh v] to [1]\n\nwhen I receive [start now! v]\nset [sh v] to []\n\n@Sprite4\n\nwhen I receive [end boss v]\nrepeat (50)\n change [ghost v] effect by (-2)\n go to [front v] layer\nend\nwait (0.5) seconds\nbroadcast (Done intro v)\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Control stick\n\nwhen flag clicked\ngo to [front v] layer\nset [control stick: myself v] to [Control stick]\nset size to (100) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (Control stick: myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nset [stick power v] to [0]\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Control stick: myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(Control stick: 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\ngo to [front v] layer\n\ngo to [front v] layer\n\n@Detector Boosts\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(clone id2) = [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 id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [start now! v]\nhide\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nforever\n set [timer v] to [0]\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (1) seconds\n if <[lovenfave? v] contains (username)?> then\n set [timer v] to [0]\n delete (item # of (username) in [lovenfave? v]) of [lovenfave? v]\n set [loved__ v] to [0]\n set [faved___ v] to [0]\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n set [timer v] to [0]\n switch costume to (:\( v)\n set [ghost v] effect to (100)\n change [acceleration v] by (-0.7)\n change [jump force v] by (-1.5)\n set [lovenfavejump v] to [0]\n set [lovenfavespeed v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n set [timer v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n else\n add (username) to [lovenfave? v]\n set [loved__ v] to [0]\n set [faved___ v] to [0]\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n set [timer v] to [0]\n switch costume to (:\) v)\n set [ghost v] effect to (100)\n change [acceleration v] by (0.7)\n change [jump force v] by (1.5)\n set [lovenfavejump v] to [0.5]\n set [lovenfavespeed v] to [0.1]\n repeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n set [timer v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [start now! v]\nforever\n set [check v] to (Timer)\nend\n\nwhen I receive [start now! v]\nset [timer v] to [0]\nforever\n change [timer v] by (.0297)\nend\n\nwhen I receive [start now! v]\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\n\nwhen I receive [start now! v]\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Safe Zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nset y to (0)\n\n@Griffpatch?\n\nwhen I receive [start now! v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\nforever\n if <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n change [☁ griffpatch v] by (1)\n broadcast (Griffpatch v)\n stop [this script v]\n end\n if <(username) = [Will_Wam]> then\n change [☁ griffpatch v] by (1)\n stop [this script v]\n end\nend\n\nwait until <not <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>>>\n\nwhen I receive [griffpatch v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\n\nwait until <not <(username) = [Will_Wam]>>\n\n@Sprite2\n\nwhen flag clicked\n\nwhen [s v] key pressed\n\nnext costume\n\n\n next costume\nend\n\nwait until <not <key (s v) pressed?>>\n\n\nend\n\nwhen flag clicked\n\nwhen I receive [start now! v]\ngo to x: (-124) y: (151)\nhide\nforever\n if <not <<(ninja star?) = [1]> or <(sword?) = [1]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <<(ninja star?) = [1]> and <(weapon) = [ninja star]>> then\n switch costume to (ninja star v)\n end\n if <<(sword?) = [1]> and <(weapon) = [sword]>> then\n switch costume to (sword v)\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nset y to (0)\n\nset [ghost v] effect to (0)\n\nwhen I receive [start now! v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [done intro v]\nhide\n\n@Thanks\n\nwhen flag clicked\nswitch costume to (- v)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nset size to (0) %\nrepeat until <(size) > [119]>\n change size by (((120) - (size)) / (8))\n change [ghost v] effect by (-25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [thx fav v]\nif <(costume [name v]) = [-]> then\n go to x: (0) y: (-150)\n switch costume to (fav v)\n create clone of (_myself_ v)\n switch costume to (- v)\nend\n\nwhen I receive [thx love v]\nif <(costume [name v]) = [-]> then\n go to x: (0) y: (-100)\n switch costume to (love v)\n create clone of (_myself_ v)\n switch costume to (- v)\nend\n\n@Detector\n\ndefine Touching love or fav button?\nswitch costume to (love v)\nif <touching (mouse-pointer v)?> then\n if <<(mouse x) < [-88]> and <(mouse x) > [-240]>> then\n switch costume to (fav v)\n if <touching (mouse-pointer v)?> then\n set [touching fav button? v] to [true]\n set [touching love button? v] to [false]\n else\n set [touching fav button? v] to [false]\n set [touching love button? v] to [true]\n end\n else\n set [touching fav button? v] to [false]\n set [touching love button? v] to [false]\n end\nelse\n set [touching fav button? v] to [false]\n set [touching love button? v] to [false]\nend\n\nwhen I receive [start now! v]\nset size to (0) %\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n Touching love or fav button?\nend\n\nwhen I receive [start now! v]\nset [countdown love v] to [20]\nforever\n if <(touching love button?) = [true]> then\n change [countdown love v] by (-1)\n if <(Countdown love) = [0]> then\n broadcast (thx love v)\n stop [this script v]\n end\n else\n if <<(touching love button?) = [false]> and <(Countdown love) < [12]>> then\n broadcast (thx love v)\n stop [this script v]\n end\n set [countdown love v] to [20]\n end\nend\n\nwhen I receive [start now! v]\nset [touching fav button? v] to [20]\nforever\n if <(touching fav button?) = [true]> then\n change [countdown fav v] by (-1)\n if <(Countdown fav) = [0]> then\n broadcast (thx fav v)\n stop [this script v]\n end\n else\n if <<(touching fav button?) = [false]> and <(Countdown fav) < [12]>> then\n broadcast (thx fav v)\n stop [this script v]\n end\n set [countdown fav v] to [20]\n end\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (10) to (15)) %\nset [ghost v] effect to (pick random (60) to (70))\ngo to [back v] layer\nrepeat until <<(x position) < [-220]> or <touching (sprite4 v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n hide\n create clone of (_myself_ v)\nend\n\nif <(y position) < [-18-]> then\n delete this clone\nend\n\n@loadning\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset size to (300) %\ngo to [front v] layer\nhide\n\nwhen I receive [1 v]\n\nwait (0.5) seconds\n\nwhen I receive [start v]\n\nwhen flag clicked\n\nwait (8) seconds\nbroadcast (Loadning v)\nswitch costume to (costume1 v)\nshow\nrepeat (3)\n wait (0.3) seconds\n next costume\nend\nhide\n\nbroadcast (Start NOW! v)\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\n\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [4 v]\n\nstart sound [pop v]\n\nwhen I receive [loadning v]\n\nshow\nswitch backdrop to (backdrop1 v)\nrepeat (30)\n turn right (15) degrees\n move (5) steps\n create clone of (_myself_ v)\nend\nhide\nswitch backdrop to (pick random (1) to (10))\n\nrepeat (pick random (10) to (50))\nend\n\n@SCORE\n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\nshow\n\nforever\n change costume to (join [Glow-] (letter (index) of (☁ TIMER)))\n set x to (((((index) - (0.5)) - ((length of (☁ TIMER)) / (2))) * ((size) / (2))) - (200))\nend\n\nchange size by ((0.2) * ((100) - (size)))\n\ndefine setup\nhide\n\nswitch costume to (glow-9 v)\nset size to (50) %\ngo to x: (0) y: (140)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (50) %\nend\n\nset [lives v] to [200]\n\n@Assests\n\n@Transitions\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [layers - background v] to [5]\ngo to [front v] layer\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (mini v)\nset size to (1116) %\nswitch costume to (mask #5 v)\nshow\nrepeat (4)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #5 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #2 v)\nend\nswitch costume to (mini v)\nset size to (250) %\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #1 v)\nend\nswitch costume to (black v)\nset size to (100) %\nwait (0.5) seconds\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\nend\nhide\n\nwhen I receive [start game v]\n\ngo to [front v] layer\nbroadcast (Start v)\n\n@Chat\n\ndefine Set Chat\ndelete all of [chat: v]\nadd [Hi!] to [chat: v]\nadd [How are you?] to [chat: v]\nadd [Good!] to [chat: v]\nadd [How did you do that?] to [chat: v]\nadd [You are good!] to [chat: v]\nadd [Have a nice day!] to [chat: v]\nadd [Follow me! \(In the game\)] to [chat: v]\nadd [Cool!] to [chat: v]\nadd [I won!] to [chat: v]\nadd [I die!] to [chat: v]\nadd [NOOO!] to [chat: v]\nadd [I love this game!] to [chat: v]\nadd [Villeolof is the best!] to [chat: v]\nadd [Griffpatch is the best!] to [chat: v]\nadd [T to chat!] to [chat: v]\n\nwhen flag clicked\nSet Chat\n\nadd [Follow me! \(On my profile\)] to [chat: v]\n\nadd [I will win!] to [chat: v]\n\nwhen [t v] key pressed\nhide list [chat: v]\nhide\nask [What do you want to write \(Enter the number of the respective sentence...\)] and wait\nset [chat v] to (answer)\nshow list [chat: v]\n\nwhen flag clicked\nshow list [chat: v]\nset [chat v] to []\nforever\n if <not <(Chat) = []>> then\n wait (5) seconds\n set [chat v] to []\n end\nend\n\n@Outro by @Nexoad!\n\nwhen I receive [done intro v]\nstop all sounds\nforever\n play sound [Bensound - Dreams - Chill Royalty Free Music v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Clone ID Outro) = [OC]> then\n switch costume to (oc v)\n go to [front v] layer\n forever\n show\n go to x: (0) y: (0)\n change size by (((100) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ())\n end\nend\n\ndefine Clone (id)\nset [clone id outro v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [done intro v]\nClone [OC]\nwait (0) seconds\nClone [BG]\nwait (0) seconds\nClone [1]\nwait (0) seconds\nClone [2]\n\nwhen I start as a clone\nif <(Clone ID Outro) = [BG]> then\n switch costume to (bg v)\n forever\n show\n go to x: (0) y: (0)\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID Outro) = [1]> then\n switch costume to (1 v)\n go to [front v] layer\n forever\n set size to (75) %\n show\n go to x: (-150) y: (-100)\n change size by (((100) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ())\n end\nend\n\nwhen I start as a clone\nif <(Clone ID Outro) = [2]> then\n switch costume to (2 v)\n go to [front v] layer\n forever\n set size to (75) %\n show\n go to x: (150) y: (-100)\n change size by (((100) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ())\n end\nend\n\n@Splash Screen\n\nwhen flag clicked\nhide\nswitch costume to (main menu v)\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [main menu v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\ngo to x: (0) y: (-120)\nset size to (10) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n point in direction ((([sin v] of ((timer) * (250)) ) * (10)) + (90))\n change size by ((0.2) * ((130) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n point in direction (((direction) - ((direction) / (10))) + (9))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Start v)\nbroadcast (Start NOW! v)\nbroadcast (Reset Game v)\nhide\n\nwait (5) seconds\n\npoint in direction ((([sin v] of ((timer) * (250)) ) * (10)) + (90))\npoint in direction (((direction) - ((direction) / (10))) + (9))\n\npoint in direction (90)\n\n@Sprite7\n\nwhen flag clicked\n\nwhen I start as a clone\npoint in direction (90)\ngo to (player v)\nclear graphic effects\nshow\nif <([direction v] of [player v]) = [90]> then\n change x by (10)\n repeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n turn right (20) degrees\n change x by (8)\n end\n change x by (10)\nelse\n change x by (-10)\n repeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n turn right (-20) degrees\n change x by (-8)\n end\n change x by (-10)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n if <not <touching (level v)?>> then\n change y by (-4)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level change v]\ndelete this clone\n\nif <[] > [0]> then\n\nwhen I receive [start now! v]\nset [weapon v] to [sword]\nset [ninja star? v] to [0]\nforever\n if <key (space v) pressed?> then\n if <(ninja star?) = [1]> then\n if <(weapon) = [ninja star]> then\n create clone of (_myself_ v)\n change [ninja stars v] by (-1)\n start sound [High Whoosh v]\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen [s v] key pressed\n\nwhen I receive [start now! v]\nset [apples v] to [0]\nforever\n if <key (s v) pressed?> then\n if <(weapon) = [ninja star]> then\n set [weapon v] to [sword]\n wait until <not <key (s v) pressed?>>\n else\n set [weapon v] to [ninja star]\n wait until <not <key (s v) pressed?>>\n end\n end\nend\n\nset volume to (100) %\n\n@sword\n\nwhen I receive [start now! v]\nset [sword? v] to [0]\nhide\nforever\n if <(sword?) = [1]> then\n go to (player v)\n if <key (space v) pressed?> then\n if <(weapon) = [sword]> then\n start sound [Slash v]\n if <([direction v] of [player v]) = [90]> then\n go to (player v)\n show\n set [ghost v] effect to (0)\n point in direction (0)\n repeat (24)\n turn right (15) degrees\n end\n hide\n else\n go to (player v)\n if <([direction v] of [player v]) = [-90]> then\n go to (player v)\n show\n set [ghost v] effect to (0)\n point in direction (0)\n repeat (24)\n turn left (15) degrees\n end\n hide\n end\n end\n end\n end\n end\nend\n\nchange [ghost v] effect by (2)\n\nchange [ghost v] effect by (2)\n\nturn right (15) degrees\n\nset [sword? v] to [1]\n\nwhen I receive [start now! v]\nforever\n set size to (((APPLES) * (3)) + (100)) %\nend\n\nrepeat (2)\n change [ghost v] effect by (50)\nend\n\nrepeat (2)\n change [ghost v] effect by (50)\nend\n\nwhen I receive [start now! v]\nforever\n go to (player v)\nend\n\nset [lives v] to [11111]\n\nstart sound [High Whoosh v]\n\nwhen I receive [reset game v]\nset size to (100) %\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [4]> then\n set size to (100) %\n Spawn [Key 1] at [96] [84] dir [90] turn []\nend\nif <(SCENE #) = [0]> then\n set size to (100) %\n Spawn [plank] at [104] [-9] dir [90] turn [5]\n Spawn [plank] at [-52] [-9] dir [90] turn [-5]\nend\nif <(SCENE #) = [104]> then\n set size to (100) %\n Spawn [platform2] at [-180] [-70] dir [90] turn []\nend\nif <(SCENE #) = [206]> then\n set size to (100) %\n Spawn [platform2] at [0] [70] dir [90] turn []\nend\nif <(SCENE #) = [205]> then\n set size to (100) %\n Spawn [platform1] at [-70] [100] dir [90] turn []\nend\nif <(SCENE #) = [3]> then\n set size to (100) %\n Spawn [plank] at [60] [-9] dir [90] turn [2]\nend\nif <(SCENE #) = [204]> then\n set size to (100) %\n Spawn [platform] at [-105] [-50] dir [90] turn []\nend\nif <(SCENE #) = [307]> then\n set size to (100) %\n Spawn [Key 2] at [118] [103] dir [90] turn []\nend\nif <(SCENE #) = [206]> then\n set size to (100) %\n Spawn [platform] at [0] [70] dir [90] turn []\nend\nif <(SCENE #) = [-1]> then\n set size to (100) %\n Spawn [Wheel] at [-77] [-21] dir [90] turn [3]\nend\nif <(SCENE #) = [-2]> then\n set size to (100) %\n Spawn [maze] at [0] [0] dir [90] turn [4]\nend\nif <(SCENE #) = [104]> then\n set size to (100) %\n Spawn [platform] at [-180] [-70] dir [90] turn [0]\nend\n\nanimate platform 5\n\nSpawn [platform1] at [-70] [100] dir [90] turn []\n\nSpawn [platform2] at [-105] [-50] dir [90] turn []\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 rotaion maths ccw ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to [back v] layer\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [open door v]\n repeat (25)\n change y by (4)\n end\n wait (1) seconds\n start sound [Door Open v]\n repeat (25)\n change y by (-4)\n end\n start sound [Door smash v]\n else\n start sound [Closed v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (digrees)\nset [turn v] to (digrees)\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\ngo to [back v] layer\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\nif <(SCENE #) = [3]> then\n Animate Platform\nend\nif <(SCENE #) = [204]> then\n animate platform 5\nend\nif <(SCENE #) = [206]> then\n Animate platform3\nend\nif <(SCENE #) = [104]> then\n Animate platform1\nend\nif <(SCENE #) = [205]> then\n animate platform 4\nend\n\ndefine rotaion 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\ndefine Animate 4\n\ndefine Animate 2\n\ndefine Animate Platform\nshow\npoint in direction (90)\nforever\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (1) seconds\nend\n\ndefine Animate 3\n\nif <(SCENE #) = [3]> then\n show\n Spawn [platform2] at [172] [-21] dir [90]\nend\n\ndefine Animate platform\n\ndefine Animate platform\n\ndefine Animate platform3\nset size to (100) %\nshow\nswitch costume to (platform v)\nforever\n glide (0.5) secs to x: (-22) y: (4)\n wait (0.5) seconds\n glide (1) secs to x: (162) y: (29)\n wait (0.5) seconds\n glide (1) secs to x: (0) y: (70)\n wait (0.5) seconds\nend\n\ndefine Animate platform 2\nset size to (100) %\nshow\nswitch costume to (platform v)\npoint in direction (90)\ngo to x: (6) y: (-106)\nforever\n glide (1) secs to x: (6) y: (82)\n glide (1) secs to x: (6) y: (-106)\nend\n\ndefine Animate platform1\nset size to (100) %\nshow\npoint in direction (90)\nforever\n glide (1) secs to x: (x position) y: ((y position) + (200))\n glide (1) secs to x: (x position) y: ((y position) - (200))\nend\n\nglide (1) secs to x: (-180) y: (140)\nglide (1) secs to x: (-180) y: (-50)\n\ndefine animate platform 4\nswitch costume to (platform1 v)\ngo to [back v] layer\nset size to (100) %\nshow\npoint in direction (90)\nforever\n wait (0.5) seconds\n glide (0.1) secs to x: (x position) y: ((y position) - (100))\n start sound [Door smash v]\n glide (1) secs to x: (x position) y: ((y position) + (100))\nend\n\nset size to (100) %\nshow\nswitch costume to (platform1 v)\ngo to [back v] layer\ngo to x: (-70) y: (100)\nforever\n glide (0.1) secs to x: (-70) y: (9)\n start sound [Crunch v]\n glide (1) secs to x: (-70) y: (100)\n wait (0.5) seconds\nend\n\ndefine animate platform 5\nset size to (100) %\nshow\nswitch costume to (platform v)\nforever\n glide (1.5) secs to x: (180) y: (-50)\n wait (0.8) seconds\n glide (1.5) secs to x: (-105) y: (-50)\n wait (0.8) seconds\nend\n\ndefine Animate platform 6\nset size to (100) %\nshow\nswitch costume to (platform v)\ngo to [back v] layer\nforever\n glide (1) secs to x: (x position) y: ((y position) + (167))\n glide (1) secs to x: (x position) y: ((y position) - (167))\nend\n\nset size to (100) %\nshow\nswitch costume to (platform v)\ngo to x: (172) y: (-21)\nforever\n glide (1.5) secs to x: (88) y: (46)\n wait (1) seconds\n glide (1.5) secs to x: (12) y: (-51)\n wait (1) seconds\n glide (1.5) secs to x: (172) y: (-21)\n wait (1) seconds\nend\n\nSpawn [platform2] at [0] [70] dir [90]\n\nSpawn [platform2] at [0] [70] dir [90] turn []\n\nset size to (100) %\n\nset size to (100) %\n\nshow\n\nshow\n\nshow\n\nshow\n\nif <(SCENE #) = [4]> then\n set size to (100) %\n Spawn [Key 1] at [96] [84] dir [90] turn []\nend\n\nSpawn [Key 2] at [118] [103] dir [90] turn []\n\nSpawn [plank] at [-52] [-9] dir [90] turn [-5]\n\nwhen I receive [change scene v]\nswitch costume to (key 1 v)\ngo to [back v] layer\nhide\n\nif <(SCENE #) = [4]> then\n set size to (100) %\n Door at [96] [84] key [Key 1]\nend\nif <(SCENE #) = [307]> then\n set size to (100) %\n Door at [118] [103] key [Key 2]\nend\n\nhide\n\nglide (1) secs to x: (-70) y: (100)\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (My scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n change [apples v] by (1)\n start sound [Collect v]\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Flag v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n start sound [Diamond v]\n else\n if <(costume [name v]) = [sword]> then\n set [sword? v] to [1]\n set [weapon v] to [sword]\n start sound [Collect2 v]\n else\n if <(costume [name v]) = [BIG apple]> then\n start sound [Collect2 v]\n change [apples v] by (10)\n else\n if <(costume [name v]) = [ninja star]> then\n set [ninja star? v] to [1]\n set [weapon v] to [ninja star]\n start sound [Collect2 v]\n else\n if <(costume [name v]) = [Key 1]> then\n start sound [Key v]\n add (costume [name v]) to [collected v]\n else\n if <(costume [name v]) = [Key 2]> then\n start sound [Key v]\n add (costume [name v]) to [collected v]\n else\n start sound [Collect v]\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nstart sound [Collect v]\n\nwhen I receive [reset game v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [BIG apple] scene [5] xy [20] [-15]\nPlace [Key 1] scene [103] xy [200] [-15]\nPlace [Key 2] scene [206] xy [-103] [0]\nPlace [Green Flag] scene [4] xy [155] [86]\nPlace [Green Flag] scene [205] xy [6] [-3]\nPlace [apple] scene [105] xy [43] [-21]\nPlace [apple] scene [105] xy [-220] [0]\nPlace [apple] scene [104] xy [182] [-155]\nPlace [apple] scene [104] xy [-200] [-57]\nPlace [apple] scene [204] xy [152] [-165]\nPlace [apple] scene [204] xy [58] [-122]\nPlace [heart] scene [205] xy [200] [-60]\nPlace [heart] scene [409] xy [-9] [-53]\nPlace [heart] scene [409] xy [-20] [-53]\nPlace [sword] scene [1] xy [55] [77]\nPlace [apple] scene [206] xy [191] [118]\nPlace [apple] scene [205] xy [184] [-4]\nPlace [apple] scene [205] xy [184] [20]\nPlace [apple] scene [205] xy [184] [40]\nPlace [apple] scene [205] xy [184] [60]\nPlace [ninja star] scene [3] xy [0] [0]\nPlace [apple] scene [2] xy [-103] [116]\nPlace [apple] scene [2] xy [-20] [114]\nPlace [apple] scene [2] xy [-20] [63]\nPlace [apple] scene [103] xy [-128] [74]\nPlace [Green Flag] scene [3] xy [0] [145]\nPlace [apple] scene [1] xy [0] [-51]\nPlace [apple] scene [1] xy [173] [119]\nPlace [heart] scene [409] xy [-30] [-53]\nPlace [heart] scene [409] xy [-40] [-53]\nPlace [heart] scene [409] xy [-50] [-53]\nPlace [heart] scene [409] xy [-60] [-53]\nPlace [heart] scene [409] xy [0] [-53]\nPlace [heart] scene [409] xy [-10] [-53]\nPlace [heart] scene [409] xy [-20] [-53]\nPlace [heart] scene [409] xy [-30] [-53]\nbroadcast (Change Scene v)\n\nPlace [heart] scene [409] xy [-35] [-53]\n\nPlace [apple] scene [206] xy [191] [145]\n\nshow\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I start as a clone\nif <touching (player v)?> then\n\nwhen I receive [start v]\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait (5) seconds\n\nbroadcast (Start NOW! v)\n\nwhen I receive [start v]\n\nchange [lives v] by (1)\n\ngo to [front v] layer\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nchange [apples v] by (10)\n\nset [ninja star? v] to [1]\nset [weapon v] to [ninja star]\nstart sound [Wand v]\n\nstart sound [Collect v]\n\ndelete this clone\n\nshow\n\n@attacks\n\ndefine attack type (type) (x) (y) (dir) (life)\ngo to x: (x) y: (y)\npoint in direction (dir)\nif <(type) = [spike]> then\n switch costume to (spike v)\n set [life v] to (life)\n create clone of (_myself_ v)\nend\nif <(type) = [fall]> then\n switch costume to (fall v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [color v] effect to (0)\n\ndefine damage\nif <touching (player v)?> then\n change [lives v] by (-1)\n broadcast (Lose Life v)\n delete this clone\nend\n\nwhen I receive [boss v]\nshow variable [lives v]\nset [enemycount v] to [0]\nset [ghost v] effect to (100)\nbroadcast (Hide health v)\nwait (5) seconds\nrepeat (2)\n repeat (10)\n attack type [spike] ([x position v] of [player v]) [] [0] [0.5]\n wait (1) seconds\n end\n wait (1) seconds\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (220)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (190)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (160)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (130)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (100)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (70)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (40)) [] [0] [0.5]\n wait (1) seconds\nend\nwait (1) seconds\nstart sound [BOO! v]\nrepeat (15)\n attack type [fall] (pick random (-200) to (200)) [180] [] []\n wait (0.15) seconds\nend\nbroadcast (boss-right v)\nset [x_c v] to [220]\nrepeat (22)\n change [x_c v] by (-20)\n attack type [spike] (X_c) [] [0] [0.1]\nend\nbroadcast (boss-mid v)\nwait (1) seconds\nstart sound [BOO! v]\nrepeat (15)\n attack type [fall] (pick random (-200) to (200)) [180] [] []\n wait (0.15) seconds\nend\nbroadcast (boss-left v)\nset [x_c v] to [-220]\nrepeat (22)\n change [x_c v] by (20)\n attack type [spike] (X_c) [] [0] [0.1]\nend\nbroadcast (boss-mid v)\nrepeat (2)\n repeat (20)\n attack type [spike] ([x position v] of [player v]) [] [0] [0.5]\n wait (0.5) seconds\n end\n wait (0.5) seconds\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (220)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (190)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (160)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (130)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (100)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (70)) [] [0] [0.5]\n attack type [spike] ((([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) * (40)) [] [0] [0.5]\n wait (0.5) seconds\nend\nwait (1) seconds\nbroadcast (end boss v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nif <(costume [name v]) = [spike]> then\n set [ghost v] effect to (70)\n go to [back v] layer\n set y to (-100)\n wait (1) seconds\n set y to (-200)\n set [ghost v] effect to (0)\n repeat (10)\n change y by (10)\n damage\n end\n repeat (life)\n wait (0) seconds\n damage\n end\n repeat (10)\n change y by (-10)\n damage\n end\n delete this clone\nend\nif <(costume [name v]) = [fall]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n set [turn v] to (pick random (-7) to (7))\n repeat (10)\n turn right (turn) degrees\n change [ghost v] effect by (-10)\n change y by (-8)\n damage\n end\n repeat until <touching (_edge_ v)?>\n turn right (turn) degrees\n change y by (-8)\n damage\n end\n delete this clone\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start now! v]\nhide variable [lives v]\n\nstart sound [BOO! v]\n\n@Sprite3\n\nwhen I receive [start v]\ngo to x: (0) y: (-50)\nforever\n if <(SCENE #) = [408]> then\n if <touching (player v)?> then\n broadcast (boss v)\n hide\n stop [this script v]\n end\n set y to (([cos v] of ((cos1) * (5)) ) * (5))\n change [cos1 v] by (1)\n show\n else\n hide\n end\nend\n\nbroadcast (boss v)\n\nhide\nstop [this script v]\n\nbroadcast (boss v)\nhide\nstop [this script v]\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nhide\ngo to x: (0) y: (0)\nif <(SCENE #) = [2]> then\n go to [back v] layer\n switch costume to (scene2 v)\n show\n go to x: (0) y: (0)\nend\nif <(SCENE #) = [3]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [101]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [104]> then\n go to [back v] layer\n switch costume to (scene106 v)\n show\n go to x: (0) y: (0)\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [206]> then\n go to [back v] layer\n switch costume to (scene206 v)\n show\n go to x: (0) y: (0)\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [205]> then\n go to [back v] layer\n switch costume to (scene205 v)\n show\n go to x: (0) y: (0)\nend\nif <(SCENE #) = [105]> then\n go to [back v] layer\n switch costume to (scene105 v)\n show\n go to x: (0) y: (0)\nend\n\nset y to (0)\n\nforever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nset y to ((5) * ([sin v] of ((timer) * (360)) ))\n\nforever\n show\nend\n\nif <(SCENE #) = [2]> then\n go to [back v] layer\n switch costume to (scene205 v)\n show\n go to x: (0) y: (0)\nend\n\n@Trampoline\n\nwhen flag clicked\nset [apples v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (75) %\nhide\n\nwhen I receive [change scene v]\nswitch costume to (scene1 v)\nswitch costume to (join [Scene] (SCENE #))\nforever\n if <(SCENE #) = [2]> then\n show\n go to x: (-100) y: (-8)\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n start sound [Jump v]\n broadcast (trampoline v)\n repeat (14)\n set costume trampoline\n end\n switch costume to (1 v)\n end\n end\n else\n if <(SCENE #) = [1]> then\n show\n go to x: (54) y: (-62)\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n start sound [Jump v]\n broadcast (trampoline v)\n repeat (14)\n set costume trampoline\n end\n switch costume to (1 v)\n end\n end\n else\n if <(SCENE #) = [103]> then\n show\n go to x: (124) y: (-149)\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n start sound [Jump v]\n broadcast (trampoline v)\n repeat (14)\n set costume trampoline\n end\n switch costume to (1 v)\n end\n end\n else\n hide\n end\n end\n end\nend\n\nhide\n\nset y to (0)\n\nforever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\ndefine set costume trampoline\nnext costume\n\nwait (0.0001) seconds\n\nif <(SCENE #) = [2]> then\n show\n go to x: (-100) y: (-80)\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n start sound [Jump v]\n broadcast (trampoline v)\n repeat (4)\n set costume trampoline\n end\n end\n end\nelse\n hide\nend\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to [back v] layer\nset size to (100) %\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [220] [82] dir [-90]\n else\n Spawn [Red] at [120] [82] dir [90]\n end\nend\nif <(SCENE #) = [105]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [-15] [-70] dir [-90]\n Spawn [Red] at [5] [-70] dir [-90]\n Spawn [Red] at [-35] [-70] dir [-90]\n else\n Spawn [Red] at [-220] [-70] dir [90]\n Spawn [Red] at [-200] [-70] dir [90]\n Spawn [Red] at [-180] [-70] dir [90]\n end\nend\nif <(SCENE #) = [307]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [211] [54] dir [-90]\n else\n Spawn [Red] at [177] [54] dir [-90]\n end\nend\nif <(SCENE #) = [308]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [205] [37] dir [-90]\n else\n Spawn [Red] at [-205] [37] dir [90]\n end\nend\nif <(SCENE #) = [5]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [192] [-63] dir [-90]\n else\n Spawn [Red] at [-20] [-63] dir [90]\n end\nend\n\nif <(SCENE #) = [4]> then\n Spawn [Red] at [220] [35] dir [90]\nend\n\nSpawn [Red] at [-65] [40] dir [-90]\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\n if <<touching (sword v)?> or <touching (sprite7 v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (doors v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [start now! v]\nforever\n\nSpawn [Red] at [45] [-70] dir [-90]\nSpawn [Red] at [-60] [-70] dir [90]\n\n@Level\n\nwhen flag clicked\ndelete all of [collected v]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-50)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nset [scene # v] to [1]\n\nwhen flag clicked\nswitch costume to (scene1 v)\nshow list [scores v]\n\nwhen flag clicked\nset [☁ timer v] to [0]\nset [scene # v] to (SPAWN SCENE)\n\nforever\n\nwhen I receive [start now! v]\n\nif <not <(costume [number v]) = [18]>> then\nif <(costume [number v]) = [18]> then\nset [lives v] to [9999999]\n\nstop [other scripts in sprite v]\nwait (1.5) seconds\nhide list [scores v]\nstop [all v]\n\nwhen I receive [reset game v]\nset [☁ timer v] to [0]\nclear graphic effects\n\nset [scene # v] to [308]\n\nhide\n\nwhen flag clicked\nshow\n\nset [☁ timer v] to [0]\ndelete all of [scores v]\ninsert (username) at (1) of [scores v] \nforever\n wait (1) seconds\n change [☁ timer v] by (1)\nend\n\nwhen I receive [boss v]\nswitch costume to (costume2 v)\nrepeat (100)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [reset game v]\n\nwhen I receive [end boss v]\nrepeat (100)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shadow\n\nerase all\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jump throuht\n\nwhen flag clicked\ndelete all of [collected v]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-50)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nset [scene # v] to [1]\n\nwhen flag clicked\nswitch costume to (scene1 v)\nshow list [scores v]\n\nwhen flag clicked\nset [☁ timer v] to [0]\nset [scene # v] to (SPAWN SCENE)\n\nforever\n\nwhen I receive [start now! v]\n\nif <not <(costume [number v]) = [18]>> then\nif <(costume [number v]) = [18]> then\nset [lives v] to [9999999]\n\nstop [other scripts in sprite v]\nwait (1.5) seconds\nhide list [scores v]\nstop [all v]\n\nwhen I receive [reset game v]\nset [☁ timer v] to [0]\nclear graphic effects\n\nset [scene # v] to [308]\n\nhide\n\nwhen flag clicked\nshow\n\nset [☁ timer v] to [0]\ndelete all of [scores v]\ninsert (username) at (1) of [scores v] \nforever\n wait (1) seconds\n change [☁ timer v] by (1)\nend\n\nwhen I receive [boss v]\nswitch costume to (costume2 v)\nrepeat (100)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [reset game v]\n\nwhen I receive [end boss v]\nrepeat (100)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shadow\n\nerase all\n\n@Sprite1\n\nwhen I start as a clone\nif <(costume [name v]) = [eyes]> then\n point in direction (90)\n go to [front v] layer\n forever\n change [ghost v] effect by (-10)\n go to x: ((([x position v] of [player v]) / (25)) + (bossX)) y: ((([cos v] of ((cos1) * (5)) ) * (12)) + (bossY))\n change [cos1 v] by (1)\n end\nend\nif <(costume [name v]) = [lower jaw]> then\n go to [back v] layer\n forever\n change [ghost v] effect by (-10)\n point in direction (([cos v] of ((cos1) * (5)) ) - (90))\n go to x: ((bossX) + (Myx)) y: (((0) - ((([cos v] of ((cos1) * (5)) ) * (3)) + (10))) + (bossY))\n change [cos1 v] by (1)\n end\nend\nif <(costume [name v]) = [lower jaw2]> then\n go to [back v] layer\n forever\n change [ghost v] effect by (-10)\n point in direction ((0) - ((([cos v] of ((cos1) * (5)) ) * (3)) + (90)))\n go to x: ((bossX) + (Myx)) y: (((0) - ((([cos v] of ((cos1) * (5)) ) * (3)) + (10))) + (bossY))\n change [cos1 v] by (1)\n end\nend\n\nwhen I receive [end boss v]\nforever\n hide\n delete this clone\nend\n\nwhen I receive [end boss v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [cos1 v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [boss v]\nset [bossx v] to [0]\nset [bossy v] to [50]\nstart sound [Evel laugh v]\nwait (3) seconds\nset size to (400) %\nset [cos1 v] to [0]\nswitch costume to (eyes v)\ncreate clone of (_myself_ v)\nset [myx v] to [0]\nswitch costume to (lower jaw v)\ncreate clone of (_myself_ v)\nswitch costume to (lower jaw2 v)\ncreate clone of (_myself_ v)\nswitch costume to (upper jaw v)\nforever\n change [ghost v] effect by (-10)\n go to x: (bossX) y: ((([cos v] of ((cos1) * (5)) ) * (12)) + (bossY))\n set [bossx v] to (([cos v] of ((cos1) * (2.5)) ) * (70))\n change [cos1 v] by (1)\nend\n\nwhen I receive [end boss v]\nforever\n hide\n delete this clone\nend\n\nrepeat (100)\n change size by (1)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [game over v]\nset [ghost v] effect to (100)\nstop [other scripts in sprite v]\ndelete this clone\n\nset [spawn scene v] to [409]\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [SS]> then\n show\n switch costume to (shock v)\n repeat (6)\n next costume\n wait (0.000001) seconds\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [shock]> then\n shockwave\nend\n\ndefine shockwave\nshow\nswitch costume to (shock v)\nset [ghost v] effect to (0)\nset [fisheye v] effect to (0)\nrepeat (10)\n change [fisheye v] effect by (70)\n change size by (1)\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\ndefine Shake (rep)\nset [d v] to [30]\nset [i v] to (pick random (0) to (100))\nset size to (200) %\nrepeat (rep)\n point in direction ((([cos v] of ((i) * (40)) ) * (d)) + (90))\n set [x v] to (((([cos v] of (((i) - (3)) * (40)) ) * (d)) + (0)) * (5))\n set [y v] to (((([cos v] of (((i) - (5)) * (40)) ) * (d)) + (0)) * (5))\n change [i v] by (1)\n change size by (((100) - (size)) / (6))\n set [d v] to ((d) / (1.2))\nend\n\nset x to (272)\nset y to (0)\n\ndefine Bounce size (size)\nset [bounce size v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce size)) + (((size) - (size)) / (9))) ) < [0.05]>\n set [bounce size v] to (((0.85) * (Bounce size)) + (((size) - (size)) / (9)))\n change size by (Bounce size)\n go to [front v] layer\nend\n\nwhen flag clicked\nstart sound [Aiobahn - Islands v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nset [\[mind this\] clones: v] to [0]\nwait (1) seconds\n\ndefine clone ()\nset [clone id v] to ()\ncreate clone of (_myself_ v)\n\ndefine Spawn chevron mosaic\nclone [chev1]\nclone [chev2]\nclone [chev3]\nclone [chev4]\nclone [chev5]\nclone [chev6]\nclone [chev7]\nclone [chev8]\nclone [chev9]\nclone [mc1]\nclone [mc2]\nclone [mc3]\nclone [mc4]\nclone [mc5]\nclone [mc6]\nclone [mc7]\nclone [mc8]\nclone [mc9]\nchange [\[mind this\] clones: v] by (18)\n\nwhen flag clicked\nforever\n change [speed v] by (((1) - (speed)) / (8))\nend\n\ndefine Setup\nset [x v] to (mouse x)\nset [y v] to (mouse y)\n\nwhen I start as a clone\nif <(Clone ID) = [chev3]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (-480)) y: ((y) + (0))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev2]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (480)) y: ((y) + (0))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc1]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (0)) y: ((y) + (0))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc2]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (480)) y: ((y) + (0))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc3]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (-480)) y: ((y) + (0))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc6]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (-480)) y: ((y) + (360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc5]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (480)) y: ((y) + (360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc4]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (0)) y: ((y) + (360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev5]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (480)) y: ((y) + (360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev6]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (-480)) y: ((y) + (360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc7]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (-480)) y: ((y) + (-360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc8]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (0)) y: ((y) + (-360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [mc9]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (480)) y: ((y) + (-360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev8]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (0)) y: ((y) + (-360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev9]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (480)) y: ((y) + (-360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev7]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (-480)) y: ((y) + (-360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev1]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (0)) y: ((y) + (0))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chev4]> then\n forever\n switch costume to (pos hack v)\n go to x: ((x) + (0)) y: ((y) + (360))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [chev]?> then\n show\n set size to (1) %\n set [brightness v] effect to (0)\n repeat until <(size) > [3333]>\n switch costume to (size hack v)\n change size by (speed)\n switch costume to (chevron v)\n end\n change [\[mind this\] clones: v] by (-1)\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [mc]?> then\n wait (.1) seconds\n show\n set size to (1) %\n set [color v] effect to (10)\n set [brightness v] effect to (100)\n repeat until <(size) > [3333]>\n switch costume to (size hack v)\n change size by (speed)\n switch costume to (chevron v)\n end\n change [\[mind this\] clones: v] by (-1)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n set size to (100) %\n forever\n pos | x offset: [-400] y offset: [-400] costume: [Text]\n end\nend\nif <(Clone ID) = [7]> then\n set size to (100) %\n forever\n pos | x offset: [400] y offset: [-400] costume: [Text]\n end\nend\nif <(Clone ID) = [8]> then\n set size to (100) %\n forever\n pos | x offset: [400] y offset: [400] costume: [Text]\n end\nend\nif <(Clone ID) = [9]> then\n set size to (100) %\n forever\n pos | x offset: [-400] y offset: [400] costume: [Text]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n set size to (100) %\n forever\n pos | x offset: [0] y offset: [0] costume: [Text]\n end\nend\nif <(Clone ID) = [2]> then\n set size to (100) %\n forever\n pos | x offset: [-400] y offset: [0] costume: [Text]\n end\nend\nif <(Clone ID) = [3]> then\n set size to (100) %\n forever\n pos | x offset: [400] y offset: [0] costume: [Text]\n end\nend\nif <(Clone ID) = [4]> then\n set size to (100) %\n forever\n pos | x offset: [0] y offset: [400] costume: [Text]\n end\nend\nif <(Clone ID) = [5]> then\n set size to (100) %\n forever\n pos | x offset: [0] y offset: [-400] costume: [Text]\n end\nend\n\ndefine pos | x offset: (x offset) y offset: (y offset) costume: (costume)\nshow\nswitch costume to (position hack v)\ngo to x: ((x) + (x offset)) y: ((y) + (y offset))\nswitch costume to (costume)\n\nwhen flag clicked\nset [ce v] to [0]\nwait (1) seconds\nset [x v] to [0]\nset [y v] to [0]\nset [z v] to [150]\nset [clone id v] to [0]\nwait (1) seconds\nclone [Bar]\nrepeat (1)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nclone [BG]\nforever\n Spawn chevron mosaic\n set [speed v] to [125]\n wait (1) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (1) layers\n set size to (200) %\n Bounce size [150]\n Shake [20]\n Shake [20]\n repeat (20)\n turn right (((-90) - (direction)) / (3)) degrees\n set [ce v] to [100]\n change [x v] by (((200) - (x)) / (5))\n change [y v] by (5)\n end\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n set [ce v] to [80]\n change [x v] by (((-200) - (x)) / (5))\n change [y v] by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\n set [ce v] to [0]\n point in direction (90)\n Shake [20]\n repeat (15)\n set [ce v] to [170]\n change [y v] by (((200) - (y)) / (4))\n end\n repeat (15)\n set [ce v] to [60]\n change [y v] by (((-200) - (y)) / (4))\n end\n repeat (15)\n set [ce v] to [0]\n change [y v] by (((0) - (y)) / (4))\n end\n Shake [50]\n clone [Circle]\nend\n\nchange [ce v] by (-5)\n\nforever\n Setup\nend\n\nset [x v] to [400]\n\nwhen I start as a clone\nif <(Clone ID) = [Bar]> then\n switch costume to (bar v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set size to (150) %\n Bounce size [100]\n repeat (200)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [chev]?> then\n forever\n set [color v] effect to (CE)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n go to x: (0) y: (0)\n switch costume to (bg v)\n go to [back v] layer\n show\n go [backward v] (1) layers\n set size to (200) %\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n set [color v] effect to (CE)\n end\nend\n\nchange [x v] by (1)\n\ndefine shock: (x) (y) (size)\ngo to x: (x) y: (y)\nset size to (size) %\nset [clone id v] to [shock]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nif < (Clone ID) contains [shock]?> then\n forever\n set [color v] effect to (CE)\n end\nend\n\nshock: (x) [0] [100]\n\nwhen flag clicked\nwait (4) seconds\nshock: (x) [0] [100]\n\nwhen flag clicked\nwait (3.5) seconds\nshock: (x) [0] [100]\n\ndefine SS (x) (y) (size)\ngo to x: (x) y: (y)\nset size to (size) %\nset [clone id v] to [SS]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen flag clicked\nwait (2) seconds\nSS [0] [0] [200]\nshock: [0] [0] [100]\n\nwhen flag clicked\nwait (3) seconds\nSS [150] [-150] [100]\nSS [-150] [-150] [100]\nSS [150] [150] [100]\nSS [-150] [150] [100]\nSquare [-100] [100] [100]\nSquare [100] [-100] [100]\nSquare [-100] [-100] [100]\nSquare [100] [100] [100]\n\nwhen I start as a clone\nif < (Clone ID) contains [Square]?> then\n forever\n set [color v] effect to (CES)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Square]> then\n show\n switch costume to (square v)\n repeat (6)\n next costume\n wait (0.000001) seconds\n end\n hide\n delete this clone\nend\n\ndefine Square (x) (y) (size)\nswitch costume to (size hack v)\ngo to x: (x) y: (y)\nset size to (size) %\nset [clone id v] to [Square]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen flag clicked\nset [ces v] to [120]\n\nwhen flag clicked\nwait (5) seconds\nSquare [0] [0] [200]\nSquare [0] [0] [100]\n\nwhen flag clicked\nwait (6.3) seconds\nshock: [0] [100] []\n\nwhen flag clicked\nwait (6) seconds\nshock: [0] [-100] []\n\nwhen flag clicked\nwait (5) seconds\nrepeat (1)\n shock: [150] [0] [100]\n shock: [-150] [0] [100]\n shock: [0] [0] [100]\n shock: [150] [-150] [100]\n shock: [-150] [-150] [100]\n shock: [0] [-150] [100]\n shock: [150] [150] [100]\n shock: [-150] [150] [100]\n shock: [0] [150] [100]\n wait (0.4) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (0) %\n switch costume to (costume1 v)\n repeat (30)\n switch costume to (size hack v)\n change size by (((2000) - (size)) / (10))\n switch costume to (costume1 v)\n end\n broadcast (message1 v)\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nbroadcast (Main Menu v)\n\nwait (1) seconds\n\n@Opponents\n\nwhen [x v] key pressed\n\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [cloud verbunden v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\nhide\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine setup players\nclear graphic effects\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\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 replace item (player #) of [online players v] with [0]\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <[99] > (offline)> then\n replace item (player #) of [online players v] with [1]\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <key (x v) pressed?> then\n if <(Names) = [0]> then\n wait until <not <key (x v) pressed?>>\n set [names v] to [1]\n stop [this script v]\n else\n wait until <not <key (x v) pressed?>>\n set [names v] to [0]\n stop [this script v]\n end\nend\nif <key (z v) pressed?> then\n if <(Opp hide) = [0]> then\n wait until <not <key (z v) pressed?>>\n set [opp hide v] to [1]\n stop [this script v]\n else\n wait until <not <key (z v) pressed?>>\n set [opp hide v] to [0]\n stop [this script v]\n end\nend\nif <<(mouse x) < [-96]> and <(mouse y) > [133]>> then\n show variable [names v]\nelse\n hide variable [names v]\nend\nif <<(mouse x) < [-95]> and <(mouse y) < [-134]>> then\n show variable [opp hide v]\nelse\n hide variable [opp hide v]\nend\nif <not <(value) = []>> then\n say (item (Chat) of [chat: v])\nelse\n value = read from encoded\n if <(Names) = [1]> then\n say (join (player #) (join [: ] (value)))\n else\n say []\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\npoint in direction (value)\nvalue = read from encoded\nif <<(value) = ([costume # v] of [level v])> and <[99] > (offline)>> then\n show\n value = read from encoded\n Show Health-Bar (value) of [10] offset y [35]\nelse\n if <(Opp hide) = [1]> then\n hide\n else\n switch costume to (guy v)\n end\nend\n\nsay (item (Chat) of [chat: v])\n\nif then\nend\n\nhide\n\nif <not <(value) = [0]>> then\n say (item (value) of [z chat 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 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 [begin v]\ngo to [front v] layer\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\nswitch costume to (guy v)\n\nShow Health-Bar [] of [] offset y []\n\nsay (item (Chat) of [chat: v])\n\nsay [Hallo!]\nvalue = read from encoded\n\nwhen I receive [start now! v]\nset [names v] to [1]\n\nwhen flag clicked\nset [names v] to [1]\n\nwhen [z v] key pressed\n\nset [names v] to [0]\n\nwhen flag clicked\nset [opp hide v] to [0]\n\nwhen I receive [start now! v]\nset [opp hide v] to [0]\n\nif then\nend\n\nsay (join (player #) (join [: ] (value)))\n\n\nend\n\nwhen flag clicked\nhide variable [names v]\nhide variable [opp hide v]\n\n
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Please propose my projects to be featured in this studio!: https://scratch.mit.edu/studios/28715018\nCan we get this on trending?\nRead the instructions before playing! ⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️\nImportant question!!!!!\nDo you like nano verson more than the original???\nThis is the Nano verson!\n\nControls:\nW,A,S,D or arrow keys to move.\nSpace to throw sword and to throw ninja stars\n"S" to change weapon\nyour swords size depends on how many coins you have collected. \nT to chat\nX to toggle names on and off\nZ to switch between the opponents to hide when they are on a different Scene or to be shown as a ball when they are on a different Scene\nMouse to the Left Up corner to see the Names variable\nMouse to the Left Down corner to see the opponent hide/ball variable\n\nOriginal:\nhttps://scratch.mit.edu/projects/628988104\nPart 2 is out : \nhttps://scratch.mit.edu/projects/648028673\npart 3 is out:\nhttps://scratch.mit.edu/projects/670498597 \n\nFollow @Nexoad and @Holyhamster123\nMobile friendly!\n\nThe chat is safe!\n\n\n\nPlease love, fav and follow for more, this is a AMAZING platform game, with vertical levels, springs, wall jump and moving spikes, ninja stars, lava and platforms, collect coins, collect lives, enemis, weapons, fall through platforms, moving platforms, rotating platforms, checkpoints and a very special key to unlock the door and in the end to beat the boss fight! It is MULTIPLAYER WITH AN SAFE CHAT!!!\n\nAvaliable on itch.io:\nhttps://villeolof-scratch.itch.io/fileusersvilledownloadsplatformer201html\n\nLess lag:\nfile:///Users/ville/Downloads/Platformer%20(1).html\n\nCan you beat the highscore???\nWrite in the comments if you have any suggestions.\nI will do the next part when I reach 100 loves.\nThank you SOOOO much for 10 000 views, 40 remix, 812 loves and 738 favorites!\nChangelog:\nJan 22 2022,Added springs\nJan 23 2022, Fixed bug with the collectables\nJan 29 2022, Made the platforms slower\nFeb 1 2022, Added a sword\nFeb 1 2022, Added ninja stars\nFeb 4 2022, Changed the levels\nFeb 13 2022, Made it mobile friendly\nFeb 17 2022, I change the play button\nMar 4 2022, I made a joystick\nMar 19 2022, Added rotating platforms and edited the levels\nMar 27 2022, Made health bar instead of lives\nMar 27 2022, Added a boss fight by @Holyhamster123\nApr 30 2022, Made it multiplayer with a chat, the chat is safe!!! Thank you @iaminfig for the safe chat\nMay 1 2022, I edited the costumes and sounds, thank you @uniquegames007 for some sounds and costumes!\nMay 18 2022 (Day before my birthday) Added outro by AWESOME @Nexoad and @NexoadFX!\nMay 25 2022, Edited sounds (By freesound.com)!\nMay 29 2022, Added intro by @will_wam! (Edited by me)\nMay 6 2022, added fall through platforms by @griffpatch's tutorial!\nJune 22 2022, changed intro to amazing intro by @Nexoad!\n\nWhoops! Cloud didn't work! Sorry guys! I should've tested before sharing. Fixed now!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#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 #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #games #games #games #games #games #games #games #games #games #games
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【night】platformer #Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (イントロ v)\n\nwhen I receive [【偽り】next v]\nif <(れべる) = [7]> then\n\nwhen I receive [next v]\nif <(れべる) = [10]> then\n\nwhen I receive [終わり v]\n\nwhen I receive [スタート v]\nswitch backdrop to (夜 v)\nforever\n play sound [【◆BGM】WORLD 00 v] until done\nend\n\n@イントロ\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [ghost v] effect to (0)\nset [動き v] to [0]\ngo to x: (0) y: (171)\nイントロ [1]\nwait (5.5) seconds\nイントロ [2]\n\ndefine イントロ (gao)\nset [動き2 v] to (gao)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(動き2) = [1]> then\n switch costume to (コスチューム1 v)\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait (0.2) seconds\n repeat (60)\n change [動き v] by (-15)\n change y by ([cos v] of (動き) )\n end\n wait () seconds\n repeat (30)\n turn right (((200) - (direction)) / (10)) degrees\n end\n wait (0.2) seconds\n repeat (30)\n change x by (((-330) - (x position)) / (7))\n end\n hide\nend\n\nwhen I start as a clone\nshow\nif <(動き2) = [2]> then\n switch costume to (コスチューム2 v)\n go to x: (0) y: (171)\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait (0.7) seconds\n broadcast (スタート v)\n repeat (30)\n change y by (((300) - (y position)) / (5))\n end\n hide\nend\n\n@自分\n\nwhen I receive [next v]\n初期化\n\nwhen I receive [スタート v]\nshow\n初期化\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (cube6 v)\n broadcast (ランタン下 v)\n end\n if then\n change [このスプライトのx v] by (0.7)\n if <key (down arrow v) pressed?> then\n switch costume to (cube3 v)\n broadcast (ランタン右下 v)\n else\n switch costume to (cube1 v)\n broadcast (ランタン右 v)\n end\n end\n if then\n change [このスプライトのx v] by (-0.7)\n if <key (down arrow v) pressed?> then\n switch costume to (cube4 v)\n broadcast (ランタン左下 v)\n else\n switch costume to (cube2 v)\n broadcast (ランタン左 v)\n end\n end\n change x by (このスプライトのx)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (このスプライトのx))\n change y by (-5)\n if then\n if <(このスプライトのx) > [0]> then\n set [このスプライトのx v] to [-6]\n else\n set [このスプライトのx v] to [6]\n end\n set [このスプライトのy v] to [12]\n else\n set [このスプライトのx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n set [このスプライトのx v] to ((このスプライトのx) * (0.93))\n change [このスプライトのy v] by (-1)\n change y by (このスプライトのy)\n if <touching (地面 v)?> then\n change y by ((0) - (このスプライトのy))\n set [このスプライトのy v] to [0]\n end\n change y by (-2)\n if then\n if <touching (地面 v)?> then\n set [このスプライトのy v] to [15]\n end\n end\n change y by (1)\n if <<not <<(れべる) = [6]> or <<(れべる) = [7]> or <(れべる) = [8]>>>> and <(y position) < [-170]>> then\n 初期化\n end\n if <[220] < (x position)> then\n broadcast (next v)\n hide\n end\n if <<touching (トゲ v)?> or <<touching (まち針w v)?> or <(y position) < [-175]>>> then\n broadcast (もう一度 v)\n end\nend\n\ndefine 初期化\nsay []\nshow\ngo to x: (-203) y: (-30)\nswitch costume to (cube1 v)\nset size to (100) %\npoint in direction (90)\ngo to [back v] layer\ngo [backward v] <key (down arrow v) pressed?> layers\nset [このスプライトのx v] to [0]\nset [このスプライトのy v] to [0]\n\nwhen flag clicked\nhide\nset [レベル v] to [0]\n\nwhen flag clicked\nforever\n change [ターボ v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ)> then\n stop [all v]\n end\nend\n\nwhen I receive [もう一度 v]\n初期化\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n wait until <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n play sound [jump v] until done\n end\nend\n\nwhen I receive [もう一度 v]\nstart sound [Pew v]\n\nwhen I receive [ランタン右 v]\nset [ランタン向き v] to [右]\n\nwhen I receive [ランタン右下 v]\nset [ランタン向き v] to [右下]\n\nwhen I receive [ランタン左 v]\nset [ランタン向き v] to [左]\n\nwhen I receive [ランタン左下 v]\nset [ランタン向き v] to [左下]\n\nwhen I receive [ランタン下 v]\nset [ランタン向き v] to [下]\n\n@地面\n\nwhen flag clicked\nset [れべる v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nchange [れべる v] by (1)\nnext costume\nwait (0.6) seconds\nif <(れべる) = [15]> then\n broadcast (終わり v)\nend\n\nwhen I receive [【偽り】next v]\nchange [れべる v] by (1)\nnext costume\nwait (0.6) seconds\n\nwhen I receive [変形 v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [スタート v]\nrepeat until <(れべる) = [10]>\n change [time v] by (1)\n wait (1) seconds\nend\nshow variable [time v]\nshow variable [☁ 世界記録 v]\nif <(☁ 世界記録) < (time)> then\n set [☁ 世界記録 v] to (time)\nend\n\nwhen [timer v] > (0)\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nset [time v] to [0]\n\n@トゲ\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [3]> then\n switch costume to (1 v)\n show\n end\n if <(れべる) = [4]> then\n switch costume to (2 v)\n show\n end\n if <(れべる) = [5]> then\n switch costume to (3 v)\n show\n end\n if <(れべる) = [6]> then\n switch costume to (4 v)\n show\n end\n if <(れべる) = [7]> then\n point in direction (90)\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (5 v)\n show\n glide (1) secs to x: (175) y: (0)\n glide (1) secs to x: (0) y: (0)\n end\n if <(れべる) = [8]> then\n point in direction (90)\n switch costume to (6 v)\n point in direction (90)\n go to x: (0) y: (0)\n glide (1.5) secs to x: (0) y: (-110)\n glide (1.5) secs to x: (0) y: (0)\n end\n if <(れべる) = [9]> then\n point in direction (90)\n switch costume to (7 v)\n go to x: (157) y: (-6)\n go to [back v] layer\n show\n switch costume to (7 v)\n glide (1.55) secs to x: (-109) y: (-65)\n glide (1.55) secs to x: (157) y: (-6)\n end\n if <(れべる) = [10]> then\n hide\n end\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [7]> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(れべる) = [9]> then\n turn right (7) degrees\n end\nend\n\n@透明\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [5]> then\n switch costume to (1 v)\n go to x: (176) y: (-149)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n end\n if <(れべる) = [6]> then\n switch costume to (1 v)\n go to x: (169) y: (64)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n end\n if <(れべる) = [9]> then\n switch costume to (1 v)\n go to x: (146) y: (158)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n end\nend\n\nhide\n\n@鍵\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nset size to (30) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\nhide\n\nwhen flag clicked\nforever\n if <touching (自分 v)?> then\n go to [front v] layer\n go to (自分 v)\n if <<<(れべる) = [6]> or <<(れべる) = [5]> or <(れべる) = [9]>>> and <touching (透明 v)?>> then\n broadcast (スペースキー v)\n else\n broadcast (スペースキー☒ v)\n end\n end\nend\n\nwhen I receive [next v]\nwait (0.3) seconds\nif <(れべる) = [5]> then\n go to x: (-75) y: (-62)\n go to [back v] layer\n switch costume to (1 v)\n point in direction (60)\n show\nend\nif <(れべる) = [6]> then\n go to [back v] layer\n go to x: (214) y: (-41)\n switch costume to (1 v)\n point in direction (60)\n show\nend\nif <(れべる) = [9]> then\n go to [back v] layer\n go to x: (208) y: (66)\n switch costume to (1 v)\n point in direction (60)\n show\nend\n\nwhen I receive [変形 v]\nhide\n\nwhen flag clicked\nforever\n if <<<(れべる) = [6]> or <<(れべる) = [5]> or <(れべる) = [9]>>> and <touching (透明 v)?>> then\n if <key (space v) pressed?> then\n broadcast (変形 v)\n end\n end\nend\n\nwhen I receive [もう一度 v]\nif <(れべる) = [5]> then\n go to x: (-75) y: (-62)\n go to [back v] layer\n switch costume to (1 v)\n point in direction (60)\n show\nend\nif <(れべる) = [6]> then\n go to [back v] layer\n go to x: (214) y: (-41)\n switch costume to (1 v)\n point in direction (60)\n show\nend\nif <(れべる) = [9]> then\n go to [back v] layer\n go to x: (208) y: (66)\n switch costume to (1 v)\n point in direction (60)\n show\nend\n\n@まち針w\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\nforever\n if <(れべる) = [7]> then\n switch costume to (1 v)\n show\n end\n if <(れべる) = [8]> then\n switch costume to (2 v)\n show\n end\n if <(れべる) = [9]> then\n switch costume to (3 v)\n end\n if <(れべる) = [10]> then\n hide\n end\nend\n\nwhen I receive [終了 v]\nhide\n\n@暗闇\n\nwhen flag clicked\nhide\nforever\n go to (ランタン v)\n switch costume to (コスチューム2 v)\n set size to (125) %\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [終了 v]\nhide\n\nwhen I receive [スタート v]\nrepeat until <(れべる) = [10]>\n show\nend\nhide\n\n@ランタン\n\nwhen I receive [ランタン左 v]\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n go to [front v] layer\n if <(ランタン向き) = [右]> then\n go to (自分 v)\n switch costume to (ランタン v)\n end\n if <(ランタン向き) = [右下]> then\n go to (自分 v)\n switch costume to (ランタン2 v)\n end\n if <(ランタン向き) = [左]> then\n go to (自分 v)\n switch costume to (ランタン3 v)\n end\n if <(ランタン向き) = [左下]> then\n go to (自分 v)\n switch costume to (ランタン4 v)\n end\n if <(ランタン向き) = [下]> then\n go to (自分 v)\n switch costume to (ランタン5 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nshow\n\n
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夜になった!早く家に帰らないと!!\n\n矢印キー WASDキーで操作\nしゃがむことも可能です\nクラウド変数を使ってみました!
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Atari Adventures - A Retro Platformer by KettleClog
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@Stage\n\n@Music\n\nwhen I receive [player start v]\nif < ([costume name v] of [ground v]) contains [1-]?> then\n forever\n set volume to (40) %\n play sound [Level 1 v] until done\n end\nend\nif < ([costume name v] of [ground v]) contains [3-]?> then\n forever\n set volume to (45) %\n play sound [Level 2 v] until done\n end\nend\nif < ([costume name v] of [ground v]) contains [4-]?> then\n forever\n set volume to (45) %\n play sound [Level 3 v] until done\n end\nend\n\nwhen I receive [gate v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nwait (0.1) seconds\nset volume to (100) %\n\nwhen I receive [game over v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\n\n@Player Collsion\n\nwhen I receive [player start v]\nset [motion v] to [Y]\nset [spring v] to [N]\nset [ghost v] effect to (100)\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (-132) y: (-116)\nset [gravity v] to [-2.5]\nset [jump force v] to [22]\nset size to (600) %\nforever\n if <not <touching (gate v)?>> then\n if <(Motion) = [Y]> then\n if <key (d v) pressed?> then\n set [speed x v] to [5]\n end\n if <key (a v) pressed?> then\n set [speed x v] to [-5]\n end\n change [speed y v] by (gravity)\n Move (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n end\n end\nend\n\ndefine Move (steps)\nchange [falling v] by (1)\nrepeat (steps)\n if <(Motion) = [Y]> then\n if <<key (a v) pressed?> or <key (d v) pressed?>> then\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <<touching (ground v)?> or <touching (lift v)?>> then\n set x to (last value)\n set [speed x v] to [0]\n end\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <<touching (ground v)?> or <touching (lift v)?>> then\n set [ground or air v] to [G]\n set y to (last value)\n set [falling v] to [0]\n set [speed y v] to [0]\n end\n if <(speed y) < [0]> then\n if <touching (jump through platform v)?> then\n set [ground or air v] to [G]\n set y to (last value)\n set [falling v] to [0]\n set [speed y v] to [0]\n end\n end\n end\nend\n\nwhen I receive [player start v]\nforever\n if <touching (_edge_ v)?> then\n if <[239] < (x position)> then\n if <not <([costume name v] of [ground v]) = [1-21]>> then\n broadcast (Right v)\n set x to (-238)\n change y by (6)\n wait (0.3) seconds\n end\n end\n if <[180] < (y position)> then\n broadcast (Up v)\n set y to (-179)\n end\n if <(y position) < [-180]> then\n broadcast (Down v)\n set y to (178)\n end\n end\nend\n\nif <(x position) < [-239]> then\n broadcast (Left v)\n set x to (238)\n change y by (6)\n wait (0.3) seconds\nend\n\nwhen I receive [player start v]\nforever\n if <(speed y) < [0]> then\n if <touching (spring v)?> then\n start sound [jump v]\n Spring Align\n if <<key (space v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to [34]\n else\n repeat (2)\n set [speed y v] to [15]\n end\n end\n end\n end\n if <(speed y) < [-20]> then\n set [speed y v] to [-20]\n end\nend\n\nwhen I receive [player start v]\nforever\n if <(Ground or Air) = [A]> then\n if <(speed y) > [0]> then\n if <(Spring) = [N]> then\n if <not <<key (space v) pressed?> or <key (w v) pressed?>>> then\n set [ground or air v] to [A]\n set [speed y v] to [6]\n wait until <(Ground or Air) = [G]>\n end\n end\n end\n end\nend\n\n\n\nwhen I receive [player start v]\nforever\n if <not <<key (space v) pressed?> or <key (w v) pressed?>>> then\n wait until <<key (space v) pressed?> or <key (w v) pressed?>>\n if <(Ground or Air) = [G]> then\n set [speed y v] to (jump force)\n end\n end\nend\n\nwhen flag clicked\nset [enemy i-frame v] to [0]\ngo to x: (-132) y: (-116)\nset [spring v] to [N]\n\nwhen I receive [player start v]\ngo to x: (-130) y: (-115)\nforever\n if <touching (spring v)?> then\n set [spring v] to [Y]\n wait until <(Ground or Air) = [G]>\n set [spring v] to [N]\n end\nend\n\ndefine Spring Align\nrepeat until <not <touching (spring v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nset [pitch v] effect to (pick random (-6) to (6))\nstart sound [jump_01 v]\n\nwhen I receive [player start v]\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (gate v)?> then\n glide (0.4) secs to x: (0) y: (-130)\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-130) y: (-118)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\n@Player\n\nwhen flag clicked\nhide\nset [motion v] to [Y]\n\nwhen I receive [player start v]\nforever\n point in direction ([direction v] of [gun v])\n go to (player collsion v)\nend\n\nwhen I receive [player start v]\nshow\nset [motion v] to [Y]\nforever\n if <(speed y) = [0]> then\n if <(Motion) = [Y]> then\n if <not <touching (gate v)?>> then\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n change [player frame v] by (0.4)\n if <(Ground or Air) = [G]> then\n switch costume to ((3) + (([floor v] of (player frame) ) mod (4)))\n end\n else\n if <(Ground or Air) = [G]> then\n switch costume to (idle v)\n end\n end\n end\n end\n end\n if <not <(speed y) = [0]>> then\n switch costume to (walk2 v)\n end\nend\n\nwhen I receive [player start v]\nforever\n if <(Ground or Air) = [G]> then\n Align Feet\n end\nend\n\ndefine Align Feet\nif <(Ground or Air) = [G]> then\n if <<(y position) > [-120]> and <[-110] > (y position)>> then\n set y to (-114)\n end\n if <<(y position) > [-100]> and <[-85] > (y position)>> then\n set y to (-90)\n end\n if <<(y position) > [-75]> and <[-60] > (y position)>> then\n set y to (-66)\n end\n if <<(y position) > [-145]> and <[-130] > (y position)>> then\n set y to (-138)\n end\n if <<(y position) > [40]> and <[60] > (y position)>> then\n set y to (54)\n end\n if <<(y position) > [65]> and <[85] > (y position)>> then\n set y to (78)\n end\n if <<(y position) > [90]> and <[110] > (y position)>> then\n set y to (102)\n end\n if <<(y position) > [20]> and <[35] > (y position)>> then\n set y to (30)\n end\n if <<(y position) > [-30]> and <[-15] > (y position)>> then\n set y to (-18)\n end\n if <<(y position) > [-10]> and <[10] > (y position)>> then\n set y to (6)\n end\n if <<(y position) > [-55]> and <[-35] > (y position)>> then\n set y to (-42)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nclear graphic effects\nset [gun ghost v] to [0]\nforever\n set [ghost v] effect to (Gun Ghost)\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game over v]\nswitch costume to (death v)\nclear graphic effects\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\nbroadcast (Player Explode v)\n\nwhen I receive [level start v]\nforever\n if <(costume [name v]) = [Idle]> then\n set [player costume v] to [D]\n end\n if <(costume [name v]) = [Walk1]> then\n set [player costume v] to [D]\n end\n if <(costume [name v]) = [Walk3]> then\n set [player costume v] to [U]\n end\nend\n\nrepeat until <<(costume [name v]) = [Walk3]> or <(costume [name v]) = [Idle]>>\n\nrepeat until <<(costume [name v]) = [Walk1]> or <(costume [name v]) = [Idle]>>\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [player hurt v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nset x to ([backdrop # v] of [_stage_ v])\n\nwhen I receive [blob explode v]\n\n@Gun\n\nwhen I receive [player start v]\nforever\n if <(Motion) = [Y]> then\n if <(Ground or Air) = [G]> then\n go to [front v] layer\n point towards (mouse-pointer v)\n set y to ([y position v] of [player v])\n set x to ([x position v] of [player collsion v])\n change y by (-3)\n else\n go to [front v] layer\n point towards (mouse-pointer v)\n go to (player collsion v)\n change y by (2)\n end\n end\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nshow\nforever\n if <(direction) > [0]> then\n if <(Player Costume) = [D]> then\n switch costume to (right1 v)\n end\n if <(Player Costume) = [U]> then\n switch costume to (right2 v)\n end\n end\n if <[0] > (direction)> then\n if <(Player Costume) = [D]> then\n switch costume to (left1 v)\n end\n if <(Player Costume) = [U]> then\n switch costume to (left2 v)\n end\n end\n set [ghost v] effect to (Gun Ghost)\nend\n\ngo to [back v] layer\n\nwhen I receive [level start v]\ngo to x: (-130) y: (-117)\n\nwhen I receive [game over v]\nif <[0] > (x position)> then\n set [gun direction v] to [4]\n set [gun spin v] to [50]\nelse\n set [gun direction v] to [-4]\n set [gun spin v] to [-50]\nend\nclear graphic effects\nstop [other scripts in sprite v]\nrepeat (8)\n change y by (10)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (4)\n change y by (5)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (2)\n change y by (2)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (2)\n change y by (1)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (2)\n change y by (-1)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (2)\n change y by (-2)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (4)\n change y by (-5)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat (8)\n change y by (-10)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-10)\n change x by (Gun direction)\n turn right (Gun spin) degrees\nend\nhide\n\nwhen I receive [player hurt v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [blob explode v]\n\nwhen I receive [blob explode v]\n\nwhen I receive [level text v]\nhide\n\nhide\n\nwhen I receive [player start v]\ngo to x: (-130) y: (-117)\n\nwhen I receive [stop player v]\ngo to (player v)\n\nbroadcast (Game Over v)\n\n@BG\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nswitch costume to (1-1 v)\nshow\ngo to [back v] layer\ngo to x: (0) y: (-12)\nforever\n go to (ground v)\n switch costume to ([costume name v] of [ground v])\n go to [back v] layer\nend\n\nwhen I receive [right v]\n\nwhen I receive [left v]\n\nswitch costume to ((costume [number v]) - (1))\n\nnext costume\n\n@Ground\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.1) seconds\nif < (costume [name v]) contains [1-]?> then\n if <not <(costume [name v]) = [1-21]>> then\n switch costume to (1-1 v)\n end\n if <(costume [name v]) = [1-21]> then\n switch costume to (1-19 v)\n end\nend\nif < (costume [name v]) contains [3-]?> then\n if <not <(costume [name v]) = [3-24]>> then\n switch costume to (3-1 v)\n end\n if <(costume [name v]) = [3-24]> then\n switch costume to (3-22 v)\n end\nend\nif < (costume [name v]) contains [4-]?> then\n switch costume to (4-1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (-12)\n\nwhen I receive [right v]\nif <not <<(costume [name v]) = [1-21]> or <(costume [name v]) = [3-24]>>> then\n next costume\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nswitch costume to (1-1 v)\nif <(username) = [KettleClog]> then\n switch costume to (1-1 v)\nend\n\nswitch costume to (2-24 v)\n\nwhen I receive [up v]\nnext costume\n\nwhen I receive [down v]\nnext costume\n\nwhen I receive [level beat v]\nwait (1.5) seconds\nplay sound [Level Complete v] until done\nbroadcast (Hide v)\nhide\nchange [level v] by (1)\nset [motion v] to [N]\nwait (0.5) seconds\nnext costume\nbroadcast (Level Text v)\n\ndelete this clone\n\nwhen I start as a clone\nset size to (600) %\n\nwhen I receive [level start v]\nforever\n if <(username) = [kettleClog]> then\n if <key (1 v) pressed?> then\n switch costume to (1-1 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (1-19 v)\n end\n if <key (3 v) pressed?> then\n switch costume to (3-1 v)\n end\n if <key (4 v) pressed?> then\n switch costume to (3-22 v)\n end\n end\nend\n\n@Bullet\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\n\nwhen I start as a clone\nif <(direction) > [0]> then\n switch costume to (costume1 v)\nend\nif <[0] > (direction)> then\n switch costume to (costume2 v)\nend\ngo to [front v] layer\nstart sound [Fire Ball v]\nshow\nrepeat until <touching (bullet deleter v)?>\n move (12) steps\nend\nmove (12) steps\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [right v]\nforever\n delete this clone\nend\n\nwhen I receive [left v]\nforever\n delete this clone\nend\n\nwhen I receive [delete bullet v]\nset size to (700) %\nif <<touching (blob v)?> or <<touching (spider v)?> or <<touching (chomper v)?> or <<touching (soldier v)?> or <<touching (space fly v)?> or <<touching (boss 1 v)?> or <<touching (shell head v)?> or <<touching (missile v)?> or <<touching (stomp-eye v)?> or <<touching (tank v)?> or <<touching (propellor v)?> or <<touching (boss 2 v)?> or >>>>>>>>>>>> then\n start sound [enemy_gethit v]\n set size to (600) %\n clear graphic effects\n switch costume to (costume1 v)\n set [bullet x v] to (x position)\n set [bullet y v] to (y position)\n set x to (Enemy X)\n set y to (Enemy Y)\n set [ghost v] effect to (100)\n switch costume to (costume3 v)\n broadcast (Bullet Particle v)\n broadcast (Enemy Flash v)\n wait (0) seconds\n delete this clone\nend\nset size to (600) %\n\nwhen I receive [down v]\nforever\n delete this clone\nend\n\nwhen I receive [up v]\nforever\n delete this clone\nend\n\nwhen I receive [player start v]\nset [bullet speed v] to [0.2]\nhide\nset rotation style [all around v]\nforever\n if <not <(Player Health) = [0]>> then\n if <mouse down?> then\n if <(costume [name v]) = [Control]> then\n if <(Motion) = [Y]> then\n create clone of (_myself_ v)\n wait (Bullet Speed) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [bullet ding v]\nif <touching (shell head v)?> then\n start sound [coin_impact v]\n delete this clone\nend\n\nwhen I receive [hide v]\ndelete this clone\n\nwhen I receive [player start v]\nswitch costume to (control v)\nforever\n point towards (mouse-pointer v)\n go to (gun v)\nend\n\nwhen I start as a clone\nforever\n\nif <touching (ground v)?> then\n wait (0.02) seconds\n set [bullet x v] to (x position)\n set [bullet y v] to (y position)\n broadcast (Bullet Particle v)\n start sound [skating_end v]\n delete this clone\nend\n\nwhen I start as a clone\nset size to (600) %\n\nwhen I receive [enlarge bullet v]\nset size to (600) %\nif <not <(costume [name v]) = [Control]>> then\n set [ghost v] effect to (100)\n if <(direction) > [0]> then\n switch costume to (costume1.1 v)\n end\n if <[0] > (direction)> then\n switch costume to (costume2.2 v)\n end\n wait (0.01) seconds\n set [ghost v] effect to (0)\n if <(direction) > [0]> then\n switch costume to (costume1 v)\n end\n if <[0] > (direction)> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\n\n@Bullet Deleter\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\n\n@Blob\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-2]> then\n go to x: (100) y: (-117)\n create clone of (_myself_ v)\n go to x: (220) y: (-69)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-2]>>\n end\n if <([costume name v] of [ground v]) = [1-3]> then\n go to x: (-16) y: (-93)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-3]>>\n end\n if <([costume name v] of [ground v]) = [1-4]> then\n go to x: (40) y: (-141)\n create clone of (_myself_ v)\n go to x: (220) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-4]>>\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n go to x: (100) y: (-141)\n create clone of (_myself_ v)\n go to x: (0) y: (27)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-10]>>\n end\n if <([costume name v] of [ground v]) = [1-13]> then\n go to x: (70) y: (27)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-13]>>\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n go to x: (100) y: (-117)\n create clone of (_myself_ v)\n go to x: (220) y: (-69)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-16]>>\n end\n if <([costume name v] of [ground v]) = [1-18]> then\n go to x: (100) y: (-93)\n create clone of (_myself_ v)\n go to x: (-50) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18]>>\n end\nend\n\nwhen I start as a clone\nshow\nforever\n repeat until <<touching (_edge_ v)?> or <touching (enemy stop v)?>>\n if <not <(costume [number v]) > [2]>> then\n change x by (-2)\n end\n end\n if <not <(costume [number v]) > [2]>> then\n change x by (2)\n end\n repeat until <<touching (_edge_ v)?> or <touching (enemy stop v)?>>\n if <not <(costume [number v]) > [2]>> then\n change x by (2)\n end\n end\n if <not <(costume [number v]) > [2]>> then\n change x by (-2)\n end\nend\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume1 v)\n end\n wait (0.1) seconds\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume2 v)\n end\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nrepeat (2)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Blob Flash v)\n broadcast (Delete Bullet v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nif <not <(costume [number v]) > [2]>> then\n repeat until <touching (bullet v)?>\nend\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nbroadcast (Delete Bullet v)\n\nrepeat (2)\n\n@Spider\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [spider flash v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (5)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Spider Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [brightness v] effect to (100)\nbroadcast (Delete Spider Bullet v)\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-3]> then\n go to x: (110) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-3]>>\n end\n if <([costume name v] of [ground v]) = [1-4]> then\n go to x: (20) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-4]>>\n end\n if <([costume name v] of [ground v]) = [1-5]> then\n go to x: (-60) y: (201)\n create clone of (_myself_ v)\n wait (1) seconds\n go to x: (60) y: (201)\n if <([costume name v] of [ground v]) = [1-5]> then\n create clone of (_myself_ v)\n end\n wait until <not <([costume name v] of [ground v]) = [1-5]>>\n end\n if <([costume name v] of [ground v]) = [1-7]> then\n go to x: (-40) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-7]>>\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n go to x: (-145) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-10]>>\n end\n if <([costume name v] of [ground v]) = [1-14]> then\n go to x: (130) y: (201)\n create clone of (_myself_ v)\n wait (1) seconds\n if <([costume name v] of [ground v]) = [1-14]> then\n go to x: (0) y: (201)\n create clone of (_myself_ v)\n end\n wait until <not <([costume name v] of [ground v]) = [1-14]>>\n end\n if <([costume name v] of [ground v]) = [1-18.6]> then\n go to x: (-65) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.6]>>\n end\n if <([costume name v] of [ground v]) = [1-18.7]> then\n go to x: (0) y: (201)\n create clone of (_myself_ v)\n wait (1) seconds\n go to x: (100) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.7]>>\n end\n if <([costume name v] of [ground v]) = [1-18]> then\n go to x: (185) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18]>>\n end\n if <([costume name v] of [ground v]) = [1-18.5]> then\n go to x: (160) y: (201)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.5]>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.5) seconds\nshow\nrepeat until <touching (enemy stop v)?>\n if <not <(costume [number v]) > [2]>> then\n change y by (-7)\n end\nend\nrepeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-3)\n end\nend\nrepeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-2)\n end\nend\nrepeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-1)\n end\nend\nforever\n if <not <(costume [number v]) > [2]>> then\n broadcast (Blob Explode v)\n set [spider_x v] to (x position)\n set [spider_y v] to (y position)\n end\n wait (0.2) seconds\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (1)\n end\n end\n repeat (20)\n if <not <(costume [number v]) > [2]>> then\n change y by (2)\n end\n end\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (1)\n end\n end\n if <not <(costume [number v]) > [2]>> then\n broadcast (Blob Explode v)\n set [spider_x v] to (x position)\n set [spider_y v] to (y position)\n end\n wait (0.2) seconds\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-1)\n end\n end\n repeat (20)\n if <not <(costume [number v]) > [2]>> then\n change y by (-2)\n end\n end\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) > [2]>> then\n switch costume to (costume1 v)\n end\n wait (0.3) seconds\n if <not <(costume [name v]) > [2]>> then\n switch costume to (costume2 v)\n end\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume1 v)\n end\n wait (0.2) seconds\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume2 v)\n end\n wait (0.2) seconds\nend\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\nend\nif <not <(costume [number v]) > [2]>> then\n repeat until <touching (bullet v)?>\n set [brightness v] effect to (0)\n clear graphic effects\n end\nend\n\n@Enemy Stop\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n switch costume to ([costume name v] of [ground v])\nend\n\n@Chomper\n\nwhen I receive [game over v]\ndelete this clone\n\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat (2)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Chomp Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [brightness v] effect to (100)\nset [chomper x v] to (x position)\nset [chomper y v] to (y position)\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\nbroadcast (Chomper v)\ndelete this clone\n\nwhen I receive [chomp flash v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume1 v)\n end\n wait (0.1) seconds\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume3 v)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-6]> then\n go to x: (60) y: (-117)\n create clone of (_myself_ v)\n go to x: (-40) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-6]>>\n end\n if <([costume name v] of [ground v]) = [1-7]> then\n go to x: (80) y: (-93)\n create clone of (_myself_ v)\n go to x: (160) y: (-93)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-7]>>\n end\n if <([costume name v] of [ground v]) = [1-11]> then\n go to x: (-40) y: (-117)\n create clone of (_myself_ v)\n go to x: (80) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-11]>>\n end\n if <([costume name v] of [ground v]) = [1-12]> then\n go to x: (0) y: (-117)\n create clone of (_myself_ v)\n go to x: (40) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-12]>>\n end\n if <([costume name v] of [ground v]) = [1-17]> then\n go to x: (60) y: (-141)\n create clone of (_myself_ v)\n go to x: (-20) y: (-141)\n create clone of (_myself_ v)\n go to x: (200) y: (-69)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-17]>>\n end\n if <([costume name v] of [ground v]) = [1-18.5]> then\n go to x: (80) y: (-117)\n create clone of (_myself_ v)\n go to x: (0) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.5]>>\n end\n if <([costume name v] of [ground v]) = [1-18.8]> then\n go to x: (-80) y: (-117)\n create clone of (_myself_ v)\n go to x: (0) y: (-117)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.8]>>\n end\nend\n\nwhen I start as a clone\nforever\n wait (pick random (0) to (1)) seconds\n repeat (5)\n if <not <(costume [number v]) > [2]>> then\n change y by (10)\n end\n end\n repeat (4)\n if <not <(costume [number v]) > [2]>> then\n change y by (4)\n end\n end\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (2)\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [2]>> then\n change y by (1)\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [2]>> then\n change y by (-1)\n end\n end\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-2)\n end\n end\n repeat (4)\n if <not <(costume [number v]) > [2]>> then\n change y by (-4)\n end\n end\n repeat (5)\n if <not <(costume [number v]) > [2]>> then\n change y by (-10)\n end\n end\nend\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\nend\nif <not <(costume [number v]) > [2]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\n@Space Fly\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat (2)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Fly Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [fly flash v]\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume1 v)\n end\n wait (0.01) seconds\n if <not <(costume [number v]) > [2]>> then\n switch costume to (costume2 v)\n end\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nwait (0.3) seconds\nforever\n wait (0.3) seconds\n point towards (player collsion v)\n repeat (4)\n if <not <(costume [number v]) > [2]>> then\n move (1) steps\n end\n end\n repeat (8)\n if <not <(costume [number v]) > [2]>> then\n move (2) steps\n end\n end\n repeat (20)\n if <not <(costume [number v]) > [2]>> then\n move (4) steps\n end\n end\n repeat (8)\n if <not <(costume [number v]) > [2]>> then\n move (2) steps\n end\n end\n repeat (4)\n if <not <(costume [number v]) > [2]>> then\n move (1) steps\n end\n end\nend\n\nmove (1) steps\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-15]> then\n go to x: (180) y: (0)\n create clone of (_myself_ v)\n go to x: (90) y: (80)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-15]>>\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n go to x: (-120) y: (60)\n create clone of (_myself_ v)\n go to x: (-20) y: (-40)\n create clone of (_myself_ v)\n go to x: (160) y: (0)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-16]>>\n end\n if <([costume name v] of [ground v]) = [1-12]> then\n go to x: (60) y: (80)\n create clone of (_myself_ v)\n go to x: (140) y: (0)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-12]>>\n end\n if <([costume name v] of [ground v]) = [1-17]> then\n go to x: (60) y: (80)\n create clone of (_myself_ v)\n go to x: (140) y: (40)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-17]>>\n end\n if <([costume name v] of [ground v]) = [1-18]> then\n go to x: (60) y: (80)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18]>>\n end\n if <([costume name v] of [ground v]) = [1-18.5]> then\n go to x: (60) y: (80)\n create clone of (_myself_ v)\n go to x: (-60) y: (-30)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.5]>>\n end\n if <([costume name v] of [ground v]) = [1-11.5]> then\n go to x: (0) y: (80)\n create clone of (_myself_ v)\n go to x: (60) y: (-20)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-11.5]>>\n end\n if <([costume name v] of [ground v]) = [4-3]> then\n go to x: (0) y: (80)\n create clone of (_myself_ v)\n go to x: (60) y: (-20)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [4-3]>>\n end\n if <([costume name v] of [ground v]) = [4-4]> then\n go to x: (-150) y: (120)\n create clone of (_myself_ v)\n go to x: (0) y: (80)\n create clone of (_myself_ v)\n go to x: (150) y: (-40)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [4-4]>>\n end\nend\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\nend\nif <not <(costume [number v]) > [2]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\n@Spring\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\ngo to (ground v)\nforever\n go to [back v] layer\n hide\n if <([costume name v] of [ground v]) = [1-8]> then\n switch costume to (1-8 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-9]> then\n switch costume to (1-9 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n switch costume to (1-10 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-13]> then\n switch costume to (1-13 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n switch costume to (1-16 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-17]> then\n switch costume to (1-17 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-18.5]> then\n switch costume to (1-18.5 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-9]> then\n switch costume to (2-9 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-16]> then\n switch costume to (2-16 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-17]> then\n switch costume to (2-17 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-18.7]> then\n switch costume to (1-2 v)\n show\n end\n if <([costume name v] of [ground v]) = [3-4]> then\n switch costume to (3-4 v)\n show\n end\n if <([costume name v] of [ground v]) = [3-15]> then\n switch costume to (3-15 v)\n show\n end\n if <([costume name v] of [ground v]) = [3-19]> then\n switch costume to (3-19 v)\n show\n end\nend\n\n@Ground or Air\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nshow\nset [ghost v] effect to (100)\nforever\n go to (player collsion v)\n if <<<touching (ground v)?> or <<touching (jump through platform v)?> or <touching (lift v)?>>> and <(speed y) = [0]>> then\n set [ground or air v] to [G]\n else\n set [ground or air v] to [A]\n end\nend\n\nwhen I receive [level start v]\nset [ground or air v] to [G]\ngo to (player collsion v)\n\nwhen I receive [player start v]\nwait (0.1) seconds\nwait until <(Ground or Air) = [A]>\nforever\n wait until <(Ground or Air) = [G]>\n wait until <(speed y) = [0]>\n if <not <touching (_edge_ v)?>> then\n start sound [land v]\n end\n wait until <(Ground or Air) = [A]>\nend\n\n@Soldier\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nbroadcast (Gun Flash v)\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nrepeat (9)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Soldier Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nbroadcast (Delete Soldier Gun v)\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [soldier flash v]\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-8]> then\n go to x: (120) y: (-114)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-8]>>\n end\n if <([costume name v] of [ground v]) = [1-9]> then\n go to x: (-120) y: (30)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-9]>>\n end\n if <([costume name v] of [ground v]) = [1-11]> then\n go to x: (200) y: (-66)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-11]>>\n end\n if <([costume name v] of [ground v]) = [1-13]> then\n go to x: (-120) y: (-114)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-13]>>\n end\n if <([costume name v] of [ground v]) = [1-18.6]> then\n go to x: (200) y: (-114)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.6]>>\n end\n if <([costume name v] of [ground v]) = [2-9]> then\n go to x: (40) y: (54)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [2-9]>>\n end\n if <([costume name v] of [ground v]) = [3-7]> then\n go to x: (-40) y: (-90)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-7]>>\n end\n if <([costume name v] of [ground v]) = [3-20]> then\n go to x: (98) y: (-42)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-20]>>\n end\nend\n\nwhen I start as a clone\nbroadcast (Equip v)\nshow\nforever\n point towards (player collsion v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\nend\nif <not <(costume [number v]) > [1]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\n@Soldier Gun\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [gun flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [soldier flash v]\n\nwhen I receive [equip v]\ngo to (soldier v)\ncreate clone of (_myself_ v)\n\ngo to x: (Shroom Soldier X) y: (Shroom Soldier Y)\n\nwhen I start as a clone\nshow\nforever\n point towards (player collsion v)\n if <(direction) > [0]> then\n switch costume to (soldier gun v)\n end\n if <[0] > (direction)> then\n switch costume to (soldier gun2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I start as a clone\nwait (0.5) seconds\nforever\n repeat (30)\n point towards (player collsion v)\n end\n repeat (2)\n point towards (player collsion v)\n broadcast (Soldier Bullet v)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n repeat (2)\n point towards (player collsion v)\n broadcast (Soldier Bullet v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [delete soldier gun v]\ndelete this clone\n\nset [brightness v] effect to (100)\nwait (0.1) seconds\nif <not <(costume [number v]) > [2]>> then\n clear graphic effects\nend\n\n@Soldier Bullet\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [soldier bullet v]\nif <(costume [name v]) = [Control]> then\n point towards (player collsion v)\n go to (soldier gun v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [down v]\nforever\n delete this clone\nend\n\nwhen I receive [left v]\nforever\n delete this clone\nend\n\nwhen I receive [up v]\nforever\n delete this clone\nend\n\nwhen I receive [right v]\nforever\n delete this clone\nend\n\nwhen I start as a clone\npoint towards (player collsion v)\ngo to (soldier gun v)\nstart sound [Fire Ball v]\nif <(direction) > [0]> then\n switch costume to (costume1 v)\nend\nif <[0] > (direction)> then\n switch costume to (costume2 v)\nend\nshow\nrepeat until <touching (bullet deleter v)?>\n move (7) steps\nend\nmove (7) steps\ndelete this clone\n\n@Jump through Platform\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [level start v]\ngo to (ground v)\nforever\n go to (ground v)\n hide\n go to [back v] layer\n if <([costume name v] of [ground v]) = [1-9]> then\n switch costume to (1-9 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-8]> then\n switch costume to (1-8 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n switch costume to (1-10 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-11]> then\n switch costume to (1-11 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-13]> then\n switch costume to (1-13 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-18.6]> then\n switch costume to (1-18.6 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-3]> then\n switch costume to (2-3 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-4]> then\n switch costume to (2-4 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-5]> then\n switch costume to (2-5 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-10]> then\n switch costume to (2-10 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-17]> then\n switch costume to (2-17 v)\n show\n end\n if <([costume name v] of [ground v]) = [2-21]> then\n switch costume to (2-21 v)\n show\n end\n if <([costume name v] of [ground v]) = [3-15]> then\n switch costume to (3-15 v)\n show\n end\n if <([costume name v] of [ground v]) = [3-16]> then\n switch costume to (3-16 v)\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@Spider Bullet\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [blob explode v]\nif <(costume [name v]) = [Control]> then\n set x to (Spider_X)\n set y to (Spider_Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nchange y by (-30)\nwait (0.1) seconds\npoint towards (player collsion v)\nstart sound [Fire Ball v]\nrepeat until <touching (bullet deleter v)?>\n move (7) steps\nend\nmove (7) steps\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [delete spider bullet v]\nif <(x position) = [50]> then\n delete this clone\nend\n\nset x to (36)\nset y to (28)\n\n@Gate\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level start v]\nhide\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (Gate v)\n switch costume to (costume2 v)\n start sound [alchemycoin_bounce v]\n wait (0.2) seconds\n switch costume to (costume3 v)\n start sound [alchemycoin_bounce v]\n wait (0.2) seconds\n switch costume to (costume4 v)\n start sound [alchemycoin_bounce v]\n wait (0.2) seconds\n start sound [alchemycoin_bounce v]\n hide\n wait until <not <touching (player v)?>>\n switch costume to (costume1 v)\n end\nend\n\nshow\n\nwhen I receive [player start v]\nhide\nswitch costume to (costume1 v)\nforever\n if <([costume name v] of [ground v]) = [1-19]> then\n show\n wait until <not <([costume name v] of [ground v]) = [1-19]>>\n end\n if <([costume name v] of [ground v]) = [1-20]> then\n show\n wait until <not <([costume name v] of [ground v]) = [1-20]>>\n end\n if <([costume name v] of [ground v]) = [3-22]> then\n show\n wait until <not <([costume name v] of [ground v]) = [3-22]>>\n end\n if <([costume name v] of [ground v]) = [3-23]> then\n show\n wait until <not <([costume name v] of [ground v]) = [3-23]>>\n end\nend\n\nwhen flag clicked\nhide\n\n@Title Screen\n\nwhen flag clicked\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nswitch costume to (costume4 v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Stars v)\nwait (0.8) seconds\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nshow\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.3) seconds\nset [brightness v] effect to (100)\nstart sound [coin_impact v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nstart sound [3-51 - MM9 - Dr v]\ngo to x: (0) y: (0)\nforever\n repeat until <key (space v) pressed?>\n change [player frame v] by (0.1)\n switch costume to ((1) + (([floor v] of (player frame) ) mod (2)))\n end\n switch costume to (costume1 v)\n stop all sounds\n start sound [gulper_mage_fire v]\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n hide\n broadcast (Level Text v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@Planet Text\n\nwhen I receive [level text v]\nif <(Level) = [1]> then\n clear graphic effects\n wait (1) seconds\n hide\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n switch costume to (level 1-1 v)\n show\n repeat until <(costume [name v]) = [Level 1-6]>\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n next costume\n end\n wait (0.5) seconds\n repeat until <(costume [name v]) = [Level 1-21]>\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n next costume\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n hide\n broadcast (level start v)\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen I receive [level text v]\nif <(Level) = [2]> then\n clear graphic effects\n wait (1) seconds\n hide\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n switch costume to (level 2-1 v)\n show\n repeat until <(costume [name v]) = [Level 2-6]>\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n next costume\n end\n wait (0.5) seconds\n repeat until <(costume [name v]) = [Level 2-21]>\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n next costume\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n hide\n broadcast (level start v)\nend\n\nwhen I receive [level text v]\nif <(username) = [KettleClog]> then\n if <(Level) = [3]> then\n clear graphic effects\n wait (1) seconds\n hide\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n switch costume to (level 3-1 v)\n show\n repeat until <(costume [name v]) = [Level 3-6]>\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n next costume\n end\n wait (0.5) seconds\n repeat until <(costume [name v]) = [Level 3-21]>\n wait (0.05) seconds\n start sound [sfxStrikeManBounce v]\n next costume\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n hide\n broadcast (level start v)\n end\nend\n\nset [level v] to [3]\n\n@Rocket\n\nwhen I receive [level start v]\nclear graphic effects\nwait (0.5) seconds\nstart sound [crowbomber_drop v]\nshow\ngo to x: (-132) y: (999)\nrepeat until <touching (ground v)?>\n change y by (-6)\nend\nstart sound [Thwomp v]\nwait (0.5) seconds\nbroadcast (Player Start v)\nwait (1) seconds\nstart sound [crowbomber_drop v]\nrepeat (3)\n change y by (5)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (15)\nend\nrepeat (3)\n change y by (15)\nend\nhide\n\nwhen flag clicked\ngo to x: (-132) y: (999)\nhide\n\n@Boss 1\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [game over v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [boss 1 flash v]\n\nwhen I start as a clone\nset volume to (100) %\nswitch costume to (costume1 v)\nrepeat (79)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Boss 1 Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstop [other scripts in sprite v]\nstop all sounds\nclear graphic effects\nbroadcast (Stop Player v)\nhide\nstart sound [sfxStrikeManBounce v]\nbroadcast (Boss Explode v)\nset [boss 1 x v] to (x position)\nset [boss 1 y v] to (y position)\nwait (3) seconds\nbroadcast (Level Beat v)\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [level start v]\nhide\nforever\n if <([costume name v] of [ground v]) = [1-21]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-21]>>\n end\nend\n\nwhen I start as a clone\nif <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nhide\nswitch costume to (up v)\npoint in direction (-90)\nwait (1) seconds\ngo to x: (180) y: (999)\nshow\nrepeat (5)\n change y by (-5)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (11)\n change y by (-15)\nend\nchange y by (-7)\nstart sound [Thwomp v]\nbroadcast (Shockwave v)\nforever\n repeat (pick random (1) to (2))\n if <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat (1)\n switch costume to (down v)\n wait (0.5) seconds\n switch costume to (up v)\n wait (0.5) seconds\n end\n switch costume to (shoot v)\n repeat (3)\n if <not <(costume [number v]) > [3]>> then\n broadcast (Boss 1 Bullet v)\n wait (0.55) seconds\n end\n end\n switch costume to (up v)\n wait (0.5) seconds\n end\n repeat (pick random (2) to (3))\n if <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (shoot v)\n repeat (6)\n change y by (6)\n end\n repeat (2)\n change y by (3)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (2)\n change y by (-3)\n end\n repeat (6)\n change y by (-6)\n end\n start sound [Thwomp v]\n broadcast (Shockwave v)\n wait (0.2) seconds\n end\n switch costume to (down v)\n wait (0.3) seconds\n repeat (pick random (1) to (3))\n if <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (down v)\n wait (0.2) seconds\n repeat (8)\n change y by (10)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (6)\n change y by (6)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (3)\n change y by (3)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (2)\n change y by (1)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (2)\n change y by (-1)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (3)\n change y by (-3)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (6)\n change y by (-6)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n repeat (8)\n change y by (-10)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n end\n end\n start sound [Thwomp v]\n broadcast (Shockwave v)\n end\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\nforever\n set [boss 1 x v] to (x position)\n set [boss 1 y v] to (y position)\nend\n\nwhen I start as a clone\nwait (2) seconds\nif <([costume name v] of [ground v]) = [1-21]> then\n forever\n play sound [4-20 - Wily Battle \(Mega Man 10\) v] until done\n end\nend\n\nstart sound [bomb_explode v]\n\nwhen I receive [stop player v]\n\nrepeat (10)\n set [motion v] to [N]\nend\nwait (3) seconds\nset [motion v] to [Y]\n\nforever\n point towards (player collsion v)\nend\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\nend\nif <not <(costume [number v]) > [3]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\n@Boss 1 Bullet\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [boss 1 bullet v]\nif <(costume [name v]) = [Control]> then\n go to (boss 1 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to (boss 1 v)\nset [ghost v] effect to (100)\nshow\nclear graphic effects\nstart sound [sfxStrikeManBounce2 v]\nset rotation style [left-right v]\ngo to x: (Boss 1 X) y: (Boss 1 Y)\nshow\nif <([x position v] of [player v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nrepeat (15)\n move (3) steps\nend\nrepeat (3)\n move (3) steps\n change y by (-2)\nend\nrepeat (3)\n move (4) steps\n change y by (-4)\nend\nrepeat (3)\n move (8) steps\n change y by (-8)\nend\nrepeat (2)\n move (12) steps\n change y by (-12)\nend\nrepeat until <touching (bullet deleter v)?>\n move (12) steps\nend\ndelete this clone\n\npoint in direction (90)\n\nmove (16) steps\n\nrepeat (10)\n\n@Shockwave\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [shockwave v]\nif <(costume [name v]) = [Control]> then\n go to (boss 1 v)\n change y by (0)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\ngo to x: (Boss 1 X) y: (Boss 1 Y)\nchange y by (0)\nshow\nswitch costume to (costume1 v)\nrepeat until <touching (_edge_ v)?>\n move (8) steps\nend\nrepeat (1)\n move (8) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n wait (0.04) seconds\n switch costume to (costume2 v)\n wait (0.04) seconds\nend\n\n@Health Bar\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\nset [player health v] to [6]\nswitch costume to (6 v)\nshow\n\nwhen I receive [player hurt v]\nif <not <(Player Health) = [0]>> then\n change [player health v] by (-1)\n next costume\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [insta-death v]\nset [player health v] to [0]\nswitch costume to (0 v)\n\nwhen I receive [level start v]\nforever\n if <(Player Health) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Game Over v)\n stop [this script v]\n end\nend\n\nwhen I receive [hp up v]\nif <not <(Player Health) = [6]>> then\n change [player health v] by (1)\n switch costume to ((costume [number v]) - (1))\nend\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@P hitbox\n\nwhen I receive [player start v]\nforever\n go to (player collsion v)\n if <not <(Player Health) = [0]>> then\n if <<touching (blob v)?> or <<touching (spider v)?> or <<touching (chomper v)?> or <<touching (space fly v)?> or <<touching (soldier v)?> or <<touching (soldier bullet v)?> or <<touching (spider bullet v)?> or <<touching (shockwave v)?> or <<touching (boss 1 bullet v)?> or <<touching (boss 1 v)?> or <<touching (shell head v)?> or <<touching (shell bullet v)?> or <<touching (fireball v)?> or <<touching (stomp-eye bullet v)?> or <<touching (missile v)?> or <<touching (stomp-eye v)?> or <<touching (laser v)?> or <<touching (chomper spore v)?> or <<touching (tank v)?> or <<touching (tank bullet v)?> or <<touching (tank bomb v)?> or <<touching (propellor v)?> or <<touching (propellor bullet v)?> or <<touching (boss 2 v)?> or <<touching (fishman v)?> or >>>>>>>>>>>>>>>>>>>>>>>>> then\n if <(Motion) = [Y]> then\n broadcast (Player Hurt v)\n start sound [knight_hurt v]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [motion v] to [N]\n set [gun ghost v] to [50]\n wait (0.5) seconds\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [motion v] to [Y]\n wait (1.3) seconds\n set [gun ghost v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [player start v]\nforever\n go to (player collsion v)\n if <not <touching (_edge_ v)?>> then\n if then\n start sound [knight_hurt v]\n set [motion v] to [N]\n broadcast (Insta-Death v)\n stop [this script v]\n end\n end\nend\n\n@Shell Head\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (closed v)\nshow\nrepeat (3)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Shell Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\ngo to [front v] layer\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [shell flash v]\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-2]> then\n go to x: (120) y: (-96)\n create clone of (_myself_ v)\n go to x: (-20) y: (-120)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-2]>>\n end\n if <([costume name v] of [ground v]) = [3-3]> then\n go to x: (-20) y: (-120)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-3]>>\n end\n if <([costume name v] of [ground v]) = [3-5]> then\n go to x: (130) y: (-120)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-5]>>\n end\n if <([costume name v] of [ground v]) = [3-10]> then\n go to x: (82) y: (-24)\n create clone of (_myself_ v)\n go to x: (12) y: (-72)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-10]>>\n end\n if <([costume name v] of [ground v]) = [3-18]> then\n go to x: (-35) y: (-96)\n create clone of (_myself_ v)\n go to x: (190) y: (-120)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-18]>>\n end\n if <([costume name v] of [ground v]) = [3-21]> then\n go to x: (82) y: (-24)\n create clone of (_myself_ v)\n go to x: (12) y: (-72)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-21]>>\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <not <(costume [number v]) > [2]>> then\n switch costume to (closed v)\n end\n wait (pick random (0.2) to (2)) seconds\n if <not <(costume [number v]) > [2]>> then\n switch costume to (open v)\n end\n repeat (6)\n if <not <(costume [number v]) > [2]>> then\n change y by (8)\n end\n end\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (4)\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [2]>> then\n change y by (2)\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [2]>> then\n change y by (1)\n end\n end\n set [shell x v] to (x position)\n set [shell y v] to (y position)\n if <not <(costume [number v]) > [2]>> then\n broadcast (Shell Bullet v)\n end\n repeat (2)\n if <not <(costume [number v]) > [2]>> then\n change y by (-1)\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [2]>> then\n change y by (-2)\n end\n end\n repeat (3)\n if <not <(costume [number v]) > [2]>> then\n change y by (-4)\n end\n end\n repeat (6)\n if <not <(costume [number v]) > [2]>> then\n change y by (-8)\n end\n end\nend\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n point towards (player collsion v)\nend\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\nend\nif <not <(costume [number v]) > [1]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nwait until <touching (boss 2 v)?>\ngo to [front v] layer\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [create shell head v]\nif <(costume [name v]) = [Control]> then\n set x to (Shell Egg X)\n set y to (Shell Egg Y)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\n\nwhen I receive [boss explode v]\ndelete this clone\n\nwhen I start as a clone\nif <touching (_edge_ v)?> then\n repeat until <not <touching (_edge_ v)?>>\n change x by (1)\n change x by (-1)\n change x by (2)\n change x by (-2)\n change x by (3)\n change x by (-3)\n change x by (4)\n change x by (-4)\n change x by (5)\n change x by (-5)\n change x by (6)\n change x by (-6)\n change x by (7)\n change x by (-7)\n change x by (10)\n change x by (-10)\n change x by (20)\n change x by (-20)\n change x by (30)\n change x by (-30)\n end\nend\n\n@Shell Bullet\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [shell bullet v]\nif <(costume [name v]) = [Control]> then\n go to x: (Shell X) y: (Shell Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nstart sound [Fire Ball v]\nshow\npoint towards (player collsion v)\nrepeat until <touching (bullet deleter v)?>\n move (6) steps\nend\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\n@Lava\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n hide\n if <([costume name v] of [ground v]) = [2-3]> then\n show\n end\n if <([costume name v] of [ground v]) = [2-4]> then\n show\n end\n if <([costume name v] of [ground v]) = [2-5]> then\n show\n end\n if <([costume name v] of [ground v]) = [2-8]> then\n show\n end\n if <([costume name v] of [ground v]) = [2-9]> then\n show\n end\n if <([costume name v] of [ground v]) = [2-21]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-3]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-4]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-5]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-6]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-7]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-8]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-14]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-15]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-17]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-19]> then\n show\n end\n if <([costume name v] of [ground v]) = [3-20]> then\n show\n end\nend\n\nwhen I receive [level start v]\ngo to x: (0) y: (-20)\nclear graphic effects\nforever\n repeat (5)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (-1)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [level start v]\nforever\n next costume\n wait (0.4) seconds\nend\n\nwhen I receive [player start v]\ngo to [back v] layer\n\nwhen I receive [level start v]\nclear graphic effects\nforever\n repeat (20)\n change [brightness v] effect by (5)\n end\n repeat (20)\n change [brightness v] effect by (-5)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@FireBall\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-6]> then\n go to x: (-50) y: (-999)\n create clone of (_myself_ v)\n go to x: (50) y: (-999)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-6]>>\n end\n if <([costume name v] of [ground v]) = [3-7]> then\n go to x: (180) y: (-999)\n create clone of (_myself_ v)\n go to x: (50) y: (-999)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-7]>>\n end\n if <([costume name v] of [ground v]) = [3-8]> then\n go to x: (85) y: (-999)\n create clone of (_myself_ v)\n go to x: (-85) y: (-999)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-8]>>\n end\n if <([costume name v] of [ground v]) = [3-19]> then\n go to x: (80) y: (-999)\n create clone of (_myself_ v)\n go to x: (-60) y: (-999)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-19]>>\n end\n if <([costume name v] of [ground v]) = [3-20]> then\n go to x: (-70) y: (-999)\n create clone of (_myself_ v)\n go to x: (50) y: (-999)\n create clone of (_myself_ v)\n go to x: (148) y: (-999)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-20]>>\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n wait (pick random (0.1) to (1)) seconds\n switch costume to (up v)\n start sound [sfxStrikeManBounce v]\n repeat (8)\n change y by (12)\n end\n repeat (8)\n change y by (8)\n end\n repeat (4)\n change y by (4)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n switch costume to (down v)\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-4)\n end\n repeat (8)\n change y by (-8)\n end\n repeat (8)\n change y by (-12)\n end\n wait (pick random (0.1) to (2)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\n@Laser\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [level start v]\n\nwhen flag clicked\nset [laser sync v] to [0]\nhide\nforever\n repeat (10)\n change [laser sync v] by (5)\n end\n repeat (10)\n change [laser sync v] by (-5)\n end\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nstart sound [gulper_mage_fire v]\nshow\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [2-12]> then\n wait (0.3) seconds\n go to x: (999) y: (117)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (-999) y: (51)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [2-12]>>\n end\n if <([costume name v] of [ground v]) = [2-13]> then\n wait (0.8) seconds\n go to x: (-999) y: (75)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (-999) y: (27)\n create clone of (_myself_ v)\n wait until <([y position v] of [player v]) < [-100]>\n wait (0.3) seconds\n go to x: (999) y: (-99)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [2-13]>>\n wait until <not <([costume name v] of [ground v]) = [2-13]>>\n end\n if <([costume name v] of [ground v]) = [2-14]> then\n wait (0.2) seconds\n go to x: (999) y: (117)\n create clone of (_myself_ v)\n wait (0.6) seconds\n go to x: (999) y: (45)\n create clone of (_myself_ v)\n wait (0.2) seconds\n go to x: (-999) y: (-21)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [2-14]>>\n end\n if <([costume name v] of [ground v]) = [2-15]> then\n wait (0.1) seconds\n go to x: (-999) y: (147)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (-999) y: (27)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (-999) y: (-21)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (999) y: (-75)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [2-15]>>\n end\n if <([costume name v] of [ground v]) = [2-16]> then\n wait (0.8) seconds\n go to x: (-999) y: (51)\n create clone of (_myself_ v)\n wait (0.2) seconds\n go to x: (-999) y: (-69)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [2-16]>>\n end\n if <([costume name v] of [ground v]) = [2-23]> then\n wait (4.6) seconds\n go to x: (-999) y: (123)\n if <([costume name v] of [ground v]) = [2-23]> then\n create clone of (_myself_ v)\n end\n wait (0.6) seconds\n go to x: (-999) y: (51)\n if <([costume name v] of [ground v]) = [2-23]> then\n create clone of (_myself_ v)\n end\n wait (0.2) seconds\n go to x: (999) y: (-27)\n if <([costume name v] of [ground v]) = [2-23]> then\n create clone of (_myself_ v)\n end\n wait until <not <([costume name v] of [ground v]) = [2-23]>>\n end\nend\n\nwhen I start as a clone\nif <[0] > (x position)> then\n repeat until <(x position) > [0]>\n point in direction (90)\n change x by (8)\n set [brightness v] effect to (Laser Sync)\n end\n forever\n repeat (27)\n point in direction (90)\n change x by (8)\n set [brightness v] effect to (Laser Sync)\n end\n change x by (-186)\n end\nelse\n repeat until <[0] > (x position)>\n point in direction (-90)\n change x by (-8)\n set [brightness v] effect to (Laser Sync)\n end\n forever\n repeat (27)\n point in direction (-90)\n change x by (-8)\n set [brightness v] effect to (Laser Sync)\n end\n change x by (186)\n end\nend\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [delete bullet v]\n\nbroadcast (Delete Bullet v)\n\ngo to [front v] layer\n\nnext costume\n\n\n\nwhen flag clicked\n\nwhen I start as a clone\nset [brightness v] effect to (0)\n\ndelete this clone\n\n@Player Explode\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nhide\n\nwhen I receive [player explode v]\ngo to (player v)\nrepeat (3)\n start sound [boom5 v]\n point in direction (0)\n create clone of (_myself_ v)\n point in direction (45)\n create clone of (_myself_ v)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (135)\n create clone of (_myself_ v)\n point in direction (180)\n create clone of (_myself_ v)\n point in direction (-135)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n point in direction (-45)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nwait (4) seconds\nbroadcast (Player Died v)\nwait (0.5) seconds\nbroadcast (Level Text v)\n\nwhen I start as a clone\nshow\nrepeat (2)\n move (8) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (8) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.01) seconds\n next costume\nend\n\n@missile\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (closed v)\nshow\nrepeat (1)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Star Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [star flash v]\n\nwhen I start as a clone\nset y to ([y position v] of [player collsion v])\nshow\nforever\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (1)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (2)\n end\n end\n repeat (3)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (3)\n end\n end\n repeat (4)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (6)\n end\n end\n repeat (3)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (3)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (2)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (1)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-1)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-2)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-3)\n end\n end\n repeat (1)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-8)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-6)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-3)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-2)\n end\n end\n repeat (2)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (middle v)\nrepeat (10)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n move (4) steps\n end\nend\nrepeat until <touching (_edge_ v)?>\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n move (4) steps\n end\nend\nrepeat (4)\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n move (4) steps\n end\nend\ndelete this clone\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-3]> then\n set x to (250)\n point in direction (-90)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-3]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-3]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-3]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-3]>>\n end\n end\n end\n end\n if <([costume name v] of [ground v]) = [3-4]> then\n set x to (250)\n point in direction (-90)\n wait (0) seconds\n if <([costume name v] of [ground v]) = [3-4]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-4]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-4]> then\n create clone of (_myself_ v)\n wait until <([y position v] of [player v]) > [20]>\n if <([costume name v] of [ground v]) = [3-4]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-4]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-4]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-4]>>\n end\n end\n end\n end\n end\n end\n end\n if <([costume name v] of [ground v]) = [3-5]> then\n set x to (250)\n point in direction (-90)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-5]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-5]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-5]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-5]>>\n end\n end\n end\n end\n if <([costume name v] of [ground v]) = [3-8]> then\n set x to (250)\n point in direction (-90)\n wait (0.4) seconds\n if <([costume name v] of [ground v]) = [3-8]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-8]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-8]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-8]>>\n end\n end\n end\n end\n if <([costume name v] of [ground v]) = [3-15]> then\n wait until <([y position v] of [player v]) > [50]>\n set x to (-250)\n point in direction (90)\n wait (0.1) seconds\n if <([costume name v] of [ground v]) = [3-15]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-15]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-15]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-15]>>\n end\n end\n end\n end\n if <([costume name v] of [ground v]) = [3-16]> then\n wait until <([x position v] of [player v]) > [-20]>\n set x to (-250)\n point in direction (90)\n wait (0.5) seconds\n if <([costume name v] of [ground v]) = [3-16]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-16]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-16]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-16]>>\n end\n end\n end\n end\n if <([costume name v] of [ground v]) = [3-19]> then\n wait until <([y position v] of [player v]) > [50]>\n set x to (-250)\n point in direction (90)\n wait (0.5) seconds\n if <([costume name v] of [ground v]) = [3-19]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-19]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n if <([costume name v] of [ground v]) = [3-19]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-19]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n wait (0.01) seconds\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n switch costume to (middle v)\n end\n wait (0.01) seconds\n if <<(costume [name v]) = [middle]> or <(costume [name v]) = [middle2]>> then\n switch costume to (middle2 v)\n end\nend\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\nend\nif <not <(costume [number v]) > [1]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\n@Arrow\n\nwhen I receive [player died v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [player start v]\nset [ghost v] effect to (100)\nforever\n hide\n if <([costume name v] of [ground v]) = [1-1]> then\n switch costume to (1-1 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-8]> then\n switch costume to (1-8 v)\n show\n end\n if <([costume name v] of [ground v]) = [1-12]> then\n switch costume to (1-12 v)\n show\n end\nend\n\nwhen I receive [player start v]\ngo to x: (0) y: (0)\nforever\n if <([costume name v] of [ground v]) = [1-1]> then\n repeat (3)\n change x by (1)\n end\n repeat (2)\n change x by (2)\n end\n repeat (3)\n change x by (1)\n end\n repeat (3)\n change x by (-1)\n end\n repeat (2)\n change x by (-2)\n end\n repeat (3)\n change x by (-1)\n end\n end\n if <<([costume name v] of [ground v]) = [1-8]> or <([costume name v] of [ground v]) = [1-12]>> then\n repeat (3)\n change y by (1)\n end\n repeat (2)\n change y by (2)\n end\n repeat (3)\n change y by (1)\n end\n repeat (3)\n change y by (-1)\n end\n repeat (2)\n change y by (-2)\n end\n repeat (3)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [right v]\nset [ghost v] effect to (100)\nwait (0.5) seconds\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [player start v]\nwait (0.5) seconds\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Stomp-Eye\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (14)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Stomp Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Delete Bullet v)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [stomp flash v]\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-11]> then\n go to x: (-120) y: (-111)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-11]>>\n end\n if <([costume name v] of [ground v]) = [3-13]> then\n go to x: (120) y: (-111)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-13]>>\n end\n if <([costume name v] of [ground v]) = [3-17]> then\n go to x: (170) y: (-111)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-17]>>\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset rotation style [don't rotate v]\nshow\nforever\n wait (0) seconds\n if <(G or A Stomp-Eye) = [G]> then\n if <not <(costume [number v]) > [3]>> then\n switch costume to (3 v)\n end\n wait (0.4) seconds\n if <not <(costume [number v]) > [3]>> then\n switch costume to (2 v)\n end\n else\n repeat until <touching (_edge_ v)?>\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (-8)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (5)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (-8)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n delete this clone\n end\n if <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat (6)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (8)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (4)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (4)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (2)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (1)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (-1)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (2)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (-2)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (4)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (-4)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n repeat (6)\n if <not <(costume [number v]) > [3]>> then\n move (3) steps\n change y by (-8)\n if <touching (ground v)?> then\n turn right (180) degrees\n end\n end\n end\n if <(G or A Stomp-Eye) = [G]> then\n if <not <(costume [number v]) > [3]>> then\n switch costume to (3 v)\n start sound [Thwomp v]\n if <not <(costume [number v]) > [3]>> then\n broadcast (Stomp-Eye Bullet v)\n set [stomp-eye x v] to (x position)\n set [stomp-eye y v] to (y position)\n end\n end\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (3 v)\nforever\n if <touching (ground v)?> then\n set [g or a stomp-eye v] to [G]\n else\n set [g or a stomp-eye v] to [A]\n end\nend\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\nend\nif <not <(costume [number v]) > [1]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\n@Stomp-Eye bullet\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [stomp-eye bullet v]\nif <(costume [name v]) = [Control]> then\n set x to (Stomp-Eye X)\n set y to (Stomp-Eye Y)\n change y by (15)\n change x by (-20)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (40)\n point in direction (90)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nstart sound [Fire Ball v]\nswitch costume to (1 v)\nshow\nrepeat until <touching (_edge_ v)?>\n move (9) steps\nend\ndelete this clone\n\nchange y by (20)\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\n@HP Pickup\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-13]> then\n go to x: (133) y: (-120)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-13]>>\n end\n if <([costume name v] of [ground v]) = [1-18.7]> then\n go to x: (-120) y: (48)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18.7]>>\n end\n if <([costume name v] of [ground v]) = [3-11]> then\n go to x: (-95) y: (48)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-11]>>\n end\n if <([costume name v] of [ground v]) = [3-19]> then\n go to x: (-119) y: (48)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-19]>>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\nend\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nclear graphic effects\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Contra SFX \(29\) v]\n broadcast (Hp up v)\n delete this clone\n end\nend\n\n@Bullet Particle\n\nwhen I receive [bullet particle v]\nif <(costume [name v]) = [Control]> then\n set x to (Bullet X)\n set y to (Bullet Y)\n point in direction (pick random (-180) to (180))\n repeat (pick random (2) to (3))\n turn right (135) degrees\n create clone of (_myself_ v)\n end\n switch costume to (control v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nrepeat (2)\n move (4) steps\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-1)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-3)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-6)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-8)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (bullet deleter v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset size to (800) %\nrepeat (999)\n change size by (-30)\nend\n\n@Chomper Spore\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [chomper v]\nif <(costume [name v]) = [Control]> then\n set x to (Chomper X)\n set y to (Chomper Y)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\nset rotation style [left-right v]\n\nwhen I start as a clone\nshow\nrepeat (6)\n change y by (8)\nend\nrepeat (4)\n change y by (4)\nend\nrepeat (2)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (4)\n change y by (-4)\nend\nrepeat until <<touching (ground v)?> or <<touching (bullet deleter v)?> or <touching (jump through platform v)?>>>\n change y by (-8)\nend\nstart sound [bomb_explode v]\nset [brightness v] effect to (100)\nswitch costume to (explode1 v)\nwait (0.05) seconds\nswitch costume to (explode2 v)\nwait (0.05) seconds\nswitch costume to (explode3 v)\nwait (0.05) seconds\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n if <(costume [name v]) = [Costume1]> then\n move (3) steps\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\n@Boss Explsosion\n\nwhen I receive [boss explode v]\nif << ([costume name v] of [ground v]) contains [1-]?> or < ([costume name v] of [ground v]) contains [3-24]?>> then\n if <(costume [name v]) = [Control]> then\n repeat (5)\n start sound [boom5 v]\n set x to (Boss 1 X)\n set y to (Boss 1 Y)\n point in direction (0)\n create clone of (_myself_ v)\n point in direction (45)\n create clone of (_myself_ v)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (135)\n create clone of (_myself_ v)\n point in direction (180)\n create clone of (_myself_ v)\n point in direction (-135)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n point in direction (-45)\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nrepeat (4)\n move (8) steps\nend\nrepeat (4)\n move (4) steps\nend\nrepeat (2)\n move (2) steps\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [boss explode v]\nif <<([costume name v] of [ground v]) = [3-9]> or <([costume name v] of [ground v]) = [3-21.6]>> then\n if <(costume [name v]) = [Control]> then\n repeat (3)\n start sound [boom5 v]\n set x to (Tank X)\n set y to (-84)\n point in direction (0)\n create clone of (_myself_ v)\n point in direction (45)\n create clone of (_myself_ v)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (135)\n create clone of (_myself_ v)\n point in direction (180)\n create clone of (_myself_ v)\n point in direction (-135)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n point in direction (-45)\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n end\nend\n\n@Tank\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (39)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Stomp Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nset [brightness v] effect to (100)\nswitch costume to (explode1 v)\ngo to [front v] layer\nbroadcast (Boss Explode v)\ndelete this clone\n\nwhen I receive [stomp flash v]\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-9]> then\n go to x: (120) y: (-84)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-9]>>\n end\n if <([costume name v] of [ground v]) = [3-21.6]> then\n go to x: (120) y: (-84)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-21.6]>>\n end\nend\n\nwhen I start as a clone\nset [tankanimation v] to [0]\nshow\nswitch costume to (1 v)\nwait (1) seconds\nforever\n wait (0.1) seconds\n start sound [sfxStrikeManBounce v]\n switch costume to (shoot1 v)\n wait (0.1) seconds\n switch costume to (shoot2 v)\n wait (0.1) seconds\n switch costume to (shoot3 v)\n wait (0.1) seconds\n broadcast (Tank Laser v)\n wait (1) seconds\n broadcast (Tank Laser v)\n wait (1) seconds\n start sound [sfxStrikeManBounce2 v]\n wait (0.05) seconds\n switch costume to (shoot2 v)\n wait (0.05) seconds\n switch costume to (shoot1 v)\n wait (0.05) seconds\n set [tankanimation v] to [L]\n repeat (30)\n change x by (-3)\n end\n set [tankanimation v] to [0]\n set [tankanimation v] to [0]\n wait (0.01) seconds\n switch costume to (throw v)\n wait (0.2) seconds\n switch costume to (throw v)\n broadcast (Tank Bomb v)\n wait (0.3) seconds\n broadcast (Tank Bomb v)\n wait (0.3) seconds\n broadcast (Tank Bomb v)\n wait (0.3) seconds\n set [tankanimation v] to [R]\n repeat (30)\n change x by (3)\n end\n set [tankanimation v] to [0]\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TankAnimation) = [L]> then\n switch costume to (1 v)\n wait (0.06) seconds\n switch costume to (2 v)\n wait (0.06) seconds\n switch costume to (3 v)\n wait (0.06) seconds\n end\n if <(TankAnimation) = [R]> then\n switch costume to (3 v)\n wait (0.06) seconds\n switch costume to (2 v)\n wait (0.06) seconds\n switch costume to (1 v)\n wait (0.06) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [tank x v] to (x position)\nend\n\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\nend\nif <not <(costume [number v]) > [1]>> then\n repeat until <touching (bullet v)?>\n clear graphic effects\n end\nend\n\nset [enemy i-frame v] to [0.01]\n\n@Tank Bullet\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [tank laser v]\ngo to x: (Tank X) y: (-84)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nrepeat (2)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (1 v)\n wait (0.06) seconds\n switch costume to (2 v)\n wait (0.06) seconds\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\nstart sound [Fire Ball v]\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\ndelete this clone\n\n@Tank Bomb\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <not <(costume [number v]) > [5]>> then\n switch costume to (1 v)\n end\n wait (0.05) seconds\n if <not <(costume [number v]) > [5]>> then\n switch costume to (2 v)\n end\n wait (0.05) seconds\n if <not <(costume [number v]) > [5]>> then\n switch costume to (3 v)\n end\n wait (0.05) seconds\n if <not <(costume [number v]) > [5]>> then\n switch costume to (4 v)\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [tank bomb v]\nif <(costume [name v]) = [Control]> then\n set x to (Tank X)\n change x by (10)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nrepeat (3)\n\nwhen I start as a clone\nstart sound [sfxStrikeManBounce v]\nrepeat (4)\n change y by (12)\nend\nrepeat (8)\n change y by (8)\nend\nrepeat (4)\n change y by (4)\nend\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (4)\n change y by (-4)\nend\nrepeat (8)\n change y by (-8)\nend\nrepeat until <touching (ground v)?>\n change y by (-12)\nend\n\nwhen I start as a clone\nrepeat until <touching (ground v)?>\n change x by (-6)\nend\nstart sound [bomb_explode v]\nset [brightness v] effect to (100)\nswitch costume to (explode1 v)\nwait (0.05) seconds\nswitch costume to (explode2 v)\nwait (0.05) seconds\nswitch costume to (explode3 v)\nwait (0.05) seconds\ndelete this clone\n\n@Mini-Boss Wall\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\ngo to (ground v)\n\nwhen I receive [level start v]\nhide\nswitch costume to (13 v)\nforever\n if <<([costume name v] of [ground v]) = [3-9]> or <([costume name v] of [ground v]) = [3-21.6]>> then\n show\n switch costume to (13 v)\n wait until <not <<([costume name v] of [ground v]) = [3-9]> or <([costume name v] of [ground v]) = [3-21.6]>>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss explode v]\nif <<([costume name v] of [ground v]) = [3-9]> or <([costume name v] of [ground v]) = [3-21.6]>> then\n wait (0.8) seconds\n show\n switch costume to (13 v)\n repeat (13)\n wait (0.02) seconds\n next costume\n start sound [alchemycoin_bounce v]\n end\nend\n\nwhen I receive [right v]\nhide\n\n@Propellor\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat (3)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Enemy Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nforever\n if <not <(costume [number v]) > [2]>> then\n switch costume to (1 v)\n end\n wait (0.01) seconds\n if <not <(costume [number v]) > [2]>> then\n switch costume to (2 v)\n end\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nforever\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (2)\n end\n repeat (6)\n change y by (3)\n end\n repeat (2)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n set [propellor x v] to (x position)\n set [propellor y v] to (y position)\n broadcast (Propellor Bullet v)\n wait (0.05) seconds\n repeat (2)\n change y by (-1)\n end\n repeat (2)\n change y by (-2)\n end\n repeat (6)\n change y by (-3)\n end\n repeat (2)\n change y by (-2)\n end\n repeat (2)\n change y by (-1)\n end\n wait (0.05) seconds\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-14]> then\n go to x: (0) y: (50)\n create clone of (_myself_ v)\n wait (0.01) seconds\n go to x: (150) y: (-50)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-14]>>\n end\n if <([costume name v] of [ground v]) = [3-12]> then\n go to x: (-150) y: (0)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-12]>>\n end\n if <([costume name v] of [ground v]) = [3-15]> then\n go to x: (120) y: (-50)\n create clone of (_myself_ v)\n wait (0.01) seconds\n go to x: (0) y: (80)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-15]>>\n end\n if <([costume name v] of [ground v]) = [3-16]> then\n go to x: (100) y: (0)\n create clone of (_myself_ v)\n wait (0.01) seconds\n go to x: (180) y: (-80)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-16]>>\n end\n if <([costume name v] of [ground v]) = [3-17]> then\n go to x: (0) y: (60)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-17]>>\n end\n if <([costume name v] of [ground v]) = [3-18]> then\n go to x: (90) y: (0)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-18]>>\n end\n if <([costume name v] of [ground v]) = [3-20]> then\n go to x: (0) y: (60)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-20]>>\n end\n if <([costume name v] of [ground v]) = [3-21.3]> then\n go to x: (-150) y: (-40)\n create clone of (_myself_ v)\n wait (0.01) seconds\n go to x: (-150) y: (60)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-21.3]>>\n end\n if <([costume name v] of [ground v]) = [3-21]> then\n go to x: (0) y: (60)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-21]>>\n end\n if <([costume name v] of [ground v]) = [3-19]> then\n go to x: (180) y: (20)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-19]>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n wait (pick random (0.1) to (2)) seconds\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n end\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n end\nend\n\n@Bullet Particle2\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nrepeat (2)\n move (4) steps\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-1)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-3)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-6)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-8)\nend\nrepeat (2)\n change [ghost v] effect by (0)\n move (4) steps\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I start as a clone\nwait (0.1) seconds\nforever\n if <touching (bullet deleter v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset size to (800) %\nrepeat (999)\n change size by (-30)\nend\n\nwhen I receive [enemy explode v]\nif <(costume [name v]) = [Control]> then\n set x to (Enemy X)\n set y to (Enemy Y)\n point in direction (45)\n repeat (4)\n turn right (90) degrees\n create clone of (_myself_ v)\n end\n switch costume to (control v)\nend\n\n@Propellor bullet\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [propellor bullet v]\nif <(costume [name v]) = [Control]> then\n set x to (Propellor X)\n set y to (Propellor Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\npoint towards (player collsion v)\nstart sound [Fire Ball v]\nrepeat until <touching (bullet deleter v)?>\n move (7) steps\nend\nmove (7) steps\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [left v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nset x to (36)\nset y to (28)\n\n@Boss 2\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nwait (2) seconds\nif <([costume name v] of [ground v]) = [3-24]> then\n forever\n play sound [4-20 - Wily Battle \(Mega Man 10\) v] until done\n end\nend\n\nwhen I start as a clone\nset volume to (100) %\nswitch costume to (costume1 v)\nrepeat (89)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Boss 1 Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstop [other scripts in sprite v]\nstop all sounds\nclear graphic effects\nbroadcast (Stop Player v)\nhide\nstart sound [sfxStrikeManBounce v]\nbroadcast (Boss Explode v)\nset [boss 1 x v] to (x position)\nset [boss 1 y v] to (y position)\nwait (3) seconds\nbroadcast (Level Beat v)\ndelete this clone\n\nwhen I start as a clone\nif <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nhide\nswitch costume to (upside down v)\npoint in direction (-90)\nwait (1) seconds\ngo to x: (180) y: (999)\nshow\nrepeat (5)\n change y by (-5)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (11)\n change y by (-15)\nend\nchange y by (-7)\nstart sound [Thwomp v]\nrepeat (6)\n change y by (6)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (2)\n change y by (1)\nend\nswitch costume to (out v)\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (6)\n change y by (-6)\nend\nstart sound [Thwomp v]\nforever\n repeat (pick random (2) to (3))\n if <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (transition v)\n wait (0.2) seconds\n switch costume to (out v)\n repeat (8)\n change y by (10)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (6)\n change y by (6)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (3)\n change y by (3)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (2)\n change y by (1)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (2)\n change y by (-1)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (3)\n change y by (-3)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (6)\n change y by (-6)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (8)\n change y by (-10)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n switch costume to (in v)\n start sound [Thwomp v]\n repeat (3)\n move (5) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\n end\n repeat (4)\n move (3) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (3) steps\n end\n end\n repeat (2)\n move (2) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (2) steps\n end\n end\n repeat (2)\n move (1) steps\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (1) steps\n end\n end\n end\n repeat (1)\n switch costume to (transition v)\n wait (0.2) seconds\n switch costume to (out v)\n end\n repeat (3)\n change y by (6)\n end\n repeat (2)\n change y by (3)\n end\n repeat (2)\n change y by (1)\n end\n switch costume to (upside down v)\n repeat (2)\n change y by (-1)\n end\n repeat (2)\n change y by (-3)\n end\n repeat (4)\n change y by (-6)\n end\n repeat (8)\n change y by (-12)\n end\n repeat until <touching (_edge_ v)?>\n change y by (-16)\n end\n change y by (-16)\n if <([x position v] of [player collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n hide\n switch costume to (upside down v)\n point in direction (-90)\n go to x: (pick random (-130) to (130)) y: (999)\n show\n repeat (5)\n change y by (-5)\n end\n repeat (10)\n change y by (-10)\n end\n repeat (11)\n change y by (-15)\n end\n change y by (-7)\n set [boss 1 x v] to (x position)\n set [boss 1 y v] to (y position)\n broadcast (Spawn Shells v)\n start sound [Thwomp v]\n repeat (6)\n change y by (6)\n end\n repeat (2)\n change y by (3)\n end\n repeat (2)\n change y by (1)\n end\n switch costume to (out v)\n repeat (2)\n change y by (-1)\n end\n repeat (2)\n change y by (-3)\n end\n repeat (6)\n change y by (-6)\n end\n start sound [Thwomp v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [3-24]> then\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [3-24]>>\n end\nend\n\nrepeat (6)\n change y by (10)\nend\n\nswitch costume to (transition v)\n\n@Shell Head Egg\n\nwhen I receive [spawn shells v]\ngo to (boss 2 v)\nif <(costume [name v]) = [Control]> then\n point in direction (90)\n create clone of (_myself_ v)\n wait (0.01) seconds\n point in direction (-90)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n switch costume to (1 v)\n wait (0.04) seconds\n switch costume to (2 v)\n wait (0.04) seconds\n switch costume to (3 v)\n wait (0.04) seconds\n switch costume to (4 v)\n wait (0.04) seconds\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\nset x to (Boss 1 X)\nset y to (Boss 1 Y)\nchange y by (15)\nshow\nrepeat (4)\n move (5) steps\n change y by (12)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nrepeat (8)\n move (5) steps\n change y by (8)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nrepeat (4)\n move (5) steps\n change y by (4)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nrepeat (2)\n move (5) steps\n change y by (2)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nchange y by (1)\nwait (0) seconds\nchange y by (-1)\nrepeat (2)\n move (5) steps\n change y by (-2)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nrepeat (4)\n move (5) steps\n change y by (-4)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nrepeat (8)\n move (5) steps\n change y by (-8)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nrepeat (8)\n move (5) steps\n change y by (-12)\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n move (5) steps\n end\nend\nchange y by (0)\nset [shell egg x v] to (x position)\nset [shell egg y v] to (y position)\nbroadcast (Create Shell Head v)\ndelete this clone\n\nwhen I receive [boss explode v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nmove (5) steps\n\n@Title Star\n\nwhen flag clicked\nhide\n\nwhen I receive [stars v]\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat (4)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen I receive [level text v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@water\n\nwhen I receive [level start v]\nclear graphic effects\n\nwhen I receive [player died v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n hide\n if <([costume name v] of [ground v]) = [4-2]> then\n show\n end\n if <([costume name v] of [ground v]) = [4-3]> then\n show\n end\n if <([costume name v] of [ground v]) = [4-4]> then\n show\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n show\n end\nend\n\nwhen I receive [level start v]\ngo to x: (0) y: (-20)\nclear graphic effects\nforever\n repeat (5)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (-1)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [level start v]\nforever\n next costume\n wait (0.4) seconds\nend\n\nwhen I receive [player start v]\ngo to [back v] layer\n\nwhen I receive [level start v]\nclear graphic effects\n\nforever\n repeat (20)\n change [brightness v] effect by (5)\n end\n repeat (20)\n change [brightness v] effect by (-5)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@fishman\n\nwhen I start as a clone\nshow\nrepeat (5)\n wait until <touching (bullet v)?>\n broadcast (Enlarge Bullet v)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Delete Bullet v)\n broadcast (Enemy Flash v)\n wait (Enemy I-Frame) seconds\nend\nwait until <touching (bullet v)?>\nstart sound [bomb_explode v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Enemy Explode v)\ndelete this clone\n\nwhen I receive [enemy flash v]\nif <touching (bullet v)?> then\n set [brightness v] effect to (100)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [4-2]> then\n wait (0.1) seconds\n point in direction (-90)\n go to x: (150) y: (-300)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [4-2]>>\n end\n if <([costume name v] of [ground v]) = [4-3]> then\n wait (0.1) seconds\n wait until <([x position v] of [player v]) > [0]>\n point in direction (-90)\n go to x: (200) y: (-300)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-200) y: (-300)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [4-3]>>\n end\n if <([costume name v] of [ground v]) = [4-4]> then\n wait (0.1) seconds\n wait until <([x position v] of [player v]) > [0]>\n point in direction (90)\n go to x: (-180) y: (-300)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [4-4]>>\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.4) seconds\n point in direction (-90)\n go to x: (170) y: (-300)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [4-6]>>\n end\nend\n\nwhen I start as a clone\nstart sound [sfxStrikeManBounce v]\nswitch costume to (walk 2 v)\nshow\nrepeat (4)\n change y by (24)\nend\nrepeat (4)\n change y by (16)\nend\nrepeat (3)\n change y by (8)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (1)\n change y by (-2)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (3)\n change y by (-8)\nend\nrepeat until <touching (ground v)?>\n change y by (-16)\nend\nswitch costume to (idle v)\nchange y by (7)\nwait (0.1) seconds\nforever\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n wait (0.3) seconds\n repeat until <not <(x position) > ([x position v] of [player v])>>\n move (6) steps\n end\n repeat (6)\n move (6) steps\n end\n repeat (5)\n move (3) steps\n end\n repeat (4)\n move (1) steps\n end\n else\n point in direction (90)\n wait (0.3) seconds\n repeat until <(x position) > ([x position v] of [player v])>\n move (6) steps\n end\n repeat (6)\n move (6) steps\n end\n repeat (5)\n move (3) steps\n end\n repeat (4)\n move (1) steps\n end\n end\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nforever\n switch costume to (walk 1 v)\n wait (0.1) seconds\n switch costume to (walk 2 v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nwait (0.6) seconds\nforever\n if <<touching (_edge_ v)?> or <touching (fishman v)?>> then\n turn left (180) degrees\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [up v]\ndelete this clone\n\nwhen I receive [down v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\n@BG BULLET\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <not <touching (bg v)?>> then\n hide\n end\nend\n\nwhen I receive [up v]\nhide\ndelete this clone\n\nwhen I receive [right v]\nhide\ndelete this clone\n\nwhen I receive [down v]\nhide\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [level start v]\nwait (0.5) seconds\nforever\n hide\n if <([costume name v] of [ground v]) = [4-5]> then\n go to x: (144) y: (57)\n repeat until <not <([costume name v] of [ground v]) = [4-5]>>\n if <([costume name v] of [ground v]) = [4-5]> then\n wait (0.5) seconds\n show\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n go to x: (144) y: (57)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n switch costume to (costume3 v)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n switch costume to (costume2 v)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n create clone of (_myself_ v)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n wait (0.5) seconds\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n go to x: (24) y: (105)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n switch costume to (costume3 v)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n switch costume to (costume2 v)\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-5]> then\n create clone of (_myself_ v)\n end\n end\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n go to x: (-48) y: (57)\n repeat until <not <([costume name v] of [ground v]) = [4-6]>>\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.5) seconds\n show\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n go to x: (-48) y: (57)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n switch costume to (costume3 v)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n switch costume to (costume2 v)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n create clone of (_myself_ v)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.5) seconds\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n go to x: (96) y: (57)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n switch costume to (costume3 v)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n switch costume to (costume2 v)\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n wait (0.05) seconds\n end\n if <([costume name v] of [ground v]) = [4-6]> then\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nwait (0.2) seconds\nstart sound [Fire Ball v]\npoint towards (player v)\nrepeat until <touching (bullet deleter v)?>\n move (8) steps\nend\ndelete this clone\n\n
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- - - - - - - - - - HOW TO PLAY / CONTROLS - - - - - - - - - - \nWASD - Move\nW / Space - Jump\nAim - Mouse Cursor (You will need a mouse!)\nShoot - Left Mouse Button (HOLD BUTTON DOWN)\n- - - - - - - - - - - - - - - - - - STORY - - - - - - - - - - - - - - - - - - -\nAtari Adventures is a retro Atari style platformer inspired by games like Mega Man and Contra. After the Hunters all but wiped out the human race, it is up to you to travel across space and conquer various planets in order to return peace to the galaxy. Think you've got what it takes? This game is not for the faint of heart!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nLevel 1 and 2 are complete.
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Platformer 1#
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@Stage\n\nwhen I receive [next level v]\nswitch backdrop to (level 2 v)\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (level 3 v)\n\nwhen backdrop switches to [win v]\nswitch backdrop to (win v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-195) y: (-31)\nhide\n\nwhen I receive [next level v]\nerase all\ngo to x: (-192) y: (-33)\nforever\n if <(x position) = [190]> then\n broadcast (level 3 v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-46)\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (-202) y: (-45)\nforever\n if <touching (spike v)?> then\n go to x: (-202) y: (-45)\n end\n if <touching (bird v)?> then\n go to x: (-202) y: (-45)\n end\n if <touching color (#ff0000)?> then\n go to x: (-202) y: (-45)\n end\n if <<(x position) = [-56]> or <(x position) < [-56]>> then\n switch backdrop to (win v)\n end\nend\n\nwhen backdrop switches to [win v]\nplay sound [Win v] until done\n\nwhen I receive [start! v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-195) y: (-31)\nforever\n if <(x position) = [197]> then\n broadcast (Next Level v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n move (-5) steps\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n move (5) steps\n end\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [level 3 v]\ngo to x: (-18) y: (60)\nshow\n\nwhen backdrop switches to [win v]\nhide\n\n@Bird\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [level 3 v]\nshow\n\nwhen backdrop switches to [win v]\nhide\n\n@Start\n\nwhen I receive [start! v]\ngo to [back v] layer\nhide\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (Timer)\n\ngo to [front v] layer\nshow\n\n@Play\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-6) y: (-120)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (START! v)\n\n@Easter Egg\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [start! v]\nhide\n\n@Earth\n\nwhen flag clicked\nset [timer v] to (timer)\ngo to [back v] layer\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\n\nwhen I receive [start! v]\ngo to [back v] layer\nhide\n\nwhen [timer v] > (Timer)\nhide\n\n@Snow2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-233) to (233)) y: (180)\nglide (pick random (0.5) to (2)) secs to x: (x position) y: (-177)\ndelete this clone\n\nwhen I receive [start! v]\nshow\nrepeat until <not <(backdrop [number v]) = [4]>>\n create clone of (_myself_ v)\nend\n\n@Snow3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-233) to (233)) y: (180)\nglide (pick random (0.5) to (2)) secs to x: (x position) y: (-177)\ndelete this clone\n\nwhen I receive [start! v]\nshow\nrepeat until \n create clone of (_myself_ v)\nend\n\n@Cloud\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\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))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList [0]\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ Online) = [0]> then\n switch costume to (new v)\n else\n switch costume to (alone v)\n end\n end\n show\nend\ngo to [front v] layer\nif <(☁ Online) < [0]> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\nwhen flag clicked\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [username]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\nend\nif <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\nend\nset [#playersonline v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd ((round ((Player X) * (10))) / (10)) to [#playerlist v]\nadd ((round ((Player Y) * (10))) / (10)) to [#playerlist v]\nadd (@ID) to [#playerlist v]\n\nset [&maxelements v] to [5]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (player v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\n
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Use arrow keys or W A S D keys. Get to the end of every level to win. This is my first Platformer. Please leave a Heart and star. No advertising unless you followed me. Lets make this hit 60 Hearts and Stars. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThere is a Easter Egg #BUT #I #AM #NOT #TELLING #YOU #IT #THOUGH
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WIP Escapeformer--A Platformer/Escape game remix
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@Stage\n\nwhen backdrop switches to [sunny day reg v]\nbroadcast (LavaHide v)\n\nwhen backdrop switches to [sunny day lvl4 v]\nbroadcast (ShowLava v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (sunny day reg v)\n\nwhen backdrop switches to [sunny daylvl2 v]\nbroadcast (ChangeLavaLVL2 v)\n\nwhen backdrop switches to [backdrop1 v]\nbroadcast (Chlava4 v)\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (LavaHide v)\n\nwhen backdrop switches to [end v]\nbroadcast (message1 v)\nstop [all v]\n\nwhen backdrop switches to [lvl5 v]\nbroadcast (Lvl5 v)\n\nwhen backdrop switches to [lvl6 v]\nbroadcast (LVL6 v)\n\nwhen backdrop switches to [jail! v]\nbroadcast (EscapeStart v)\n\nwhen backdrop switches to [backdrop3 v]\nerase all\n\n@Ground\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\nshow\n\nwhen I receive [lvl6 v]\nhide\n\n@Sprite1\n\ndefine Touch Ground\nrepeat until <not <<touching (ground v)?> or <touching color (#995900)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\n if <key (right arrow v) pressed?> then\n change x by (4)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (death v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-233) y: (-140)\n\nwhen I receive [next level v]\ngo to x: (-161) y: (-15)\n\ngo to [front v] layer\n\nwhen I receive [chlava4 v]\nthink [Woah... Why is there so much lava?] for (2) seconds\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [changelavalvl2 v]\nsay [I can climb trees. Stick to a trunk and see!] for (3) seconds\n\nwhen flag clicked\nset [speed y v] to [0]\nbroadcast (start1 v)\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n set [speed y v] to [0]\n change y by (1)\n end\n forever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground\n end\nend\n\nwhen I receive [start1 v]\nhide\ngo to x: (-233) y: (-140)\nshow\nrepeat until <(Finished) = [1]>\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [20]\n end\n end\n change y by (1)\n if <(x position) = [298]> then\n broadcast (next level v)\n end\n if <<touching (lava v)?> or <touching color (#cc0000)?>> then\n broadcast (death v)\n end\n if <touching (fell v)?> then\n broadcast (death v)\n end\nend\n\n@Lava\n\nwhen I receive [showlava v]\nswitch costume to (lvl4 v)\ngo to x: (5) y: (-24)\nshow\n\nwhen I receive [lavahide v]\nhide\n\nwhen I receive [changelavalvl2 v]\ngo to x: (58) y: (17)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [chlava4 v]\ngo to x: (106) y: (-51)\nswitch costume to (costume2 v)\nshow\n\ngo to x: (96) y: (11)\n\ngo to x: (99) y: (-7)\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\n\nwhen I receive [escapestart v]\nhide\n\nwhen I receive [lvl5 v]\nswitch costume to (costume3 v)\ngo to x: (67) y: (-25)\nshow\n\n@Sprite2\n\ngo to x: (-435) y: (68)\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\nforever\n go to x: (342) y: (68)\n glide (8) secs to x: (-435) y: (68)\nend\n\nwhen I receive [chlava4 v]\nhide\n\n@Sprite3\n\n@Sprite4\n\nwhen flag clicked\nhide\nset pen color to (#666666)\nset pen size to (50)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n pen down\n else\n pen up\n end\nend\n\nwhen I receive [escapestart v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n say [I draw gray. Use me to color the door gray to escape!] for (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n say []\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [message1 v]\nhide\nerase all\n\nwhen [c v] key pressed\nerase all\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n
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READ ALL INSTRUCTIONS, PLEASE. Thanks! <3\n\nHalf the game is a platformer game, half is an escape game.\n+++++++++++++++++++++++++++++++++++++++++++++++++++\nRules For Platformer:\n--> right\n<-- left\nUp key to jump.\n===================================================\nRules for Escape Game: \nTry to click and find different objects that will make the door open and let you free. Oh, I forgot... You are stuck in a room. Mwahahahhaha! >:)
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Shadow! Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@Sprite11\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (60) to (0)) %\nset [ghost v] effect to (pick random (65) to (112))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (6) to (1)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Intro(2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nclear graphic effects\nhide\n\nwhen I receive [swoosh v]\nshow\nstart sound [Whoosh sound effect v]\nrepeat until <(costume [number v]) = [17]>\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n@Bounce Pad\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [9]> then\n go to x: (-147) y: (-142)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [16]> then\n go to x: (-128) y: (-134)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [5]> then\n go to x: (-126) y: (-106)\n show\n else\n hide\n end\nend\n\n@Spikes\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv2 v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv2 v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n move (10) steps\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n move (-10) steps\n end\nend\n\n@intro(1)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nwait (.5) seconds\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [jiggle v] to [0]\nwait (1) seconds\nrepeat (125)\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (25))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\npoint in direction (90)\nbroadcast (swoosh v)\nhide\n\nwhen flag clicked\nstart sound [Mxr v]\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n play sound [level2 v] until done\nend\n\n
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Welcome to Shadow Mobile Platformer. Good Luck On Your Journey!\nAnd If you Do Enjoy Then be Sure to ❤ and ⭐
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Sun platformer 太陽のプラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [start! v]\nswitch backdrop to (背景2 v)\n\nforever\n play sound (pick random (1) to (5)) until done\nend\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\ngo to [front v] layer\nshow\ngo to x: (22) y: (24)\nset size to (100) %\nset [sun size v] to [100]\n\n change size by ([sin v] of (sun size) )\n change [sun size v] by (7)\nend\n\nwhen I receive [start! v]\nrepeat until <(音) = [停止]>\n set volume to (30) %\n play sound [Nebula \(1\) クレジット -xaf-様 v] until done\nend\n\nwhen flag clicked\nset [音 v] to [再生]\nforever\n if <(音) = [停止]> then\n set volume to (0) %\n end\nend\n\nset [☁ 世界記録 v] to [39.4]\n\n@start\n\nwhen flag clicked\nbroadcast (start! v)\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\ndefine 左右\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 v] by (1.75)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-1.75)\nend\nset [x v] to ((x) * (0.85123))\nchange x by (x)\n\ndefine ジャンプ\nchange y by (-1)\nif <<touching (水 v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [2]\nend\nif < and <<not <touching (水 v)?>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n start sound [Jump v]\n set [y v] to [16]\nend\nchange y by (1)\n\ndefine 重力\nif then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n if <(x) > [0]> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nif <touching (水 v)?> then\n change [y v] by (-0.1)\nelse\n change [y v] by (-1)\nend\nchange y by (y)\nif then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\n\ndefine 次\nif <touching (次への扉 v)?> then\n hide\n broadcast (NEXT v)\n set [y v] to [0]\n set [x v] to [0]\nend\n\ndefine 初期位置\nshow\nset [ghost v] effect to (0)\ngo to x: (-198) y: (101)\n\ndefine しゃがむ\nif <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> then\n switch costume to (コスチューム2 v)\nelse\n switch costume to (コスチューム3 v)\nend\n\ndefine 死\nif <<<touching (当たったら死 v)?> or <touching (棘 v)?>> or <<touching (棘2 v)?> or <<touching (マグまぁ v)?> or >>> then\n go to [front v] layer\n start sound [うぅ v]\n change y by (10)\n set [y v] to [10]\n set rotation style [all around v]\n go to [front v] layer\n repeat until <[-175] > (y position)>\n change y by (y)\n change [y v] by (-0.75)\n turn right (6) degrees\n go to [front v] layer\n end\n set rotation style [left-right v]\n point in direction (90)\n hide\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n 初期位置\nend\n\nwhen I receive [start! v]\nforever\n if <(ee) = [1]> then\n stop [this script v]\n else\n 初期位置\n set size to (100) %\n go to [front v] layer\n show\n set [x v] to [0]\n set [y v] to [0]\n forever\n 左右\n ジャンプ\n 重力\n 次\n しゃがむ\n 死\n if <key (r v) pressed?> then\n 初期位置\n end\n end\n end\nend\n\nwhen I receive [次へ v]\nshow\n初期位置\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n wait until <touching (水 v)?>\n start sound [水1 v]\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\n@当たったら死\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@次への扉\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@ステージ。\n\nwhen I receive [次へ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start! v]\nshow\n\nwhen flag clicked\nforever\n if <<(username) = [yuumeinahito]> and <key (space v) pressed?>> then\n broadcast (NEXT v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@棘\n\nwhen flag clicked\nset x to (-100)\nhide\n\nwhen I receive [start! v]\nset size to (100) %\nset y to (-77)\nhide\nforever\n if <([costume # v] of [ステージ。 v]) = [7]> then\n go to [back v] layer\n go [backward v] (1) layers\n show\n switch costume to (コスチューム1 v)\n end\n if <([costume # v] of [ステージ。 v]) = [8]> then\n hide\n end\n if <([costume # v] of [ステージ。 v]) = [10]> then\n go to [front v] layer\n show\n go to [front v] layer\n go [backward v] (2) layers\n set size to (150) %\n go to x: (-91) y: (-62)\n end\n if <([costume name v] of [ステージ。 v]) = [ゴール]> then\n hide\n end\nend\n\nwhen I receive [next v]\ngo [backward v] (2) layers\n\n@木\n\nwhen flag clicked\ngo to x: (-165) y: (34)\nhide\n\nwhen I receive [start! v]\nset y to (34)\nhide\nforever\n if <([costume # v] of [ステージ。 v]) = [1]> then\n show\n switch costume to (コスチューム1 v)\n end\n if <([costume # v] of [ステージ。 v]) = [2]> then\n show\n create clone of (_myself_ v)\n end\n if <([costume # v] of [ステージ。 v]) = [3]> then\n show\n end\n if <([costume # v] of [ステージ。 v]) = [4]> then\n hide\n end\n if <([costume # v] of [ステージ。 v]) = [5]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (204) y: (34)\nforever\n if <([costume # v] of [ステージ。 v]) = [3]> then\n delete this clone\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nset [ee v] to [0]\nhide\n\nwhen I receive [next v]\nset [ee v] to [1]\nstart sound [ v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nshow\ngo to x: (-480) y: (0)\ngo [forward v] (1) layers\ngo to [front v] layer\nrepeat (12)\n change x by (40)\nend\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (12)\n change x by (40)\nend\ngo to [front v] layer\nhide\nbroadcast (次へ v)\nset [ee v] to [0]\n\nwhen I receive [next v]\nforever\n go to [front v] layer\nend\n\n@スプライト10\n\nwhen I receive [start! v]\nhide\ngo to [front v] layer\nforever\n wait (pick random (7) to (4)) seconds\n show\n start sound [ポップ v]\n go to x: (-91) y: (200)\n point in direction (90)\n set size to (100) %\n repeat until <[160] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.5) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\n@棘2\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\npoint in direction (90)\nset rotation style [all around v]\nset y to (20)\nhide\nforever\n if <([costume # v] of [ステージ。 v]) = [7]> then\n go to [back v] layer\n go [backward v] (1) layers\n set x to (80)\n set y to (-77)\n show\n switch costume to (コスチューム1 v)\n set size to (100) %\n end\n if <([costume # v] of [ステージ。 v]) = [8]> then\n hide\n end\n if <([costume # v] of [ステージ。 v]) = [10]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n point in direction (-90)\n set size to (150) %\n go to x: (28) y: (83)\n end\n if <([costume name v] of [ステージ。 v]) = [ゴール]> then\n hide\n end\nend\n\nwhen I receive [next v]\ngo [backward v] (1) layers\n\n@マグまぁ\n\nwhen flag clicked\nhide\nset size to (45) %\ngo to x: (-1) y: (-30)\nforever\n if <([costume # v] of [ステージ。 v]) = [8]> then\n go to [back v] layer\n go [backward v] (10) layers\n show\n end\n if <not <([costume # v] of [ステージ。 v]) = [8]>> then\n hide\n end\nend\n\nwhen I receive [next v]\ngo [backward v] (2) layers\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n reset timer\nend\n\nwhen I receive [start! v]\nhide\n\nwhen [timer v] > (0)\nswitch costume to (サムネ1 v)\nset size to (102) %\nstart sound [ピシッ v]\ngo to [front v] layer\nshow\nrepeat (5)\n go to x: (pick random (-7) to (7)) y: (pick random (-7) to (7))\nend\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen [timer v] > (0)\nforever\n reset timer\nend\n\n@水\n\nwhen flag clicked\nhide\ngo to x: (48) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (2 v)\nforever\n if <([costume # v] of [ステージ。 v]) = [9]> then\n show\n end\n if <([costume # v] of [ステージ。 v]) = [10]> then\n show\n end\n if <not <<([costume # v] of [ステージ。 v]) = [9]> or <([costume # v] of [ステージ。 v]) = [10]>>> then\n hide\n end\nend\n\n@棘3\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [start! v]\nhide\npoint in direction (90)\nset rotation style [all around v]\nforever\n if <([costume # v] of [ステージ。 v]) = [7]> then\n show\n go to x: (250) y: (-76)\n end\n if <([costume # v] of [ステージ。 v]) = [8]> then\n hide\n end\n if <([costume # v] of [ステージ。 v]) = [10]> then\n go to x: (155) y: (-61)\n set size to (150) %\n go to [front v] layer\n go [backward v] (2) layers\n show\n end\n if <([costume name v] of [ステージ。 v]) = [ゴール]> then\n hide\n end\nend\n\nwhen I receive [next v]\ngo to [back v] layer\n\n@スプライト3\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ステージ。 v])\n if <([costume name v] of [ステージ。 v]) = [ゴール]> then\n hide\n else\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-216) y: (146)\n show\n end\nend\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (0) y: (20)\nset size to (100) %\nhide\nforever\n if <([costume name v] of [ステージ。 v]) = [ゴール]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nhide variable [☁ 作者記録 v]\nset [タイム v] to [0]\nhide variable [☁ 作者記録 v]\nset [作者記録ん v] to [0]\nif <(username) = [yuumeinahito]> then\n repeat until <([costume name v] of [ステージ。 v]) = [ゴール]>\n wait (0.1) seconds\n change [作者記録ん v] by (0.1)\n end\n wait until <([costume name v] of [ステージ。 v]) = [ゴール]>\n show variable [☁ 作者記録 v]\n set [☁ 作者記録 v] to (作者記録ん)\nend\n\nwhen flag clicked\nrepeat until <([costume name v] of [ステージ。 v]) = [ゴール]>\n wait (0.1) seconds\n change [タイム v] by (0.1)\nend\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\nif <<<(タイム) < (☁ 世界記録)> and <not <(☁ 世界記録) = [0]>>> and <([costume name v] of [ステージ。 v]) = [ゴール]>> then\n set [☁ 世界記録 v] to (タイム)\nend\n\n@スプライト5\n\nwhen flag clicked\nforever\n if <(username) = [kukki-tyann]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen [timer v] > (0)\nforever\n if <(username) = [kukki-tyann]> then\n create clone of (_myself_ v)\n end\nend\n\n@マグまぁ2\n\nwhen flag clicked\nhide\nset size to (45) %\ngo to x: (-1) y: (-30)\nforever\n if <([costume # v] of [ステージ。 v]) = [8]> then\n wait (0.4) seconds\n end\n if <not <([costume # v] of [ステージ。 v]) = [8]>> then\n broadcast (削除 v)\n end\nend\n\nwhen I receive [next v]\ngo [backward v] (2) layers\n\nwhen I start as a clone\ngo to x: (X\(Bor\)) y: (49)\ngo to [back v] layer\nshow\nrepeat (30)\n change y by ([abs v] of (((y position) - (200)) / (8)) )\nend\nrepeat (30)\n change y by (join [-] (((y position) - (-300)) / (8)))\nend\ndelete this clone\n\nwhen I receive [削除 v]\ndelete this clone\n\ndelete this clone\n\ngo to [back v] layer\n\ndefine X座標 (たま)\nset [x\(bor\) v] to (たま)\ncreate clone of (_myself_ v)\n\nX座標 [-80]\n\nbroadcast (削除 v)\n\nX座標 [40]\n\ndefine いっけえ\n\nX座標 [40]\n\nいっけえ\n\nX座標 [-200]\n\n
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旗二回押し絶対\n日本語説明は下\nUse the arrow keys to move. Squat with the down arrow key. It can also be operated with wasd. It can also be operated by tapping. You can respawn with the R key. I made a platformer quite seriously. Confident work! To go to the next stage, just go to the far right of the screen. If you touch a "red object" such as a needle and fall to the bottom, the game is over. Let's do our best and aim for clearing!\n日本語\n矢印キーで移動します。下矢印キーでしゃがむ。wasdでも操作可能。タップでも操作可能。Rキーでリスポーンできます。結構真面目にプラットフォーマー作った。自信作!次のステージに行くには画面の一番右に行くだけ。針などの「赤いもの」に触れる、一番下に落ちてしまうとゲームオーバー。頑張ってクリアを目指そう!トラップがあるかも...
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Scratch Platformer
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@Stage\n\n@B L A N K\n\nset [apples v] to [0]\nset [lives v] to [9]\nset [scene # v] to []\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - 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]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n if <(jump Through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK Y) > [0.5]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(STICK X) > [0.5]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\n Show Health (LIVES) of [10] offset y [40]\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [9]\nset [spawn scene v] to [1]\nset [spawn x v] to [0]\nset [spawn y v] to [-90]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\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 [jump power up v]\nset [jump force v] to [16]\nset [gravity v] to [-1]\n\n@Level\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shadow\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jump Through\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shadow\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 #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [1]> then\n Spawn [Rotating Platform] at [0] [-40] dir [90] turn [1]\nend\nif <(SCENE #) = [3]> then\n Spawn [costume1] at [70] [-60] dir [-90] turn []\n Spawn [Key 1] at [170] [-20] dir [-90] turn []\nend\nif <(SCENE #) = [4]> then\n Spawn [Platform] at [120] [-40] dir [-90] turn [-1]\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [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 Animate Platform\nshow\ngo to x: (70) y: (-60)\nforever\n glide (1) secs to x: ((x position) - (100)) y: (y position)\n wait (1) seconds\n glide (1) secs to x: ((x position) + (100)) y: (y position)\n wait (1) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n change [apples v] by (1)\n start sound [Chomp v]\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n if <(costume [name v]) = [+Lives]> then\n change [lives v] by (1)\n end\n if <(costume [name v]) = [wing]> then\n broadcast (Jump Power Up v)\n end\n if <(costume [name v]) = [apple2]> then\n change [apples v] by (10)\n end\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 [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [0] [50]\nPlace [apple] scene [2] xy [-70] [-30]\nPlace [Green Flag] scene [2] xy [50] [-90]\nPlace [apple] scene [103] xy [160] [90]\nPlace [Key 1] scene [2] xy [20] [140]\nPlace [+Lives] scene [102] xy [-70] [-30]\nPlace [Green Flag] scene [4] xy [0] [-70]\nPlace [apple] scene [4] xy [-150] [-50]\nPlace [apple] scene [104] xy [100] [0]\nPlace [apple] scene [0] xy [-170] [-30]\nPlace [wing] scene [204] xy [-160] [-50]\nPlace [apple2] scene [-1] xy [-190] [50]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen 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\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-140)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((70) - (size)))\n else\n change size by ((0.2) * ((60) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [0]> then\n Spawn [Red] at [-70] [-120] dir [-90]\nend\nif <(SCENE #) = [1]> then\n Spawn [Red] at [150] [-100] dir [-90]\n Spawn [Red] at [-150] [-100] dir [90]\nend\nif <(SCENE #) = [103]> then\n Spawn [Red] at [130] [10] dir [90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through v)?>> then\n stop [this script v]\n end\n end\n 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 (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen flag clicked\nset [myself v] to [Control Stick]\nset size to (100) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\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 ((item (3) of [healths v]) * (10))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n show\n wait (0) seconds\nend\ndelete this clone\n\n@Music\n\nwhen flag clicked\nforever\n play sound [funny song v] until done\nend\n\n@Effect\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\n
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World of Color || Platformer #games
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@Stage\n\nwhen flag clicked\nset [changed? v] to [0]\nswitch backdrop to (1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (2 v)\nset [changed? v] to [1]\n\nwhen flag clicked\nwait until <(Level) = [8]>\nswitch backdrop to (3 v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nIntro\n\ndefine Intro\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [sequence2 v] to [1]\nset [intro: i v] to [0]\nset [i2 v] to [0]\nstart sound [Template v]\nswitch costume to (pink v)\ncreate clone of (_myself_ v)\nwait (.2) seconds\nswitch costume to (circle 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [2]>\nwait (.2) seconds\nswitch costume to (circle 2 v)\ncreate clone of (_myself_ v)\nwait (.01) seconds\nswitch costume to (white bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [3]>\nwait (.1) seconds\nswitch costume to (filler 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [4]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [5]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [6]>\nswitch costume to (filler 2 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [7]>\nbroadcast (Delete Clones v) and wait\nset [sequence2 v] to [8]\nwait until <(Sequence2) = [9]>\nwait (.2) seconds\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n wait until <(Sequence2) = [2]>\n wait (.2) seconds\n delete this clone\nelse\n if <<(costume [number v]) > [1]> and <[4] > (costume [number v])>> then\n show\n set size to (0) %\n repeat (13)\n switch costume to (blank v)\n change size by (((1600) - (size)) / (4))\n switch costume to (circle 1 v)\n end\n wait (.1) seconds\n repeat (15)\n change [ghost v] effect by (7)\n switch costume to (circle 1 v)\n change size by (((0) - (size)) / (4))\n end\n set [sequence2 v] to [2]\n delete this clone\n else\n if <<(costume [number v]) > [3]> and <[6] > (costume [number v])>> then\n show\n switch costume to (blank2 v)\n set size to (1600) %\n go to [front v] layer\n clear graphic effects\n repeat (15)\n change [ghost v] effect by (6)\n switch costume to (circle 2 v)\n change size by (((0) - (size)) / (4))\n end\n set [sequence2 v] to [3]\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n show\n go to [back v] layer\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n show\n go to x: (0) y: (360)\n repeat (17)\n change y by (((0) - (y position)) / (4.5))\n end\n go to x: (0) y: (0)\n set [sequence2 v] to [4]\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n show\n point in direction (-45)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [sequence2 v] to [5]\n repeat (23)\n change size by (((85) - (size)) / (5))\n change y by (((40) - (y position)) / (5))\n end\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n show\n go to x: (-240) y: (-60)\n set [ghost v] effect to (100)\n repeat (23)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (5))\n end\n wait (.2) seconds\n set [sequence2 v] to [6]\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n show\n go to x: (0) y: (360)\n repeat (17)\n change y by (((0) - (y position)) / (4.5))\n end\n go to x: (0) y: (0)\n set [sequence2 v] to [7]\n wait until <(Sequence2) = [8]>\n wait (.01) seconds\n set [sequence2 v] to [9]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Play Scene v)\n broadcast (Play Scene v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [delete clones v]\nif <not <(costume [number v]) = [10]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <touching (water v)?>> then\n change [y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>> then\n repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>> then\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<touching (level v)?> or <touching (locked v)?>> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<touching (coinlock v)?> or <touching (pink v)?>>>>>> then\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\nend\nchange y by (1)\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Y Velocity) < [11]> then\n change [y velocity v] by (0.8)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.1)\n end\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n set [y velocity v] to [13]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n set [y velocity v] to [8]\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [21]>>> then\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Start Keys v)\n broadcast (Lock v)\n set size to (100) %\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<touching (bullet v)?> or <<touching (turret v)?> or <<(y position) < [-170]> or >>>>> and <not <(CHEAT) = [1]>>> then\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (died v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n start sound [Crunch v]\n set [☁ deaths v] to ((☁ Deaths) + (1))\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-215) y: (-60)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [18]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nset rotation style [left-right v]\nif <touching (small v)?> then\n set size to (75) %\nend\nif <touching (normal v)?> then\n set size to (100) %\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-60)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <(size) = [75]> then\n Platformer Physics [2] [0.78] [10.5]\n Detection\n else\n Platformer Physics [2] [0.8] [12.8]\n Detection\n end\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\nset [deaths v] to ((DEATHS) + (1))\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n wait until <touching (water v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nset size to (100) %\nstart sound [Ding Sound Effect v]\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (999) layers\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Flashing Danger\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(SpikesSolid) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(SpikesSolid) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [spikessolid v] to [0]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [spikessolid v] to [1]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [spikessolid v] to [1]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [spikessolid v] to [0]\n wait (0.15) seconds\n set [spikessolid v] to [0]\nend\n\nwhen flag clicked\nwait until <(Level) = [1]>\nset [ghost v] effect to (50)\nshow\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play scene v]\nwait (1) seconds\nset volume to (20) %\nforever\n play sound [To the moon v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen this sprite clicked\nif <(volume) = [20]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (20) %\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine insert bouncy at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n go [backward v] (2) layers\nend\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n insert bouncy at [74] [-95]\nend\nif <(Level) = [5]> then\n insert bouncy at [-50] [-95]\nend\nif <(Level) = [6]> then\n insert bouncy at [40] [-95]\nend\nif <(Level) = [8]> then\n insert bouncy at [-44] [-40]\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Spring v]\n broadcast (Bounce v)\n end\nend\n\ninsert bouncy at [-135] [-72]\n\nwhen I receive [bounce v]\nrepeat (4)\n change y by (-2.5)\nend\nrepeat (10)\n change y by (1)\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Key\n\nwhen flag clicked\nhide\nbroadcast (Start Keys v)\n\nwhen flag clicked\nhide\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [reset v]\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [3]>\nswitch costume to (1 v)\nshow\nwait until <touching (player v)?>\nswitch costume to (1 v)\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nrepeat (25)\n hide\nend\n\nwhen I receive [start keys v]\nwait until <(Level) = [5]>\nswitch costume to (2 v)\nshow\nwait until <touching (player v)?>\nswitch costume to (2 v)\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [6]>\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [7]>\nswitch costume to (3 v)\nshow\nwait until <touching (player v)?>\nswitch costume to (3 v)\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [start keys v]\nwait until <(Level) = [8]>\nswitch costume to (4 v)\nshow\nwait until <touching (player v)?>\nswitch costume to (4 v)\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\n@Locked\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [play scene v]\nrepeat (5)\n hide\nend\n\nwhen I receive [open v]\nrepeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nrepeat (5)\n hide\nend\nhide\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [lock v]\nif <(Level) = [3]> then\n go to x: (215) y: (78)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked v)\n set size to (100) %\nend\n\nwhen I receive [lock v]\nif <(Level) = [5]> then\n go to x: (33) y: (117)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked2 v)\n set size to (100) %\nend\n\nwhen flag clicked\nwait until <(Level) = [6]>\nhide\n\nwhen I receive [lock v]\nif <(Level) = [7]> then\n go to x: (222) y: (14)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked3 v)\n set size to (100) %\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [lock v]\nif <(Level) = [8]> then\n go to x: (40) y: (110)\n show\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (locked4 v)\n set size to (100) %\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (6) layers\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (30)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN) = [0]> then\n broadcast (IN v)\n set [in v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN2) = [0]> then\n broadcast (IN2 v)\n set [in2 v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@CreditsButton\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN2) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@Blue\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [blue solid v] to [0]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [0]\n wait (0.15) seconds\n set [blue solid v] to [0]\nend\n\nwhen flag clicked\nwait until <(Level) = [1]>\nset [ghost v] effect to (50)\nshow\n\n@Red\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n go [backward v] (1) layers\n set [red solid v] to [1]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [1]\n wait (0.15) seconds\n set [red solid v] to [1]\nend\n\nset [ghost v] effect to (50)\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(Level) = [1]>\nshow\n\n@Coins\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-138] [50] At Size: [100]\n Clone At X: [-75] [-140] At Size: [100]\nend\nif <(Level) = [3]> then\n Clone At X: [-215] [59] At Size: [100]\n Clone At X: [152] [4] At Size: [100]\n Clone At X: [152] [100] At Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [55] [-160] At Size: [100]\n Clone At X: [160] [-160] At Size: [100]\n Clone At X: [-222] [70] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [-203] [63] At Size: [100]\n Clone At X: [-131] [113] At Size: [100]\n Clone At X: [185] [-52] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-216] [10] At Size: [100]\n Clone At X: [-216] [100] At Size: [100]\n Clone At X: [23] [135] At Size: [100]\n Clone At X: [-154] [-147] At Size: [100]\n Clone At X: [75] [-147] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [2]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\nelse\n if <(Level) = [3]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n else\n if <(Level) = [4]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n else\n if <(Level) = [7]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n else\n if <(Level) = [9]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n end\n end\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nwhen [m v] key pressed\nset [mousex v] to (round (mouse x))\nset [mousey v] to (round (mouse y))\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [2]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [3]>\nswitch costume to (2 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [4]>\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [7]>\nswitch costume to (4 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [9]>\nswitch costume to (5 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(CoinsCollected) = [5]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Pink\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone At X: [-140] [53] At Size [100]\n Clone At X: [-222] [34] At Size [100]\nend\nif <(Level) = [5]> then\n Clone At X: [-160] [81] At Size [100]\nend\nif <(Level) = [6]> then\n Clone At X: [20] [103] At Size [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-88] [25] At Size [100]\n Clone At X: [62] [88] At Size [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nforever\n set [ghost v] effect to ((180) - (distance to [player v]))\nend\n\nClone At X: [-222] [34] At Size [100]\n\n@Turret\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [5]>\npoint in direction (180)\ngo to x: (201) y: (140)\nshow\nrepeat until <not <(Level) = [5]>>\n create clone of (bullet v)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n point towards (player v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [6]>\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [7]>\npoint in direction (180)\ngo to x: (201) y: (140)\nshow\nrepeat until <not <(Level) = [7]>>\n create clone of (bullet v)\n wait (1.5) seconds\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n point towards (player v)\n end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [9]>\npoint in direction (180)\ngo to x: (201) y: (140)\nshow\nrepeat until <not <(Level) = [9]>>\n create clone of (bullet v)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n point towards (player v)\n end\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [10]>\nhide\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 <<touching (locked v)?> or <<touching (danger v)?> or <<touching (saws v)?> or <<touching (pink v)?> or >>>>>>\n move (5) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone At X: [-197] [16] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-138] [-140] At Size: [100]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\n if <(Level) > [8]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n if <(Level) = [9]> then\n repeat (100)\n change x by (2)\n end\n wait (1) seconds\n repeat (100)\n change x by (-2)\n end\n wait (1) seconds\n end\nend\n\n@Small\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\n\n@Normal\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nshow\n\n
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Doodle platformer 10
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@Stage\n\nwhen flag clicked\nswitch backdrop to (xy-grid-30px v)\n\n@E\n\nwhen flag clicked\nerase all\nswitch costume to (コスチューム1 v)\n\nforever\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n wait (0.01) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n wait (0.01) seconds\n next costume\n end\nend\n\nwhen flag clicked\nif <key (down arrow v) pressed?> then\n switch costume to (主人公2 v)\nelse\n switch costume to (主人公1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n初期化\n\nwhen flag clicked\nreset timer\nforever\n if <touching color (#00f2ff)?> then\n 初期化\n change [落ちた数 v] by (1)\n end\nend\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [16]>\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (30)\nswitch costume to (主人公1 v)\n\nwait (0.1) seconds\n\nwhen I receive [開始 v]\nshow\nhide variable [x v]\nhide variable [y v]\n初期化\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#000000)?> then\n change y by (6)\n end\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n if <<touching color (#ff8800)?> or <touching color (#949494)?>> then\n 初期化\n end\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n end\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (主人公2 v)\n else\n switch costume to (主人公1 v)\n end\n if <key (s v) pressed?> then\n 初期化\n end\nend\n\nwhen I receive [記録なしだった… v]\nforever\n if <(backdrop [number v]) = [16]> then\n say [記録なし…]\n end\nend\n\nwhen I receive [記録を言って! v]\nsay (Time)\nshow variable [タイム v]\n\nwhen I receive [次だよ! v]\n初期化\n\nwhen flag clicked\nforever\n if <<touching color (#ff1919)?> or <touching color (#ff0404)?>> then\n 初期化\n end\nend\n\nwhen flag clicked\nset size to (70) %\n\nwhen I receive [次だよ! v]\nhide\nwait (0.5) seconds\nshow\n初期化\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (0)\nglide (1) secs to x: (209) y: (152)\n\nwhen I receive [開始 v]\nrepeat until <(backdrop [number v]) = [16]>\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen this sprite clicked\nnext backdrop\nforever\n set [タイム v] to [なし]\n broadcast (記録なしだった… v)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@記録管理\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n if <(タイム) < [クラウドタイム]> then\n set [タイム v] to (タイム)\n if <(タイム) = [記録なしだった…]> then\n set [タイム v] to [x]\n end\n end\n end\nend\n\nwhen I receive [開始 v]\nset [タイム v] to [0]\nrepeat until <(backdrop [number v]) = [16]>\n change [タイム v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [16]> then\n broadcast (記録を言う v)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nbroadcast (開始 v)\n\nshow\nwait (0.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide variable [タイム v]\nend\n\n@緑の旗\n\nwhen I receive [開始 v]\nhide\nreset timer\nshow\nforever\n if <touching (プレイヤー v)?> then\n broadcast (次だよ! v)\n next backdrop\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (203) y: (-95)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (e v)?> then\n broadcast (次だよ! v)\n next backdrop\n 初期化\n end\nend\n\nwhen I receive [次だよ! v]\nhide\nwait (0.5) seconds\nshow\n\n@nextボタン\n\nwhen flag clicked\npoint in direction (0)\nglide (1) secs to x: (209) y: (152)\n\nwhen this sprite clicked\nnext backdrop\nforever\n set [time v] to [なし]\n broadcast (記録なしだった… v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <(backdrop [number v]) = [16]>\n turn right (10) degrees\nend\n\n@記録感知器\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [16]>\n change [time v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [16]> then\n broadcast (記録を言って! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n if <(Time) < (☁ Time)> then\n set [☁ time v] to (Time)\n if <(Time) = [記録なしだった…]> then\n set [☁ time v] to [x]\n end\n end\n end\nend\n\n@next2\n\nwhen flag clicked\ngo to x: (16) y: (15)\nhide\n\nwhen I receive [次だよ! v]\nshow\nwait (0.5) seconds\nhide\n\n@next\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\nwhen I receive [次 v]\nshow\nwait (0.5) seconds\nhide\n\n@針素材\n\nwhen flag clicked\nforever\n hide\nend\n\n
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Technoblade \\ Platformer #all #platformer #game #art #minecraft #technobladeneverdies #technoblade
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@Stage\n\nwhen flag clicked\nset volume to (40) %\nplay sound [intro v] until done\nforever\n play sound [Unlimited v] until done\nend\n\n@ \n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(costume [number v]) = [7]>\n change [time v] by (1)\n wait (1) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-219) y: (151)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\n end\n end\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 y) > (y position)> and <mouse down?>>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (level2 v)?> then\n go to x: (-219) y: (151)\n end\n if <(x position) > [243]> then\n broadcast (next level v)\n go to x: (-219) y: (151)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (images \(4\) v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n next costume\n wait (0.2) seconds\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n next costume\n wait (0.2) seconds\n end\nend\n\n@Level2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Objeto2\n\nwhen flag clicked\nclear graphic effects\nrepeat (50)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\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
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Hi and welcome to...\n\n ---------Technoblade \\ Platformer---------\n \n a game by: @RodesiaPopina\n\n [INSTRUCTIONS]\n\n-use arrows, wasd or mobile friendly to move\n-don't touch the zomibies, creepers and the lava\n\nI hope you like it\n\n-----------------------------[]---------------------------\n\nthis project is dedicated to technoblades\n\n#technobladeneverdies\n
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WhatsAppㅤ - A Mobile Platformer bcuz y not
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\n\nwhen I receive [intro finished v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nforever\n if <(PRACTICING LEVEL Y/N) = [Yes]> then\n if <<(LEVEL SELECTION) > [10]> and <(LEVEL SELECTION) < [19]>> then\n switch backdrop to (backdrop4 v)\n else\n if <(LEVEL SELECTION) = [7]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\n end\n else\n if <<(LEVEL) > [10]> and <(LEVEL) < [19]>> then\n switch backdrop to (backdrop4 v)\n else\n if <(LEVEL) = [7]> then\n switch backdrop to (backdrop3 v)\n else\n if <(LEVEL) = [10]> then\n switch backdrop to (backdrop5 v)\n else\n if <(LEVEL) = [19]> then\n switch backdrop to (backdrop6 v)\n else\n if <(LEVEL) = [26]> then\n switch backdrop to (backdrop7 v)\n else\n switch backdrop to (backdrop2 v)\n end\n end\n end\n end\n end\n end\nend\n\nplay sound [ColBreakz 50000 v] until done\n\nplay sound [ColBreakz 10000 v] until done\n\nplay sound [I Thought It Was in September v] until done\n\n@Back\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (145)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [practicing level y/n v] to [No]\nset [speedrun y/n v] to [No]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen I receive [costumes v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [instructions v]\nshow\n\nwhen I receive [cloud v]\nshow\n\nwhen I receive [mobile mode? v]\nshow\n\nwhen I receive [practive level v]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [level selection v]\nshow\n\n@Costume Selection\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen I start as a clone\nshow\nif <(Clone ID: Costumes Selection) = [1]> then\n switch costume to (arrow v)\n go to x: (-62) y: (0)\n forever\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(Costumes: Arrows: Ghost Effect?) = [1]>>> then\n change [brightness v] effect by (-25)\n end\n if <(Costumes: Arrows: Ghost Effect?) = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nelse\n if <(Clone ID: Costumes Selection) = [2]> then\n switch costume to (arrow2 v)\n go to x: (62) y: (0)\n forever\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(Costumes: Arrows: Ghost Effect?) = [2]>>> then\n change [brightness v] effect by (-25)\n end\n if <(Costumes: Arrows: Ghost Effect?) = [2]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n if <(Clone ID: Costumes Selection) = [3]> then\n go to x: (0) y: (0)\n forever\n if <(costume [name v]) = [White]> then\n set [costumes: arrows: ghost effect? v] to [1]\n else\n if <(costume [name v]) = [Black]> then\n set [costumes: arrows: ghost effect? v] to [2]\n else\n set [costumes: arrows: ghost effect? v] to [0]\n end\n end\n switch costume to ((COSTUMES \(PLAYER\)) + (3))\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) > [3]>> then\n set size to (600) %\nend\nforever\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) > [3]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [2]> then\n if <not <(COSTUMES \(PLAYER\)) = [1]>> then\n change [costumes \(player\) v] by (-1)\n end\n else\n if <not <(COSTUMES \(PLAYER\)) = [7]>> then\n change [costumes \(player\) v] by (1)\n end\n end\n wait (.5) seconds\n end\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (109) y: (-56)\nset [pixelate v] effect to (20)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-2.5)\n change [pixelate v] effect by (-1)\nend\n\nwhen I receive [level selection v]\nhide\n\nwhen I receive [back to menu v]\nshow\n\nwhen flag clicked\nset [clone id: costumes selection v] to [0]\nset [costumes: arrows: ghost effect? v] to [0]\nset [costumes \(player\) v] to [1]\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen this sprite clicked\n\nif <(Clone ID: Costumes Selection) = [0]> then\n start sound [menu001 v]\n broadcast (Costumes v)\nend\n\nwhen I receive [costumes v]\nhide\nrepeat (4)\n change [clone id: costumes selection v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [back v]\nset [clone id: costumes selection v] to [0]\nset [costumes: arrows: ghost effect? v] to [0]\nshow\ndelete this clone\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\n@Instructions\n\nwhen flag clicked\nset [instructions: button? v] to [0]\nset size to (250) %\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-109) y: (-144)\nset [pixelate v] effect to (20)\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen this sprite clicked\nif <not <(Instructions: Button?) = [1]>> then\n start sound [menu001 v]\n broadcast (Instructions v)\nend\n\nwhen I receive [instructions v]\nset [instructions: button? v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nset size to (250) %\nset [instructions: button? v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-109) y: (-144)\nshow\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nforever\n set size to (100) %\n point in direction (90)\n point in direction (90)\nend\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-1)\nend\n\nwhen I receive [level selection v]\nhide\n\nwhen I receive [back to menu v]\nshow\n\n@Level\n\nwhen flag clicked\nwait (.0001) seconds\nhide\n\nwhen I receive [play v]\nclear graphic effects\nshow\nif <(PRACTICING LEVEL Y/N) = [Yes]> then\n switch costume to (LEVEL SELECTION)\nelse\n forever\n switch costume to (LEVEL)\n end\nend\n\nwhen I receive [back to menu v]\nset [level v] to [1]\nhide\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\n@Mobile mode y/n\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nset [cloneid v] to [0]\nset [mobile mode y/n v] to []\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [mobile mode? v]\nwait (.1) seconds\nshow\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [mobile mode y/n v] to []\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (50) y: (-65)\nelse\n switch costume to (costume3 v)\n go to x: (-50) y: (-65)\nend\n\nwhen I receive [play v]\nset [level v] to [1]\nhide\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I start as a clone\nwait (.3) seconds\nif <(CloneID) = [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [y]\nelse\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [n]\nend\nstart sound [menu001 v]\nbroadcast (Play v)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\nset [cloneid v] to [0]\ndelete this clone\n\nwhen I receive [back to menu v]\nset [cloneid v] to [0]\n\n@Level Selection\n\nwhen flag clicked\nwait (.001) seconds\nset [practicing level y/n v] to [No]\nset [level selection v] to [1]\nset [max level v] to [25]\nset [cloneid v] to [0]\ngo to x: (0) y: (32)\nswitch costume to (costume1 v)\nclear graphic effects\nset [ghost v] effect to (100)\nset [pixelate v] effect to (20)\nhide\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-1)\nend\n\nwhen I receive [back v]\nset [cloneid v] to [0]\nset [level selection v] to [1]\nset [practicing level y/n v] to [No]\nshow\ndelete this clone\n\nwhen I receive [music v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [mobile mode? v]\nset [cloneid v] to [0]\nhide\ndelete this clone\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen this sprite clicked\nif <(CloneID) = [0]> then\n start sound [menu001 v]\n broadcast (Level Selection v)\n hide\n repeat (4)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [back to menu v]\nset [level selection v] to [1]\nset [cloneid v] to [0]\nshow\n\nwhen I start as a clone\nshow\nswitch costume to ((CloneID) + (1))\nif <(CloneID) = [1]> then\n go to x: (-62) y: (0)\n set size to (600) %\n forever\n point in direction (90)\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(LEVEL SELECTION) = [1]>>> then\n change [brightness v] effect by (-25)\n end\n if <(LEVEL SELECTION) = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nelse\n if <(CloneID) = [2]> then\n go to x: (62) y: (0)\n set size to (600) %\n forever\n point in direction (90)\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(LEVEL SELECTION) = (Max Level)>>> then\n change [brightness v] effect by (-25)\n end\n if <(LEVEL SELECTION) = (Max Level)> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\n else\n if <(CloneID) = [3]> then\n switch costume to (costume2 v)\n set size to (300) %\n go to x: (193) y: (-140)\n forever\n point in direction (90)\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n if <mouse down?> then\n set [practicing level y/n v] to [Yes]\n broadcast (Mobile Mode? v)\n end\n end\n end\n else\n switch costume to (costume3 v)\n set size to (100) %\n go to x: (0) y: (0)\n forever\n point in direction (90)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [2]> then\n if <not <(LEVEL SELECTION) = [1]>> then\n change [level selection v] by (-1)\n wait (.3) seconds\n end\n else\n if <(costume [number v]) = [3]> then\n if <not <(LEVEL SELECTION) = (Max Level)>> then\n change [level selection v] by (1)\n wait (.3) seconds\n end\n end\n end\n end\nend\n\n@Pause/Play button\n\nwhen flag clicked\nforever\n if <<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-212) y: (-155)\nswitch costume to (pause v)\nset [clone id v] to [0]\nset [paused? y/n v] to [n]\nset size to (175) %\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [menu001 v]\n go to x: (0) y: (-65)\n switch costume to ((costume [number v]) + ((\(UN\)MUTED) + (1)))\n clear graphic effects\n set size to (350) %\n go to [front v] layer\n set [paused? y/n v] to [y]\n broadcast (Paused v)\n repeat until <(PAUSED? Y/N) = [n]>\n go to [front v] layer\n end\nelse\n if <(costume [number v]) = [2]> then\n start sound [menu001 v]\n switch costume to (mute v)\n broadcast (\(Un\)Mute v)\n else\n if <(costume [number v]) = [3]> then\n start sound [menu001 v]\n switch costume to (unmute v)\n broadcast (\(Un\)Mute v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to ((Clone ID) + (3))\nset size to (100) %\ngo to x: (0) y: (0)\nif <(Clone ID) = [1]> then\n set [ghost v] effect to (50)\n go to [back v] layer\nelse\n if <(Clone ID) = [2]> then\n clear graphic effects\n else\n if <(Clone ID) = [3]> then\n set size to (350) %\n go to x: (0) y: (-150)\n else\n set size to (350) %\n switch costume to (resume v)\n go to x: (0) y: (-65)\n end\n end\nend\n\nwhen I receive [unpased v]\ngo to x: (-212) y: (-155)\nswitch costume to (pause v)\nset size to (175) %\nset [paused? y/n v] to [n]\nclear graphic effects\ngo to x: (-212) y: (-155)\ndelete this clone\n\nwhen I receive [paused v]\nset [clone id v] to [0]\nrepeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n repeat until <(PAUSED? Y/N) = [n]>\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <(costume [number v]) > [4]>> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [6]>>> then\n start sound [menu001 v]\n broadcast (Back to Menu v)\n set [practicing level y/n v] to [No]\n end\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [7]>>> then\n start sound [menu001 v]\n broadcast (Unpased v)\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [back to menu v]\nhide\ngo to x: (-212) y: (-155)\nswitch costume to (pause v)\nset size to (175) %\nset [paused? y/n v] to [n]\nclear graphic effects\ndelete this clone\n\n@Play Button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-56)\ngo to [back v] layer\nhide\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [pixelate v] effect to (20)\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Mobile Mode? v)\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen I receive [level selection v]\nhide\n\nwhen I receive [back to menu v]\nshow\n\n@Speedrun Mode\n\nwhen I receive [play v]\nset [did you get the world record? v] to []\nset [your timer v] to [0]\nif <(SPEEDRUN Y/N) = [Yes]> then\n forever\n show variable [your timer v]\n if <<(PAUSED? Y/N) = [n]> and <(TRANSITION?) = [0]>> then\n wait (.01) seconds\n change [your timer v] by (.1)\n end\n if <(LEVEL) = [26]> then\n show variable [did you get the world record? v]\n if <(Your Timer) < (☁ World Record)> then\n set [☁ world record v] to (Your Timer)\n set [did you get the world record? v] to (join (join [You got the World Record! It is now ] (round (Your Timer))) [!])\n else\n set [did you get the world record? v] to (join (join [You didn't get the World Record. You were ] ((round (Your Timer)) - (round (☁ World Record)))) [ second\(s\) off.])\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [speedrun mode v]\nhide\nrepeat (3)\n change [clone id: speedrun button v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID: Speedrun Button) = [1]> then\n switch costume to (costume2 v)\nelse\n if <(Clone ID: Speedrun Button) = [2]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\nforever\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n if <not <(costume [number v]) = [2]>> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen I receive [speedrun mode v]\nwait (.5) seconds\nforever\n if <not <(Clone ID: Speedrun Button) = [0]>> then\n if <<<<(mouse x) > [-130]> and <(mouse x) < [-75]>> and <<(mouse y) > [-130]> and <(mouse y) < [-70]>>> and <mouse down?>> then\n broadcast (Mobile Mode? v)\n set [speedrun y/n v] to [Yes]\n start sound [menu001 v]\n stop [this script v]\n else\n if <<<<(mouse x) > [50]> and <(mouse x) < [105]>> and <<(mouse y) > [-130]> and <(mouse y) < [-70]>>> and <mouse down?>> then\n broadcast (Back v)\n set [speedrun y/n v] to [No]\n start sound [menu001 v]\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [mobile mode? v]\ndelete this clone\n\nwhen I receive [intro finished v]\nshow\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-1)\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (109) y: (-144)\nhide\nswitch costume to (costume1 v)\nset [pixelate v] effect to (20)\nset [ghost v] effect to (100)\nhide variable [did you get the world record? v]\nhide variable [your timer v]\nset [did you get the world record? v] to []\nset [your timer v] to [0]\nset [speedrun y/n v] to [No]\nset [clone id: speedrun button v] to [0]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen this sprite clicked\nif <(Clone ID: Speedrun Button) = [0]> then\n play sound [menu001 v] until done\n broadcast (Speedrun Mode v)\nend\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\ngo to x: (109) y: (-144)\nswitch costume to (costume1 v)\nshow\nset [clone id: speedrun button v] to [0]\ndelete this clone\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [level selection v]\nhide\n\nwhen I receive [back to menu v]\nshow\n\nwhen I receive [back to menu v]\nhide variable [did you get the world record? v]\nhide variable [your timer v]\nset [did you get the world record? v] to []\nset [your timer v] to [0]\nset [speedrun y/n v] to [No]\n\n@Text engine\n\nwhen flag clicked\nwait (.001) seconds\nset [level selection or highscore? v] to []\nhide\n\nwhen I receive [cloud v]\nwait (.3) seconds\nset [world record v] to (round (☁ World Record))\nset [level selection or highscore? v] to [HighScore]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(Level Selection or HighScore?) = [Level Selection]> then\n go to [front v] layer\n set size to (250) %\n if <(LEVEL SELECTION) < [10]> then\n go to x: (((digits) * (30)) - (28)) y: (0)\n else\n go to x: (((digits) * (30)) - (45)) y: (0)\n end\n if <(length of (LEVEL SELECTION)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (LEVEL SELECTION))\n end\n else\n go to [front v] layer\n set size to (250) %\n go to x: (((digits) * (30)) - (55)) y: (-12)\n if <(length of (World Record)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (World Record))\n end\n end\nend\n\nwhen I receive [back v]\nset [level selection or highscore? v] to []\nhide\ndelete this clone\n\nwhen I receive [level selection v]\nwait (.3) seconds\nset [level selection or highscore? v] to [Level Selection]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I receive [mobile mode? v]\nhide\ndelete this clone\n\nset [☁ world record v] to [999]\n\n@World Record\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-144)\nhide\nset [pixelate v] effect to (20)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset size to (250) %\nset [world record: button? v] to [0]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [intro finished v]\nshow\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Cloud v)\n\nwhen I receive [back v]\nset size to (250) %\ngo to x: (0) y: (-144)\nset [world record: button? v] to [0]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nset [world record: button? v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nforever\n set size to (190) %\n point in direction (90)\nend\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-1)\nend\n\nwhen I receive [level selection v]\nhide\n\nwhen I receive [back to menu v]\nshow\n\n@Title\n\nwhen flag clicked\nwait (0.001) seconds\nset volume to (0) %\nset [timer v] to [0]\nset [title v] to [WHATSAPP]\nset [menu music y/n v] to [Y]\ngo to x: (((length of (Title)) * (15.6)) * (-1)) y: (117)\nhide\n\nwhen I receive [intro finished v]\nrepeat (length of (Title))\n change [timer v] by (1)\n switch costume to (letter (Timer) of (Title))\n create clone of (_myself_ v)\n change x by (35)\n wait (.2) seconds\nend\ngo to x: (236) y: (-183)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen I receive [level selection v]\nhide\n\nwhen I receive [back to menu v]\nset volume to (100) %\nset [menu music y/n v] to [Y]\nshow\n\nwhen I start as a clone\nforever\n set y to ((110) - (([sin v] of (((timer) - ((Timer) * (3))) * (275)) ) * (7)))\nend\n\nwhen I receive [intro finished v]\nstart sound [I Thought It Was in September v]\nrepeat (100)\n change volume by (1)\n wait (.1) seconds\nend\nwait (230) seconds\nforever\n if <(Menu Music Y/N) = [N]> then\n stop [this script v]\n end\n play sound [I Thought It Was in September v] until done\nend\n\nwhen I receive [play v]\nstop all sounds\nset volume to (0) %\nset [menu music y/n v] to [N]\n\nwhen I receive [back to menu v]\nset volume to (0) %\nset [menu music y/n v] to [Y]\nwait (.1) seconds\nstart sound [I Thought It Was in September v]\nrepeat (100)\n change volume by (1)\n wait (.1) seconds\nend\nwait (218) seconds\nforever\n if <(Menu Music Y/N) = [N]> then\n stop [this script v]\n end\n play sound [I Thought It Was in September v] until done\nend\n\n@Music Selection\n\nwhen I receive [speedrun mode v]\nhide\n\nwhen I start as a clone\nshow\nif <not <(Music: Clone ID) = [17]>> then\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nswitch costume to ((Music: Clone ID) + (1))\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [menu001 v]\n set [music v] to ((costume [number v]) - (1))\n broadcast (Back v)\n end\nend\n\nwhen I receive [intro finished v]\nwait (((length of (Title)) * (.2)) + (1)) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-2.5)\n change [pixelate v] effect by (-1)\nend\n\nwhen I start as a clone\nforever\n point in direction (90)\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n set [gui helper \(music\) v] to ((costume [number v]) - (1))\n end\n set [gui helper \(music\) v] to [0]\n end\nend\n\nwhen I receive [level selection v]\nhide\n\nif <(Music: Clone ID) = [0]> then\n start sound [menu001 v]\n broadcast (Music v)\nend\n\nwhen I receive [back to menu v]\nshow\nstop all sounds\nset [music v] to [16]\nstop [other scripts in sprite v]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nwhen I receive [\(un\)mute v]\nchange [\(un\)muted v] by (((\(UN\)MUTED) * (-2)) + (1))\nif <(\(UN\)MUTED) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen I receive [back v]\ndelete this clone\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-109) y: (-56)\nerase all\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\nset size to (250) %\nset [pixelate v] effect to (20)\nset [ghost v] effect to (100)\nset [music v] to [16]\nset [gui helper \(music\) v] to [0]\nset [music: clone id v] to [0]\nset [\(un\)muted v] to [0]\nset volume to (100) %\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nwhen I receive [music v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nhide\npoint in direction (90)\nstamp\nset size to (250) %\nswitch costume to (costume1 v)\ngo to x: (-200) y: (60)\nrepeat (4)\n repeat (4)\n change [music: clone id v] by (1)\n create clone of (_myself_ v)\n change x by (125)\n end\n set x to (-200)\n change y by (-65)\nend\nerase all\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume2 v)\nshow\nrepeat until <(costume [number v]) = [1]>\n if <not <(Gui Helper \(Music\)) = [0]>> then\n switch costume to ((Gui Helper \(Music\)) + (18))\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [mobile mode? v]\nhide\n\nwhen this sprite clicked\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\nswitch costume to (costume1 v)\nset size to (250) %\ngo to x: (-109) y: (-56)\nset [music: clone id v] to [0]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [play v]\nforever\n play sound [Whatsapp Remix v] until done\nend\n\n@Intro\n\nwhen I start as a clone\nset [pfp v] to (pick random (75) to (100))\nset [js_ v] to (pick random (75) to (100))\nset [dir_js v] to (pick random (200) to (400))\nset [dir_pfp v] to (pick random (200) to (400))\nwait (3.6) seconds\nforever\n if <(Intro CloneID) = [1]> then\n point in direction ((pfp) + (([sin v] of ((timer) * (dir_pfp)) ) * (20)))\n else\n if <(Intro CloneID) = [2]> then\n point in direction ((JS_) + (([sin v] of ((timer) * (dir_JS)) ) * (20)))\n end\n end\nend\n\nwhen flag clicked\nforever\n set [mp v] to [1]\n wait (0.2) seconds\n set [mp v] to [0]\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nwait (3.6) seconds\nforever\n if <(mp) = [1]> then\n set [bounce? v] to ((((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.3))) - (25))\n change size by (bounce?)\n else\n set [bounce? v] to ((((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.3))) - (25))\n change size by (bounce?)\n end\nend\n\nwhen I receive [intro v]\nset [intro cloneid v] to [0]\nstart sound [Intro v]\nrepeat (3)\n change [intro cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nbroadcast (Intro v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\nif <(Intro CloneID) = [1]> then\n switch costume to (js v)\n go to x: (0) y: (200)\n repeat until <(y position) < [1]>\n change y by (((y position) * (.1)) * (-1))\n end\n wait (7.3) seconds\n delete this clone\nelse\n if <(Intro CloneID) = [2]> then\n switch costume to (js_coder v)\n go to x: (-300) y: (-100)\n repeat until <(x position) > [-1]>\n change x by (((x position) * (.1)) * (-1))\n end\n wait (7.3) seconds\n delete this clone\n else\n switch costume to (gren squar v)\n set [ghost v] effect to (100)\n wait (3.4) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\n wait (.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (4.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (.5) seconds\n broadcast (Intro Finished v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Player\n\nwhen flag clicked\nwait (0.001) seconds\nset [transition v] to [0]\nhide\n\nwhen I receive [play v]\nReset\nset [dead? v] to [0]\nclear graphic effects\nshow\nwait (.2) seconds\nforever\n if <<(PAUSED? Y/N) = [n]> and <<(Transition) = [0]> and <(Dead?) = [0]>>> then\n if <(MOBILE MODE Y/N) = [n]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (whatsapp_crouch v)\n else\n switch costume to (whatsapp v)\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 if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (.9))\n change x by (X Velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-2)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (15)\n end\n end\n change y by (2)\n else\n if <<mouse down?> and <(mouse y) < (y position)>> then\n switch costume to (whatsapp_crouch v)\n else\n switch costume to (whatsapp v)\n end\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x velocity v] by (1)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (.9))\n change x by (X Velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > (y position)>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-2)\n if <touching (level v)?> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n change [y velocity v] by (15)\n end\n end\n change y by (2)\n end\n end\nend\n\ndefine Reset\nswitch costume to (whatsapp v)\ngo to x: (-205) y: (-90)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\n\nwhen I receive [play v]\nforever\n if <<touching (spikes v)?> or <(y position) < [-162]>> then\n start sound [Crunch v]\n "Animation"1\n Reset\n "Animation"2\n end\n if <touching (boost v)?> then\n set [x velocity v] to [45]\n end\n if <touching (inverted boost v)?> then\n set [x velocity v] to [-45]\n end\n if <touching (portal1 v)?> then\n start sound [Teleport2 v]\n go to (portal2 v)\n end\nend\n\nif <(x position) > [225]> then\n broadcast (Transition v)\nend\n\ndefine "Animation"1\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\n change [pixelate v] effect by (4)\nend\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-4)\n change [pixelate v] effect by (-4)\nend\nset [dead? v] to [0]\n\nwhen I receive [next v]\nReset\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [trampoline down v]\nset [y velocity v] to [-15]\n\nwhen I receive [trampoline up v]\nset [y velocity v] to [20]\n\n@Spikes\n\nwhen flag clicked\nwait (.001) seconds\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nclear graphic effects\nshow\nif <(PRACTICING LEVEL Y/N) = [Yes]> then\n switch costume to (LEVEL SELECTION)\nelse\n forever\n switch costume to (LEVEL)\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\n@Particle Effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (80)\nset size to (pick random (80) to (150)) %\ngo to x: (240) y: (pick random (-180) to (180))\npoint in direction (pick random (-60) to (-105))\nset [speed v] to (pick random (5) to (10))\nrepeat until <<(x position) < [-235]> or <(y position) > [170]>>\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <<(LEVEL) < [19]> and <(LEVEL) > [10]>> then\n set [brightness v] effect to (-90)\n else\n set [brightness v] effect to (0)\n end\n else\n if <<(LEVEL SELECTION) < [19]> and <(LEVEL SELECTION) > [10]>> then\n set [brightness v] effect to (-90)\n else\n set [brightness v] effect to (0)\n end\n end\n if <(PAUSED? Y/N) = [N]> then\n move (Speed) steps\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen I receive [play v]\nforever\n if <(PAUSED? Y/N) = [N]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine "Animation"1\nrepeat (25)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [play v]\nshow\nclear graphic effects\nset [ghost v] effect to (50)\nforever\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <<(LEVEL) > [10]> and <(LEVEL) < [19]>> then\n hide\n else\n show\n end\n else\n if <<(LEVEL SELECTION) > [10]> and <(LEVEL SELECTION) < [19]>> then\n hide\n else\n show\n end\n end\n go to (player v)\n go to [back v] layer\n switch costume to ([costume # v] of [player v])\nend\n\nwhen I receive [play v]\nforever\n if <(Dead?) = [1]> then\n "Animation"1\n "Animation"2\n end\nend\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\n\ndefine "Animation"1\nrepeat (25)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nhide\n\n@Transition\n\nwhen flag clicked\nwait (.001) seconds\nset [transition clone id v] to [0]\nset [transition v] to [0]\nset [clone v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nforever\n if <<<<([x position v] of [player v]) > [234]> and <(Transition) = [0]>> and <not <(LEVEL) = [26]>>> or <([costume # v] of [skip button v]) = [2]>> then\n set [transition v] to [1]\n repeat (2)\n change [transition clone id v] by (1)\n create clone of (_myself_ v)\n end\n wait (1.5) seconds\n broadcast (Next v)\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\nclear graphic effects\ngo to [front v] layer\nif <(Transition Clone ID) = [1]> then\n set x to (-320)\n switch costume to (costume1 v)\nelse\n set x to (320)\n switch costume to (costume2 v)\nend\nrepeat until <(round (x position)) = [0]>\n change x by ((x position) * ((.2) * (-1)))\nend\nwait (1) seconds\ndelete this clone\n\nwhen I receive [next v]\nshow\nswitch costume to (costume3 v)\nif <(Clone) = [0]> then\n if <(PRACTICING LEVEL Y/N) = [No]> then\n change [level v] by (1)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [transition clone id v] to [0]\nset [transition v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Boost\n\nwhen flag clicked\nwait (.001) seconds\nclear graphic effects\nhide\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nif <(PRACTICING LEVEL Y/N) = [Yes]> then\n switch costume to (LEVEL SELECTION)\nelse\n forever\n switch costume to (LEVEL)\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\n@Inverted Boost\n\nwhen flag clicked\nwait (.001) seconds\nclear graphic effects\nhide\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nif <(PRACTICING LEVEL Y/N) = [Yes]> then\n switch costume to (LEVEL SELECTION)\n if <(LEVEL) = [25]> then\n set [ghost v] effect to (100)\n else\n clear graphic effects\n end\nelse\n forever\n switch costume to (LEVEL)\n if <(LEVEL) = [25]> then\n set [ghost v] effect to (100)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\n@Trampoline\n\nwhen flag clicked\nwait (0.001) seconds\npoint in direction (90)\ngo to [back v] layer\nclear graphic effects\nset [cloneid \(up/down\) v] to [1]\n\ndefine Trampoline\nshow\nif <(Dead?) = [0]> then\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(PRACTICING LEVEL Y/N) = [No]> then\n repeat until <not <(LEVEL) = (LeVeL)>>\n Trampoline\n end\nelse\n repeat until <not <(LEVEL SELECTION) = (LeVeL)>>\n Trampoline\n end\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [play v]\npoint in direction (90)\n\nwhen I receive [next v]\npoint in direction (90)\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\npoint in direction (90)\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n if <(CloneID \(Up/Down\)) = [1]> then\n broadcast (Trampoline Up v)\n else\n broadcast (Trampoline Down v)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n hide\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <(LEVEL) = [5]> then\n go to x: (-75) y: (-125)\n clear graphic effects\n Trampoline\n else\n if <(LEVEL) = [8]> then\n go to x: (-155) y: (-125)\n clear graphic effects\n Trampoline\n else\n if <(LEVEL) = [12]> then\n set [brightness v] effect to (-100)\n set [level v] to [12]\n point in direction (90)\n go to x: (-55) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (50) y: (100)\n set [cloneid \(up/down\) v] to [2]\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (120) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (-90)\n wait until <not <(LEVEL) = (LeVeL)>>\n else\n if <(LEVEL) = [14]> then\n go to x: (150) y: (-125)\n set [brightness v] effect to (-100)\n Trampoline\n else\n if <(LEVEL) = [17]> then\n go to x: (-30) y: (-125)\n set [brightness v] effect to (-100)\n Trampoline\n else\n if <(LEVEL) = [22]> then\n clear graphic effects\n set [level v] to [22]\n point in direction (90)\n go to x: (-125) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (125) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (-200) y: (145)\n set [cloneid \(up/down\) v] to [2]\n create clone of (_myself_ v)\n repeat (7)\n point in direction (-90)\n go to x: ((x position) + (58)) y: (145)\n set [cloneid \(up/down\) v] to [2]\n create clone of (_myself_ v)\n end\n wait until <not <(LEVEL) = (LeVeL)>>\n else\n if <(LEVEL) = [24]> then\n go to x: (-70) y: (-125)\n clear graphic effects\n Trampoline\n end\n end\n end\n end\n end\n end\n end\n else\n if <(LEVEL SELECTION) = [5]> then\n go to x: (-75) y: (-125)\n clear graphic effects\n Trampoline\n else\n if <(LEVEL SELECTION) = [8]> then\n go to x: (-155) y: (-125)\n clear graphic effects\n Trampoline\n else\n if <(LEVEL SELECTION) = [12]> then\n set [brightness v] effect to (-100)\n set [level v] to [12]\n point in direction (90)\n go to x: (-55) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (50) y: (100)\n set [cloneid \(up/down\) v] to [2]\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (120) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (-90)\n else\n if <(LEVEL SELECTION) = [14]> then\n go to x: (150) y: (-125)\n set [brightness v] effect to (-100)\n Trampoline\n else\n if <(LEVEL SELECTION) = [17]> then\n go to x: (-30) y: (-125)\n set [brightness v] effect to (-100)\n Trampoline\n else\n if <(LEVEL SELECTION) = [22]> then\n clear graphic effects\n set [level v] to [22]\n point in direction (90)\n go to x: (-125) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (125) y: (-125)\n set [cloneid \(up/down\) v] to [1]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (-200) y: (145)\n set [cloneid \(up/down\) v] to [2]\n create clone of (_myself_ v)\n repeat (7)\n point in direction (-90)\n go to x: ((x position) + (58)) y: (145)\n set [cloneid \(up/down\) v] to [2]\n create clone of (_myself_ v)\n end\n wait until <not <(LEVEL SELECTION) = (LeVeL)>>\n else\n if <(LEVEL SELECTION) = [24]> then\n go to x: (-70) y: (-125)\n clear graphic effects\n Trampoline\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n broadcast (Trampoline Up v)\n end\nend\n\nwait until <not <(LEVEL SELECTION) = (LeVeL)>>\n\n@Portal1\n\nwhen flag clicked\ngo to x: (-107) y: (-130)\nset [whirl v] effect to (500)\nhide\n\nwhen I receive [play v]\nforever\n turn right (10) degrees\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <(LEVEL) = [6]> then\n go to x: (-75) y: (-90)\n show\n else\n if <(LEVEL) = [8]> then\n go to x: (15) y: (140)\n show\n else\n if <(LEVEL) = [15]> then\n go to x: (-210) y: (141)\n show\n else\n if <(LEVEL) = [20]> then\n go to x: (220) y: (-95)\n show\n else\n if <(LEVEL) = [23]> then\n go to x: (-60) y: (-95)\n show\n else\n hide\n end\n end\n end\n end\n end\n else\n if <(LEVEL SELECTION) = [6]> then\n go to x: (-75) y: (-90)\n show\n else\n if <(LEVEL SELECTION) = [8]> then\n go to x: (15) y: (140)\n show\n else\n if <(LEVEL SELECTION) = [15]> then\n go to x: (-210) y: (141)\n show\n else\n if <(LEVEL SELECTION) = [20]> then\n go to x: (220) y: (-95)\n show\n else\n if <(LEVEL SELECTION) = [23]> then\n go to x: (-60) y: (-95)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nforever\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <<(LEVEL) > [9]> and <(LEVEL) < [17]>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n if <<(LEVEL) = [20]> or <(LEVEL) = [23]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <<(LEVEL SELECTION) > [9]> and <(LEVEL SELECTION) < [17]>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n if <<(LEVEL SELECTION) = [20]> or <(LEVEL SELECTION) = [23]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Portal2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [whirl v] effect to (500)\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nforever\n turn right (10) degrees\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <(LEVEL) = [6]> then\n go to x: (75) y: (-90)\n show\n else\n if <(LEVEL) = [8]> then\n go to x: (15) y: (0)\n show\n else\n if <(LEVEL) = [15]> then\n go to x: (170) y: (-100)\n show\n else\n if <(LEVEL) = [20]> then\n go to x: (10) y: (-70)\n show\n else\n if <(LEVEL) = [23]> then\n go to x: (175) y: (90)\n show\n else\n hide\n end\n end\n end\n end\n end\n else\n if <(LEVEL SELECTION) = [6]> then\n go to x: (75) y: (-90)\n show\n else\n if <(LEVEL SELECTION) = [8]> then\n go to x: (15) y: (0)\n show\n else\n if <(LEVEL SELECTION) = [15]> then\n go to x: (170) y: (-100)\n show\n else\n if <(LEVEL SELECTION) = [20]> then\n go to x: (10) y: (-70)\n show\n else\n if <(LEVEL SELECTION) = [23]> then\n go to x: (175) y: (90)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nforever\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <<(LEVEL) > [9]> and <(LEVEL) < [17]>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n if <<(LEVEL) = [20]> or <(LEVEL) = [23]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <<(LEVEL SELECTION) > [9]> and <(LEVEL SELECTION) < [17]>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n if <<(LEVEL SELECTION) = [20]> or <(LEVEL SELECTION) = [23]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@o boi I'm so tired I'll just create another sprite\n\nwhen flag clicked\nwait (.0001) seconds\nset [ghost v] effect to (100)\nswitch costume to (black v)\nhide\n\nwhen I receive [play v]\nif <(PRACTICING LEVEL Y/N) = [No]> then\n wait until <(LEVEL) = [10]>\n switch costume to (black v)\n wait (1) seconds\n repeat until <(Transition) = [1]>\n go to [front v] layer\n show\n set [ghost v] effect to ((((([x position v] of [player v]) + (100)) / (3)) * (-1)) + (80))\n end\n wait until <(LEVEL) = [18]>\n switch costume to (white v)\n wait (1) seconds\n repeat until <(Transition) = [1]>\n go to [front v] layer\n show\n set [ghost v] effect to ((((([x position v] of [player v]) + (100)) / (3)) * (-1)) + (80))\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [play v]\nif <<(LEVEL SELECTION) = [10]> and <(PRACTICING LEVEL Y/N) = [Yes]>> then\n switch costume to (black v)\n forever\n repeat until <([x position v] of [player v]) > [234]>\n go to [front v] layer\n show\n set [ghost v] effect to ((((([x position v] of [player v]) + (100)) / (3)) * (-1)) + (80))\n end\n end\nelse\n if <<(LEVEL SELECTION) = [18]> and <(PRACTICING LEVEL Y/N) = [Yes]>> then\n switch costume to (white v)\n forever\n repeat until <([x position v] of [player v]) > [234]>\n go to [front v] layer\n show\n set [ghost v] effect to ((((([x position v] of [player v]) + (100)) / (3)) * (-1)) + (80))\n end\n end\n end\nend\n\n@Cave Lights\n\nwhen I receive [play v]\nclear graphic effects\nforever\n if <(PRACTICING LEVEL Y/N) = [No]> then\n if <<(LEVEL) > [10]> and <(LEVEL) < [19]>> then\n go to (player v)\n go to [back v] layer\n show\n else\n hide\n end\n else\n if <<(LEVEL SELECTION) > [10]> and <(LEVEL SELECTION) < [19]>> then\n go to (player v)\n go to [back v] layer\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (.001) seconds\nclear graphic effects\nhide\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nwait (.01) seconds\nforever\n if <(Dead?) = [1]> then\n "Animation"1\n "Animation"2\n end\nend\n\ndefine "Animation"1\nrepeat (25)\n change [ghost v] effect by (4)\n change [pixelate v] effect by (2)\nend\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-4)\n change [pixelate v] effect by (-2)\nend\n\n@Skip Button\n\nwhen flag clicked\nwait (.001) seconds\ngo to x: (-155) y: (-156)\nswitch costume to (1 v)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nif <<(SPEEDRUN Y/N) = [No]> and <(PRACTICING LEVEL Y/N) = [No]>> then\n show\n forever\n if <(PAUSED? Y/N) = [n]> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\n end\n if <(LEVEL) = [26]> then\n hide\n end\n end\nend\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen this sprite clicked\nif <(PAUSED? Y/N) = [n]> then\n switch costume to (2 v)\n wait (.1) seconds\n switch costume to (1 v)\n wait (1) seconds\nend\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\n
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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 [80]\nset [3d sound available v] to [y]\nset [ステージ v] to [1]\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\nforever\n set [mb仮保存 v] to (Maximum BGM Volume)\n set volume to (Maximum BGM Volume) %\n wait until <not <(mb仮保存) = (Maximum BGM Volume)>>\nend\n\nwhen I receive [ポーズ v]\nif <(ポーズを許可する?) = [y]> then\n if <(動いてよろしい?) = [1]> then\n broadcast (ポーズバック v)\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]\n end\nend\n\nwhen I receive [ポーズ解除 v]\nset [動いてよろしい? v] to (letter (1) of (\(ポーズ処理用\)A))\nset [背景動かす? v] to (letter (2) of (\(ポーズ処理用\)A))\nset [ポーズ中? v] to [n]\n\nwhen [p v] key pressed\nif <not <(ポーズ中?) = [d]>> then\n if <(ポーズ中?) = [n]> then\n broadcast (ポーズ v)\n else\n broadcast (ポーズ解除 v)\n end\nend\n\nwhen I receive [hp復活用ポーズ v]\nset [\(ポーズ処理用\)a v] to (join (動いてよろしい?) (背景動かす?))\nset [動いてよろしい? v] to [0]\nset [背景動かす? v] to [0]\nset [ポーズ中? v] to [d]\n\nwhen I receive [コロン本編スタート! v]\nswitch backdrop to (背景1 v)\nclear graphic effects\nbroadcast (W1 effects v)\n\nwhen I receive [コロン本編スタート! v]\nset [bgm v] to [1]\nforever\n if <not <(BGM) = [0]>> then\n play sound (BGM) until done\n end\nend\n\nwhen I receive [コロン本編スタート! v]\nrepeat (20)\n change [maximum bgm volume v] by (-2)\nend\n\nwhen flag clicked\nset [fps計測 v] to [0]\nforever\n change [fps計測 v] by (1)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to ((FPS計測) - (2))\n set [fps計測 v] to [0]\nend\n\nwhen flag clicked\nset [基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率 v] to [1]\nwait (1) seconds\nforever\n set [基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率 v] to ((FPS) / (30))\nend\n\n@軽量化\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (ダウンロード \(89\) v)\nwait (0.1) seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n if <(モバイル使用?) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nif <key (x v) pressed?> then\n broadcast (軽量化して起動 v)\n hide\n stop [this script v]\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) / (280)) * (100))\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 rotation style [all around v]\nset [player hp v] to [100]\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 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?> or <key (a 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 if <(Yv) = [0]> then\n set [足音 v] to [0]\n end\n else\n if <<<<<mouse down?> and <(x position) < (mouse x)>> and <(モバイル移動可?) = [1]>> or <<key (right arrow v) pressed?> or <key (d 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 if <(Yv) = [0]> then\n set [足音 v] to [0]\n end\n else\n set [足音 v] to [0]\n end\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?> or <key (s 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?> or <key (w 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?> or <key (w v) pressed?>>> and <(player 無敵) = [0]>> then\n set [足音 v] to [0]\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 if <<touching (ステージ//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 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 set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<touching (ステージ//障害物2 v)?> or <touching (ステージ//障害物3 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 SE Name: [ダメージの声] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n if <touching (ステージ//障害物3 v)?> then\n set [xv v] to [0]\n change [player hp v] by (-200)\n end\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pc v)?> or <touching (ステージ//障害物1 v)?>> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//障害物1 v)?>> or <touching (ステージ//地形mb 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]\nset [左右のみ? v] to [0]\nclear graphic effects\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset rotation style [all around v]\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\nclear graphic effects\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 [武器を非表示にすべきか? v] to [0]\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 [story pc 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\nset [武器を非表示にすべきか? v] to [1]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(動いてよろしい?) = [1]> then\n if <<(player HP) = [0]> or <(player HP) < [0]>> then\n broadcast (HP復活用ポーズ v)\n end\n end\nend\n\nwhen I receive [w3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 [story pc v]) = [18]>\nrepeat until <<(x position) = [150]> or <(x position) > [150]>>\n turn right (15) degrees\n change x by (10)\nend\npoint in direction (60)\nSE Name: [ぷよん] 3D Sound: [y] Vol: [100]\nrepeat (10)\n change x by ((26) / (10))\n change y by (((70) + (15)) / (10))\nend\nSE Name: [ヒューンと落下] 3D Sound: [y] Vol: [100]\nrepeat (15)\n turn right (8) degrees\n move (2) steps\n change y by (-17)\nend\nset [武器を非表示にすべきか? v] to [1]\nhide\n\nwhen I receive [地面ぐらぐら v]\nrepeat (50)\n change x by (5)\n wait (0.05) seconds\n change x by (-5)\n wait (0.05) seconds\nend\n\nwhen I receive [コロン本編スタート! v]\nshow\nswitch costume to (コスチューム2 v)\npoint in direction (90)\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 flag clicked\nset [player hp v] to [100]\nset [xv v] to [0]\nset [yv v] to [0]\nset [player 無敵 v] to [0]\nset x to (-150)\nset y to (-67)\nhide\n\nwhen I receive [振動 v]\nrepeat (2)\n change x by (5)\n wait (0.05) seconds\n change x by (-5)\n wait (0.05) seconds\nend\n\nwhen I receive [koroアニメーション開始 v]\nhide\n\nwhen I receive [ready 4 final v]\nclear graphic effects\nshow\n\nwhen I receive [ready 4 final v]\nrepeat (10)\n switch costume to (コスチューム2 v)\nend\n\nwhen I receive [w5終了後アニメーション v]\nswitch costume to (コスチューム4 v)\n\ndefine 草の足音\nset [足音 v] to [1]\nstart sound [草1 v]\nwait (1.14) seconds\nrepeat until <(足音) = [0]>\n if <(pick random (1) to (2)) = [2]> then\n start sound [草2 v]\n wait (1.1) seconds\n else\n start sound [草3 v]\n wait (0.72) seconds\n end\nend\n\nwhen flag clicked\nset [足音 v] to [0]\nforever\n if <(足音) = [1]> then\n if <(ワールド) = [1]> then\n 草の足音\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(足音) = [1]> then\n if <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\n else\n log [not 3d]\n set [pan left/right v] effect to (0)\n end\n end\nend\n\nwhen I receive [colon phoenix v]\nset [phoenix? v] to [1]\nset size to (60) %\nrepeat until <(Phoenix?) = [0]>\n switch costume to (コスチューム5 v)\n change volume by (0)\n change volume by (0)\n switch costume to (コスチューム6 v)\n change volume by (0)\n change volume by (0)\nend\nswitch costume to (コスチューム1 v)\nset size to (100) %\n\nSE Name: [7] 3D Sound: [y] Vol: [100]\nSE Name: [8] 3D Sound: [y] Vol: [100]\n\nwhen I receive [colon phoenix v]\nset rotation style [all around v]\nSE Name: [5] 3D Sound: [y] Vol: [100]\nrepeat (10)\n point towards (ボス//ボス v)\nend\nSE Name: [6] 3D Sound: [y] Vol: [100]\nrepeat (20)\n point towards (ボス//ボス v)\n change x by ((([x position v] of [ボス//ボス v]) - (x position)) / (5))\n change y by ((([y position v] of [ボス//ボス v]) - (y position)) / (5))\nend\nSE Name: [7] 3D Sound: [y] Vol: [100]\nSE Name: [8] 3D Sound: [y] Vol: [100]\nset [boss hp v] to [0]\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nset [phoenix? v] to [0]\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\n\n@⚡ターボ対策\n\nwhen flag clicked\n\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\n\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\nswitch costume to (ダウンロード \(1\)2 v)\nhide\n\nwhen I receive [幕 v]\nif <(モバイル使用?) = [1]> then\n switch costume to (ダウンロード \(1\)2 v)\nelse\n switch costume to (ダウンロード \(1\) v)\nend\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]>\nhide\nif <(ステージ) = [39]> then\n broadcast (アニメーション用にセット v) and wait\n broadcast (KOROKORO救出! v)\nelse\n set [動いてよろしい? v] to [1]\nend\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@演出\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 [白がわっ! v]\nswitch costume to (コスチューム1 v)\nSE Name: [1] 3D Sound: [n] Vol: [100]\nif <(モバイル使用?) = [0]> then\n clear graphic effects\n go to [front v] layer\n show\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [コロン本編スタート! v]\nswitch costume to (コスチューム1 v)\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 [赤がわっ! v]\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nset [player hp v] to [100]\nbroadcast (アクション用リセット v)\nset [動いてよろしい? v] to [1]\nbroadcast (player HPゲージ表示 v)\nbroadcast (w6 boss v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [koroアニメーションに切り替え v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nSE Name: [2] 3D Sound: [n] Vol: [100]\ngo to [front v] layer\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (KOROアニメーション開始 v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nif <(モバイル使用?) = [0]> then\nend\n\n@コロコロくん\n\nwhen I receive [koroアニメーション開始 v]\nhide\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 地面に着地\nrepeat until <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>>\n show\n change y by (-0.01)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\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\nswitch costume to (檻 v)\n\nwhen I receive [コロン本編スタート! v]\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 [korokoro救出! v]\nswitch costume to (檻 v)\ngo to x: (173) y: (0)\ngo to [front v] layer\nshow\nglide (1) secs to x: (173) y: (-72)\nSE Name: [2] 3D Sound: [y] Vol: [100]\nswitch costume to (コロコロ君 v)\nbroadcast (檻を破壊 v)\n地面に着地\nset [動いてよろしい? v] to [1]\nwait until <(BGM) = [10]>\nwait until <not <<(boss HP) = [0]> or <(boss HP) < [0]>>>\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n if <(動いてよろしい?) = [1]> then\n 行動パターン [1]\n end\nend\n\ndefine 行動パターン (行動パターン)\nif <(行動パターン) = [1]> then\n repeat until <(distance to [ボス//ボス v]) < [100]>\n if <(y position) < ([y position v] of [ボス//ボス v])> then\n SE Name: [マッチで火をつける] 3D Sound: [y] Vol: [100]\n wait (0.1) seconds\n switch costume to (ジェットパック2 v)\n repeat (20)\n if <(動いてよろしい?) = [1]> then\n change y by (10)\n end\n end\n else\n switch costume to (ジェットパック1 v)\n repeat until <<(y position) < ([y position v] of [ボス//ボス v])> or <(distance to [ボス//ボス v]) < [100]>>\n if <(動いてよろしい?) = [1]> then\n if <(x position) < ([x position v] of [ボス//ボス v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n change x by (((x position) - ([x position v] of [ボス//ボス v])) / (-10))\n change y by (((y position) - ([y position v] of [ボス//ボス v])) / (-10))\n end\n end\n end\n end\n set [コロコロパワーアップ v] to [5]\n switch costume to (ジェットパック1 v)\n if <(x position) < ([x position v] of [ボス//ボス v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat (3)\n broadcast (コロコロ攻撃 v)\n wait until <(スーパーボール持っている?) = [0]>\n repeat until <(スーパーボール持っている?) = [1]>\n change y by (-3)\n move (3) steps\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [アニメーション用にセット v]\nif <(ワールド) = [6]> then\n point in direction (-90)\n glide (0.3) secs to x: (150) y: (-50)\n 地面に着地\nend\n\nwhen I receive [w6 boss v]\nwait until <not <<(boss HP) = [0]> or <(boss HP) < [0]>>>\nrepeat until <<(boss HP) = [500]> or <(boss HP) < [500]>>\n if <(動いてよろしい?) = [1]> then\n 行動パターン [1]\n end\nend\nswitch costume to (ウィング v)\nSE Name: [必殺!] 3D Sound: [y] Vol: [100]\nbroadcast (KOROKOROLIGHT v)\nwait (0.2) seconds\nSE Name: [5] 3D Sound: [y] Vol: [100]\nset [背景明るさ v] to [100]\npoint towards (ボス//ボス v)\nglide (0.2) secs to (ボス//ボス v)\nset [背景明るさ v] to [0]\nset [動いてよろしい? v] to [0]\nset [max bgm 一時保存 v] to (Maximum BGM Volume)\nset [maximum bgm volume v] to [0]\nbroadcast (KOROアニメーションに切り替え v)\n\nwhen I receive [ready 4 final v]\nswitch costume to (コロコロ君 お花2 v)\nshow\n\nif <(モバイル使用?) = [0]> then\nelse\n set [背景明るさ v] to [0]\n set [動いてよろしい? v] to [0]\n set [max bgm 一時保存 v] to (Maximum BGM Volume)\n set [maximum bgm volume v] to [0]\n broadcast (Colon Phoenix v)\nend\n\n@Story PC\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 [スタート v]\nset [story 表示? v] to [0]\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)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [story 表示? v] to [0]\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)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nrepeat (6)\n wait (3.5) seconds\n next costume\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [story 表示? v] to [0]\nhide\n\nwhen I receive [w3終了後アニメーション v]\nclear graphic effects\nswitch costume to (16 v)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nrepeat (2)\n wait (3.5) seconds\n next costume\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [story 表示? v] to [0]\nhide\n\nwhen I receive [コロン本編スタート! v]\ngo to x: (0) y: (100)\nswitch costume to (1 v)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nwait (3) seconds\nswitch costume to (2 v)\nwait (3) seconds\nset [story 表示? v] to [0]\nhide\nbroadcast (bird! v) and wait\nswitch costume to (3 v)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\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 [ready 4 final v]\nbroadcast (おい、HP!非表示にならないとどうなっても知らないぞ! v)\nclear graphic effects\nswitch costume to (21 v)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nwait (3) seconds\nnext costume\nwait (3) seconds\nset [story 表示? v] to [0]\nhide\nrepeat (100)\n change [maximum bgm volume v] by (-1)\nend\nstop all sounds\nset [bgm v] to [13]\nset [maximum bgm volume v] to (Max BGM 一時保存)\ngo to x: (0) y: (0)\ngo to [front v] layer\nnext costume\nset [story 表示? v] to [0]\nshow\nrepeat until <(y position) > [1119]>\n change y by (0.5)\nend\nset [story 表示? v] to [0]\nhide\nnext costume\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [w5終了後アニメーション v]\nclear graphic effects\nswitch costume to (19 v)\nset [story 表示? v] to [1]\nif <(モバイル使用?) = [0]> then\n show\nend\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [story 表示? v] to [0]\nhide\n\nwhen flag clicked\nset [story 表示? v] to [0]\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)\ngo to [front v] layer\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]\nswitch costume to (toucan-b2 v)\nset [bird? v] to [1]\nrepeat until <(bird?) = [0]>\n if <(モバイル使用?) = [0]> then\n switch costume to (toucan-b v)\n wait (0.1) seconds\n switch costume to (toucan-c v)\n wait (0.1) seconds\n else\n switch costume to (toucan-b2 v)\n wait (0.1) seconds\n switch costume to (toucan-c2 v)\n wait (0.1) seconds\n end\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pc v)?> or <touching (ステージ//地形mb 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 set [sx v] to (x position)\n set [sy v] to (y position)\n if <<touching (_edge_ v)?> or <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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pc v)?> or <touching (ステージ//地形mb 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\nwhen I receive [koroアニメーション開始 v]\nhide\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) / (280)) * (100))\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\nif <(w) = [2]> then\n SE Name: [2a] 3D Sound: [y] Vol: [100]\n switch costume to (2b 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: [2b] 3D Sound: [y] Vol: [100]\n switch costume to (2c v)\n broadcast (player attack 2 v)\n wait until <(動いてよろしい?) = [1]>\n wait (data2) seconds\n switch costume to (2a 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)?>\nSE Name: [GET] 3D Sound: [y] Vol: [100]\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 <touching (プレイヤー v)?> then\n if <<<(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: [15]\n else\n attack [1] [0.05] [0.05] [] [] [] power: [5] knock back: [3] [5] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.05] [0.05] [] [] [] power: [5] knock back: [3] [5] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.05] [0.04] [] [] [] power: [5] knock back: [3] [10] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.6] [0.5] [] [] [] power: [16] knock back: [30] [5] Investigation stop time: [20]\n end\n set [左右のみ? v] to [0]\n end\n if <<<(取得武器) > [1]> and <(現在の武器) = [2]>> and <(動いてよろしい?) = [1]>> then\n set [左右のみ? v] to [1]\n switch costume to (2b v)\n wait (0.1) seconds\n if <key (space v) pressed?> then\n attack [2] [0.2] [0.2] [] [] [] power: [5] knock back: [3] [3] Investigation stop time: [8]\n else\n attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n attack [2] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [6]\n SE Name: [2c] 3D Sound: [y] Vol: [100]\n attack [2] [0.3] [0.5] [] [] [] power: [15] knock back: [30] [5] Investigation stop time: [10]\n end\n set [左右のみ? v] to [0]\n end\nend\n\nwhen I receive [\(モバイル\)攻撃するお🌟 v]\nclear sound effects\nif <touching (プレイヤー v)?> then\n if <<<(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]\n end\n if <<<(取得武器) > [1]> and <(現在の武器) = [2]>> and <(動いてよろしい?) = [1]>> then\n set [左右のみ? v] to [1]\n switch costume to (2b 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 [2] [0.2] [0.2] [] [] [] power: [5] knock back: [3] [3] Investigation stop time: [8]\n else\n attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n attack [2] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [6]\n attack [2] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [6]\n SE Name: [2c] 3D Sound: [y] Vol: [100]\n attack [2] [0.3] [0.5] [] [] [] power: [15] knock back: [30] [5] Investigation stop time: [10]\n end\n set [左右のみ? v] to [0]\n end\nend\n\nwhen I receive [ソードドロップ v]\nif <not <touching (プレイヤー v)?>> then\n set [ghost v] effect to (0)\n switch costume to (2a v)\n go to x: (70) y: (120)\n show\n wait until <<touching (プレイヤー v)?> or <([x position v] of [プレイヤー v]) > [150]>>\n if <([x position v] of [プレイヤー v]) > [150]> then\n glide (0.1) secs to (プレイヤー v)\n end\n set [取得武器 v] to [2]\n broadcast (ソードに切り替え v)\n hide\nend\n\nwhen I receive [アニメーション用にセット v]\nswitch costume to (join (現在の武器) [a])\n\nwhen I receive [ソードに切り替え v]\nSE Name: [GET] 3D Sound: [y] Vol: [100]\nif <[1] < (取得武器)> then\n set [現在の武器 v] to [2]\n switch costume to (2a v)\nend\n\nwhen flag clicked\nset [武器を非表示にすべきか? v] to [0]\n\nwhen I start as a clone\nforever\n if <(武器を非表示にすべきか?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen [n v] key pressed\nif <<(取得武器) = [2]> or <(取得武器) > [2]>> then\n if <(現在の武器) = [1]> then\n broadcast (ソードに切り替え v)\n else\n broadcast (ハンマーに切り替え v)\n end\nend\n\nwhen I receive [ハンマーに切り替え v]\nSE Name: [GET] 3D Sound: [y] Vol: [100]\nif <[0] < (取得武器)> then\n set [現在の武器 v] to [1]\n switch costume to (1a v)\nend\n\n@player エフェクト\n\nwhen I receive [koroアニメーション開始 v]\nhide\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) / (280)) * (100))\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\nwhen I receive [player attack 2 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 (w2 effect v)\nset size to (60) %\nclear graphic effects\nshow\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (20)\nend\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]\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]\nstop all sounds\n\nwhen [q 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 stop all sounds\n set [ワールド v] to (answer)\n stop all sounds\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 if <(answer) = [3]> then\n broadcast (白がわっ! v)\n set [ステージ v] to [17]\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3 v)\n broadcast (アクション用リセット v) and wait\n broadcast (W3 effects v)\n set [動いてよろしい? v] to [1]\n set [bgm v] to [5]\n stop all sounds\n set [ワールド v] to [3]\n stop all sounds\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 if <(answer) = [4]> then\n broadcast (白がわっ! v)\n set [ステージ v] to [26]\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4 v)\n broadcast (アクション用リセット v) and wait\n broadcast (W4effects v)\n set [動いてよろしい? v] to [1]\n set [bgm v] to [7]\n stop all sounds\n set [ワールド v] to [4]\n stop all sounds\n set [取得武器 v] to [2]\n set [現在の武器 v] to [2]\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 if <(answer) = [5]> then\n broadcast (白がわっ! v)\n set [ステージ v] to [34]\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5 v)\n broadcast (アクション用リセット v) and wait\n broadcast (W4effects v)\n set [動いてよろしい? v] to [1]\n set [bgm v] to [9]\n stop all sounds\n set [ワールド v] to [5]\n stop all sounds\n set [取得武器 v] to [2]\n set [現在の武器 v] to [2]\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 [w2終了 v]\nbroadcast (w2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3 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W3 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 [5]\nset [ワールド v] to [3]\n\nwhen I receive [w3終了 v]\nbroadcast (W3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4 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W4effects 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 [7]\nset [ワールド v] to [4]\nstop all sounds\n\nbroadcast (\(モバイル\)攻撃するお🌟 v)\n\nwhen I receive [w4終了 v]\nbroadcast (白がわっ! v)\nbroadcast (ステージ切り替え v)\nswitch backdrop to (背景5 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W5effects 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 [9]\nset [ワールド v] to [5]\nstop all sounds\nrepeat (10)\n change [背景明るさ v] by (10)\nend\n\n@Option UI//Option\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\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)\nif <(モバイル使用?) = [0]> then\n switch costume to (コスチューム1 v)\nelse\n switch costume to (コスチューム2 v)\nend\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\nswitch costume to (ver.1 v)\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]\n\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@Option UI//Option Back Effects\n\nwhen this sprite clicked\nif <(Back Effectsを許可する?) = [y]> then\n set [back effectsを許可する? v] to [n]\nelse\n set [back effectsを許可する? v] to [y]\n broadcast (W1 effects v)\nend\n\nwhen I receive [option v]\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n switch costume to (Back Effectsを許可する?)\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\nset [back effectsを許可する? v] to [y]\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//Mobile\n\nwhen flag clicked\nhide\n\nwhen I receive [option ボタン表示 v]\nwait until <not <mouse down?>>\nset [ghost v] effect to (50)\ngo to x: (200) y: (80)\nswitch costume to (モバイル使用?)\nshow\nrepeat until <not <(Option?) = [-1]>>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n next costume\n set [モバイル使用? v] to (costume [name v])\n set [モバイル移動可? v] to (costume [name v])\n if <(モバイル使用?) = [1]> then\n set [back effectsを許可する? v] to [n]\n set [3d sound available v] to [n]\n broadcast (MOB! v)\n else\n set [back effectsを許可する? v] to [y]\n set [3d sound available v] to [y]\n broadcast (W1 effects v)\n end\n wait until <not <mouse down?>>\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]\nhide\n\nwhen I receive [軽量化して起動 v]\nswitch costume to (1 v)\nset [モバイル使用? v] to [1]\nset [back effectsを許可する? v] to [n]\nset [3d sound available v] to [n]\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 hide\n wait (0.5) seconds\n broadcast (スタート v)\n broadcast (player HPゲージ表示 v)\n wait (1) seconds\n if <(モバイル使用?) = [0]> then\n broadcast (アニメーション処理 v)\n end\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]\nwait (1) seconds\nset [\(比較用\)a v] to (player HP)\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 if <not <(player HP) < [50]>> then\n replace item (1) of [system_bar_色2 v] with [1]\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\nwhen flag clicked\nset [player hp v] to [100]\n\n@UI//案内 PC\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]) = [8]>\nif <(モバイル使用?) = [0]> then\n switch costume to (16 v)\n go to [back v] layer\n show\n repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\n switch costume to (16 v)\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n next costume\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n end\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\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]) = [8]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\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]>\nif <(モバイル使用?) = [0]> then\n switch costume to (1 v)\n go to [back v] layer\n show\n repeat 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)\n end\nend\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]) = [22]>\nif <(モバイル使用?) = [0]> then\n switch costume to (18 v)\n go to [back v] layer\n show\n repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\n forever\n switch costume to (18 v)\n repeat (3)\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n next costume\n end\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n end\n end\nend\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]) = [22]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\nhide\n\n@UI//ポーズ中\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 [ポーズバック v]\nswitch costume to (コスチューム1 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\nwhen I receive [hp復活用ポーズ v]\nSE Name: [1] 3D Sound: [n] Vol: [100]\nbroadcast (振動 v) and wait\nbroadcast (ハート v)\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [死亡キャンセル v]\nhide\n\n@UI//スプライト2\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 go to [front v] layer\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@UI//life heart\n\nwhen flag clicked\nset [死亡回数 v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ハート v]\nchange [死亡回数 v] by (1)\nset [ghost v] effect to (100)\nset [brightness v] effect to (-50)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nclear sound effects\nrepeat (25)\n wait until <<key (any v) pressed?> or <mouse down?>>\n start sound [1 v]\n change [pitch v] effect by (4)\n change [brightness v] effect by (2)\n create clone of (_myself_ v)\n wait until <not <<key (any v) pressed?> or <mouse down?>>>\nend\nstart sound [2 v]\nset [player hp v] to [100]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (ポーズ解除 v)\nset [yv v] to [10]\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat (10)\n change size by (20)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [死亡キャンセル v]\nset [player hp v] to [100]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@UI//警告\n\nwhen flag clicked\nhide\n\nwhen I receive [警告 v]\nstart sound [名称未設定 1 - 2022:02:19 16 v]\nrepeat (5)\n show\n wait (0.2) seconds\n hide\n wait (0.2) seconds\nend\n\n@UI//案内 Mob\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]) = [8]>\nif <(モバイル使用?) = [1]> then\n switch costume to (16 v)\n go to [back v] layer\n show\n repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\n switch costume to (16 v)\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n next costume\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n end\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\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]) = [8]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [8]>>\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]>\nif <(モバイル使用?) = [1]> then\n switch costume to (1 v)\n go to [back v] layer\n show\n repeat 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)\n end\nend\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]) = [22]>\nif <(モバイル使用?) = [1]> then\n switch costume to (18 v)\n go to [back v] layer\n show\n repeat until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\n forever\n switch costume to (18 v)\n repeat (3)\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n next costume\n end\n wait (1) seconds\n wait until <(背景動かす?) = [1]>\n end\n end\nend\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]) = [22]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [22]>>\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]> or <<(ステージ) = [25]> or <<(ステージ) = [33]> or <(ステージ) = [39]>>>>> 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 if <(ワールド) = [5]> then\n SE Name: [4] 3D Sound: [n] Vol: [100]\n else\n SE Name: [1] 3D Sound: [n] Vol: [100]\n end\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])\n hide\nend\n\n@ステージ//Stage Effects\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\nif <(Back Effectsを許可する?) = [y]> then\n show\n if <(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\n end\n if <(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\n end\n if <(Effect) = [3]> then\n show\n 指定された速度で上昇 速度: (pick random (1.0) to (3.5))\n delete this clone\n end\n if <(Effect) = [4]> 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\n end\nelse\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 if <(背景動かす?) = [1]> then\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\n end\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 [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\nset [背景動かす? v] to [1]\nshow\nrepeat (3)\n next costume\n wait (2) seconds\nend\nhide\n\nwhen I receive [w3 effects v]\nswitch costume to (コスチューム3 v)\nset [effect v] to [3]\nset y to (-180)\nrepeat until <not <(Effect) = [3]>>\n if <(背景動かす?) = [1]> then\n hide\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\n end\nend\n\nwhen I start as a clone\nif <(Effect) = [3]> then\n wait until <not <(Effect) = [3]>>\n delete this clone\nend\n\nwhen I receive [w4effects v]\nswitch costume to (コスチューム4 v)\nset [effect v] to [4]\nset y to (-180)\nrepeat until <not <(Effect) = [4]>>\n if <(背景動かす?) = [1]> then\n hide\n clear graphic effects\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\n end\nend\n\nwhen I start as a clone\nif <(Effect) = [4]> then\n wait until <not <(Effect) = [4]>>\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(Back Effectsを許可する?) = [n]> then\n delete this clone\n end\nend\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PC\n\nwhen I receive [koroアニメーション開始 v]\nhide\n\nwhen I receive [地面ぐらぐら v]\nrepeat (50)\n change x by (5)\n turn right (3) degrees\n wait (0.05) seconds\n change x by (-5)\n turn right (-3) degrees\n wait (0.05) seconds\nend\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 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\nwait (0.1) seconds\nif <(costume [number v]) = [11]> then\n 敵 [1] を召喚 X: [150] Y: [160]\nend\nif <(costume [number v]) = [21]> then\n 敵 [1] を召喚 X: [150] Y: [160]\n broadcast (ソードドロップ v)\nend\nif <(costume [number v]) = [31]> then\n 敵 [1] を召喚 X: [150] Y: [160]\n 敵 [2] を召喚 X: [170] Y: [160]\nend\nif <(costume [number v]) = [34]> then\n 敵 [3] を召喚 X: [150] Y: [0]\n 敵 [4] を召喚 X: [0] Y: [0]\n 敵 [5] を召喚 X: [-150] Y: [0]\nend\nif <(costume [number v]) = [35]> then\n 敵 [UNI] を召喚 X: [200] Y: [150]\nend\nif <(costume [number v]) = [36]> then\n 敵 [5] を召喚 X: [150] Y: [150]\nend\nif <(costume [number v]) = [38]> then\n 敵 [7] を召喚 X: [150] Y: [150]\nend\nif <(costume [number v]) = [39]> then\n set [溶岩を許可しない? v] to [1]\nend\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\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)\nif <(costume [number v]) = [34]> then\n 敵 [3] を召喚 X: [150] Y: [0]\n 敵 [4] を召喚 X: [0] Y: [0]\n 敵 [5] を召喚 X: [0] Y: [0]\nend\n\ndefine 敵 (敵の番号) を召喚 X: (x) Y: (y)\nset [ea v] to (x)\nset [eb v] to (y)\nbroadcast (join [敵] (join (敵の番号) [召喚]))\nwait (0.05) seconds\n\nwhen I receive [コロン本編スタート! v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nclear graphic effects\nshow\n\nwhen I receive [振動 v]\nrepeat (2)\n change x by (5)\n turn right (3) degrees\n wait (0.05) seconds\n change x by (-5)\n turn right (-3) degrees\n wait (0.05) seconds\nend\n\nwhen I receive [ready 4 final v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(モバイル使用?) = [1]> then\n hide\n end\nend\n\nwhen I receive [w1 effects v]\nshow\n\nwhen I receive [地形処理 v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (39)\n next costume\nend\nhide\n\n@ステージ//障害物2\n\nwhen I receive [koroアニメーション開始 v]\nhide\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]\ngo to [back v] layer\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@ステージ//ふわふわ\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 [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\nrepeat (20)\n go to [front v] layer\nend\n\nwhen I receive [w3 effects v]\nrepeat (20)\n go to [front v] layer\nend\n\n@ステージ//障害物3\n\nwhen flag clicked\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\n set volume to ((Maximum SE Volume) * ((最大音量に対しての音量パーセント) / (100))) %\nend\n\nwhen flag clicked\nhide\nset [溶岩を許可しない? v] to [0]\nset [最大音量に対しての音量パーセント v] to [0]\n\nwhen I receive [スタート v]\nset [ステージ v] to [0]\nset [溶岩を許可しない? v] to [0]\nwait until <(ステージ) = [37]>\ngo to x: (-10) y: (0)\nhide\nwait (0.5) seconds\nbroadcast (警告 v)\nwait (0.5) seconds\ngo to [front v] layer\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(溶岩を許可しない?) = [0]> then\n set [最大音量に対しての音量パーセント v] to [100]\n show\n change x by (5)\n if <(3D Sound Available) = [y]> then\n set [pan left/right v] effect to ((x position) - (200))\n else\n set [pan left/right v] effect to (0)\n end\n else\n hide\n end\n else\n repeat (5)\n change [最大音量に対しての音量パーセント v] by (-20)\n change [ghost v] effect by (20)\n end\n go to x: (0) y: (0)\n hide\n set [最大音量に対しての音量パーセント v] to [0]\n clear graphic effects\n wait until <(動いてよろしい?) = [1]>\n wait (1) seconds\n show\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [名称未設定 2 - 2022_02_20 13 v] until done\nend\n\n@ステージ//地形MB\n\nwhen I receive [koroアニメーション開始 v]\nhide\n\nwhen I receive [地面ぐらぐら v]\nrepeat (50)\n change x by (5)\n turn right (3) degrees\n wait (0.05) seconds\n change x by (-5)\n turn right (-3) degrees\n wait (0.05) seconds\nend\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 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]\nset [ステージ v] to [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 敵 (敵の番号) を召喚 X: (x) Y: (y)\nset [ea v] to (x)\nset [eb v] to (y)\nbroadcast (join [敵] (join (敵の番号) [召喚]))\nwait (0.05) seconds\n\nwhen I receive [コロン本編スタート! v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nclear graphic effects\nif <(モバイル使用?) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [振動 v]\nrepeat (2)\n change x by (5)\n turn right (3) degrees\n wait (0.05) seconds\n change x by (-5)\n turn right (-3) degrees\n wait (0.05) seconds\nend\n\nwhen I receive [ready 4 final v]\nswitch costume to (1 v)\nif <(モバイル使用?) = [1]> then\n show\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [mob! v]\nshow\n\nwhen flag clicked\nforever\n if <(モバイル使用?) = [0]> then\n hide\n end\nend\n\n@ボス//ボス\n\nwhen I receive [koroアニメーション開始 v]\nstop [other scripts in sprite v]\nhide\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) / (280)) * (100))\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\nif <(w) = [3]> 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 (w3 boss b v)\n wait (data2) seconds\n switch costume to (w3 boss c v)\n (system) set power and knock back (power) [5] [0] [1]\n SE Name: [sword1] 3D Sound: [y] Vol: [100]\n broadcast (w3 attack1 v)\n wait (data3) seconds\n switch costume to (w3 boss d v)\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [sword2] 3D Sound: [y] Vol: [100]\n broadcast (w3 attack2 v)\n wait (deta4) seconds\n switch costume to (w3 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 (w3 boss d v)\n wait (data2) seconds\n switch costume to (w3 boss e v)\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [sword3] 3D Sound: [y] Vol: [100]\n broadcast (w3 attack3 v)\n wait (data3) seconds\n switch costume to (w3 boss d v)\n end\n if <(data1) = [3]> 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 (w3 boss b v)\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n broadcast (w3Ic v)\n wait (data2) seconds\n switch costume to (w3 boss a v)\n end\nend\nif <(w) = [4]> 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 (w4 boss b v)\n SE Name: [1a] 3D Sound: [y] Vol: [100]\n wait (data2) seconds\n switch costume to (w4 boss c v)\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [sword4] 3D Sound: [y] Vol: [100]\n broadcast (w4 attack1 v)\n wait (data3) seconds\n switch costume to (w4 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 (w4 boss d v)\n SE Name: [1a] 3D Sound: [y] Vol: [100]\n SE Name: [sword5] 3D Sound: [y] Vol: [100]\n wait (data2) seconds\n switch costume to (w4 boss e v)\n wait (0.1) seconds\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n switch costume to (w4 boss c v)\n broadcast (w4 attack2 v)\n wait (data3) seconds\n switch costume to (w4 boss a v)\n end\n if <(data1) = [3]> 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 (w4 boss d v)\n wait (data2) seconds\n switch costume to (w4 boss b v)\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n broadcast (w4 FC v) and wait\n switch costume to (w4 boss a v)\n end\nend\nif <(w) = [5]> 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 (w5 boss b v)\n wait (data2) seconds\n switch costume to (w5 boss c v)\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [sword2] 3D Sound: [y] Vol: [100]\n broadcast (w5 attack1 v)\n wait (data3) seconds\n switch costume to (w5 boss c 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 (w5 boss c v)\n wait (data2) seconds\n switch costume to (w5 boss d v)\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [sword3] 3D Sound: [y] Vol: [100]\n broadcast (w5 attack2 v)\n wait (data3) seconds\n switch costume to (w5 boss a v)\n end\n if <(data1) = [3]> 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 (w5 boss d v)\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n broadcast (w3Ic v)\n wait (data2) seconds\n switch costume to (w5 boss a v)\n end\n if <(data1) = [4]> then\n point in direction (90)\n switch costume to (w5 boss e v)\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n broadcast (ブラックホール v) and wait\n wait until <(動いてよろしい?) = [1]>\n wait (data2) seconds\n switch costume to (w5 boss a v)\n end\nend\nif <(w) = [6]> then\n if <(data1) = [1]> then\n SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n switch costume to (w6 boss b v)\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 repeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\n end\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n broadcast (LAST BOSS ATTACK 1 v)\n Get closer to [プレイヤー] [-100] [10] [10]\n SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n switch costume to (w6 boss c v)\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 repeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\n end\n broadcast (LAST BOSS ATTACK 1 v)\n Get closer to [プレイヤー] [-100] [10] [10]\n SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (w6 boss a v)\n repeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\n end\n end\n if <(data1) = [2]> then\n SE Name: [Electronic] 3D Sound: [y] Vol: [100]\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n hide\n broadcast (弾幕 v) and wait\n show\n repeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\n end\n end\n if <(data1) = [3]> then\n point in direction (90)\n switch costume to (w6 boss a v)\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n broadcast (ブラックホール v) and wait\n wait until <(動いてよろしい?) = [1]>\n wait (data2) seconds\n switch costume to (w6 boss a v)\n end\nend\n\nwhen flag clicked\nset [b change? v] to [0]\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 if <(B Change?) = [0]> then\n change [brightness v] effect by (-3)\n end\n end\n set [boss hit stop v] to [0]\n if <(B Change?) = [0]> then\n set [brightness v] effect to (0)\n end\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 if <(B Change?) = [0]> then\n set [brightness v] effect to (30)\n end\n set [boss hit stop v] to [1]\n repeat (\(Player\)Investigation stop time)\n if <(B Change?) = [0]> then\n change [brightness v] effect by ((-30) / (\(Player\)Investigation stop time))\n end\n end\n set [boss hit stop v] to [0]\n if <(B Change?) = [0]> then\n set [brightness v] effect to (0)\n end\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]\nbroadcast (死亡キャンセル v)\nrepeat (10)\n change [背景明るさ v] by (-10)\nend\nbroadcast (死亡キャンセル v)\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 v)\n if <(モバイル使用?) = [0]> then\n wait until <([costume # v] of [story pc v]) = [14]>\n else\n wait until <([costume # v] of [story m v]) = [14]>\n end\n point in direction (90)\n glide (0.3) secs to x: (200) y: (100)\n hide\nend\nif <(ワールド) = [3]> 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 (w3 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 point in direction (90)\n switch costume to (w3 boss f v)\n set rotation style [all around v]\n repeat (10)\n turn left (3) degrees\n end\n repeat (10)\n turn right (3) degrees\n end\n set rotation style [left-right v]\n broadcast (W3終了 v)\n switch costume to (w3 boss a v)\n point in direction (-90)\n if <(モバイル使用?) = [0]> then\n wait until <([costume # v] of [story pc v]) = [17]>\n else\n wait until <([costume # v] of [story m v]) = [17]>\n end\n set rotation style [all around v]\n point in direction (60)\n repeat (10)\n move (3) steps\n end\n SE Name: [Wind] 3D Sound: [y] Vol: [100]\n repeat (15)\n turn right (8) degrees\n move (2) steps\n change y by (-17)\n end\n hide\nend\nif <(ワールド) = [4]> 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 (w4 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 set rotation style [left-right v]\n switch costume to (w4 boss b v)\n SE Name: [1a] 3D Sound: [y] Vol: [100]\n wait (0.3) seconds\n switch costume to (w4 boss c v)\n SE Name: [sword4] 3D Sound: [y] Vol: [100]\n SE Name: [EQ] 3D Sound: [n] Vol: [100]\n broadcast (地面ぐらぐら v)\n SE Name: [Voices] 3D Sound: [n] Vol: [100]\n repeat (10)\n change [背景明るさ v] by (-10)\n end\n wait (2) seconds\n SE Name: [Voices] 3D Sound: [n] Vol: [100]\n wait (2.5) seconds\n hide\n broadcast (W4終了 v)\nend\nif <(ワールド) = [5]> then\n set [動いてよろしい? v] to [0]\n set [ワールド v] to [6]\n broadcast (強制エフェクト終了 v)\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 (w5 boss a v)\n clear graphic effects\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 set [背景明るさ v] to [0]\n set rotation style [left-right v]\n set [bgm v] to [11]\n reset timer\n set [背景明るさ v] to [0]\n broadcast (w5終了後アニメーション v) and wait\n repeat (20)\n set [背景明るさ v] to [0]\n change [maximum bgm volume v] by (2)\n change [pixelate v] effect by (5)\n set [ghost v] effect to (5)\n end\n hide\n wait until <[10.3] < (timer)>\n set [背景明るさ v] to [0]\n broadcast (赤がわっ! v)\n wait (1) seconds\n repeat (20)\n change [maximum bgm volume v] by (-2)\n end\nend\n\nwhen I receive [w2 boss v]\nset [boss hp v] to [165]\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 [25]\n attack [2] [1] [0.3] [3] [0.1] [0.3] power: [6] knock back: [8] [5] Investigation stop time: [10]\n 移動 [-130] [100] フレーム [25]\n attack [2] [1] [0.3] [3] [0.1] [0.3] power: [6] knock back: [8] [5] Investigation stop time: [10]\n 移動 [0] [0] フレーム [25]\n SE Name: [charge] 3D Sound: [y] Vol: [100]\n attack [2] [1] [0.5] [8] [0.05] [0.5] power: [8] knock back: [17] [5] Investigation stop time: [23]\n 移動 [0] [100] フレーム [50]\n attack [2] [2] [0.5] [] [] [] 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\nwhen I receive [w3 boss v]\nset [boss hp v] to [200]\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 (w3 boss a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\npoint in direction (90)\nswitch costume to (w3 boss f v)\nset rotation style [all around v]\nrepeat (10)\n turn left (3) degrees\nend\nrepeat (10)\n turn right (3) degrees\nend\nset rotation style [left-right v]\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n Get closer to [プレイヤー] [85] [10] [35]\n attack [3] [1] [0.2] [0.1] [0.5] [] power: [4] knock back: [3] [9] Investigation stop time: [6]\n attack [3] [2] [0.1] [2] [] [] power: [5] knock back: [15] [0] Investigation stop time: [50]\n attack [3] [3] [0.5] [] [] [] power: [5] knock back: [0] [20] Investigation stop time: [40]\n 移動 [200] [100] フレーム [10]\n point in direction (-90)\n 移動 [0] [100] フレーム [10]\n 移動 [-200] [100] フレーム [10]\n point in direction (90)\n 移動 [0] [-50] フレーム [10]\nend\n\nwhen I receive [w4 boss v]\nset [boss hp v] to [200]\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 (w4 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 Get closer to [プレイヤー] [85] [5] [60]\n attack [4] [1] [0.3] [0.6] [] [] power: [15] knock back: [10] [15] Investigation stop time: [30]\n Get closer to [プレイヤー] [85] [5] [60]\n attack [4] [2] [0.7] [1] [] [] power: [60] knock back: [0] [20] Investigation stop time: [30]\n 移動 [0] [150] フレーム [40]\n attack [4] [3] [0.3] [] [] [] power: [35] knock back: [0] [20] Investigation stop time: [30]\nend\n\nwhen I receive [w5 boss v]\nset [boss hp v] to [300]\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 (w5 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 repeat (5)\n Get closer to [プレイヤー] [85] [10] [35]\n attack [5] [1] [0.2] [0.1] [0.1] [] power: [8] knock back: [3] [14] Investigation stop time: [2]\n attack [5] [2] [0.1] [0.5] [] [] power: [12] knock back: [15] [0] Investigation stop time: [20]\n end\n 移動 [0] [0] フレーム [10]\n Change [1]\n Change [2]\n Change [3]\n Change [4]\n 移動 [0] [-30] フレーム [10]\n attack [5] [4] [3] [] [] [] power: [6] knock back: [0] [30] Investigation stop time: [5]\nend\n\ndefine Change (w)\nset [b change? v] to [1]\nrepeat (10)\n change [pixelate v] effect by (10)\n if <((w) mod (2)) = [0]> then\n change [brightness v] effect by (-10)\n else\n change [brightness v] effect by (10)\n end\nend\nswitch costume to (join (join [w] (w)) [ boss A])\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nLETS ATTACK (w)\nrepeat (10)\n if <((w) mod (2)) = [0]> then\n change [brightness v] effect by (-10)\n else\n change [brightness v] effect by (10)\n end\n change [pixelate v] effect by (10)\nend\nswitch costume to (w5 boss a v)\nrepeat (10)\n if <((w) mod (2)) = [0]> then\n change [brightness v] effect by (10)\n else\n change [brightness v] effect by (-10)\n end\n change [pixelate v] effect by (-10)\nend\nset [brightness v] effect to (0)\nset [b change? v] to [0]\n\ndefine LETS ATTACK (w)\nif <(w) = [1]> then\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: [2] 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: [2] 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: [16] knock back: [30] [5] Investigation stop time: [40]\n point in direction (-90)\nend\nif <(w) = [2]> then\n 移動 [0] [0] フレーム [15]\n SE Name: [charge] 3D Sound: [y] Vol: [100]\n attack [2] [1] [0.5] [8] [0.05] [0.5] power: [20] knock back: [10] [5] Investigation stop time: [30]\n 移動 [0] [100] フレーム [25]\n attack [2] [2] [1] [] [] [] power: [20] knock back: [0] [20] Investigation stop time: [30]\nend\nif <(w) = [3]> then\n attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n 移動 [200] [100] フレーム [10]\n attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n point in direction (-90)\n 移動 [0] [100] フレーム [10]\n attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n 移動 [-200] [100] フレーム [10]\n point in direction (90)\n attack [3] [3] [0.5] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [40]\n 移動 [0] [-50] フレーム [10]\nend\nif <(w) = [4]> then\n Get closer to [プレイヤー] [85] [5] [60]\n attack [4] [2] [0.7] [1] [] [] power: [80] knock back: [0] [20] Investigation stop time: [30]\nend\n\nwhen I receive [w6 boss v]\nset [boss hp v] to [1000]\nset [b change? v] to [0]\nbroadcast (弾準備 v)\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 (w6 boss a v)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (10)\n set [b change? v] to [0]\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\nend\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n set [b change? v] to [0]\n repeat (3)\n attack [6] [1] [] [] [] [] power: [7] knock back: [10] [10] Investigation stop time: [15]\n end\n attack [6] [2] [] [] [] [] power: [3] knock back: [7] [7] Investigation stop time: [10]\n attack [6] [3] [3] [] [] [] power: [8] knock back: [0] [30] Investigation stop time: [5]\nend\n\nwhen I receive [korokorolight v]\nclear graphic effects\nshow\n\nwhen I receive [w6 boss v]\nset [b change? v] to [1]\n\n@ボス//cosmosの敵\n\nwhen I receive [koroアニメーション開始 v]\nrepeat (100)\n hide\nend\n\nwhen flag clicked\nset [敵1 弾速 v] to [0.05]\nhide\nforever\n if <(x position) < ([x position v] of [プレイヤー v])> then\n set [cosmos knock x v] to (\(Boss\)knock back x)\n else\n set [cosmos knock x v] to ((\(Boss\)knock back x) * (-1))\n end\n if <(y position) < ([y position v] of [プレイヤー v])> then\n set [cosmos knock y v] to (\(Boss\)knock back y)\n else\n set [cosmos knock y v] to ((\(Boss\)knock back y) * (-1))\n end\nend\n\ndefine 行動 (番号)\nif <(撃ってる?) = [1]> then\n if <(番号) = [1]> then\n set [敵1発射 v] to [1]\n 移動 (x position) [150] フレーム [20]\n set [敵1発射 v] to [0]\n wait (0.5) seconds\n set [敵1発射 v] to [1]\n 移動 (x position) [0] フレーム [20]\n set [敵1発射 v] to [0]\n wait (0.5) seconds\n set [敵1発射 v] to [1]\n 移動 (x position) [-150] フレーム [20]\n set [敵1発射 v] to [0]\n wait (0.5) seconds\n set [敵1発射 v] to [1]\n 移動 (x position) [0] フレーム [20]\n set [敵1発射 v] to [0]\n wait (0.5) seconds\n end\n if <(番号) = [2]> then\n set [敵1発射 v] to [1]\n repeat (24)\n turn right (15) degrees\n end\n wait (0.1) seconds\n set [敵1発射 v] to [0]\n end\n if <(番号) = [3]> then\n set [敵1発射 v] to [1]\n repeat (10)\n turn right (4) degrees\n end\n set [敵1発射 v] to [0]\n wait (0.1) seconds\n set [敵1発射 v] to [1]\n repeat (20)\n turn right (-4) degrees\n end\n set [敵1発射 v] to [0]\n wait (0.1) seconds\n repeat (10)\n turn right (4) degrees\n end\n set [敵1発射 v] to [0]\n wait (0.1) seconds\n end\n if <(番号) = [4]> then\n set [敵1発射 v] to [1]\n repeat (20)\n turn right (18) degrees\n end\n set [敵1発射 v] to [0]\n wait (0.1) seconds\n end\nend\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]>\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 [game clear v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [敵1発射 v] to [0]\n\nwhen flag clicked\nset [撃ってる? v] to [0]\n\nwhen I receive [弾幕 v]\ngo to x: (200) y: (0)\nset rotation style [all around v]\npoint in direction (-90)\nshow\nset [撃ってる? v] to [1]\nset [敵1 弾速 v] to [0.01]\n行動 [2]\n移動 [-200] [0] フレーム [10]\n行動 [2]\n移動 [200] [0] フレーム [10]\n行動 [2]\n移動 [0] [150] フレーム [10]\n行動 [2]\n移動 [0] [-150] フレーム [10]\n行動 [2]\nset [撃ってる? v] to [0]\nhide\n\n移動 ([x position v] of [プレイヤー v]) ([x position v] of [プレイヤー v]) フレーム [10]\n行動 [2]\n移動 [200] [0] フレーム [10]\n行動 [1]\n行動 [3]\n移動 [0] [0] フレーム [10]\n行動 [2]\n行動 [4]\n\nwhen I receive [ラスボス倒した v]\nhide\nset [敵1発射 v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [ゴール v]\nhide\nset [敵1発射 v] to [0]\nstop [other scripts in sprite v]\n\n@ボス//敵1銃弾\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) / (280)) * (100))\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 knock back\nchange [player 無敵 v] by (\(Boss\)Investigation stop time)\nchange [player hp v] by ((\(boss\) power) * (-1))\nset [xv v] to (COSMOS KNOCK X)\nset [yv v] to (COSMOS KNOCK Y)\nset [player 無敵 v] to (\(Boss\)Investigation stop time)\nSE Name: [2] 3D Sound: [y] Vol: [100]\nSE Name: [3] 3D Sound: [y] Vol: [100]\n\nwhen flag clicked\nhide\n\nwhen I receive [弾準備 v]\nforever\n if <(敵1発射) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n point in direction ([direction v] of [ボス//cosmosの敵 v])\n go to (ボス//cosmosの敵 v)\n create clone of (_myself_ v)\n wait (敵1 弾速) seconds\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (プレイヤー v)?>>\n move (20) steps\n if <(distance to [プレイヤー v]) < [20]> then\n go to (プレイヤー v)\n end\nend\nif <touching (プレイヤー v)?> then\n knock back\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nSE Name: [1] 3D Sound: [y] Vol: [100]\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) / (280)) * (100))\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]\nswitch costume to (w2 beem v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [all around v]\n go to (ボス//ボス v)\n point in direction ([direction v] of [ボス//ボス v])\n move (70) steps\n change y by (10)\n point towards (プレイヤー v)\n go to [front v] layer\n switch costume to (w2 beem v)\n set size to (50) %\n clear graphic effects\n show\n repeat (4)\n if <not <touching (_edge_ v)?>> then\n point towards (プレイヤー v)\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\n end\n repeat (3)\n if <not <touching (_edge_ v)?>> then\n move (7) steps\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\n end\n end\n repeat 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\n end\n hide\n delete this clone\nend\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pc v)?> or <touching (ステージ//地形mb v)?>>\n change y by (-1)\n if <(y position) < [-150]> then\n stop [this script v]\n end\nend\n\nwhen I receive [w3 attack1 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 (w3 effect1 v)\nset size to (80) %\nclear graphic effects\nshow\nrepeat (3)\n change [ghost v] effect by (30)\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\nend\nhide\n\nwhen I receive [w3 attack2 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 (w3 effect2 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\nwhen I receive [w3 attack3 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 (w3 effect3 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 broadcast (コロンを凍らせる v)\n end\nend\nrepeat (10)\n change size by (10)\n move (-20) steps\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n broadcast (コロンを凍らせる v)\n end\nend\nhide\n\nwhen I receive [w3ic v]\nswitch costume to (w2 red v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set size to (10) %\n set [ghost v] effect to (100)\n show\n go to (プレイヤー v)\n go to [back v] layer\n set [ghost v] effect to (100)\n show\n 着地\n SE Name: [4] 3D Sound: [y] Vol: [100]\n set size to (100) %\n repeat (10)\n 着地\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n SE Name: [6] 3D Sound: [y] Vol: [100]\n switch costume to (w3 ice column v)\n set size to (100) %\n repeat (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 broadcast (コロンを凍らせる v)\n end\n end\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n delete this clone\nend\n\nwhen I receive [w4 attack1 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 (w4 effect1 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\nwhen I receive [w4 attack2 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 (w4 effect2 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\nwhen I receive [w5 attack1 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 (w5 effect1 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\nwhen I receive [w5 attack2 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 (w5 effect2 v)\nset size to (80) %\nclear graphic effects\nshow\nrepeat (20)\n show\n change [ghost v] effect by (5)\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\nend\nhide\n\nwhen I receive [ブラックホール v]\ngo to x: (0) y: (0)\nswitch costume to (w5 effect6 v)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nSE Name: [15] 3D Sound: [n] Vol: [100]\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nset size to (100) %\nwait (1) seconds\nswitch costume to (w5 effect3 v)\nSE Name: [7] 3D Sound: [n] Vol: [100]\nSE Name: [8] 3D Sound: [n] Vol: [100]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (73.1)\n change [背景明るさ v] by (-10)\nend\nset size to (100) %\nSE Name: [11] 3D Sound: [n] Vol: [100]\nreset timer\nrepeat until <(timer) > [4.58]>\n 吸い込み\nend\nrepeat (10)\n change [背景明るさ v] by (0)\n 吸い込み\nend\nset [背景明るさ v] to [-100]\nhide\nclear graphic effects\nswitch costume to (w5 effect4 v)\nSE Name: [4] 3D Sound: [n] Vol: [100]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n 吸い込み\nend\nset [背景明るさ v] to [100]\nif <(ワールド) = [5]> then\n switch costume to (w5 effect5 v)\n SE Name: [10] 3D Sound: [n] Vol: [100]\nelse\n switch costume to (w6 effect2 v)\n SE Name: [12] 3D Sound: [n] Vol: [100]\n SE Name: [13] 3D Sound: [n] Vol: [100]\n SE Name: [14] 3D Sound: [n] Vol: [100]\n SE Name: [15] 3D Sound: [n] Vol: [100]\nend\nif <touching (プレイヤー v)?> then\n knock back\nend\nwait (0.1) seconds\nset [背景明るさ v] to [0]\nrepeat (10)\n if <touching (プレイヤー v)?> then\n knock back\n end\n change [ghost v] effect by (10)\nend\nhide\n\ndefine 吸い込み\nif <(distance to [プレイヤー v]) > [200]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n change [xv v] by (0)\n else\n change [xv v] by (0)\n end\n if <(y position) > ([y position v] of [プレイヤー v])> then\n change [yv v] by (0)\n else\n change [yv v] by (0)\n end\nelse\n if <(x position) > ([x position v] of [プレイヤー v])> then\n change [xv v] by (2)\n else\n change [xv v] by (-2)\n end\n if <(y position) > ([y position v] of [プレイヤー v])> then\n change [yv v] by (2)\n else\n change [yv v] by (-2)\n end\nend\n\nwhen I receive [last boss attack 1 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 (w6 effect1 v)\nset size to (80) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to (ボス//ボス v)\n point in direction ([direction v] of [ボス//ボス v])\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\nend\nhide\n\nwhen I receive [w4 fc 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 (0.3) seconds\nSE Name: [16] 3D Sound: [y] Vol: [100]\nswitch costume to (w4 fire 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\nwhen I receive [強制エフェクト終了 v]\nhide\nclear graphic effects\nstop [other scripts in sprite v]\ndelete this clone\n\n@氷\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) / (280)) * (100))\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 rotation style [all around v]\nhide\nforever\n point in direction ([direction v] of [プレイヤー v])\n go to (プレイヤー v)\nend\n\nwhen I receive [コロンを凍らせる v]\nswitch costume to (1 v)\nset size to (100) %\nSE Name: [1] 3D Sound: [y] Vol: [100]\nrepeat until <(player 無敵) = [0]>\n set [ghost v] effect to (50)\n go to [front v] layer\n show\nend\nswitch costume to (2 v)\nSE Name: [2] 3D Sound: [y] Vol: [100]\nchange [player hp v] by (-10)\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@敵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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵1召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(En) = [0]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n change [exv v] by (-0.5)\n else\n point in direction (90)\n change [exv v] by (0.5)\n end\n end\n set [exv v] to ((Exv) * (0.9))\n change x by (Exv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change x by ((Exv) * (-1))\n change y by (-5)\n set [eyv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (Eyv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by ((Eyv) * (-1))\n set [eyv v] to [0]\n end\n if <(y position) < [-170]> then\n hide\n stop [this script v]\n end\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n set [eyv v] to [5]\n set [player 無敵 v] to [7]\n set [en v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n set [exv v] to [7]\n set [xv v] to [-7]\n else\n point in direction (90)\n set [exv v] to [-7]\n set [xv v] to [7]\n end\n end\n if <touching (player エフェクト v)?> then\n switch costume to (2 v)\n set [en v] to (\(Player\)Investigation stop time)\n set [exv v] to (\(player\)Knock back x)\n set [eyv v] to (\(player\)knock back y)\n end\n if <(En) = [0]> then\n clear graphic effects\n if <(costume [number v]) = [2]> then\n hide\n stop [this script v]\n end\n else\n set [ghost v] effect to (50)\n change [en v] by (-1)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\nstop [other scripts in sprite v]\n\n@敵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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵2召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(En) = [0]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n change [exv v] by (-0.5)\n else\n point in direction (90)\n change [exv v] by (0.5)\n end\n end\n set [exv v] to ((Exv) * (0.9))\n change x by (Exv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change x by ((Exv) * (-1))\n change y by (-5)\n set [eyv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (Eyv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by ((Eyv) * (-1))\n set [eyv v] to [0]\n end\n if <(y position) < [-170]> then\n hide\n stop [this script v]\n end\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n set [eyv v] to [5]\n set [player 無敵 v] to [7]\n set [en v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n set [exv v] to [7]\n set [xv v] to [-7]\n else\n point in direction (90)\n set [exv v] to [-7]\n set [xv v] to [7]\n end\n end\n if <touching (player エフェクト v)?> then\n switch costume to (2 v)\n set [en v] to (\(Player\)Investigation stop time)\n set [exv v] to (\(player\)Knock back x)\n set [eyv v] to (\(player\)knock back y)\n end\n if <(En) = [0]> then\n clear graphic effects\n if <(costume [number v]) = [2]> then\n hide\n stop [this script v]\n end\n else\n set [ghost v] effect to (50)\n change [en v] by (-1)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\nstop [other scripts in sprite v]\n\n@敵3\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵3召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(En) = [0]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n change [exv v] by (-0.5)\n else\n point in direction (90)\n change [exv v] by (0.5)\n end\n end\n set [exv v] to ((Exv) * (0.9))\n change x by (Exv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change x by ((Exv) * (-1))\n change y by (-5)\n set [eyv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (Eyv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by ((Eyv) * (-1))\n set [eyv v] to [0]\n end\n if <(y position) < [-170]> then\n hide\n stop [this script v]\n end\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n set [eyv v] to [5]\n set [player 無敵 v] to [7]\n set [en v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n set [exv v] to [7]\n set [xv v] to [-7]\n else\n point in direction (90)\n set [exv v] to [-7]\n set [xv v] to [7]\n end\n end\n if <touching (player エフェクト v)?> then\n broadcast (DEMON退場 v)\n SE Name: [b] 3D Sound: [y] Vol: [100]\n forever\n set [ghost v] effect to (0)\n switch costume to (2 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n end\n end\n if <(En) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n change [en v] by (-1)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [demon退場 v]\nset [背景明るさ v] to [100]\n移動 [249] [197] フレーム [20]\nset [背景明るさ v] to [0]\nhide\nstop [other scripts in sprite v]\n\n@敵4\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵4召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(En) = [0]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n change [exv v] by (-1)\n else\n point in direction (90)\n change [exv v] by (1)\n end\n end\n set [exv v] to ((Exv) * (0.9))\n change x by (Exv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change x by ((Exv) * (-1))\n change y by (-5)\n set [eyv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (Eyv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by ((Eyv) * (-1))\n set [eyv v] to [0]\n end\n if <(y position) < [-170]> then\n hide\n stop [this script v]\n end\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n set [eyv v] to [5]\n set [player 無敵 v] to [7]\n set [en v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n set [exv v] to [7]\n set [xv v] to [-7]\n else\n point in direction (90)\n set [exv v] to [-7]\n set [xv v] to [7]\n end\n end\n if <touching (player エフェクト v)?> then\n broadcast (D2 v)\n SE Name: [b] 3D Sound: [y] Vol: [100]\n forever\n set [ghost v] effect to (0)\n switch costume to (2 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n end\n end\n if <(En) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n change [en v] by (-1)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [d2 v]\nset [背景明るさ v] to [100]\n移動 [249] [197] フレーム [20]\nset [背景明るさ v] to [0]\nhide\nstop [other scripts in sprite v]\n\n@敵5\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵5召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(En) = [0]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n change [exv v] by (-2)\n else\n point in direction (90)\n change [exv v] by (2)\n end\n end\n set [exv v] to ((Exv) * (0.9))\n change x by (Exv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change x by ((Exv) * (-1))\n change y by (-5)\n set [eyv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (Eyv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by ((Eyv) * (-1))\n set [eyv v] to [0]\n end\n if <(y position) < [-170]> then\n hide\n stop [this script v]\n end\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n set [eyv v] to [5]\n set [player 無敵 v] to [7]\n set [en v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n set [exv v] to [7]\n set [xv v] to [-7]\n else\n point in direction (90)\n set [exv v] to [-7]\n set [xv v] to [7]\n end\n end\n if <touching (player エフェクト v)?> then\n broadcast (D3 v)\n SE Name: [b] 3D Sound: [y] Vol: [100]\n forever\n set [ghost v] effect to (0)\n switch costume to (2 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n end\n end\n if <(En) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n change [en v] by (-1)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [d3 v]\nset [背景明るさ v] to [100]\n移動 [249] [197] フレーム [20]\nset [背景明るさ v] to [0]\nhide\n\n@うにさん\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) / (280)) * (100))\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 rotation style [all around v]\npoint in direction (90)\nhide\n\nwhen I receive [敵uni召喚 v]\ngo to x: (ea) y: (eb)\nswitch costume to (ウニ1 v)\nshow\nset [exv v] to [0]\nforever\n if <(動いてよろしい?) = [1]> then\n point towards (プレイヤー v)\n if <(y position) > ([y position v] of [プレイヤー v])> then\n change [eyv v] by (-0.8)\n else\n change [eyv v] by (0.8)\n end\n if <(x position) > ([x position v] of [プレイヤー v])> then\n change [exv v] by (-0.8)\n else\n change [exv v] by (0.8)\n end\n change y by (Eyv)\n set [eyv v] to ((Eyv) * (0.9))\n change x by (Exv)\n set [exv v] to ((Exv) * (0.9))\n end\nend\n\nwhen I receive [敵uni召喚 v]\nswitch costume to (ウニ1 v)\nshow\nset [exv v] to [0]\nforever\n if <(動いてよろしい?) = [1]> then\n if <(distance to [プレイヤー v]) < [150]> then\n broadcast (ビーーむ v)\n switch costume to (ウニ2 v)\n wait (0.5) seconds\n switch costume to (ウニ1 v)\n wait (3) seconds\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nstop [other scripts in sprite v]\nhide\n\n@ビーーーム\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) / (280)) * (100))\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 rotation style [all around v]\nhide\nforever\n go to (うにさん v)\n point in direction ([direction v] of [うにさん v])\nend\n\nwhen I receive [ビーーむ v]\nstart sound [ビーム砲1 v]\nswitch costume to (コスチューム1 v)\nshow\nrepeat (3)\n wait (0.1) seconds\n next costume\n if <touching (プレイヤー v)?> then\n change [player hp v] by (-5)\n set [player 無敵 v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n if <(y position) > ([y position v] of [プレイヤー v])> then\n set [yv v] to [-10]\n else\n set [yv v] to [10]\n end\n end\nend\nhide\n\n@intro\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch backdrop to (intro v)\nswitch costume to (軽量 v)\nhide\nwait (1) seconds\nset [背景明るさ v] to [0]\nrepeat until <[-99] > (背景明るさ)>\n change [背景明るさ v] by ((-5) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nset volume to (100) %\nstart sound [hanngousuihann - Gloomy v]\nset [ghost v] effect to (100)\nif <<(FPS) = [30]> or <(FPS) > [30]>> then\n switch costume to (1 v)\nelse\n broadcast (軽量化して起動 v)\nend\nshow\nset size to (0) %\nrepeat until <(size) > [1490]>\n change [ghost v] effect by ((-2.5) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\n change size by ((40) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nrepeat until <(背景明るさ) > [0]>\n change [背景明るさ v] by ((1) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nset [ghost v] effect to (100)\nset size to (150) %\nif <<<(FPS) = [30]> or <(FPS) > [30]>> and <(モバイル使用?) = [0]>> then\n switch costume to (2 v)\n broadcast (アニメーション処理 v)\n broadcast (地形処理 v)\nelse\n switch costume to (軽量2 v)\n broadcast (軽量化して起動 v)\nend\nrepeat until <[111] > (size)>\n change [ghost v] effect by ((-2.5) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\n change size by ((-1) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nbroadcast (maluyuu v) and wait\nwait (3) seconds\nbroadcast (Intro FO v)\nrepeat until <(volume) < [1]>\n change volume by ((-2) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\n change [ghost v] effect by ((2) / (基本フレームレート30 fps を1とした時の現在の動作フレームレートの倍率))\nend\nhide\nstop all sounds\nbroadcast (コロン本編スタート! v)\n\nwhen I receive [korokorolight v]\nswitch costume to (1 v)\nset size to (0) %\nclear graphic effects\ngo to (コロコロくん v)\ngo to [front v] layer\nshow\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro2\n\nwhen flag clicked\nhide\n\nwhen I receive [maluyuu v]\nset size to (110) %\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [intro fo v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@コロコロスーパーボール\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 [スーパーボール持っている? v] to [1]\nhide\n\nwhen I receive [コロコロ攻撃 v]\nset [スーパーボール持っている? v] to [0]\nclear graphic effects\nset rotation style [all around v]\nset [スーパーボール持っている? v] to [0]\nswitch costume to (5 v)\ngo to (コロコロくん v)\nshow\nif <(コロコロパワーアップ) = [5]> then\n SE Name: [ビームガン \(1\)] 3D Sound: [y] Vol: [100]\n point in direction ([direction v] of [コロコロくん v])\n repeat until <touching (_edge_ v)?>\n move (50) steps\n if <(distance to [ボス//ボス v]) < [50]> then\n change [boss hp v] by (((死亡回数) + (1)) * (-1))\n SE Name: [ダメージ] 3D Sound: [y] Vol: [100]\n end\n end\nend\nhide\nset [スーパーボール持っている? v] to [1]\n\n@Animation\n\nwhen I receive [koroアニメーション開始 v]\nswitch backdrop to (背景6 v)\nset volume to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (a1 v)\nshow\nrepeat (6)\n next costume\n wait (0.03) seconds\nend\nstart sound [1 v]\nnext costume\nset [背景明るさ v] to [100]\nset [brightness v] effect to (-100)\nwait (0.3) seconds\nset [背景明るさ v] to [0]\nclear graphic effects\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nbroadcast (右上で戦い v)\nstart sound [2 v]\nglide (2) secs to x: (-100) y: (0)\nrepeat (20)\n change volume by (-5)\nend\nset volume to (100) %\nstart sound [3 v]\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nwait (0.2) seconds\nstart sound [5 v]\nset [背景明るさ v] to [100]\nset [brightness v] effect to (-100)\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nset [背景明るさ v] to [0]\nclear graphic effects\nset [bgm v] to [12]\nstop all sounds\nset [maximum bgm volume v] to (Max BGM 一時保存)\nstart sound [6 v]\nrepeat (5)\n next costume\n change x by (20)\n wait (0.03) seconds\nend\nrepeat (3)\n next costume\n wait (0.03) seconds\nend\nset [背景明るさ v] to [100]\nset [brightness v] effect to (-100)\nstart sound [8 v]\nwait (0.3) seconds\nset [boss hp v] to [0]\nstart sound [7 v]\nset [背景明るさ v] to [0]\nclear graphic effects\nrepeat (5)\n next costume\n wait (0.03) seconds\nend\nrepeat (17)\n next costume\n wait (0.1) seconds\nend\nglide (1) secs to x: (0) y: (-80)\nbroadcast (白がわっ! v)\nhide\nswitch backdrop to (背景1 v)\nbroadcast (W1 effects v)\nbroadcast (Ready 4 Final v)\nbroadcast (アニメーション用にセット v) and wait\nbroadcast (Final Animation v)\n\nwhen flag clicked\nswitch costume to (a1 v)\nhide\nclear graphic effects\nif <key (z v) pressed?> then\n broadcast (アニメーション処理 v)\n broadcast (地形処理 v)\nend\n\nwhen I receive [アニメーション処理 v]\ngo to x: (0) y: (0)\nswitch costume to (a1 v)\nset [ghost v] effect to (100)\nset size to (1) %\nshow\nrepeat (49)\n next costume\n wait until <<(FPS) = [30]> or <(FPS) > [30]>>\nend\nhide\nclear graphic effects\nset size to (100) %\n\n@b4\n\nwhen I receive [右上で戦い v]\nclear graphic effects\ngo to x: (205) y: (191)\ngo to [front v] layer\nrepeat (6)\n switch costume to (b4 v)\n clear graphic effects\n show\n wait (0.1) seconds\n next costume\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@敵7\n\nwhen flag clicked\nset [背景明るさ v] to [0]\ngo to [back v] layer\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\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\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) / (280)) * (100))\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\nhide\n\nwhen I receive [敵7召喚 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (ea) y: (eb)\nset [eyv v] to [0]\nset [eyv v] to [0]\nset [en v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <(動いてよろしい?) = [1]> then\n if <(En) = [0]> then\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n change [exv v] by (-0.8)\n else\n point in direction (90)\n change [exv v] by (0.8)\n end\n end\n set [exv v] to ((Exv) * (0.9))\n change x by (Exv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by (1)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change x by ((Exv) * (-1))\n change y by (-5)\n set [eyv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (Eyv)\n if <<touching (ステージ//地形pc v)?> or <touching (ステージ//地形mb v)?>> then\n change y by ((Eyv) * (-1))\n set [eyv v] to [0]\n end\n if <(y position) < [-170]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-5)\n set [eyv v] to [5]\n set [player 無敵 v] to [7]\n set [en v] to [7]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n point in direction (-90)\n set [exv v] to [7]\n set [xv v] to [-7]\n else\n point in direction (90)\n set [exv v] to [-7]\n set [xv v] to [7]\n end\n end\n if <touching (player エフェクト v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(En) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n change [en v] by (-1)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\nhide\n\nwhen I receive [敵7召喚 v]\nforever\n if <(動いてよろしい?) = [1]> then\n wait (1) seconds\n set [eyv v] to [10]\n wait (0.3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset rotation style [all around v]\nswitch costume to (武器 v)\npoint towards (プレイヤー v)\nrepeat until <touching (_edge_ v)?>\n move ((distance to [プレイヤー v]) / (10)) steps\n if <touching (プレイヤー v)?> then\n SE Name: [a] 3D Sound: [y] Vol: [100]\n change [player hp v] by (-9)\n set [player 無敵 v] to [10]\n if <(x position) > ([x position v] of [プレイヤー v])> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\ndelete this clone\n\n@檻\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) / (280)) * (100))\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 rotation style [all around v]\nhide\nforever\n point in direction ([x position v] of [コロコロくん v])\n go to (コロコロくん v)\nend\n\nwhen I receive [檻を破壊 v]\nset size to (100) %\nset [ghost v] effect to (50)\ngo to [front v] layer\nshow\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@環境音\n\nwhen I receive [白がわっ! v]\nstop [other scripts in sprite v]\nset volume to (20) %\nforever\n play sound (ワールド) until done\nend\n\nset [maximum bgm volume v] to [0]\n\nset [maximum bgm volume v] to [40]\n\nwhen I receive [コロン本編スタート! v]\nstop [other scripts in sprite v]\nset volume to (20) %\nforever\n play sound (ワールド) until done\nend\n\nwhen I receive [koroアニメーションに切り替え v]\nstop [other scripts in sprite v]\nset volume to (20) %\nforever\n play sound [1 v] until done\nend\n\n@Story M\n\nwhen flag clicked\nforever\n if <<(Story 表示?) = [1]> and <(モバイル使用?) = [1]>> then\n go to (story pc v)\n switch costume to ([costume # v] of [story pc v])\n show\n else\n hide\n end\nend\n\n
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How to play(PC)\n左右矢印キーまたはAキー、Dキーで移動します。\nMove with the left and right arrow keys or the A and D keys.\n\n上矢印キーまたはWキーでジャンプします。\nJump with the up arrow key or the W 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.
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Fred the Box - Platformer
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@Stage\n\nwhen I receive [reset v]\nforever\n if <([costume # v] of [ground v]) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <([costume # v] of [ground v]) = [7]> then\n switch backdrop to (backdrop3 v)\n end\n if <([costume # v] of [ground v]) = [8]> then\n switch backdrop to (backdrop4 v)\n end\n if <([costume # v] of [ground v]) = [9]> then\n switch backdrop to (backdrop5 v)\n end\n if <([costume # v] of [ground v]) = [10]> then\n switch backdrop to (backdrop6 v)\n end\n if <([costume # v] of [ground v]) = [11]> then\n switch backdrop to (backdrop7 v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch backdrop to (backdrop8 v)\n end\n if <([costume # v] of [ground v]) = [14]> then\n switch backdrop to (backdrop9 v)\n end\n if <([costume # v] of [ground v]) = [15]> then\n switch backdrop to (backdrop10 v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n switch backdrop to (backdrop11 v)\n end\n if <([costume # v] of [ground v]) = [17]> then\n switch backdrop to (backdrop12 v)\n end\n if <([costume # v] of [ground v]) = [18]> then\n switch backdrop to (backdrop13 v)\n end\n if <([costume # v] of [ground v]) = [19]> then\n switch backdrop to (backdrop14 v)\n end\n if <([costume # v] of [ground v]) = [20]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Blank\n\n@You\n\ndefine Go\nif <(Begin Level?) = [yes]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n change [you x v] by (-1.1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n change [you x v] by (1.1)\n end\n set [you x v] to ((You X) * (.87))\n change x by (You X)\nend\nif <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n if <touching (ground v)?> then\n change y by (-8)\n change x by ((You X) * (-1))\n point in direction (90)\n set [you x v] to [0]\n set [you y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [you y v] by (-1)\nchange y by (You Y)\nif <<<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>> or <touching (ground v)?>> then\n change y by ((You Y) * (-1))\n set [you y v] to [0]\nend\nchange y by (-1)\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<touching (ground v)?> or <<not <touching (ground v)?>> and <<touching (fred v)?> and <(y position) > ([y position v] of [fred v])>>>> then\n point in direction (90)\n set [you y v] to [12]\n end\nend\nchange y by (1)\n\nif <<touching (dangers v)?> or <<touching (_edge_ v)?> and <(y position) < [-164]>>> then\n hide\n stop [other scripts in sprite v]\n broadcast (You died v)\n wait until <not <<touching (dangers v)?> or <<touching (_edge_ v)?> and <(y position) < [-164]>>>>\nend\n\nwhen I receive [reset v]\nshow\nclear graphic effects\nswitch costume to (right v)\nset [begin level? v] to [no]\nset [you and fred done? v] to [0]\nset [you y v] to [0]\nset [you x v] to [0]\ngo to x: (-200) y: (120)\npoint in direction (90)\nforever\n Go\nend\n\nwhen I receive [you turn left v]\nturn left (3) degrees\n\nwhen I receive [you turn right v]\nturn right (3) degrees\n\nwhen I receive [fred died v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [reset v]\nwait until <not <(You Y) = [0]>>\nwait until <(You Y) = [0]>\nset [begin level? v] to [yes]\nforever\n if <<touching (_edge_ v)?> and <<(x position) > [220]> and <not <(y position) < [-164]>>>> then\n if <(You and Fred Done?) = [Fred done]> then\n if <([costume # v] of [ground v]) = [20]> then\n broadcast (Victory v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n broadcast (Next level v)\n end\n end\n end\n if <key (r v) pressed?> then\n broadcast (Reset v)\n end\n if <key (space v) pressed?> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [reset v]\nforever\n if <([costume # v] of [ground v]) = [1]> then\n set [brightness v] effect to (0)\n end\n if <([costume # v] of [ground v]) = [7]> then\n set [brightness v] effect to (-5)\n end\n if <([costume # v] of [ground v]) = [8]> then\n set [brightness v] effect to (-10)\n end\n if <([costume # v] of [ground v]) = [9]> then\n set [brightness v] effect to (-15)\n end\n if <([costume # v] of [ground v]) = [10]> then\n set [brightness v] effect to (-25)\n end\n if <([costume # v] of [ground v]) = [11]> then\n set [brightness v] effect to (-55)\n end\n if <([costume # v] of [ground v]) = [12]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n end\n if <([costume # v] of [ground v]) = [13]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n end\n if <([costume # v] of [ground v]) = [14]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n end\n if <([costume # v] of [ground v]) = [15]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-40)\n end\n end\n if <([costume # v] of [ground v]) = [16]> then\n set [brightness v] effect to (-25)\n end\n if <([costume # v] of [ground v]) = [17]> then\n set [brightness v] effect to (-15)\n end\n if <([costume # v] of [ground v]) = [18]> then\n set [brightness v] effect to (-10)\n end\n if <([costume # v] of [ground v]) = [19]> then\n set [brightness v] effect to (-5)\n end\n if <([costume # v] of [ground v]) = [20]> then\n set [brightness v] effect to (0)\n end\nend\n\nstop [this script v]\n\nwhen I receive [reset v]\nforever\n if <touching (dangers v)?> then\n hide\n broadcast (You died v)\n stop [other scripts in sprite v]\n wait until <not <<touching (dangers v)?> or <<touching (_edge_ v)?> and <(y position) < [-164]>>>>\n end\n if <touching (_edge_ v)?> then\n if <(y position) < [-164]> then\n hide\n broadcast (You died v)\n stop [other scripts in sprite v]\n wait until <not <<touching (dangers v)?> or <<touching (_edge_ v)?> and <(y position) < [-164]>>>>\n end\n end\nend\n\nwait until <not <<touching (dangers v)?> or <touching (_edge_ v)?>>>\n\n@Fred\n\ndefine Go\nif <<(y position) > ([y position v] of [you v])> and <touching (you v)?>> then\n wait until <not <touching (you v)?>>\n wait (.1) seconds\nend\nif <<([x position v] of [you v]) > (x position)> and <touching (you v)?>> then\n start sound [Sound v]\n if <not <(round (You X)) = [0]>> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(You X) < [0]> then\n set [fred y v] to (((You X) - ((You X) * (2))) + (4))\n else\n set [fred y v] to ((You X) + (4))\n end\n end\n end\n set [fred x v] to [0]\n repeat until <not <touching (you v)?>>\n set [fred x v] to ((((You X) * (6)) / (2)) + (1))\n end\nend\nif <<(x position) > ([x position v] of [you v])> and <touching (you v)?>> then\n start sound [Sound v]\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <not <(round (You X)) = [0]>> then\n if <(You X) < [0]> then\n set [fred y v] to (((You X) - ((You X) * (2))) + (4))\n else\n set [fred y v] to ((You X) + (4))\n end\n end\n end\n repeat until <not <touching (you v)?>>\n set [fred x v] to ((((You X) * (6)) / (2)) + (1))\n end\nend\nchange x by (Fred X)\nif <not <(round (You X)) = [0]>> then\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n if <touching (ground v)?> then\n change y by (-8)\n change x by ((Fred X) * (-1))\n set [fred x v] to [0]\n set [fred y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [fred x v] to ((Fred X) * (.87))\nchange [fred y v] by (-1)\nchange y by (Fred Y)\nif <<<touching (you v)?> and <(y position) > ([x position v] of [you v])>> or <touching (ground v)?>> then\n change y by ((Fred Y) * (-1))\n set [fred y v] to [0]\nend\n\nwhen I receive [reset v]\nshow\nclear graphic effects\nswitch costume to (box v)\nset [fred x v] to [0]\nset [fred y v] to [0]\ngo to x: (-160) y: (100)\npoint in direction (-90)\nforever\n Go\nend\n\nwhen I receive [reset v]\nwait until <not <<touching (dangers v)?> or <touching (_edge_ v)?>>>\nforever\n if <touching (dangers v)?> then\n hide\n broadcast (Fred died v)\n stop [other scripts in sprite v]\n wait until <not <<touching (dangers v)?> or <<touching (_edge_ v)?> and <(y position) < [-164]>>>>\n end\n if <touching (_edge_ v)?> then\n if <(y position) < [-164]> then\n hide\n broadcast (Fred died v)\n stop [other scripts in sprite v]\n wait until <not <<touching (dangers v)?> or <<touching (_edge_ v)?> and <(y position) < [-164]>>>>\n else\n if <(x position) > [220]> then\n set [you and fred done? v] to [Fred done]\n hide\n wait until <not <touching (_edge_ v)?>>\n else\n point in direction (-90)\n end\n end\n end\nend\n\nwhen I receive [you died v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [reset v]\nforever\n if <([costume # v] of [ground v]) = [1]> then\n set [brightness v] effect to (0)\n end\n if <([costume # v] of [ground v]) = [7]> then\n set [brightness v] effect to (-5)\n end\n if <([costume # v] of [ground v]) = [8]> then\n set [brightness v] effect to (-10)\n end\n if <([costume # v] of [ground v]) = [9]> then\n set [brightness v] effect to (-15)\n end\n if <([costume # v] of [ground v]) = [10]> then\n set [brightness v] effect to (-25)\n end\n if <([costume # v] of [ground v]) = [11]> then\n set [brightness v] effect to (-55)\n end\n if <([costume # v] of [ground v]) = [12]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n end\n if <([costume # v] of [ground v]) = [13]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n end\n if <([costume # v] of [ground v]) = [14]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n end\n if <([costume # v] of [ground v]) = [15]> then\n if <touching (stuff v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-40)\n end\n end\n if <([costume # v] of [ground v]) = [16]> then\n set [brightness v] effect to (-25)\n end\n if <([costume # v] of [ground v]) = [17]> then\n set [brightness v] effect to (-15)\n end\n if <([costume # v] of [ground v]) = [18]> then\n set [brightness v] effect to (-10)\n end\n if <([costume # v] of [ground v]) = [19]> then\n set [brightness v] effect to (-5)\n end\n if <([costume # v] of [ground v]) = [20]> then\n set [brightness v] effect to (0)\n end\n if <([costume # v] of [ground v]) = [16]> then\n set [brightness v] effect to (-20)\n end\nend\n\n@Dangers\n\nwhen I receive [fred died v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [you died v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nDelete clones\nforever\n if <([costume # v] of [ground v]) = [1]> then\n hide\n end\n if <([costume # v] of [ground v]) = [2]> then\n hide\n end\n if <([costume # v] of [ground v]) = [3]> then\n set size to (100) %\n go to x: (0) y: (-60)\n go to [back v] layer\n show\n switch costume to (1 v)\n repeat until <([costume # v] of [ground v]) = [4]>\n go to [back v] layer\n if <(costume [number v]) > [6]> then\n switch costume to (1 v)\n end\n next costume\n wait (.03) seconds\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n set size to (100) %\n go to x: (0) y: (-60)\n go to [back v] layer\n show\n switch costume to (8 v)\n end\n if <([costume # v] of [ground v]) = [6]> then\n hide\n end\n if <([costume # v] of [ground v]) = [7]> then\n set size to (100) %\n go to x: (0) y: (-60)\n go to [front v] layer\n go [backward v] (1) layers\n show\n switch costume to (9 v)\n repeat until <([costume # v] of [ground v]) = [8]>\n set size to (80) %\n go to x: (40) y: (-67)\n if <(costume [number v]) > [14]> then\n switch costume to (9 v)\n end\n next costume\n wait (.03) seconds\n go to [front v] layer\n go [backward v] (1) layers\n end\n end\n if <([costume # v] of [ground v]) = [8]> then\n set size to (100) %\n go to x: (0) y: (-60)\n go to [back v] layer\n show\n switch costume to (8 v)\n end\n if <([costume # v] of [ground v]) = [10]> then\n set size to (100) %\n go to x: (0) y: (-40)\n go to [back v] layer\n show\n switch costume to (8 v)\n end\n if <([costume # v] of [ground v]) = [11]> then\n hide\n set [brightness v] effect to (-55)\n go to x: (180) y: (-72)\n create clone of (_myself_ v)\n wait (2.5) seconds\n go to x: (240) y: (-72)\n create clone of (_myself_ v)\n wait until <([costume # v] of [ground v]) = [12]>\n end\n if <([costume # v] of [ground v]) = [13]> then\n hide\n end\n if <([costume # v] of [ground v]) = [14]> then\n go to [back v] layer\n go to x: (97) y: (-70)\n switch costume to (25 v)\n show\n end\n if <([costume # v] of [ground v]) = [15]> then\n go to x: (0) y: (-60)\n switch costume to (8 v)\n show\n end\n if <([costume # v] of [ground v]) = [16]> then\n go to x: (0) y: (-55)\n set size to (62) %\n switch costume to (26 v)\n point in direction (90)\n show\n repeat until <([costume # v] of [ground v]) = [17]>\n switch costume to (26 v)\n repeat (22)\n next costume\n wait (.06) seconds\n end\n repeat (22)\n switch costume to ((costume [number v]) - (1))\n wait (.06) seconds\n end\n end\n end\n if <([costume # v] of [ground v]) = [17]> then\n hide\n end\n if <([costume # v] of [ground v]) = [18]> then\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to [back v] layer\nshow\nswitch costume to (16 v)\nrepeat until <<([costume # v] of [ground v]) = [12]> or <(x position) = [-250]>>\n set size to (100) %\n if <(costume [number v]) > [23]> then\n switch costume to (16 v)\n end\n next costume\n wait (.03) seconds\n go to [back v] layer\n move (-4.6) steps\nend\ndelete this clone\n\ndefine Delete clones\ndelete this clone\n\nwhen I receive [reset v]\nforever\n if <([costume # v] of [ground v]) = [1]> then\n set [brightness v] effect to (0)\n end\n if <([costume # v] of [ground v]) = [10]> then\n set [brightness v] effect to (-25)\n end\n if <([costume # v] of [ground v]) = [11]> then\n set [brightness v] effect to (-55)\n end\n if <([costume # v] of [ground v]) = [12]> then\n set [brightness v] effect to (-80)\n end\n if <([costume # v] of [ground v]) = [14]> then\n set [brightness v] effect to (-5)\n end\n if <([costume # v] of [ground v]) = [15]> then\n set [brightness v] effect to (-25)\n end\n if <([costume # v] of [ground v]) = [16]> then\n set [brightness v] effect to (-20)\n end\nend\n\nhide\ngo to x: (0) y: (-60)\n\n@Died\n\nwhen I receive [fred died v]\nif <([costume # v] of [ground v]) = [3]> then\n start sound [Splash v]\n switch costume to (2 v)\nend\nif <([costume # v] of [ground v]) = [4]> then\n start sound [Splash v]\n switch costume to (2 v)\nend\nif <([costume # v] of [ground v]) = [5]> then\n start sound [Splash v]\n switch costume to (4 v)\nend\nif <([costume # v] of [ground v]) = [7]> then\n start sound [Sizzle v]\n switch costume to (6 v)\nend\nif <([costume # v] of [ground v]) = [8]> then\n start sound [Splash v]\n switch costume to (4 v)\nend\nif <([costume # v] of [ground v]) = [10]> then\n start sound [Duck v]\n switch costume to (8 v)\nend\nif <([costume # v] of [ground v]) = [11]> then\n start sound [Bite v]\n switch costume to (10 v)\nend\nif <([costume # v] of [ground v]) = [13]> then\n start sound [Splash v]\n switch costume to (12 v)\nend\nif <([costume # v] of [ground v]) = [14]> then\n start sound [Tennis Hit v]\n switch costume to (14 v)\nend\nif <([costume # v] of [ground v]) = [15]> then\n start sound [Splash v]\n switch costume to (16 v)\nend\nif <([costume # v] of [ground v]) = [16]> then\n start sound [Splash2 v]\n switch costume to (20 v)\nend\nshow\nwait until <mouse down?>\nrepeat (2)\n broadcast (Reset v)\n hide\nend\n\nwhen I receive [you died v]\nif <([costume # v] of [ground v]) = [3]> then\n start sound [Splash v]\n switch costume to (1 v)\nend\nif <([costume # v] of [ground v]) = [4]> then\n start sound [Splash v]\n switch costume to (1 v)\nend\nif <([costume # v] of [ground v]) = [5]> then\n start sound [Splash v]\n switch costume to (3 v)\nend\nif <([costume # v] of [ground v]) = [7]> then\n start sound [Sizzle v]\n switch costume to (5 v)\nend\nif <([costume # v] of [ground v]) = [8]> then\n start sound [Splash v]\n switch costume to (3 v)\nend\nif <([costume # v] of [ground v]) = [10]> then\n start sound [Duck v]\n switch costume to (7 v)\nend\nif <([costume # v] of [ground v]) = [11]> then\n start sound [Bite v]\n switch costume to (9 v)\nend\nif <([costume # v] of [ground v]) = [13]> then\n start sound [Splash v]\n switch costume to (11 v)\nend\nif <([costume # v] of [ground v]) = [14]> then\n start sound [Tennis Hit v]\n switch costume to (13 v)\nend\nif <([costume # v] of [ground v]) = [15]> then\n start sound [Splash v]\n switch costume to (15 v)\nend\nif <([costume # v] of [ground v]) = [16]> then\n start sound [Splash2 v]\n switch costume to (19 v)\nend\nshow\nwait until <mouse down?>\nrepeat (2)\n broadcast (Reset v)\n hide\nend\n\nwhen flag clicked\nswitch costume to (background v)\ngo to [front v] layer\nshow\n\nwhen I receive [next level v]\nhide\nforever\n go to [front v] layer\n set [ghost v] effect to (30)\nend\n\nwhen I receive [victory v]\nswitch costume to (21 v)\nshow\nwait until <mouse down?>\nrepeat (2)\n broadcast (Reset v)\n hide\nend\n\ngo [forward v] (1) layers\n\nset [counter v] to [0]\nchange [counter v] by (1)\nif <(Counter) = [1]> then\n stop [this script v]\nend\n\nstart sound [Splash v]\n\n@Detector\n\nwhen flag clicked\nhide\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nset [ghost v] effect to (99.9)\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <([costume # v] of [you v]) = [1]> then\n go to (you v)\n if <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n go to (you v)\n broadcast (You turn left v)\n end\n end\n end\n if <([costume # v] of [you v]) = [2]> then\n go to (you v)\n if <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n go to (you v)\n broadcast (You turn left v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <([costume # v] of [you v]) = [1]> then\n go to (you v)\n if <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n go to (you v)\n broadcast (You turn right v)\n end\n end\n end\n if <([costume # v] of [you v]) = [2]> then\n go to (you v)\n if <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n go to (you v)\n broadcast (You turn right v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ([direction v] of [you v])\nend\n\n@Stuff\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [reset v]\nforever\n if <(costume [number v]) = [1]> then\n set [brightness v] effect to (0)\n end\n if <(costume [number v]) = [7]> then\n set [brightness v] effect to (-5)\n end\n if <(costume [number v]) = [8]> then\n set [brightness v] effect to (-10)\n end\n if <(costume [number v]) = [9]> then\n set [brightness v] effect to (-15)\n end\n if <(costume [number v]) = [10]> then\n set [brightness v] effect to (-25)\n end\n if <(costume [number v]) = [11]> then\n set [brightness v] effect to (-55)\n end\n if <(costume [number v]) = [12]> then\n set [brightness v] effect to (-60)\n end\n if <(costume [number v]) = [13]> then\n set [brightness v] effect to (-40)\n end\n if <(costume [number v]) = [14]> then\n set [brightness v] effect to (-40)\n end\n if <(costume [number v]) = [15]> then\n set [brightness v] effect to (-40)\n end\n if <(costume [number v]) = [16]> then\n set [brightness v] effect to (-25)\n end\n if <(costume [number v]) = [17]> then\n set [brightness v] effect to (-15)\n end\nend\n\nwhen I receive [next level v]\nforever\n go [forward v] (1) layers\n go [backward v] (1) layers\n go to x: (0) y: (-60)\n switch costume to ([costume # v] of [ground v])\nend\n\n@More stuff\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [7]> then\n go to x: (0) y: (-60)\n clear graphic effects\n switch costume to (1 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [9]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-15)\n switch costume to (2 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [15]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-25)\n switch costume to (3 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [16]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-15)\n switch costume to (4 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [17]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-10)\n switch costume to (5 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [18]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-10)\n switch costume to (6 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [19]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-10)\n switch costume to (7 v)\n go to [back v] layer\n show\n else\n if <([costume # v] of [ground v]) = [20]> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (-10)\n switch costume to (8 v)\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Start/Intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (dnb v)\nset [ghost v] effect to (100)\nwait (.8) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (8)\n next costume\nend\nbroadcast (Clone v)\nbroadcast (Next level v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go [forward v] (1) layers\nend\n\n@Ground\n\nwhen I receive [next level v]\nbroadcast (Reset v)\nnext costume\n\nwhen I receive [reset v]\nforever\n if <(costume [number v]) = [1]> then\n set [brightness v] effect to (0)\n end\n if <(costume [number v]) = [7]> then\n set [brightness v] effect to (-5)\n end\n if <(costume [number v]) = [8]> then\n set [brightness v] effect to (-10)\n end\n if <(costume [number v]) = [9]> then\n set [brightness v] effect to (-15)\n end\n if <(costume [number v]) = [10]> then\n set [brightness v] effect to (-25)\n end\n if <(costume [number v]) = [11]> then\n set [brightness v] effect to (-40)\n end\n if <(costume [number v]) = [12]> then\n set [brightness v] effect to (-60)\n end\n if <(costume [number v]) = [13]> then\n set [brightness v] effect to (-30)\n end\n if <(costume [number v]) = [15]> then\n set [brightness v] effect to (-20)\n end\n if <(costume [number v]) = [16]> then\n set [brightness v] effect to (-15)\n end\n if <(costume [number v]) = [17]> then\n set [brightness v] effect to (-10)\n end\n if <(costume [number v]) = [18]> then\n set [brightness v] effect to (-5)\n end\n if <(costume [number v]) = [19]> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (20 v)\ngo to x: (0) y: (-60)\n\nwhen I receive [victory v]\nwait until <mouse down?>\nbroadcast (Next level v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Instructions\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n if <([costume # v] of [ground v]) = [1]> then\n go to x: (-178) y: (-117)\n switch costume to (1 v)\n show\n else\n if <([costume # v] of [ground v]) = [3]> then\n go to x: (-176) y: (-81)\n switch costume to (2 v)\n show\n else\n hide\n end\n end\nend\n\n@Cloud\n\nwhen I receive [next level v]\nchange [☁ score v] by (1)\n\nwhen flag clicked\nset [☁ score v] to [0]\n\n@:D\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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Probably my favourite game I made...\n\nHOW TO MOVE FRED\n-Use the arrows or wasd. \n-If you die, CLICK THE SCREEN (don't press the flag again)\n-To just kick him, ram into the side of Fred. \n-To kick him up, ram into his side while holding the "s" key or down arrow.\n-Make it to the end of every level with Fred\n\nPOINT OF THE GAME \nYou are a box, and your friend, Fred, fell off a 30 story building and you must take him to the hospital. However, the hospital is on the other side of the city, and Fred is to hard to carry, so you must kick him there.\n\nNOTES\n-space to skip\n-You can stand on Fred\n-Press the "r" key to restart in case something goes wrong\n-Not mobile friendly at the moment... but it will be
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Weird Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [PVZ2 lost city v] until done\nend\n\n@Ball\n\nwhen flag clicked\nforever\n if <touching color (#6600cc)?> then\n go to (portal 2 v)\n wait until <not <touching color (#6600cc)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [respawn v]\n set [yv v] to [0]\n go to x: (-212) y: (-160)\n change [deaths v] by (0.5)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [gravity v]\nrepeat (10)\n change y by (25)\nend\n\nwhen I receive [teleport v]\ngo to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#dddede)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [deaths v] to [0]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nshow variable [deaths v]\ngo to x: (-212) y: (-158)\npoint in direction (90)\nhide\nwait (5) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#00ff55)?> then\n start sound [next level v]\n set [yv v] to [0]\n go to x: (-212) y: (-158)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#00ffff)?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [20]\n end\n if <touching color (#ff0000)?> then\n start sound [die v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-212) y: (-158)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n end\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (backdrop1 v)\nhide\n\n@blaster\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (198) y: (-58)\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (191) y: (-172)\nshow\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\n@blast\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (155) y: (-15)\nshow\nforever\n glide (5) secs to x: (-208) y: (-23)\n hide\n go to x: (155) y: (-15)\n show\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (150) y: (-130)\nshow\nforever\n glide (2) secs to x: (-199) y: (-131)\n hide\n go to x: (150) y: (-130)\n show\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\nstop [other scripts in sprite v]\n\n@machine gun\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (5) y: (-10)\nshow\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (-9) y: (-32)\nshow\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\n@MG blast1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (264) y: (-53)\nshow\nforever\n glide (2) secs to x: (-86) y: (-53)\n hide\n go to x: (264) y: (-53)\n show\nend\n\nwhen backdrop switches to [backdrop22 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (260) y: (-75)\nshow\nforever\n glide (2) secs to x: (-75) y: (-79)\n hide\n go to x: (259) y: (-76)\n show\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop25 v]\nhide\nstop [other scripts in sprite v]\n\n@MG blast2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (264) y: (-53)\nshow\nwait (1) seconds\nforever\n glide (2) secs to x: (-86) y: (-53)\n hide\n go to x: (264) y: (-53)\n show\nend\n\nwhen backdrop switches to [backdrop22 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (260) y: (-75)\nshow\nwait (1) seconds\nforever\n glide (2) secs to x: (-75) y: (-79)\n hide\n go to x: (259) y: (-76)\n show\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\nstop [other scripts in sprite v]\n\n@Yes\n\nwhen backdrop switches to [backdrop29 v]\ngo to x: (-38) y: (-3)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop28 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\n@MG blast3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (264) y: (-53)\nshow\nwait (2) seconds\nforever\n glide (2) secs to x: (-86) y: (-53)\n hide\n go to x: (264) y: (-53)\n show\nend\n\nwhen backdrop switches to [backdrop22 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (260) y: (-75)\nshow\nwait (2) seconds\nforever\n glide (2) secs to x: (-75) y: (-79)\n hide\n go to x: (259) y: (-76)\n show\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\nstop [other scripts in sprite v]\n\n@MG blast4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (264) y: (-53)\nshow\nwait (3) seconds\nforever\n glide (2) secs to x: (-86) y: (-53)\n hide\n go to x: (264) y: (-53)\n show\nend\n\nwhen backdrop switches to [backdrop22 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (260) y: (-75)\nshow\nwait (3) seconds\nforever\n glide (2) secs to x: (-75) y: (-79)\n hide\n go to x: (259) y: (-76)\n show\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\nstop [other scripts in sprite v]\n\n@Portal 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop22 v]\ngo to x: (-3) y: (-135)\nshow\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\n@Portal 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop22 v]\ngo to x: (161) y: (119)\nshow\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\n@No\n\nwhen backdrop switches to [backdrop29 v]\ngo to x: (169) y: (4)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop30 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\n@Door 1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop13 v)\n\nwhen backdrop switches to [backdrop32 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop31 v]\nshow\n\n@Door 2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop32 v)\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop31 v]\nshow\n\n@Door 3\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop32 v]\nhide\n\nwhen backdrop switches to [backdrop31 v]\nshow\n\n@Gravity\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop32 v]\ngo to x: (263) y: (-113)\nshow\n\nwhen this sprite clicked\nbroadcast (Gravity v)\n\nwhen backdrop switches to [backdrop33 v]\nhide\n\n@Teleport\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop33 v]\ngo to x: (203) y: (272)\nshow\n\nwhen this sprite clicked\nbroadcast (Teleport v)\n\nwhen backdrop switches to [backdrop34 v]\nhide\n\n@Bob the tomato\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop34 v]\ngo to x: (191) y: (94)\nshow\nforever\n glide (2) secs to x: (-134) y: (-18)\n glide (2) secs to x: (202) y: (-89)\n glide (2) secs to x: (-145) y: (131)\n repeat (5)\n go to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n wait (2) seconds\n end\nend\n\nwhen backdrop switches to [backdrop35 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [backdrop45 v]\nshow\nswitch costume to (normal v)\ngo to x: (179) y: (-78)\nrepeat until <(backdrop [name v]) = [backdrop46]>\n glide (1) secs to x: (-134) y: (-18)\n glide (1) secs to x: (-145) y: (131)\n glide (1) secs to x: (202) y: (-89)\n wait (1) seconds\n switch costume to (explode!!! v)\n wait (1) seconds\n switch costume to (normal v)\nend\n\nwhen backdrop switches to [backdrop46 v]\nhide\nstop [other scripts in sprite v]\n\n@Weird Doorway\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop41 v]\ngo to x: (72) y: (58)\nshow\nforever\n go to [front v] layer\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop42 v]\nhide\n\n@Fake Wall\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop41 v]\ngo to x: (28) y: (-21)\nshow\nforever\n switch costume to (costume1 v)\n wait (3) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop42 v]\nhide\n\n@Wenhao\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop55 v]\nswitch costume to (normal v)\ngo to x: (308) y: (40)\nshow\nforever\n glide (1) secs to x: (-193) y: (3)\n glide (1) secs to x: (64) y: (227)\n glide (1) secs to x: (201) y: (92)\n switch costume to (fire v)\n repeat (2)\n go to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n end\n switch costume to (normal v)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\n@Toyota Airlines\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop58 v]\nswitch costume to (normal v)\ngo to x: (108) y: (73)\nshow\nforever\n repeat (pick random (1) to (5))\n glide (2) secs to x: (-34) y: (-52)\n wait (1) seconds\n glide (1) secs to x: (108) y: (73)\n end\n switch costume to (explosion v)\n glide (0.5) secs to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n switch costume to (normal v)\nend\n\nwhen backdrop switches to [backdrop59 v]\nhide\n\n@Train Boy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop61 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop59 v]\nset size to (100) %\ngo to x: (109) y: (-105)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop59]>>\n wait (pick random (1) to (5)) seconds\n say [I like trains] for (2) seconds\n broadcast (TRAINS v)\nend\nshow\nset size to (150) %\ngo to x: (279) y: (-73)\nrepeat until <not <(backdrop [name v]) = [backdrop60]>>\n wait (pick random (4) to (10)) seconds\n say [I like trains] for (2) seconds\n broadcast (TRAINS v)\nend\n\nset size to (100) %\ngo to x: (109) y: (-105)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop59]>>\n wait (pick random (1) to (5)) seconds\n say [I like trains] for (2) seconds\n broadcast (TRAINS v)\nend\n\nwhen backdrop switches to [backdrop60 v]\nshow\nset size to (150) %\ngo to x: (279) y: (-73)\nrepeat until <not <(backdrop [name v]) = [backdrop60]>>\n wait (pick random (4) to (10)) seconds\n say [I like trains] for (2) seconds\n broadcast (TRAINS v)\nend\n\n@Train\n\nwhen flag clicked\nhide\n\nwhen I receive [trains v]\nif <(backdrop [name v]) = [backdrop59]> then\n switch costume to (front v)\n set size to (100) %\n go to x: (431) y: (93)\n show\n glide (0.3) secs to x: (10) y: (93)\n switch costume to (middle v)\n glide (0.3) secs to x: (-341) y: (87)\n switch costume to (back v)\n hide\nend\nif <(backdrop [name v]) = [backdrop60]> then\n show\n set size to (105) %\n switch costume to (front v)\n go to x: (431) y: (89)\n show\n glide (0.3) secs to x: (10) y: (89)\n switch costume to (middle v)\n glide (0.3) secs to x: (-341) y: (83)\n switch costume to (back v)\n hide\nend\n\nwhen backdrop switches to [backdrop60 v]\nstop [other scripts in sprite v]\nhide\n\n@Electro Wizard\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\n\nwhen flag clicked\nforever\n set [electrox v] to (x position)\n set [electroy v] to (y position)\nend\n\nwhen backdrop switches to [backdrop64 v]\nrepeat until <(backdrop [name v]) = [Last Level]>\n switch costume to (normal v)\n wait (3) seconds\n show\n set y to (211)\n set x to ((x) + (-20))\n repeat until <<touching color (#000000)?> or <touching (ball v)?>>\n change y by (-20)\n end\n switch costume to (zap v)\n wait (1) seconds\n broadcast (ZAP v)\nend\nhide\n\n@Zap\n\nwhen flag clicked\nhide\n\nwhen I receive [zap v]\nshow\ngo to x: ((ElectroX) - (35)) y: ((ElectroY) + (19))\npoint towards (ball v)\nturn left (180) degrees\nwait (1) seconds\nhide\n\n@Zap2\n\nwhen I receive [zap v]\nshow\ngo to x: ((ElectroX) - (-57)) y: ((ElectroY) + (26))\npoint towards (ball v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n
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Arrow keys to move. \nUp arrow to jump. Rest is explained in game.\nIt has bouncies, lava, machine guns, blasters, portals, gravity changers, and MUCH MORE!!!!!!!!!!!!\n\nREAD THE NOTES!!! IT WILL HELP!!!\n----------------------------------------------------------------------------------------------\nCurrent Record: First Place: lolsniki with 3 deaths\nSecond Place: 5 deaths by LuckyBlock58193\n
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Wasteland - A platformer #games
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@Stage\n\nwhen flag clicked\nset volume to (10) %\nforever\n play sound [Alan_Walker_-_Fade_Privated_NCS_Re_\(getmp3 v] until done\nend\n\n@Lava\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nbroadcast (Start game 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@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@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@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@Sky\n\nwhen flag clicked\nshow\nswitch costume to (istockphoto-1307063131-612x612 v)\ngo to [front v] layer\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (istockphoto-1307063131-612x612 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@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
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W-A-S-D or arrow keys to move\nGo to the right to beat each level\nHave fun!
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Primary - A platformer
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@Stage\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [pitch v] effect to (0)\nforever\n play sound [Mission Impossible v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-226) y: (148)\n\nwhen flag clicked\nhide\n\nwhen I receive [lose v]\ngo to x: (-227) y: (-147)\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [start v]\nwait (0.1) seconds\nset [level v] to [1]\nswitch costume to (red v)\ngo to x: (-226) y: (148)\nforever\n change y by (SpeedY)\n if <touching color (#000000)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [speedy v] by (10.3)\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n if <<touching color (#ff0000)?> and <<(costume [name v]) = [blue]> or <(costume [name v]) = [yellow]>>> then\n broadcast (lose v)\n end\n if <<touching color (#0057ff)?> and <<(costume [name v]) = [red]> or <(costume [name v]) = [yellow]>>> then\n broadcast (lose v)\n end\n if <<touching color (#feff00)?> and <<(costume [name v]) = [red]> or <(costume [name v]) = [blue]>>> then\n broadcast (lose v)\n end\n if <<touching color (#ff9400)?> and <(costume [name v]) = [blue]>> then\n broadcast (lose v)\n end\n if <<touching color (#8c00ff)?> and <(costume [name v]) = [yellow]>> then\n broadcast (lose v)\n end\n if <<touching color (#41ff00)?> and <(costume [name v]) = [red]>> then\n broadcast (lose v)\n end\n if <touching color (#905400)?> then\n broadcast (lose v)\n end\n if <touching color (#c700ff)?> then\n broadcast (next v)\n change [level v] by (1)\n end\n if <key (r v) pressed?> then\n broadcast (lose v)\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speedx v] by (1.4)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speedx v] by (-1.4)\n end\n change x by (SpeedX)\n if <touching color (#000000)?> then\n change x by ((SpeedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((SpeedX) * (0.8))\n end\nend\n\nwhen I receive [next v]\ngo to x: (-227) y: (-147)\n\nwhen I receive [start v]\nshow\n\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n next costume\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n set [time v] to [0]\n reset timer\n show variable [time v]\n repeat until <key (t v) pressed?>\n set [time v] to (round (timer))\n end\n wait until <not <key (t v) pressed?>>\n set [time v] to (timer)\n wait (2) seconds\n hide variable [time v]\n end\nend\n\nshow variable [time v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nswitch costume to (primary v)\n\n@start\n\nwhen flag clicked\nhide variable [time v]\nset volume to (100) %\nstart sound [Magical Adventure - Game Music v]\ngo to x: (0) y: (0)\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (1)) + (100)) %\nend\n\nhide\n\nwhen flag clicked\nshow\nforever\n set x to ((((x position) * (2)) + (mouse x)) / (50))\n set y to ((((y position) * (2)) + (mouse y)) / (50))\nend\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nforever\n\n@Start button\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (3)) + (100)) %\nend\n\nforever\n\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (3)) + (100)) %\nend\n\nwhen flag clicked\nset [started? v] to [0]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (big v)\n else\n switch costume to (small v)\n end\nend\n\nwhen this sprite clicked\nset [started? v] to [1]\nstart sound [Wood Tap v]\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nrepeat until <(Started?) = [1]>\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@time\n\nwhen flag clicked\ngo to x: (-210) y: (169)\nhide\n\nshow\n\nwhen I receive [start v]\nforever\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n show\n wait until <key (t v) pressed?>\n wait until <not <key (t v) pressed?>>\n wait (2) seconds\n hide\n end\nend\n\n@This level was token out\n\nwhen flag clicked\nhide\n\n
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==Primary==\n-By CheekyBubba5-\nThank you to all who say this game is very good!!\n400 Views :0000\nSECONDARY IS OUT! - https://scratch.mit.edu/projects/715140477 \n--Primary is a challenging, super fun platformer with a ton of levels to explore\nShare your time in the comments!\nMake sure to like and favorite for the part 2!\nWOW this got so many views:)\n\n--Controls--\nThere are now controls in the menu!\nPress SPACE to switch the color of your guy. This is super important to know\nPress "r" to retry a level if you get literally stuck\nPress "t" to start the timer\nOnce you started the time, press "t" to end the timer\n--Updates--\nVersion 1.3 is out right now\nThere may or may not be any updates but there will be a new "Primary 2" Which is not the actual name.\nNEW UPDATE!!\n-Better menu\n-Added timer\n-New thumbnail\n\nHOW TO PLAY\nAs you go through, you have to match the color of the level to your player color. This means that you can only touch the color that you are. If you touch a color that is not the color you are, you will die.\nThe purple is the end point where you need to get to.\n\nHOPE YOU ENJOY!!
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Moonlight - Scrolling Platformer #games
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@Stage\n\n@Shop\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\nend\n\nwhen I receive [shop v]\nshow\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [no shop v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n go to x: (90) y: (-5)\n if <(Speed x) = [2]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\n if <(clone#) = [2]> then\n go to x: (90) y: (-85)\n if <(Speed y) = [18]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (90) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <<(clone#) = [1]> and <(costume [number v]) = [2]>> then\n if <(Coins) > [44]> then\n set [speed x v] to [2]\n change [coins v] by (-45)\n switch costume to (bougth v)\n end\n end\n if <<(clone#) = [2]> and <(costume [number v]) = [2]>> then\n if <(Coins) > [39]> then\n set [speed y v] to [18]\n change [coins v] by (-40)\n switch costume to (bougth v)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (shop v)\nset [shop v] to [No]\nshow\nforever\n go to x: (-198) y: (-162)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [No]> then\n set [shop v] to [Yes]\n broadcast (Shop v)\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (close v)\nshow\nforever\n go to x: (111) y: (98)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [Yes]> then\n set [shop v] to [No]\n broadcast (No Shop v)\n delete this clone\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thumbnail\n\nwhen [timer v] > (0.05)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\n@Numbers\n\nwhen flag clicked\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nforever\n set size to (0) %\nend\n\nwhen I receive [time v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (45) %\n go to x: (((digits) * (16)) - (225)) y: (146)\n if <(length of (Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Coins))\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\n\n@Checkpoint\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n if <(checkpoint#) = [1]> then\n if <not <(costume [number v]) = [2]>> then\n broadcast (Checkpoint v)\n end\n switch costume to (checked v)\n set [checkpoint x v] to [1383]\n set [checkpoint y v] to [-95]\n end\n if <(checkpoint#) = [2]> then\n if <not <(costume [number v]) = [2]>> then\n broadcast (Checkpoint v)\n end\n switch costume to (checked v)\n set [checkpoint x v] to [4606]\n set [checkpoint y v] to [140]\n end\n if <(checkpoint#) = [3]> then\n if <not <(costume [number v]) = [2]>> then\n broadcast (Checkpoint v)\n end\n switch costume to (checked v)\n set [checkpoint x v] to [2450]\n set [checkpoint y v] to [-65]\n end\n if <(checkpoint#) = [4]> then\n if <not <(costume [number v]) = [2]>> then\n broadcast (Checkpoint v)\n end\n switch costume to (checked v)\n set [checkpoint x v] to [3653]\n set [checkpoint y v] to [-65]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [checkpoint# v] to [1]\nClone at x: [1381] y: [-95]\nset [checkpoint# v] to [2]\nClone at x: [4606] y: [140]\nset [checkpoint# v] to [3]\nClone at x: [2450] y: [-65]\nset [checkpoint# v] to [4]\nClone at x: [3653] y: [-65]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (not checked v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coin\n\nwhen flag clicked\nshow\nswitch costume to (coin1 v)\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\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: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n start sound [coin v]\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\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (1/2)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [createclone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [-112] y: [-99]\nClone at x: [-57] y: [-99]\nClone at x: [-84] y: [-54]\nClone at x: [112] y: [-99]\nClone at x: [57] y: [-99]\nClone at x: [86] y: [-54]\nClone at x: [486] y: [187]\nClone at x: [551] y: [187]\nClone at x: [757] y: [187]\nClone at x: [616] y: [187]\nClone at x: [687] y: [187]\nClone at x: [1024] y: [-52]\nClone at x: [1024] y: [-92]\nClone at x: [1118] y: [-52]\nClone at x: [1118] y: [-92]\nClone at x: [1210] y: [-52]\nClone at x: [1210] y: [-92]\nClone at x: [1575] y: [83]\nClone at x: [1621] y: [83]\nClone at x: [1665] y: [83]\nClone at x: [1575] y: [44]\nClone at x: [1621] y: [44]\nClone at x: [1665] y: [44]\nClone at x: [2278] y: [68]\nClone at x: [2311] y: [68]\nClone at x: [2346] y: [68]\nClone at x: [2378] y: [68]\nClone at x: [3878] y: [54]\nClone at x: [3878] y: [30]\nClone at x: [3878] y: [5]\nClone at x: [3923] y: [54]\nClone at x: [3923] y: [30]\nClone at x: [3923] y: [5]\nClone at x: [3968] y: [54]\nClone at x: [3968] y: [30]\nClone at x: [3968] y: [5]\nClone at x: [4030] y: [54]\nClone at x: [4030] y: [30]\nClone at x: [4030] y: [5]\nClone at x: [4071] y: [54]\nClone at x: [4071] y: [30]\nClone at x: [4071] y: [5]\nClone at x: [4107] y: [54]\nClone at x: [4107] y: [30]\nClone at x: [4107] y: [5]\n\nwhen I receive [deleteclone v]\ndelete this clone\n\nwhen flag clicked\nset volume to (10) %\nset [coins v] to [0]\nhide\n\nwhen I start as a clone\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n set size to ((([sin v] of ((sine) * (2)) ) * (3)) + (50)) %\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [green flag v]\nshow\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: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y) Change: (change) Side: (side)\nset [change v] to (change)\nset [x v] to (x)\nset [y v] to (y)\nset [side v] to (side)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition (((x) - (Scroll x)) + (offset)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [250]> and <([abs v] of (y position) ) < [190]>> then\n show\nelse\n hide\nend\nif <(die) = [0]> then\n if <(timer) > [25]> then\n set [offset v] to ((((((100) - ((timer) * (side))) * ((change) / (50))) - (offset)) / (7)) + (offset))\n end\n if <(timer) < [26]> then\n set [offset v] to ((offset) + (((((timer) * (side)) * ((change) / (50))) - (offset)) / (7)))\n end\nend\n\nwhen I start as a clone\nset [die v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (50) %\nset rotation style [left-right v]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n start sound [Death v]\n set [die v] to [2]\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n repeat (5)\n broadcast (Bounce v)\n change [ghost v] effect by (20)\n end\n switch costume to (2 v)\n set [ghost v] effect to (0)\n repeat (8)\n change [y v] by (4)\n change [ghost v] effect by (5)\n end\n switch costume to (2 v)\n set [xy v] to (join (round (((x) + (offset)) + (5000))) (round ((y) + (5000))))\n broadcast (Bounce v)\n change [coins v] by (3)\n delete this clone\n else\n set [finish v] to [Die]\n end\n end\nend\n\nwhen I receive [deleteclone v]\ndelete this clone\n\nwhen I receive [start v]\nset [die v] to [0]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [createclone v]\nClone at x: [246] y: [-29] Change: [100] Side: [2]\nClone at x: [358] y: [40] Change: [90] Side: [2.4]\nClone at x: [503] y: [125] Change: [200] Side: [2]\nClone at x: [767] y: [40] Change: [90] Side: [2.4]\nClone at x: [855] y: [-29] Change: [100] Side: [2]\nClone at x: [1415] y: [-121] Change: [100] Side: [2]\nClone at x: [1833] y: [154] Change: [0] Side: [0]\nClone at x: [1972] y: [120] Change: [0] Side: [0]\nClone at x: [2118] y: [120] Change: [0] Side: [0]\nClone at x: [2540] y: [-92] Change: [100] Side: [2]\nClone at x: [2912] y: [-92] Change: [180] Side: [2]\nClone at x: [3256] y: [-92] Change: [210] Side: [2]\n\n@Platform\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Player\n\nwhen I receive [start v]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-118]\nset [speed x v] to [1.75]\nset [speed y v] to [16]\nset size to (50) %\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [x v] to (Checkpoint x)\nset [y v] to (Checkpoint y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <(Shop) = [No]> then\n if <not <key (any v) pressed?>> then\n switch costume to (hitbox v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by ((Speed x) * (-1))\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (Speed x)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to (Speed y)\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Die\n set [scroll x v] to (x)\n change [scroll x v] by (round (((x) - (Scroll x)) / (10)))\n if <(Scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (Scroll y)) / (10)))\n if <(Scroll y) < [0]> then\n set [scroll y v] to [0]\n end\nend\nPosition\nswitch costume to (stand v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\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 (platform 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 (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\n\ndefine Die\nif <<touching (danger v)?> or <touching (spikes v)?>> then\n set [finish v] to [Die]\nend\n\ndefine Game Con\nbroadcast (Win v)\n\nwhen I receive [bounce v]\nif <touching (enemy v)?> then\n set [sy v] to [18]\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nbroadcast (DeleteClone v) and wait\nbroadcast (CreateClone v) and wait\n\nwhen [timer v] > (0.05)\nhide\n\n@Blank\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n if <(timer) > [50]> then\n set [timer v] to [0]\n end\nend\n\nwhen flag clicked\nset volume to (10) %\nforever\n play sound [DEAF_KEV_-_Invincible_NCS_Release_\(getmp3 v] until done\nend\n\n
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W-A-S-D to move,\nPurchase upgrades from the shop,\nHave fun!
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mines - a platformer\\#games//#trending\\#all//
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@Stage\n\n@player\n\nwhen flag clicked\nset [time v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [20]\nset [acceleration v] to [1.7]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-150) y: (50)\nforever\n broadcast (tick-player v)\nend\n\ndefine move- in steps (number or text)\nchange [falling v] by (1)\nrepeat (number or text)\n set [last value v] to (x position)\n change x by ((Speed x) / (number or text))\n if <touching (ground 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) / (number or text))\n check touching SOLID\n if <touching (ground 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\ndefine check touching SOLID\nif <touching (ground 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\nControl- Left and Right\n\ndefine Controls- Up and Down\nif <<<<key (w v) pressed?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling) < [3]> then\n set [speed y v] to [18]\n end\nend\n\ndefine Control- Left and Right\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by ((0) - (Acceleration))\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (Acceleration)\nend\nset [speed x v] to ((Speed x) * (0.8))\nchange [speed y v] by (Gravity)\nmove- in steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <touching (border v)?> then\n next backdrop\n go to x: (-150) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n change [time v] by (.1)\n wait (.0001) seconds\nend\n\nwhen flag clicked\nforever\n wait (.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (.25) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <touching color (#e8b200)?> then\n go to x: (-150) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-150) y: (50)\n end\nend\n\nwhen flag clicked\nset size to (200) %\n\nwhen flag clicked\npoint in direction (90)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume4 v)\n\n@Random music\n\nwhen flag clicked\nforever\n play note (60) for (0.25) beats\n play note (55) for (0.25) beats\n play note (48) for (0.25) beats\n play note (60) for (0.25) beats\n play note (59) for (0.25) beats\n play note (48) for (0.25) beats\n play note (60) for (0.25) beats\n play note (59) for (0.25) beats\n play note (48) for (0.25) beats\nend\n\nwhen flag clicked\nforever\n play note (48) for (0.25) beats\n rest for (0.25) beats\n play note (72) for (0.25) beats\n play note (71) for (0.25) beats\n play note (76) for (0.25) beats\n play note (71) for (0.25) beats\n play note (72) for (0.25) beats\n play note (60) for (0.25) beats\nend\n\n@Border\n\nwhen flag clicked\nshow\ngo to x: (290) y: (49)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (242) y: (50)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@cdawgscratch\n\nwhen flag clicked\nset [ghost v] effect to (70)\n\n@SPIKES\n\nwhen flag clicked\nforever\n wait (.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\npoint in direction (90)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nturn left (15) degrees\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@LAVA\n\nwhen flag clicked\nforever\n wait (.5) seconds\n next costume\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
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welcome to the mines rookie! \n @ATOMICMAGICNUMBER COMMENTED LOVED AND FAVOURITED!!\nkind of laggy on the 6th lvl\nWASD - or mobile \nthanks so much for 75+ followers, it means a lot! :)\n\n 2000+ views?! Let’s go!
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Underground; The Platformer
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\n@Player\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: (-216) y: (40)\n\nwhen flag clicked\nset size to (50) %\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)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Cave v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n set y to (Magma)\n switch costume to (The Level)\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 (1)\n end\nend\n\n
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Welcome To Underground; The Platformer.\n\nOh no! You're a miner and have gotten lost in the underground caverns.\nTry to get out using the arrow keys or WASD. You can wall jump.\n\n10 playable levels
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Hidden places platformer Part2
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@Stage\n\nwhen I receive [ビントロ v]\nif <<(current [hour v]) = [7]> or <<(current [hour v]) = [8]> or <<(current [hour v]) = [9]> or <<(current [hour v]) = [10]> or <<(current [hour v]) = [11]> or <<(current [hour v]) = [12]> or <<(current [hour v]) = [13]> or <<(current [hour v]) = [14]> or <<(current [hour v]) = [15]> or <(current [hour v]) = [16]>>>>>>>>>> then\n switch backdrop to (背景2 v)\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nswitch backdrop to (背景3 v)\n\nwhen I receive [ビントロ v]\nif <<(current [hour v]) = [17]> or <<(current [hour v]) = [18]> or <(current [hour v]) = [19]>>> then\n switch backdrop to (背景4 v)\nend\n\nwhen I receive [ビントロ v]\nif <<(current [hour v]) = [20]> or <<(current [hour v]) = [21]> or <<(current [hour v]) = [22]> or <<(current [hour v]) = [23]> or <<(current [hour v]) = [24]> or <<(current [hour v]) = [1]> or <<(current [hour v]) = [2]> or <<(current [hour v]) = [3]> or <(current [hour v]) = [4]>>>>>>>>> then\n switch backdrop to (背景3 v)\nend\n\nwhen I receive [ビントロ v]\nif <<(current [hour v]) = [5]> or <(current [hour v]) = [6]>> then\n switch backdrop to (背景5 v)\nend\n\n@Cat\n\nif <<touching color (#ff0000)?> or <(y position) < [-175]>> then\n go to x: (-222) y: (-100)\nend\n\nif <touching color (#f7f7f7)?> then\n\ngo to x: (-222) y: (-100)\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [ビントロ v]\nshow\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to (コスチューム3 v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [背景 v] to [1]\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [左右 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 [左右 v] by (1)\n point in direction (90)\n end\n set [左右 v] to ((左右) * (0.9))\n change x by (左右)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((左右) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(左右) > [0]> then\n set [左右 v] to [-7]\n else\n set [左右 v] to [7]\n end\n set [上下 v] to [10]\n start sound [Crunch v]\n else\n set [左右 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト1 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [上下 v] to [15]\n point in direction ((上下) * (0.5))\n end\n end\n change y by (1)\n change [上下 v] by (-1)\n change y by (上下)\n if <touching (スプライト1 v)?> then\n change y by ((上下) * (-1))\n set [上下 v] to [0]\n end\n hide variable [左右 v]\n if <(y position) < [-170]> then\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#ff0000)?> then\n start sound [Zoop v]\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <[240] < (x position)> then\n broadcast (ああああああああああああああああ v)\n change [背景 v] by (1)\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#00ffff)?> then\n start sound [Jump2 v]\n set [上下 v] to [20]\n end\nend\n\nwhen I receive [ビントロ v]\nshow\n\nset [上下 v] to [0]\n\nwhen I receive [ああああああああああああああああ v]\nhide\n\nwhen I receive [tugi v]\nshow\nset [左右 v] to [0]\nset [上下 v] to [0]\ngo to x: (-190) y: (-50)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [秒数 v]\n\nwhen I receive [ビントロ v]\nshow variable [秒数 v]\nset [秒数 v] to [0]\nrepeat until <[16] = (背景)>\n wait (1) seconds\n change [秒数 v] by (1)\nend\nif <(☁ 世界記録/world record) > (秒数)> then\n set [☁ 世界記録/world record v] to (秒数)\nend\nshow variable [☁ 世界記録/world record v]\n\nwhen flag clicked\nhide variable [☁ 世界記録/world record v]\n\n@イントロ\n\nwhen flag clicked\nplay sound [Jensation - Delicious v] until done\nwait (2) seconds\nbroadcast (ビントロ v)\nforever\n play sound [Alan Walker & Alex Skrindo - Sky.mp3 v] until done\nend\n\nwhen I start as a clone\nshow\nif <[0] = (イントロ制御1)> then\n set size to (50) %\n go to x: (1) y: (242)\n repeat (15)\n change y by (((-1) - (y position)) / (3))\n end\n wait until <[0.9] < (timer)>\n go to x: (1) y: (0)\n repeat until <(x position) = [280]>\n change x by (x position)\n end\n delete this clone\nelse\n if <[1] = (イントロ制御1)> then\n go to [back v] layer\n set size to (50) %\n go to x: (1) y: (-338)\n repeat (9)\n change y by (((1) - (y position)) / (3))\n end\n wait until <[0.9] < (timer)>\n go to x: (1) y: (0)\n repeat until <(x position) = [312]>\n change x by (x position)\n end\n delete this clone\n else\n if <[2] = (イントロ制御1)> then\n go to x: (240) y: (0)\n set size to (100) %\n set [イントロ制御2 v] to [20]\n repeat (8)\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n switch costume to (まる v)\n wait (0) seconds\n end\n wait until <[7.8] < (timer)>\n delete this clone\n else\n if <[3] = (イントロ制御1)> then\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <[3.5] < (timer)>\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <[5.2] < (timer)>\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[4] = (イントロ制御1)> then\n go to x: (0) y: (0)\n set size to (50) %\n repeat until <[5.2] < (timer)>\n go to [front v] layer\n set [イントロ制御2 v] to (((イントロ制御2) + (10)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n go to x: (0) y: (40)\n repeat until <[7] < (timer)>\n set [イントロ制御2 v] to (((イントロ制御2) + (-10)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[5] = (イントロ制御1)> then\n set size to (20) %\n go to (random position v)\n set [イントロ制御2 v] to (pick random (0.5) to (1))\n point in direction (pick random (180) to (-180))\n repeat until <[7] < (timer)>\n move (イントロ制御2) steps\n if on edge, bounce\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[6] = (イントロ制御1)> then\n go to x: (0) y: (-110)\n repeat until <[7] < (timer)>\n set [イントロ制御2 v] to (((イントロ制御2) + (5)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[7] = (イントロ制御1)> then\n go to x: (-240) y: (0)\n set size to (100) %\n set [イントロ制御2 v] to [20]\n repeat (8)\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n switch costume to (まる2 v)\n wait (0) seconds\n end\n wait until <[7.8] < (timer)>\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 後ろのふわふわ\nrepeat (20)\n switch costume to (pick random (8) to (10))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nreset timer\nset size to (100) %\nhide\nreset timer\nset [イントロ制御1 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait until <[0.6] < (timer)>\nset [イントロ制御1 v] to [1]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait until <[1.2] < (timer)>\nset [イントロ制御1 v] to [2]\nswitch costume to (まる v)\ncreate clone of (_myself_ v)\nwait until <[1.6] < (timer)>\nset [イントロ制御1 v] to [3]\nswitch costume to (フラッシュ v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [イントロ制御1 v] to [4]\nswitch costume to (フル v)\ncreate clone of (_myself_ v)\nwait until <[3.5] < (timer)>\nset [イントロ制御1 v] to [5]\n後ろのふわふわ\nwait until <[5.2] < (timer)>\nset [イントロ制御1 v] to [6]\nswitch costume to (ユザネ v)\ncreate clone of (_myself_ v)\nwait until <[7] < (timer)>\nset [イントロ制御1 v] to [7]\nswitch costume to (まる2 v)\ncreate clone of (_myself_ v)\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\nhide\n\nwhen I receive [ビントロ v]\nshow\nswitch costume to (背景)\n\nwhen I receive [tugi v]\nswitch costume to (背景)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [くりあ]> then\n set [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [1]\n end\nend\n\n@スプライト2\n\nwhen I receive [ああああああああああああああああ v]\nshow\ngo to x: (595) y: ()\nstart sound [Whiz v]\nglide (1) secs to x: (-605) y: ()\nbroadcast (tugi v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@スプライト4\n\nwhen flag clicked\nset [ghost v] effect to (3500)\n\nhide\nshow\n\nwhen I receive [ビントロ v]\n\nforever\n\nreset timer\n\nwhen [timer v] > (0.1)\n\nwhen I receive [ビントロ v]\n\nforever\n if <(timer) = [0.1]> then\n repeat (35)\n change [pixelate v] effect by (-100)\n end\n stop [all v]\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\ngo to x: (330) y: (pick random (122) to (30))\nglide (pick random (5) to (7)) secs to x: (-330) y: (y position)\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\ngo [backward v] (1) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (5)) seconds\nend\n\nshow\n\n@スプライト6\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (155)\nshow\nrepeat until <(y position) = [-125]>\n change y by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [color v] effect by (25)\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\ngo to x: (-195) y: (-147)\nshow\nset [ghost v] effect to (50)\n\n@スプライト8\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\nhide\n\nwhen I receive [ビントロ v]\nshow\nswitch costume to (背景)\n\nwhen I receive [tugi v]\nswitch costume to (背景)\n\n
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日本語は下\nBy using the arrow keys \nIf it hits the red, it fails\nIf it is even a little interesting♥ ☆ please follow up! !\n=========================================\n矢印キーで操作\n少しでも面白かったら♥☆フォロー頼む‼(描くこと無い)
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Desert - A Platformer #All#Games#Platformer
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@Stage\n\nwhen I receive [night v]\nrepeat (200)\n change [brightness v] effect by (-0.1)\nend\n\nwhen I receive [midi v]\nwait (5) seconds\nrepeat (200)\n change [brightness v] effect by (-0.1)\nend\n\nwhen flag clicked\nset volume to (75) %\nplay sound (pick random (2) to (3)) until done\n\nwhen I receive [rain v]\nswitch backdrop to (grunge v)\n\nwhen I receive [0 v]\nset volume to (0) %\n\nwhen I receive [100 v]\nset volume to (60) %\n\nwhen I receive [matin v]\nset [brightness v] effect to (-75)\nrepeat (250)\n change [brightness v] effect by (0.3)\n wait () seconds\nend\n\nwhen flag clicked\nswitch backdrop to (desert v)\n\nwhen I receive [play v]\nstop all sounds\nswitch backdrop to (bg v)\nstart sound [Elektronomia RUD Rollercoaster v]\nchange volume by (-40)\n\n@Player\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (blue v)\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen I receive [play v]\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen I receive [play v]\nswitch costume to (blue v)\nset size to (50) %\nforever\n if <<touching (spikes v)?> or <<touching (vide v)?> or <touching (saws v)?>>> then\n go to x: (-200) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-104)\nforever\n change [y v] by (-1)\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 (1 v)\n change [x v] by (0.75)\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 (2 v)\n change [x v] by (-0.75)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\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 [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [play v]\nset [level v] to [1]\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (00 v)\nhide variable [level v]\nforever\n if <(level) = [6]> then\n broadcast (cave v)\n end\nend\n\nif <(level) = [8]> then\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nswitch costume to (00 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@TN\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Vide\n\nwhen flag clicked\ngo to x: (27) y: (-43)\nshow\nset [ghost v] effect to (300)\n\n@moon\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [night v]\nshow\nwait (60) seconds\nhide\nbroadcast (5h v)\n\n@sun\n\nwhen flag clicked\nshow\nbroadcast (Matin v)\ngo to x: (-234) y: (-164)\ngo to [back v] layer\nglide (60) secs to x: (-5) y: (135)\nbroadcast (Midi v)\n\nwhen I receive [midi v]\nwait (5) seconds\nglide (60) secs to x: (234) y: (-164)\nhide\nbroadcast (Night v)\n\nwhen I receive [night v]\nhide\n\nwhen I receive [5h v]\nshow\nbroadcast (Matin v)\ngo to x: (-234) y: (-164)\ngo to [back v] layer\nglide (60) secs to x: (-5) y: (135)\nbroadcast (Midi v)\n\nwhen flag clicked\ngo [backward v] (99999) layers\nswitch costume to (costume1 v)\nforever\n if <(level) = [4]> then\n go [backward v] (2) layers\n switch costume to (costume2 v)\n end\n broadcast (Sand v)\n if <(level) = [7]> then\n go [backward v] (2) layers\n switch costume to (costume3 v)\n broadcast (lava v)\n end\n if <(level) = [9]> then\n hide\n go [backward v] (2) layers\n switch costume to (costume1 v)\n end\n if <(level) = [12]> then\n show\n go [backward v] (2) layers\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [fog v]\nhide\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [5]> then\n go to x: (47) y: (-155)\n show\n end\n if <(level) = [6]> then\n go to x: (-86) y: (-160)\n show\n end\n if then\n go to x: (0) y: (-65)\n show\n end\n if <(level) = [8]> then\n go to x: (197) y: (-100)\n show\n end\nend\n\nwhen flag clicked\nforever\n turn right (Vitesse de rotation) degrees\nend\n\nwhen flag clicked\nforever\n repeat (120)\n set [vitesse de rotation v] to ((Vitesse de rotation) + ((Vitesse de rotation) * (0.01)))\n end\n repeat (120)\n set [vitesse de rotation v] to ((Vitesse de rotation) - ((Vitesse de rotation) * (0.01)))\n end\n set [vitesse de rotation v] to [6]\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [5]> or >> then\n hide\n end\nend\n\n@Sound\n\nwhen flag clicked\nswitch costume to (on v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset volume to (0) %\nswitch costume to (off v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\ngo to x: (-219) y: (156)\nforever\n if <<(costume [number v]) = [1]> and <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (m v) pressed?>>> then\n set [volume v] to [0]\n broadcast (0 v)\n switch costume to (off v)\n wait (1) seconds\n end\n if <<(costume [number v]) = [2]> and <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (m v) pressed?>>> then\n broadcast (100 v)\n set [volume v] to [100]\n switch costume to (on v)\n wait (1) seconds\n end\nend\n\n@Sand\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nshow\ngo [backward v] (1000) layers\ngo to x: (236) y: (pick random (-172) to (172))\nglide (pick random (0.5) to (1)) secs to x: (-236) y: (pick random (-172) to (172))\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nif <(level) = [1]> then\nend\n\nif <(level) = [5]> then\nif <(level) = [6]> then\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n stop [other scripts in sprite v]\nend\n\nhide\n\n@Front\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.2))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\nforever\n if <(level) = [x]> then\n hide\n end\n if <(level) = [x+1]> then\n show\n end\nend\n\n@Play\n\nwhen flag clicked\nset [#1 v] to [0]\nset size to (100) %\ngo to x: (-2) y: (-18)\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n set [size2 v] to ((((size) * (2)) + (((80) + (([sin v] of ((timer) * (100)) ) * (50))) + (-1))) / (2.5))\n set size to (size2) %\nend\n\nwhen I receive [title effect v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (PLAY v)\n set [#1 v] to [1]\n hide\n stop [this script v]\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [title effect v]\nforever\n if <(#1) = [0]> then\n if <touching (mouse-pointer v)?> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Name\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (100)\nshow\nforever\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n set [size v] to ((((size) * (1.6)) + (((40) + (([sin v] of ((timer) * (100)) ) * (4))) + (-2))) / (2))\n set size to (size) %\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Title effect v)\n\nwhen I receive [title effect v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [this script v]\n\n@BG-Menu\n\nwhen flag clicked\nshow\nswitch costume to (pick random (1) to (2))\n\nwhen I receive [play v]\nhide\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwait (9) seconds\n\nshow\n\nwhen I receive [play v]\nset [level v] to [1]\n\nwhen I receive [play v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (210) y: (150)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [11]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\n
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Desert - A Platformer\n\n10 levels 100% possible\nplease ♥ & ★ if you love this proj :)\n- Don't forget to follow ⇨ @clemJ72\nPart 2 at 200 likes ! (97/200)\nDon't advertise please\n\nMusics\n\nMenu : 1- Fall With Me - Jim Yosef\n2- Timelapse - TheFatRat\nGame : Rollercoaster - Elektronomia ft Rud\n\nCredits\n\nCode : 85% by @clemJ72\nArt : 75% by clemJ72\nPlayer Art by @StratfordJames\nSpikes by @-Invisty (free asset)\nBackground parallax by @-Fornax-\nCode for the menu by @kodiak77-77\nMusic engine by @madrid2030\nText inspired by @madrid2030\nSun animation by me\nRest by me\n\nDemo shared in october 10, 2021 : https://scratch.mit.edu/projects/581636168/\n\nLag ? Try Turbowarp : https://turbowarp.org/712075364\n\n\n#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES#ALL#GAMES
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Underground - platformer.
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@Stage\n\nwhen flag clicked\nforever\n if <<<(scene #) = [109]> or <(scene #) = [108]>> or <(scene #) = [107]>> then\n switch backdrop to (air v)\n else\n switch backdrop to (cave v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(scene #) = [109]>> then\n play sound [Cave v] until done\n end\nend\n\nwhen flag clicked\nwait until <(scene #) = [109]>\nstop all sounds\nstart sound [Win v]\n\n@blank\n\n@player\n\nwhen flag clicked\nset [respawn x v] to [-183]\nset [respawn y v] to [-74]\nset [respawn scene v] to [1]\nreset game\nwait (0) seconds\ngame loop\n\ndefine fall\nchange [ground? v] by (-1)\nchange [speed y v] by (-1)\nchange y by (speed y)\nchange [falling v] by (1)\ncheck if toutching something solid\nif <(toutching) > [0]> then\n repeat until <(toutching) = [0]>\n if <(speed y) > [0]> then\n change y by (-1)\n set [falling v] to [99]\n else\n change y by (1)\n set [falling v] to [0]\n set [ground? v] to [10]\n set [playing jump sound? v] to [0]\n end\n check if toutching something solid\n end\n set [speed y v] to ((speed y) * (0.75))\nend\n\ndefine check if toutching something solid\nset [toutching v] to [0]\nif <touching (level v)?> then\n change [toutching v] by (1)\nend\n\ndefine handle controlls up/down\nif <(up) > [0]> then\n if <(falling) < [4]> then\n set [speed y v] to [10]\n if <(playing jump sound?) = [0]> then\n start sound [Jump v]\n set [playing jump sound? v] to [1]\n end\n end\nend\n\ndefine handle controlls left/right\nchange [sx v] by ((x axis) * (2))\nset [sx v] to ((sx) * (0.75))\nchange [frame v] by ((sx) * (0.1))\nif <(sx) = [0]> then\n set [frame v] to [0]\nend\nif <([abs v] of (sx) ) < [1]> then\n set [sx v] to [0]\nend\nif <(([floor v] of (frame) ) mod (5)) = [0]> then\n set [playing walk? v] to [0]\nend\nif <not <(sx) = [0]>> then\n if <(playing walk?) = [0]> then\n if <(falling) = [0]> then\n start sound (join [Footsteps] (pick random (1) to (3)))\n set [playing walk? v] to [1]\n end\n end\nend\nif <(x axis) = [0]> then\n stop [this script v]\nend\npoint in direction (x axis)\n\ndefine move x\nchange x by (sx)\ncheck if toutching something solid\nif <(toutching) > [0]> then\n repeat ([floor v] of ([abs v] of (sx) ) )\n change y by (1)\n check if toutching something solid\n set [sx v] to ((sx) * (0.9))\n if <(toutching) = [0]> then\n stop [this script v]\n end\n end\n change y by ((0) - ([floor v] of ([abs v] of (sx) ) ))\n repeat until <(toutching) = [0]>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n check if toutching something solid\n end\n set [sx v] to [0]\nend\n\ndefine walk off screen\nif <([abs v] of (x position) ) > [235]> then\n if <(x position) > [0]> then\n set x to (-235)\n change [scene # v] by (1)\n else\n set x to (235)\n change [scene # v] by (-1)\n end\nend\nif <([abs v] of (y position) ) > [180]> then\n if <(y position) > [0]> then\n set y to (-140)\n change [scene # v] by (100)\n else\n set y to (180)\n change [scene # v] by (-100)\n end\nend\n\ndefine slip\nchange y by (-1)\ncheck if toutching something solid\nif <(toutching) = [0]> then\n change y by (1)\n stop [this script v]\nend\nchange x by (1)\ncheck if toutching something solid\nif <(toutching) = [0]> then\n set [falling v] to [99]\n change [speed y v] by (-1)\n change [sx v] by (1)\n stop [this script v]\nend\nchange x by (-2)\ncheck if toutching something solid\nif <(toutching) = [0]> then\n set [falling v] to [99]\n change [speed y v] by (-1)\n change [sx v] by (-1)\n stop [this script v]\nend\nchange x by (1)\nchange y by (1)\n\nwhen I receive [kill player v]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nset [can die? v] to [false]\nset [speed y v] to [10]\nrepeat (50)\n set size to (999999) %\n change y by (speed y)\n change [speed y v] by (-1)\n change size by (-1)\n change [ghost v] effect by (2)\n set size to (100) %\nend\nhide\nclear graphic effects\nwait (1) seconds\nreset game\nwait (0) seconds\ngame loop\n\ndefine reset game\nshow\nclear graphic effects\nset size to (100) %\ngo to x: (respawn x) y: (respawn y)\npoint in direction (90)\nset [can die? v] to [true]\nset [scene # v] to (respawn scene)\nset [falling v] to [0]\nset [speed y v] to [0]\nset [sx v] to [0]\nset [ground? v] to [0]\nset [frame v] to [0]\nset [playing jump sound? v] to [0]\nset [playing walk? v] to [0]\n\ndefine game loop\nforever\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n fall\n handle controlls up/down\n move x\n handle controlls left/right\n walk off screen\n slip\n costume\nend\n\ndefine costume\nset rotation style [left-right v]\nif <(speed y) > [0]> then\n switch costume to (jump v)\n stop [this script v]\nend\nif <(ground?) < [1]> then\n switch costume to (fall v)\n stop [this script v]\nend\nif <not <(sx) = [0]>> then\n switch costume to (join [walk] ((([floor v] of (frame) ) mod (4)) + (1)))\n stop [this script v]\nend\nswitch costume to (stand v)\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (join [scene] (scene #))\n erase all\n make shadow\n go to x: (0) y: (0)\nend\n\ndefine make shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-25)\nstamp\nclear graphic effects\nchange y by (25)\n\n@controlls\n\nwhen flag clicked\nforever\n set [up v] to (<key (up arrow v) pressed?> - ())\n set [down v] to (<key (down arrow v) pressed?> - ())\n set [right v] to (<key (right arrow v) pressed?> - ())\n set [left v] to (<key (left arrow v) pressed?> - ())\n set [y axis v] to ((up) - (down))\n set [x axis v] to ((right) - (left))\nend\n\n@level danger\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (blank v)\n switch costume to (join [scene] (scene #))\n set y to ((5) * ([sin v] of ((timer) * (100)) ))\n if <touching (player v)?> then\n if <(can die?) = [true]> then\n broadcast (kill player v)\n end\n end\nend\n\n@checkpoints\n\ndefine create checkpoint at (x) (y) in scene (scene #)\ngo to [back v] layer\nset [spawn x v] to (x)\nset [spawn y v] to (y)\nchange [spawn y v] by (15)\nswitch costume to (inactive v)\ngo to x: (x) y: (y)\nset [my scene v] to (scene #)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen flag clicked\ncreate checkpoint at [62] [-115] in scene [5]\ncreate checkpoint at [131] [48] in scene [2]\ncreate checkpoint at [55] [75] in scene [12]\ncreate checkpoint at [-160] [107] in scene [109]\n\nwhen I start as a clone\nforever\n if <(scene #) = (my scene)> then\n show\n if <<<(respawn x) = (spawn x)> and <(respawn y) = (spawn y)>> and <(respawn scene) = (my scene)>> then\n switch costume to (active v)\n else\n switch costume to (inactive v)\n if <touching (player v)?> then\n start sound [Coin v]\n set [respawn scene v] to (my scene)\n set [respawn x v] to (spawn x)\n set [respawn y v] to (spawn y)\n end\n end\n else\n hide\n end\nend\n\n@sound\n\n
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Arrow keys to move.\nAvoid lava.
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Lava Islands Platformer | Part 2 | #games #art #music
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@Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\nend\n\nwhen I receive [message1 v]\n\n@Player\n\nwhen I receive [next level v]\nReset Scene\n\nwhen flag clicked\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [scene v] to [1]\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n Controls - Left And Right\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n Fix Getting Stuck Bug\n Controls - Up And Down\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?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n Next Scene\n if <touching (spikes v)?> then\n Reset Scene\n start sound [Prick v]\n else\n if <touching (lava v)?> then\n Reset Scene\n start sound [Prick v]\n end\n if <touching (spikes v)?> then\n Reset Scene\n start sound [Prick v]\n end\n end\nend\n\ndefine Reset Scene\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\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 [x velocity v] by (-1.5)\n point in direction (-90)\nend\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x velocity v] by (1.5)\n point in direction (90)\nend\n\ndefine Fix Getting Stuck Bug\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\n\ndefine Controls - Up And Down\nif <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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\nend\n\ndefine Next Scene\nif <(x position) > [239]> then\n broadcast (Bruh cool v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\nwhen flag clicked\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (Scene)\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 (1)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nbroadcast (Green Flag v)\nshow\nforever\n point in direction ([direction v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title1 v)\nhide\nforever\n set [slide v] to (timer)\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen [timer v] > (slide)\ngo to x: (0) y: (0)\npoint in direction (90)\nset y to (-300)\ngo to [front v] layer\nswitch costume to (title3 v)\nshow\nrepeat (100)\n change y by (((0) - (y position)) / (10))\nend\nforever\n play sound [Alex_Skrindo_Stahl_-_Moments_NC_\(getmp3 v] until done\nend\n\n@MobileOption4\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Snow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [speed v] to (pick random (2) to (5))\nshow\nset size to (pick random (60) to (150)) %\nset [ghost v] effect to (pick random (70) to (90))\ngo to (random position v)\nset x to (260)\npoint in direction (pick random (-60) to (-105))\nrepeat until <<(x position) < [-239]> or <(y position) > [179]>>\n move (speed) steps\n turn right (pick random (-1) to (1.0)) degrees\nend\ndelete this clone\n\nwhen I receive [outside v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Cloud\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (70) to (100)) %\nset y to (pick random (100) to (150))\nset [speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Shadow\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (60)\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Mobile\n\nwhen I receive [play v]\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\nwhen flag clicked\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (40)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nbroadcast (Play v)\n\n@Skip\n\nwhen flag clicked\nforever\n change size by (((100) - (size)) / (4))\nend\n\nwhen flag clicked\nhide\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nchange [scene v] by (1)\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nset size to (120) %\n\nwhen flag clicked\nforever\n wait until <([costume # v] of [ground v]) = [12]>\n hide\nend\n\n@MobileOption2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [play v]\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\n@MobileOptiom3\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Detector\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (5) to (9)) seconds\n switch costume to (costume1 v)\n go to x: (153) y: (165)\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@Level Last plan A successful\n\nwhen I receive [timer increase v]\nif <not <(costume [name v]) = [g7]>> then\n next costume\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [12]> then\n show\n go to x: (-81) y: (20)\n go to [front v] layer\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title1 v)\nhide\nforever\n set [slide v] to (timer)\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen [timer v] > (slide)\ngo to x: (0) y: (0)\npoint in direction (90)\nset y to (-300)\ngo to [front v] layer\nswitch costume to (title3 v)\nshow\nrepeat (100)\n change y by (((0) - (y position)) / (10))\nend\nforever\n play sound [Alex_Skrindo_Stahl_-_Moments_NC_\(getmp3 v] until done\nend\n\n
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*CURATED :D (TOP LOVED???)*\n~~~~~~~~❤️⁻LavaIslands⁻⭐️~~~~~~~~~\n⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻ ★ᴵⁿˢᵗʳᵘᶜᵗⁱᵒⁿˢ★ ⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻\n☆ᵁˢᵉ ᵃʳʳᵒʷ ᵏᵉʸˢ ᵗᵒ ᵐᵒᵛᵉ☆ \n☆ᴹᵒᵇⁱˡᵉ ᶠʳⁱᵉⁿᵈˡʸ☆ \n☆ᴰᵒⁿ'ᵗ ᵗᵒᵘᶜʰ ˢᵖⁱᵏᵉˢ, ˡᵃᵛᵃ ᵒʳ ᵃⁿʸ ᵈᵃⁿᵍᵉʳᵒᵘˢ ᵗʰⁱⁿᵍˢ☆ \n☆ᵂʳⁱᵗᵉ ʸᵒᵘʳ ᶠᵉᵉᵈᵇᵃᶜᵏ ⁱⁿ ᵗʰᵉ ᶜᵒᵐᵐᵉⁿᵗˢ☆ ⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻\n✦ ᶜᴿᴱᴰᴵᵀˢ ✦ \n~~~~~~~~~~~~~~~~~~~~~\n⁻ ᴳᴀᴍᴇ, ᴘʀᴏɢʀᴀᴍᴍᴇᴅ ᴀɴᴅ ᴅᴇʙᴜɢɢᴇᴅ ʙʏ @ˢˢ_ᶻᵃʳᵃᵏ\n⁻ ᴹᴜˢɪᴄ: ᴵⁿ ᵍᵃᵐe\n-Ⓘⓝⓣⓡⓞ @xOnic ~~~~~~\n⁻ᴬʳᵗ: ᴹᵉ and @-ɢʟɪsᴛʀ ( expect lava ) \n⁻ᶜᵒᵒˡᵗᵉˣᵗ.ᶜᵒᵐ ᶠᵒʳ ᵗʰᵉ ᵗʰᵘᵐᵇⁿᵃⁱˡ ʰᵉᵃᵈⁱⁿᵍ \n-@griffpatch ⁴ ᶠᵒʳ ᵗʰᵉ code\n-@-ɪɴᴠɪɴsᴛʏ ғᴏʀ ᴛʜᴇ ᴀʀᴛ ᴏɴ sᴏᴍᴇ ᴏғ ᴛʜᴇ sᴘɪᴋᴇs\n-@-xᴀғ- ғᴏʀ ᴛʜᴇ ᴄʟᴏᴜᴅ ʙɢ\n-@-ɢʟɪsᴛʀ ғᴏʀ ᴛʜᴇ ᴘʟᴀᴛғᴏʀᴍɪɴɢ ᴇɴɢɪɴᴇ\n-@--ᴇᴋᴅᴀᴜᴋɪɴ ғᴏʀ ᴛʜᴇ ᴇʏᴇ ᴀʀᴛ\n-@ɢʀɪғғᴘᴀᴛᴄʜ ғᴏʀ ᴛʜᴇ ᴛʜᴜᴍʙsᴛɪᴄᴋ ᴄᴏɴᴛʀᴏʟ ᴛᴜᴛᴏʀɪᴀʟ\n-@-ɢʟɪsᴛʀ ғᴏʀ 80% ᴏғ ᴛʜᴇ inspiration\n⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻ \nᴳᵘʸˢ, ᵗʰⁱˢ ⁱˢ ᵗᵒᵒᵏ ᵃ ˡᵒᵗ, ˡᵒᵗ ᵗⁱᵐᵉ ᵗᵒ ᵐᵃᵏᵉ ᵗʰⁱˢ ᵖʳᵒʲᵉᶜᵗ, ˢᵒ ᵖˡᵉᵃˢᵉ ᵍⁱᵛᵉ ❤️ ᵃⁿᵈ ⭐️! ᵀʰᵃⁿᵏˢ! :⁾ ( Part 1 will be reshared again soon! Also part 3 coming! :D\n⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻\n#platformer #lava #caves #cave #1 #mobilefriendly #like #love #fav #Lava #LavaIslands #lavaisland #volcano #hard #easy #skip #best #platform #parkour #game #games #graphics #realistic #SS_Zarak\n#platformer #lava #caves #cave #1 #mobilefriendly #like #love #fav #Lava #LavaIslands #lavaisland #volcano #hard #easy #skip #best #platform #parkour #game #games #graphics #realistic #SS_Zarak\n#platformer #lava #caves #cave #1 #mobilefriendly #like #love #fav #Lava #LavaIslands #lavaisland #volcano #hard #easy #skip #best #platform #parkour #game #games #graphics #realistic #SS_Zarak\n#platformer #lava #caves #cave #1 #mobilefriendly #like #love #fav #Lava #LavaIslands #lavaisland #volcano #hard #easy #skip #best #platform #parkour #game #games #graphics #realistic #SS_Zarak\n#platformer #lava #caves #cave #1 #mobilefriendly #like #love #fav #Lava #LavaIslands #lavaisland #volcano #hard #easy #skip #best #platform #parkour #game #games #graphics #realistic #SS_Zarak\nDon't scroll down! \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy are you here? \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGo away! \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 " Part 3 please!".
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Minecraft Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (bg v)\n\nwhen I receive [thumbnail v]\nswitch backdrop to (empty v)\n\n@Sprite1\n\n@Player hitbox\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\n if <touching (background v)?> then\n Game - Die\n end\nend\n\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\ndefine Game on\nset [x v] to [-138]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (60) %\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [5]> then\n set [speed y v] to [13]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <<(y) < [-178]> or <touching (hurt v)?>> then\n set [exit v] to [Die]\nend\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n set [animateshowsprite v] to [0]\n set [animatetimervariable v] to [0]\nelse\n change [animatetimervariable v] by (1)\n set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (8))\nend\nswitch costume to ((AnimateShowSprite) + ([cos v] of (1) ))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n \n if <(sx) > [0]> then\n set [speed x v] to [-10]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen I receive [play game v]\nwait (3) seconds\nforever\n if <(SCROLL X) > [2833]> then\n show\n set [scroll y v] to [0]\n set [scroll x v] to [2833]\n stop [other scripts in sprite v]\n switch costume to (run idle 1 v)\n broadcast (END v)\n stop [this script v]\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nswitch costume to (oof v)\nstart sound [oof v]\nset rotation style [all around v]\nrepeat (6)\n turn right (15) degrees\n change [ghost v] effect by (5)\nend\nset rotation style [left-right v]\nclear graphic effects\nhide\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\nwait (.05) seconds\n\nwhen flag clicked\nforever\n if <<(in air) = [0]> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n play sound (pick random (1) to (3)) until done\n end\nend\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n switch backdrop to (bg v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\nset [ghost v] effect to (100)\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\n@Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n switch backdrop to (bg v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\n@BG\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - ((SCROLL X) / (20))) ((y) - ((SCROLL Y) / (20)))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n switch backdrop to (bg v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\n@hurt\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n switch backdrop to (bg v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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@thumbnail\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nbroadcast (thumbnail v)\ngo to [front v] layer\nshow\n\n@now playing text\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nclear sound effects\nset volume to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nclear graphic effects\nhide\nwait (1) seconds\nwait until <(SCROLL X) > [3]>\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(SCROLL X) > [3]>\nrepeat (10)\n go to [front v] layer\nend\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [end v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nstop [other scripts in sprite v]\n\n@end transition\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (rip techno v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nclear sound effects\nset volume to (0) %\nstart sound [pigstep NoteBlock remix v]\nrepeat (100)\n change volume by (1)\nend\n\n
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》Very Short Platformer《\n♢ ------------------------------------------------ ♢\n\n▸ How to play: Use WASD or ARROW keys to move around and get to the end and don't fall or you lose. Mobile is supported, don't touch the magma and the lava.\n\n▶ my tribute to Technoblade, a minecraft platformer\nTechnoblade never dies...\n\n\n----------------- 》Credits《 -----------------\n⇁ @thepugmen ~ Code and Game\n⇁ Lena Raine ~ all pigstep (music)\n⇁ Minecraft ~ for the sprites\n⇁ @Griffpatch ~ Scrolling engine (heavily modified for smooth gameplay)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n----------------- 》Tags《 -----------------\n#project #Thepugmen #Hard #Animations #All #Art #Music #Stories #Tutorials #explore #minecraft #minecraftplatformer #Game
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Earth's Layers - A Platformer
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@Stage\n\nwhen I receive [start v]\nset [lvl# v] to [0]\nforever\n if <(lvl#) < [4]> then\n switch backdrop to (1 v)\n else\n if <(lvl#) < [9]> then\n switch backdrop to (2 v)\n else\n if <(lvl#) < [14]> then\n switch backdrop to (3 v)\n else\n if <(lvl#) < [15]> then\n switch backdrop to (4 v)\n else\n switch backdrop to (5 v)\n end\n end\n end\n end\nend\n\n@thumb\n\nwhen flag clicked\nhide variable [level v]\ngo to [front v] layer\nshow\nwait (3) seconds\nbroadcast (start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nshow\ngo to [front v] layer\nhide variable [level v]\n\n@player\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speedy v] to [0]\nend\n\ndefine walk (direction) (speed)\nset [walljump v] to [0]\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(walljump) = [0]> then\n set [speedx v] to ((-2) * (speed))\n set [speedy v] to [11]\n set [falling? v] to [6]\n set [walljump v] to [15]\n end\n else\n set [falling? v] to [0]\n end\nend\n\ndefine sensing\nif <<touching color (#ff0000)?> or <touching color (#0023ff)?>> then\n set [speedy v] to [-0.1]\n if <key (down arrow v) pressed?> then\n set [speedy v] to [-2]\n end\n if <key (up arrow v) pressed?> then\n set [speedy v] to [4]\n end\nend\nif <<(y position) < [-175]> or <touching color (#003cff)?>> then\n reset player data\nelse\n if <touching color (#ff00e4)?> then\n set [speedy v] to [24]\n else\n if <touching color (#ffdd9b)?> then\n set [speedy v] to [0]\n if <key (right arrow v) pressed?> then\n set [speedx v] to [0.3]\n end\n if <key (left arrow v) pressed?> then\n set [speedx v] to [-0.3]\n end\n end\n end\nend\n\ndefine reset player data\ngo to x: (-185) y: (0)\nset [speedy v] to [0]\nset [speedx v] to [0]\n\nwhen I receive [start v]\nshow variable [level v]\nforever\n set [level v] to ((lvl#) + (1))\n if <(x position) > [235]> then\n if <not <<<<(lvl#) = [3]> or <(lvl#) = [8]>> or <(lvl#) = [13]>> or <<(lvl#) = [14]> or <(lvl#) = [17]>>>> then\n reset player data\n change [lvl# v] by (1)\n end\n end\n if <<<<<(lvl#) = [3]> or <(lvl#) = [8]>> or <(lvl#) = [13]>> or <(lvl#) = [14]>> and <(y position) < [-175]>> then\n reset player data\n change [lvl# v] by (1)\n end\n if <key (r v) pressed?> then\n reset player data\n end\n sensing\nend\n\nwhen I receive [start v]\nreset player data\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n if <not <touching color (#ffdd9b)?>> then\n set [speedy v] to [13]\n end\n end\n if <(walljump) > [0]> then\n change [walljump v] by (-1)\n else\n set [speedx v] to ((speedx) * (0.7))\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [speedx v] by (2)\n end\n end\n if <(speedx) < [-0.5]> then\n walk [-90] (speedx)\n else\n if <(speedx) > [0.5]> then\n walk [90] (speedx)\n end\n end\n change [speedy v] by (-1)\n change y by (speedy)\n touch ground <(speedy) > [0]>\nend\n\nhide variable [level v]\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to ((lvl#) + (1))\nend\n\n@Other\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to ((lvl#) + (1))\nend\n\nwhen I receive [start v]\nforever\n wait until <key (m v) pressed?>\n show variable [level v]\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n hide variable [level v]\n wait until <not <key (m v) pressed?>>\nend\n\n@narrator\n\nwhen I receive [start v]\nswitch costume to (1 v)\nforever\n switch costume to ((lvl#) + (1))\nend\n\nswitch costume to ((lvl#) + (1))\n\n
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You are an adventurer from the Earth's core who strayed too far from home. You need to learn as much as you can about the Earth's layers, and get back home.\n===============CONTROLS=================\nleft and right arrow keys - move \nup arrow key - jump\n[M] - hide/show level\n\nDouble click green flag, and if it looks like it didn't work, just WAIT. After five seconds if it doesn't work, double click flag again.
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Blissful || Winter Themed Platformer #games
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@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nIntro\n\ndefine Intro\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [sequence2 v] to [1]\nset [intro: i v] to [0]\nset [i2 v] to [0]\nstart sound [Template v]\nswitch costume to (pink v)\ncreate clone of (_myself_ v)\nwait (.2) seconds\nswitch costume to (circle 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [2]>\nwait (.2) seconds\nswitch costume to (circle 2 v)\ncreate clone of (_myself_ v)\nwait (.01) seconds\nswitch costume to (white bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [3]>\nwait (.1) seconds\nswitch costume to (filler 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [4]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [5]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [6]>\nswitch costume to (filler 2 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [7]>\nbroadcast (Delete Clones v) and wait\nset [sequence2 v] to [8]\nwait until <(Sequence2) = [9]>\nwait (.2) seconds\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n wait until <(Sequence2) = [2]>\n wait (.2) seconds\n delete this clone\nelse\n if <<(costume [number v]) > [1]> and <[4] > (costume [number v])>> then\n show\n set size to (0) %\n repeat (13)\n switch costume to (blank v)\n change size by (((1600) - (size)) / (4))\n switch costume to (circle 1 v)\n end\n wait (.1) seconds\n repeat (15)\n change [ghost v] effect by (7)\n switch costume to (circle 1 v)\n change size by (((0) - (size)) / (4))\n end\n set [sequence2 v] to [2]\n delete this clone\n else\n if <<(costume [number v]) > [3]> and <[6] > (costume [number v])>> then\n show\n switch costume to (blank2 v)\n set size to (1600) %\n go to [front v] layer\n clear graphic effects\n repeat (15)\n change [ghost v] effect by (6)\n switch costume to (circle 2 v)\n change size by (((0) - (size)) / (4))\n end\n set [sequence2 v] to [3]\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n show\n go to [back v] layer\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n show\n go to x: (0) y: (360)\n repeat (17)\n change y by (((0) - (y position)) / (4.5))\n end\n go to x: (0) y: (0)\n set [sequence2 v] to [4]\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n show\n point in direction (-45)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [sequence2 v] to [5]\n repeat (23)\n change size by (((85) - (size)) / (5))\n change y by (((40) - (y position)) / (5))\n end\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n show\n go to x: (-240) y: (-60)\n set [ghost v] effect to (100)\n repeat (23)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (5))\n end\n wait (.2) seconds\n set [sequence2 v] to [6]\n wait until <(Sequence2) = [7]>\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n show\n go to x: (0) y: (360)\n repeat (17)\n change y by (((0) - (y position)) / (4.5))\n end\n go to x: (0) y: (0)\n set [sequence2 v] to [7]\n wait until <(Sequence2) = [8]>\n wait (.01) seconds\n set [sequence2 v] to [9]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Play Scene v)\n broadcast (Play Scene v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [delete clones v]\nif <not <(costume [number v]) = [10]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Player\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n change x by (Move X)\n change y by (Move Y)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <touching (water v)?>> then\n if <not <touching (ladders v)?>> then\n change [y velocity v] by (-1)\n end\nend\nif <touching (ladders v)?> then\n Ladders\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<<touching (level v)?> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (coinlock v)?> or >>> then\n repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (moving v)?> or >>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<<touching (level v)?> or <touching (locked v)?>> or <<touching (moving v)?> or >> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (pink v)?> or <<touching (coinlock v)?> or <touching (moving v)?>>>>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <<<touching (level v)?> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (locked v)?> or >>> then\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (moving v)?> or >>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<touching (level v)?> or <touching (moving v)?>> or >> then\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\nend\nchange y by (1)\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Y Velocity) < [11]> then\n change [y velocity v] by (0.8)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.1)\n end\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n set [y velocity v] to [13]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n set [y velocity v] to [8]\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [21]>>> then\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Start Keys v)\n broadcast (Lock v)\n broadcast (Reset orb v)\n broadcast (Next Level v)\n set size to (100) %\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n Respawn Position\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<touching (bullet v)?> or <<touching (turret v)?> or <<(y position) < [-170]> or <<touching (icicles v)?> or <touching (gate v)?>>>>>>> and <not <(CHEAT) = [1]>>> then\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (died v)\n broadcast (Reset orb v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n start sound [Crunch v]\n set [☁ deaths v] to ((☁ Deaths) + (1))\n create clone of (_myself_ v)\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [18]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nset rotation style [left-right v]\nif <touching (small v)?> then\n set size to (75) %\nend\nif <touching (normal v)?> then\n set size to (100) %\nend\n\ngo to x: (-215) y: (-50)\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-60)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <(size) = [75]> then\n Platformer Physics [2] [0.78] [10.5]\n Detection\n else\n Platformer Physics [2] [0.8] [12.8]\n Detection\n end\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\nset [deaths v] to ((DEATHS) + (1))\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n wait until <touching (water v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nset size to (100) %\nstart sound [Ding Sound Effect v]\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [intro done v]\nwait until <(Level) = [5]>\ngo to x: (170) y: (-50)\n\ndefine Respawn Position\nif <(Level) = [1]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [2]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [3]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [4]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [5]> then\n go to x: (170) y: (-50)\n point in direction (-90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [6]> then\n go to x: (0) y: (120)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [7]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [8]> then\n go to x: (0) y: (40)\n point in direction (-90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [9]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [10]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\n\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-70)\n\nwhen I receive [intro done v]\nwait until <(Level) = [6]>\ngo to x: (0) y: (120)\n\ndefine Ladders\nif <touching (ladders v)?> then\n if <touching (ladders v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [6.5]\n end\n end\n end\n if <touching (ladders v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [-6.5]\n end\n end\n end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[] = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[] = [1]>>>> then\n set [y velocity v] to [0]\nend\n\ngo to x: (-215) y: (-55)\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (9) layers\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n go [backward v] (4) layers\nend\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Snow\n\nwhen I start as a clone\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (6) to (9)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen I receive [start game v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\ndefine Snow\nSnow\n\nwhen I start as a clone\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nbroadcast (Start Game v)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\nwhen I receive [animation start v]\nhide\n\ngo to [back v] layer\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (6) layers\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (30)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play scene v]\nwait (1) seconds\nset volume to (20) %\nforever\n play sound [Song v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen this sprite clicked\nif <(volume) = [20]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (20) %\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Add Bounce At [-156] [-94]\nend\nif <(Level) = [5]> then\n Add Bounce At [3] [-18]\nend\nif <(Level) = [8]> then\n Add Bounce At [47] [-95]\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n if <touching (player v)?> then\n start sound [Spring v]\n broadcast (Bounce v)\n end\nend\n\nAdd Bounce At [-135] [-72]\n\nwhen I receive [bounce v]\nrepeat (4)\n change y by (-2.5)\nend\nrepeat (10)\n change y by (1)\nend\n\n@Ladders\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Icicles\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [103] [90] At Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [85] [92] At Size: [100]\n Clone At X: [114] [92] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [-134] [42] At Size: [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (3) layers\nclear graphic effects\nset [old y v] to (y position)\nforever\n go [backward v] (20) layers\n wait (1.2) seconds\n set [ice vel v] to [0]\n start sound [Ricochet v]\n repeat until <not <touching (level v)?>>\n change y by (ice vel)\n change [ice vel v] by (-1)\n end\n repeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change y by (ice vel)\n change [ice vel v] by (-1)\n end\n start sound [Glass Breaking v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set y to (old y)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (join (mouse x) [ ]) (mouse y))\n\nif <(Level) = [2]> then\n Clone At X: [2] [93] At Size: [100]\nend\n\nbroadcast (Next v)\n\n@Left Icicle \n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone At X: [227] [164] At Size: [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (3) layers\nclear graphic effects\nset [old x v] to (x position)\nforever\n go [backward v] (20) layers\n wait (1.2) seconds\n set [ice2 v] to [0]\n start sound [Ricochet v]\n repeat until <not <<touching (level v)?> or <<touching (coinlock v)?> or <touching (_edge_ v)?>>>>\n change x by (ice2)\n change [ice2 v] by (-1)\n end\n repeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (coinlock v)?>>>\n change x by (ice2)\n change [ice2 v] by (-1)\n end\n start sound [Glass Breaking v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set x to (old x)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (join (mouse x) [ ]) (mouse y))\n\nif <(Level) = [2]> then\n Clone At X: [2] [93] At Size: [100]\nend\n\nbroadcast (Next v)\n\n@next\n\nwhen I receive [next level v]\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\ngo to x: (550) y: (0)\nrepeat (20)\n change x by (((x position) - (0)) / (-5))\nend\nwait (0.5) seconds\nrepeat (20)\n change x by (((x position) - (-550)) / (-5))\nend\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (40)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (90)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nstart sound [Selected v]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN) = [0]> then\n broadcast (IN v)\n set [in v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN2) = [0]> then\n broadcast (IN2 v)\n set [in2 v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@CreditsButton\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN2) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@Buttons\n\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nrepeat (10)\n change [color v] effect by (10)\nend\n\nClone At X: [-102] [100] At Size: [100]\n\nClone At X: [-30] [130] At Size: [100]\n\nwhen flag clicked\nset [buttons clicked v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [buttons clicked v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-182] [20] At Size: [100]\n Clone At X: [-182] [130] At Size: [100]\nend\nif <(Level) = [3]> then\n Clone At X: [-102] [10] At Size: [100]\n Clone At X: [-102] [100] At Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [-30] [45] At Size: [100]\n Clone At X: [-30] [130] At Size: [100]\nend\nif <(Level) = [6]> then\n Clone At X: [136] [138] At Size: [100]\n Clone At X: [136] [85] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [-190] [120] At Size: [100]\n Clone At X: [72] [-123] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-35] [2] At Size: [100]\n Clone At X: [151] [140] At Size: [100]\n Clone At X: [39] [-98] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [2]> then\n switch costume to (1 v)\n wait until <touching (player v)?>\n change [buttons clicked v] by (1)\n start sound [Collect v]\n switch costume to (2 v)\nelse\n if <(Level) = [3]> then\n switch costume to (1 v)\n wait until <touching (player v)?>\n change [buttons clicked v] by (1)\n start sound [Collect v]\n switch costume to (2 v)\n else\n if <(Level) = [4]> then\n switch costume to (1 v)\n wait until <touching (player v)?>\n change [buttons clicked v] by (1)\n start sound [Collect v]\n switch costume to (2 v)\n else\n if <(Level) = [6]> then\n switch costume to (1 v)\n wait until <touching (player v)?>\n change [buttons clicked v] by (1)\n start sound [Collect v]\n switch costume to (2 v)\n else\n if <(Level) = [7]> then\n switch costume to (1 v)\n wait until <touching (player v)?>\n change [buttons clicked v] by (1)\n start sound [Collect v]\n switch costume to (2 v)\n else\n if <(Level) = [9]> then\n switch costume to (1 v)\n wait until <touching (player v)?>\n change [buttons clicked v] by (1)\n start sound [Collect v]\n switch costume to (2 v)\n end\n end\n end\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\n\nwhen [m v] key pressed\nset [mousex v] to (round (mouse x))\nset [mousey v] to (round (mouse y))\n\n@Gate\n\nwhen flag clicked\nhide\npoint in direction (0)\n\ndefine Smooth Rotate to Degrees: (degree) Slowness: (speed)\nrepeat until <<(degree) > ((direction) - (1))> and <(degree) < ((direction) + (1))>>\n turn right (((degree) - (direction)) / (speed)) degrees\nend\n\nset [endingrotation v] to [90]\nset [rotationspeed v] to [1]\n\nrepeat (25)\n turn right (((endingRotation) - (direction)) / (rotationSpeed)) degrees\nend\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [2]>\npoint in direction (0)\ngo to x: (-100) y: (-150)\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(Buttons Clicked) = [2]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (91) Slowness: (8)\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [3]>\npoint in direction (0)\ngo to x: (-40) y: (-65)\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(Buttons Clicked) = [2]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (91) Slowness: (8)\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [4]>\npoint in direction (0)\ngo to x: (37) y: (-15)\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(Buttons Clicked) = [2]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (91) Slowness: (8)\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [8]>\nhide\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [6]>\npoint in direction (0)\ngo to x: (215) y: (-24)\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(Buttons Clicked) = [2]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (-91) Slowness: (8)\n\nSmooth Rotate to Degrees: (-91) Slowness: (8)\n\nwhen flag clicked\nwait until <(Level) = [6]>\nshow\n\nswitch costume to (2 v)\n\nSmooth Rotate to Degrees: (1) Slowness: (8)\n\nshow\nwait (1) seconds\nwait until <[] = [2]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (-91) Slowness: (8)\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [7]>\nwait (1) seconds\npoint in direction (0)\ngo to x: (-3) y: (-59)\npoint in direction (0)\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(Buttons Clicked) = [2]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (91) Slowness: (8)\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [5]>\nhide\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [9]>\npoint in direction (0)\ngo to x: (167) y: (-154)\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait (1) seconds\nwait until <(Buttons Clicked) = [3]>\nswitch costume to (2 v)\nSmooth Rotate to Degrees: (-91) Slowness: (8)\n\nwhen I receive [intro done v]\nset size to (90) %\nwait until <(Level) = [10]>\nhide\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-183] [75] At Size: [100]\nend\nif <(Level) = [3]> then\n Clone At X: [-216] [40] At Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [-155] [61] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [139] [52] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [92] [86] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-123] [2] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n change y by (-3)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nshow\nforever\n change y by ((0.8) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\n\nClone At X: [-200] [60] At Size: [90]\n\n@Moving\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move x v] to (((x) - (x position)) / (15))\n set [move y v] to (((y) - (y position)) / (15))\n change x by (Move X)\n change y by (Move Y)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move player v)\n end\n change y by (-3)\nend\n\nwhen I receive [next v]\nif <(Level) = [3]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [3]>>\n Glide [30] [0]\n Glide [130] [0]\n end\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n show\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [5]>>\n Glide [0] [0]\n Glide [-150] [0]\n end\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [9]> then\n show\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [9]>>\n Glide [0] [0]\n Glide [150] [0]\n end\nend\nif <(Level) = [10]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone At X: [-80] [-159] At Size: [100]\n Clone At X: [44] [150] At Size: [100]\n Clone At X: [-201] [120] At Size: [100]\nend\nif <(Level) = [6]> then\n Clone At X: [29] [35] At Size: [100]\n Clone At X: [-220] [150] At Size: [100]\n Clone At X: [29] [-80] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [159] [-73] At Size: [100]\n Clone At X: [-221] [-53] At Size: [100]\n Clone At X: [-50] [-53] At Size: [100]\n Clone At X: [-135] [95] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-81] [-79] At Size: [100]\n Clone At X: [-211] [152] At Size: [100]\n Clone At X: [65] [138] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [5]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\nelse\n if <(Level) = [6]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n else\n if <(Level) = [8]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n else\n if <(Level) = [9]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n hide\n end\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nwhen [m v] key pressed\nset [mousex v] to (round (mouse x))\nset [mousey v] to (round (mouse y))\n\nClone At X: [-138] [50] At Size: [100]\n\nbroadcast (Next v)\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [5]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [6]>\nwait (1) seconds\nswitch costume to (2 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\ngo to [back v] layer\nwait until <(Level) = [8]>\nwait (1) seconds\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [4]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [9]>\nwait (1) seconds\nswitch costume to (4 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
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Super Platformer 2! #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [game start v]\nset [ステージ v] to [1]\nforever\n start sound [Plugged \(post mastering\)2 v]\n wait (182.31) seconds\nend\n\nwhen flag clicked\nhide variable [ex:time v]\nhide variable [time v]\nset [ステージ v] to [1]\n\nwhen I receive [game start v]\nreset timer\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n set [ex:time v] to (timer)\n show variable [ex:time v]\n show variable [time v]\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [17]> then\n hide variable [time v]\n reset timer\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [13]> then\n set [time v] to (timer)\n show variable [ex:time v]\n show variable [time v]\nend\n\n@PLATFORMER\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [2]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [3]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-240) y: (0)\n stop [this script v]\n end\n end\n if <(ステージ) = [3]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [4]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [4]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [5]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [5]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [6]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [6]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [7]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-209) y: (-50)\n stop [this script v]\n end\n end\n if <(ステージ) = [7]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [8]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-209) y: (-50)\n stop [this script v]\n end\n end\n if <(ステージ) = [8]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [9]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-212) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [9]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [10]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-250) y: (-20)\n stop [this script v]\n end\n end\n if <(ステージ) = [10]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [11]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-250) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [11]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [12]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-225) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [12]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [13]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-225) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [13]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [14]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [14]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [15]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [15]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [16]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [16]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [17]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [17]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [18]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [18]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [19]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [19]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [20]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [20]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [21]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [21]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [22]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [23]> then\n if <(x position) > [230]> then\n next backdrop\n set [ステージ v] to [24]\n broadcast (NEXT STAGE v)\n broadcast (STAGE24 v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [24]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [25]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [26]> then\n if <(x position) > [240]> then\n next costume\n set [ステージ v] to [27]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [27]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [28]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [28]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [29]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [29]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [30]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [30]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [31]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [31]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [32]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [復活地 x v] to [-210]\nset [復活地 y v] to [0]\nforever\n if <(ステージ) = [23]> then\n set [復活地 x v] to [-210]\n set [復活地 y v] to [100]\n end\n if <(ステージ) = [24]> then\n set [復活地 x v] to [-210]\n set [復活地 y v] to [-13]\n end\n if <(ステージ) = [26]> then\n set [復活地 x v] to [0]\n set [復活地 y v] to [200]\n end\n if <(ステージ) = [27]> then\n set [復活地 x v] to [-240]\n set [復活地 y v] to [0]\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [2]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-240) y: (0)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nset [warp v] to [0]\nforever\n if <touching (スプライト1 v)?> then\n broadcast (ボタン v)\n end\nend\n\nwhen flag clicked\nset [warp v] to [0]\nforever\n if <(warp) = [1]> then\n hide\n forever\n go to (warp v)\n if <(warp) = [0]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(warp) = [0]> then\n show\n end\n if <(warp) = [1]> then\n hide\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [22]> then\n if <touching color (#c77300)?> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n go to x: (復活地 x) y: (復活地 y)\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\ndefine 動き\nswitch costume to (通常 v)\nif <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n switch costume to (通常2 v)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n switch costume to (通常3 v)\nend\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change x by ((0) - (x))\n change y by (-5)\n if <key (up arrow v) pressed?> 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\nend\nchange [y v] by (-1)\nchange y by (y)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [18]\n end\n change y by (1)\nend\nif <key (down arrow v) pressed?> then\n switch costume to (通常5 v)\nend\nif <<touching (バネ v)?> or <<touching (バネ2 v)?> or <touching (ヘルメット v)?>>> then\n set [y v] to [23]\nend\nif <[27] = (ステージ)> then\n if <<<touching (ビーム v)?> or <<touching (針 v)?> or <[-160] > (y position)>>> or <touching (回転針 v)?>> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n broadcast (die2 v)\n go to x: (復活地 x) y: (復活地 y)\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\n end\nend\nif <[25] = (ステージ)> then\n if <<<touching (ビーム v)?> or <<touching (針 v)?> or <[-160] > (y position)>>> or <touching (回転針 v)?>> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n broadcast (die v)\n go to x: (復活地 x) y: (復活地 y)\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\n end\nend\nif <not <<(ステージ) = [27]> or <(ステージ) = [25]>>> then\n if <<touching (回転針 v)?> or <<touching (ビーム v)?> or <<touching (針 v)?> or <[-160] > (y position)>>>> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n go to x: (復活地 x) y: (復活地 y)\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\n end\nend\n\ndefine 動き2\nswitch costume to (通常 v)\nif <key (right arrow v) pressed?> then\n change [x v] by (0.4)\n switch costume to (通常2 v)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.4)\n switch costume to (通常3 v)\nend\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change x by ((0) - (x))\n change y by (-5)\n if <key (up arrow v) pressed?> 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\nend\nchange [y v] by (-1)\nchange y by (y)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [14]\n end\n change y by (1)\nend\nif <key (down arrow v) pressed?> then\n switch costume to (通常5 v)\nend\nif <<touching (バネ v)?> or <<touching (バネ2 v)?> or <touching (ヘルメット v)?>>> then\n set [y v] to [15]\nend\nif <<touching (ビーム v)?> or <<touching (針 v)?> or <[-160] > (y position)>>> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n go to x: (復活地 x) y: (復活地 y)\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [23]> then\n go to x: (-210) y: (100)\n set rotation style [left-right v]\n set [ghost v] effect to (0)\n set size to (20) %\n switch costume to (通常 v)\n point in direction (90)\n show\n hide variable [x v]\n hide variable [y v]\n set [x v] to [0]\n set [y v] to [0]\n forever\n 動き2\n if <(ステージ) = [24]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nif <[23] < (ステージ)> then\n go to x: (-210) y: (-20)\n set rotation style [left-right v]\n set [ghost v] effect to (0)\n set size to (50) %\n switch costume to (通常 v)\n point in direction (90)\n show\n hide variable [x v]\n hide variable [y v]\n set [x v] to [0]\n set [y v] to [0]\n forever\n 動き\n if <(ステージ) = [27]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [25]> then\n forever\n if <touching (地面 v)?> then\n change x by (-9)\n if <(ステージ) = [26]> then\n stop [this script v]\n end\n end\n if <(ステージ) = [26]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n go to x: (-210) y: (-20)\n set rotation style [left-right v]\n set [ghost v] effect to (0)\n set size to (50) %\n switch costume to (通常 v)\n point in direction (90)\n show\n hide variable [x v]\n hide variable [y v]\n set [x v] to [0]\n set [y v] to [0]\n forever\n 動き3\n if <(ステージ) = [28]> then\n stop [this script v]\n end\n end\nend\n\ndefine 動き3\nswitch costume to (通常 v)\nif <key (right arrow v) pressed?> then\n change [x v] by (0.3)\n switch costume to (通常2 v)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.3)\n switch costume to (通常3 v)\nend\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change x by ((0) - (x))\n change y by (-5)\n if <key (up arrow v) pressed?> 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\nend\nchange [y v] by (0.1)\nchange y by (y)\nif <<touching (地面 v)?> or <touching (スイッチ v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (2)\nif <key (up arrow v) pressed?> then\n set [y v] to [3]\nend\nchange y by (1)\nif <key (down arrow v) pressed?> then\n set [y v] to [-4]\nend\nif <<touching (バネ v)?> or <<touching (バネ2 v)?> or <touching (ヘルメット v)?>>> then\n set [y v] to [15]\nend\nif <<touching (ビーム v)?> or <<(y position) > [180]> or <<touching (回転針 v)?> or <<touching (針 v)?> or <[-160] > (y position)>>>>> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n broadcast (die2 v)\n go to x: (復活地 x) y: (復活地 y)\n set [switch v] to [10]\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [25]> then\n if <(x position) > [240]> then\n go to x: (0) y: (200)\n next backdrop\n set [ステージ v] to [26]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [22]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [23]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (100)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [26]> then\n repeat (5)\n go to x: (0) y: (200)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n forever\n if <key (down arrow v) pressed?> then\n set [y v] to [0]\n switch costume to (通常4 v)\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\n end\n go to x: (復活地 x) y: (復活地 y)\n switch costume to (通常 v)\n set [変数 v] to [0]\n repeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\nwhen I receive [game start v]\ngo to x: (-210) y: (13)\nset rotation style [left-right v]\nset size to (50) %\nswitch costume to (通常 v)\npoint in direction (90)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n 動き\n if <(ステージ) = [23]> then\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nset [warp v] to [0]\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [25]> then\n go to x: (0) y: (-20)\n forever\n change x by (-7)\n if <(ステージ) = [26]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [die v]\ngo to x: (0) y: (-20)\n\nwhen I receive [next stage v]\nif <(ステージ) = [26]> then\n go to x: (0) y: (0)\nend\n\nwhen I receive [game start v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n switch costume to (ステージ)\n if <(ステージ) = [22]> then\n turn left (2) degrees\n else\n point in direction (90)\n end\n if <(ステージ) = [23]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@針\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (36) y: (28)\nforever\n if <(ステージ) = [10]> then\n set [clone v] to [1]\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム9 v)\n go to x: (0) y: (180)\n set [ghost v] effect to (100)\n create clone of (_myself_ v)\n wait (2) seconds\n forever\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [3]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [clone v] to [3]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n if <(ステージ) = [18]> then\n set [ghost v] effect to (0)\n point in direction (-90)\n go to x: (240) y: (-150)\n go to [front v] layer\n forever\n repeat (10)\n move (10) steps\n if <<(x position) < [-240]> or <[19] = (ステージ)>> then\n delete this clone\n end\n end\n repeat (36)\n move (10) steps\n turn right (10) degrees\n if <<(x position) < [-240]> or <[19] = (ステージ)>> then\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n if <(ステージ) = [18]> then\n set [ghost v] effect to (0)\n point in direction (-90)\n go to x: (240) y: (-50)\n go to [front v] layer\n forever\n repeat (10)\n move (10) steps\n if <<(x position) < [-240]> or <[19] = (ステージ)>> then\n delete this clone\n end\n end\n repeat (36)\n move (10) steps\n turn right (10) degrees\n if <<(x position) < [-240]> or <[19] = (ステージ)>> then\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [3]> then\n if <(ステージ) = [18]> then\n set [ghost v] effect to (0)\n point in direction (-90)\n go to x: (240) y: (50)\n go to [front v] layer\n forever\n repeat (10)\n move (10) steps\n if <<(x position) < [-240]> or <[19] = (ステージ)>> then\n delete this clone\n end\n end\n repeat (36)\n move (10) steps\n turn right (10) degrees\n if <<(x position) < [-240]> or <[19] = (ステージ)>> then\n delete this clone\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[19] = (ステージ)> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム10 v)\n set [ghost v] effect to (0)\n go to x: (50) y: (-91)\n switch costume to (コスチューム11 v)\n set [ghost v] effect to (0)\n show\n repeat (60)\n change x by (-1)\n end\n forever\n repeat (120)\n change x by (1)\n end\n repeat (120)\n change x by (-1)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <[4] = (clone)> then\n show\n go to x: (0) y: (-90)\n forever\n repeat (60)\n change y by (3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n repeat (60)\n change y by (-3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <[5] = (clone)> then\n show\n go to x: (100) y: (60)\n repeat (10)\n change y by (3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n forever\n repeat (60)\n change y by (-3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n repeat (60)\n change y by (3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <[6] = (clone)> then\n show\n go to x: (200) y: (-30)\n repeat (20)\n change y by (-3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n forever\n repeat (60)\n change y by (3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n repeat (60)\n change y by (-3)\n if <[21] = (ステージ)> then\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <[20] = (ステージ)> then\n stop [other scripts in sprite v]\n set [clone v] to [4]\n switch costume to (コスチューム10 v)\n set [ghost v] effect to (0)\n show\n go to x: (-100) y: (0)\n repeat (3)\n create clone of (_myself_ v)\n wait (0.01) seconds\n change [clone v] by (1)\n end\n repeat (30)\n change y by (3)\n end\n forever\n repeat (60)\n if <(ステージ) = [21]> then\n hide\n stop [this script v]\n end\n change y by (-3)\n if <(ステージ) = [21]> then\n hide\n stop [this script v]\n end\n end\n repeat (60)\n if <(ステージ) = [21]> then\n hide\n stop [this script v]\n end\n change y by (3)\n if <(ステージ) = [21]> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nshow\nif <(ステージ) = [23]> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n switch costume to (コスチューム12 v)\n go to x: (0) y: (38)\nend\n\nwhen I receive [stage24 v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [21]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [22]> then\n set [clone v] to [10]\n stop [other scripts in sprite v]\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [25]> then\n switch costume to (コスチューム14 v)\n go to x: (-240) y: (-20)\n forever\n if <([x position v] of [地面 v]) < [-500]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (0)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [26]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I start as a clone\nforever\n if <(ステージ) = [19]> then\n delete this clone\n end\nend\n\nwhen I receive [die2 v]\nhide\nstop [other scripts in sprite v]\nif <(ステージ) = [27]> then\n set [clone v] to [50]\n set size to (1) %\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (180)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n set [clone v] to [50]\n set size to (1) %\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (180)\nend\n\nwhen I receive [needle v]\nset [clone v] to [50]\ncreate clone of (_myself_ v)\nstop [this script v]\n\nwhen I start as a clone\nif <(clone) = [50]> then\n set [ghost v] effect to (0)\n switch costume to (コスチューム15 v)\n set size to (100) %\n if <(確率) = [1]> then\n go to x: (-200) y: (230)\n set [確率2 v] to [1]\n repeat (75)\n change y by (-5)\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n broadcast (needle 2 v)\n delete this clone\n end\n if <(確率) = [2]> then\n go to x: (-40) y: (230)\n set [確率2 v] to [2]\n repeat (75)\n change y by (-5)\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n broadcast (needle 2 v)\n delete this clone\n end\n if <(確率) = [3]> then\n go to x: (130) y: (230)\n set [確率2 v] to [3]\n repeat (75)\n change y by (-5)\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n broadcast (needle 2 v)\n delete this clone\n end\n if <(確率) = [6]> then\n go to x: (-200) y: (-230)\n set [確率2 v] to [6]\n repeat (75)\n change y by (5)\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n broadcast (needle 2 v)\n delete this clone\n end\n if <(確率) = [5]> then\n go to x: (-40) y: (-230)\n set [確率2 v] to [5]\n repeat (75)\n change y by (5)\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n broadcast (needle 2 v)\n delete this clone\n end\n if <(確率) = [4]> then\n go to x: (130) y: (-230)\n set [確率2 v] to [4]\n repeat (75)\n change y by (5)\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n broadcast (needle 2 v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(clone) = [50]> then\n forever\n turn right (3) degrees\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [27]> then\n if <(clone) = [51]> then\n set size to (100) %\n switch costume to (コスチューム13 v)\n if <(確率2) = [1]> then\n go to x: (-200) y: (-200)\n point in direction (-45)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [2]> then\n go to x: (-40) y: (-200)\n point in direction (-45)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [3]> then\n go to x: (130) y: (-200)\n point in direction (-45)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [4]> then\n go to x: (130) y: (200)\n point in direction (135)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [5]> then\n go to x: (-40) y: (200)\n point in direction (135)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [6]> then\n go to x: (-200) y: (200)\n point in direction (135)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [needle 2 v]\nset [clone v] to [51]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nset [clone v] to [52]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nset [clone v] to [53]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nset [clone v] to [50]\n\nwhen I start as a clone\nif <(ステージ) = [27]> then\n if <(clone) = [52]> then\n set size to (100) %\n switch costume to (コスチューム13 v)\n if <(確率2) = [1]> then\n go to x: (-200) y: (-180)\n point in direction (0)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [190]> or <[-190] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [2]> then\n go to x: (-40) y: (-180)\n point in direction (0)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-190]> or <[190] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [3]> then\n go to x: (130) y: (-180)\n point in direction (0)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-190]> or <[190] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [4]> then\n go to x: (130) y: (180)\n point in direction (180)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-190]> or <[190] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [5]> then\n go to x: (-40) y: (180)\n point in direction (180)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-190]> or <[190] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [6]> then\n go to x: (-200) y: (180)\n point in direction (180)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-190]> or <[190] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [27]> then\n if <(clone) = [53]> then\n switch costume to (コスチューム13 v)\n set size to (100) %\n if <(確率2) = [1]> then\n go to x: (-200) y: (-200)\n point in direction (45)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [2]> then\n go to x: (-40) y: (-200)\n point in direction (45)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [3]> then\n go to x: (130) y: (-200)\n point in direction (45)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [4]> then\n go to x: (130) y: (200)\n point in direction (-135)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [5]> then\n go to x: (-40) y: (200)\n point in direction (-135)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n if <(確率2) = [6]> then\n go to x: (-200) y: (200)\n point in direction (-135)\n repeat until <<<(x position) < [-240]> or <[240] < (x position)>> or <<(y position) < [-200]> or <[200] < (y position)>>>\n move (5) steps\n if <<(ステージ) = [28]> or <(switch 2) = [1]>> then\n delete this clone\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n hide\nend\n\nwhen I receive [game start v]\nshow\nswitch costume to (コスチューム2 v)\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (36) y: (28)\nforever\n if <(ステージ) = [10]> then\n set [clone v] to [1]\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム9 v)\n go to x: (0) y: (180)\n set [ghost v] effect to (100)\n create clone of (_myself_ v)\n wait (2) seconds\n forever\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [3]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [clone v] to [3]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ステージ) = [29]> then\n delete this clone\n end\nend\n\n@ビーム\n\nwhen flag clicked\nhide\n\nwhen I receive [ボタン v]\nif <(ステージ) = [6]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <[19] = (ステージ)> then\n stop [other scripts in sprite v]\n set [color v] effect to (0)\n show\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (0)\n go to x: (50) y: (-91)\n repeat (60)\n change x by (1)\n end\n forever\n repeat (120)\n change x by (-1)\n end\n repeat (120)\n change x by (1)\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nif <[20] = (ステージ)> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I start as a clone\nif <(針) = [1]> then\n show\n point in direction (90)\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [2]> then\n point in direction (135)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [3]> then\n point in direction (180)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [4]> then\n point in direction (-135)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [5]> then\n point in direction (-90)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [6]> then\n point in direction (-45)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [7]> then\n point in direction (0)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [8]> then\n point in direction (45)\n show\n go to x: (200) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [21]> then\n show\n point in direction (90)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [22]> then\n show\n point in direction (135)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [23]> then\n show\n point in direction (180)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [24]> then\n show\n point in direction (-135)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [25]> then\n show\n point in direction (-90)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [26]> then\n show\n point in direction (-45)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [27]> then\n show\n point in direction (0)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [28]> then\n show\n point in direction (45)\n go to x: (-150) y: (120)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [11]> then\n show\n point in direction (90)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [12]> then\n show\n point in direction (135)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [13]> then\n show\n point in direction (180)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [14]> then\n show\n point in direction (-135)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [15]> then\n show\n point in direction (-90)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [16]> then\n show\n point in direction (-45)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [17]> then\n show\n point in direction (0)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\nif <(針) = [18]> then\n show\n point in direction (45)\n go to x: (30) y: (-100)\n go to [front v] layer\n repeat until <<<[160] < (y position)> or <<(y position) < [-160]> or <(ステージ) = [22]>>> or <<(x position) < [-240]> or <[240] < (x position)>>>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(pick random (1) to (30)) = (針)> then\n forever\n if <(ステージ) = (pick random (22) to (23))> then\n delete this clone\n end\n end\nend\n\nwhen I receive [針 v]\nswitch costume to (コスチューム3 v)\nif <(ステージ) = [21]> then\n if <(warp) = [13]> then\n set [針 v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [3]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [4]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [5]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [6]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [7]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [8]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\n if <(warp) = [14]> then\n set [針 v] to [11]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [12]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [針 v] to [13]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [14]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [15]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [16]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [17]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [18]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\n if <(warp) = [15]> then\n set [針 v] to [21]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [22]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [23]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [24]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [25]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [26]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [27]\n wait (0.01) seconds\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [針 v] to [28]\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [22]> then\n stop [other scripts in sprite v]\n set [針 v] to [100]\n hide\n stop [this script v]\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [23]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (-142)\n set [ghost v] effect to (0)\n switch costume to (コスチューム4 v)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [24]> then\n hide\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (0)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [25]> then\n show\n go to [front v] layer\n go to x: (234) y: (-84)\n forever\n switch costume to (コスチューム5 v)\n if <([x position v] of [地面 v]) < [-6700]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [26]> then\n stop [other scripts in sprite v]\n show\n switch costume to (コスチューム6 v)\n go to x: (0) y: (-161)\nend\n\nwhen I start as a clone\nif <(ステージ) = [23]> then\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (-101)\n go to [back v] layer\n switch costume to (コスチューム7 v)\n forever\n if <(switch 2) = [1]> then\n switch costume to (コスチューム7 v)\n end\n if <(switch 2) = [2]> then\n switch costume to (コスチューム8 v)\n end\n if <(switch 2) = [3]> then\n switch costume to (コスチューム9 v)\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [0]> then\n hide\nend\n\nwhen I receive [die2 v]\nshow\n\nwhen I receive [next stage v]\nhide\nset [clone v] to [50]\nswitch costume to (コスチューム10 v)\nif <(ステージ) = [28]> then\n forever\n create clone of (_myself_ v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [28]> then\n if <(clone) = [50]> then\n show\n forever\n change [針y v] by (-1)\n change y by (針Y)\n if <touching (地面 v)?> then\n set [針y v] to [20]\n end\n change y by (1)\n end\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [28]> then\n if <(clone) = [50]> then\n go to x: (240) y: (-100)\n repeat until <(x position) < [-240]>\n change x by (-5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [28]> then\n if <(clone) = [50]> then\n forever\n if <(ステージ) = [29]> then\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [28]> then\n if <(clone) = [50]> then\n forever\n turn left (3) degrees\n end\n end\nend\n\nwhen I receive [game start v]\nhide\nforever\n if <(ステージ) = [6]> then\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (コスチューム1 v)\n show\n go to [back v] layer\n set [color v] effect to (0)\n repeat (50)\n change [color v] effect by (-0.2)\n end\n forever\n repeat (100)\n change [color v] effect by (0.2)\n end\n repeat (100)\n change [color v] effect by (-0.2)\n end\n end\n end\n if <(ステージ) = [7]> then\n hide\n end\nend\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [17]> then\n if <touching (platformer v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n show\n go to x: (40) y: (-24)\n forever\n if <touching (platformer v)?> then\n repeat (10)\n next costume\n if <(ステージ) = [18]> then\n delete this clone\n end\n end\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [18]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n go to [front v] layer\n show\n go to x: (240) y: (-93)\n switch costume to (コスチューム12 v)\n forever\n change x by (-10)\n if <touching (platformer v)?> then\n repeat (10)\n change x by (-10)\n next costume\n if <<(ステージ) = [18]> or <(x position) < [-240]>> then\n delete this clone\n end\n end\n switch costume to (コスチューム12 v)\n end\n if <<(ステージ) = [18]> or <(x position) < [-240]>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[17] < (ステージ)> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [23]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (100)\n set size to (50) %\n show\n go to x: (215) y: (73)\n if <touching (platformer v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I receive [stage24 v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [game start v]\nhide\nforever\n if <(ステージ) = [4]> then\n show\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-75) y: (-24)\n switch costume to (コスチューム2 v)\n if <touching (platformer v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム2 v)\n end\n end\n if <(ステージ) = [5]> then\n hide\n end\n if <(ステージ) = [17]> then\n set [clone v] to [1]\n show\n go to x: (200) y: (-24)\n create clone of (_myself_ v)\n set [clone v] to [2]\n forever\n create clone of (_myself_ v)\n repeat (45)\n point in direction (90)\n end\n end\n end\nend\n\n@地面2\n\nwhen flag clicked\nhide\n\nwhen I receive [ボタン v]\nif <(ステージ) = [16]> then\n repeat (9)\n change y by (10)\n end\nend\n\nwhen I receive [game start v]\nhide\nforever\n if <(ステージ) = [6]> then\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n end\n if <(ステージ) = [7]> then\n go to [front v] layer\n hide\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム2 v)\n go to [front v] layer\n show\n end\n if <(ステージ) = [17]> then\n hide\n end\n if <(ステージ) = [23]> then\n go to x: (0) y: (-180)\n switch costume to (コスチューム3 v)\n set [ghost v] effect to (0)\n show\n end\n if <(ステージ) = [24]> then\n hide\n end\n if <(ステージ) = [26]> then\n switch costume to (コスチューム4 v)\n show\n if <[0] = (ヘルメット)> then\n hide\n end\n end\n if <(ステージ) = [27]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [28]> then\n hide\n end\nend\n\n@スイッチ\n\nwhen I receive [ボタン v]\nif <(ステージ) = [6]> then\n switch costume to (コスチューム2 v)\nend\nif <(ステージ) = [16]> then\n switch costume to (コスチューム3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [15]> then\n switch costume to (コスチューム4 v)\n set [switch 2 v] to [1]\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [10]> then\n switch costume to (コスチューム12 v)\n wait (1) seconds\n set [switch v] to [9]\n switch costume to (コスチューム13 v)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n set [switch v] to [10]\n switch costume to (コスチューム11 v)\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [3]> then\n switch costume to (コスチューム10 v)\n wait (1) seconds\n set [switch v] to [2]\n switch costume to (コスチューム11 v)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [1]> then\n stop [other scripts in sprite v]\n hide\n set [switch v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [4]> then\n switch costume to (コスチューム8 v)\n wait (1) seconds\n set [switch v] to [3]\n switch costume to (コスチューム9 v)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [5]> then\n switch costume to (コスチューム6 v)\n wait (1) seconds\n set [switch v] to [4]\n switch costume to (コスチューム7 v)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [7]> then\n switch costume to (コスチューム12 v)\n wait (1) seconds\n set [switch v] to [6]\n switch costume to (コスチューム13 v)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [6]> then\n set [switch 2 v] to [3]\n switch costume to (コスチューム5 v)\n wait (1) seconds\n set [switch v] to [5]\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [8]> then\n switch costume to (コスチューム10 v)\n wait (1) seconds\n set [switch v] to [7]\n switch costume to (コスチューム11 v)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [9]> then\n set [switch 2 v] to [2]\n switch costume to (コスチューム9 v)\n wait (1) seconds\n set [switch v] to [8]\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n switch costume to (コスチューム11 v)\nend\n\nwhen I receive [die2 v]\nif <(ステージ) = [27]> then\n switch costume to (コスチューム11 v)\n set [switch 2 v] to [1]\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n stop [other scripts in sprite v]\n set [switch 2 v] to [1]\n forever\n set size to (50) %\n show\n if <(switch 2) = [1]> then\n go to x: (-199) y: (-154)\n end\n if <(switch 2) = [2]> then\n go to x: (7) y: (82)\n end\n if <(switch 2) = [3]> then\n go to x: (150) y: (0)\n repeat (125)\n change x by (-2)\n end\n repeat (125)\n change x by (2)\n end\n end\n end\nend\n\nwhen I receive [die2 v]\nstop [other scripts in sprite v]\nif <(ステージ) = [27]> then\n set [switch 2 v] to [1]\n switch costume to (コスチューム11 v)\n forever\n set size to (50) %\n show\n if <(switch 2) = [1]> then\n go to x: (-199) y: (-154)\n end\n if <(switch 2) = [2]> then\n go to x: (7) y: (82)\n end\n if <(switch 2) = [3]> then\n go to x: (150) y: (0)\n repeat (125)\n change x by (-2)\n end\n repeat (125)\n change x by (2)\n end\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [2]> then\n switch costume to (コスチューム12 v)\n wait (1) seconds\n set [switch v] to [1]\n switch costume to (コスチューム13 v)\n end\nend\n\nwhen I receive [game start v]\nhide\nset size to (50) %\nswitch costume to (コスチューム1 v)\nforever\n if <(ステージ) = [6]> then\n go to x: (-108) y: (82)\n show\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [16]> then\n show\n set size to (15) %\n go to x: (67) y: (66)\n end\n if <(ステージ) = [17]> then\n hide\n end\nend\n\n@warp\n\nwhen flag clicked\nset [game over v] to [1]\nhide\n\nwhen I receive [next stage v]\nforever\n if <touching (platformer v)?> then\n if <(ステージ) = [8]> then\n set size to (100) %\n set [warp v] to [1]\n repeat (15)\n change size by (-5)\n end\n repeat (18)\n change x by (10)\n end\n repeat (15)\n change size by (5)\n end\n set [warp v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [21]> then\n stop [other scripts in sprite v]\n go to [front v] layer\n go to x: (10) y: (-100)\n set [warp v] to [10]\n show\n switch costume to (コスチューム2 v)\n set size to (25) %\n set [warp v] to [13]\n broadcast (warp v)\n go to [front v] layer\nend\n\nwhen I receive [warp v]\nif <(ステージ) = [21]> then\n if <(warp) = [13]> then\n go to x: (180) y: (120)\n repeat (15)\n change size by (5)\n end\n switch costume to (コスチューム1 v)\n broadcast (針 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n repeat (15)\n change size by (-5)\n end\n set size to (15) %\n wait (0.1) seconds\n set [warp v] to [14]\n broadcast (warp v)\n end\n if <(warp) = [14]> then\n go to x: (10) y: (-100)\n set size to (15) %\n repeat (15)\n change size by (5)\n end\n switch costume to (コスチューム1 v)\n broadcast (針 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n repeat (15)\n change size by (-5)\n end\n set size to (15) %\n wait (0.1) seconds\n set [warp v] to [15]\n broadcast (warp v)\n end\n if <(warp) = [15]> then\n go to x: (-170) y: (120)\n set size to (15) %\n repeat (15)\n change size by (5)\n end\n switch costume to (コスチューム1 v)\n broadcast (針 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n repeat (15)\n change size by (-5)\n end\n set size to (15) %\n wait (0.1) seconds\n set [warp v] to [13]\n broadcast (warp v)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [20]> then\n go to [front v] layer\n hide\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [22]> then\n stop [other scripts in sprite v]\n repeat (10)\n hide\n end\n stop [this script v]\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <touching (platformer v)?> then\n if <(ステージ) = [30]> then\n set size to (100) %\n set [warp v] to [1]\n broadcast (game over v)\n repeat (15)\n change size by (-5)\n end\n set [game over v] to [2]\n hide\n stop [all v]\n end\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if <(ステージ) = [8]> then\n show\n set size to (100) %\n switch costume to (コスチューム1 v)\n go to x: (-184) y: (28)\n forever\n repeat (30)\n change size by (0.4)\n end\n repeat (30)\n change size by (-0.4)\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n show\n set size to (100) %\n switch costume to (コスチューム1 v)\n go to x: (48) y: (-43)\n forever\n repeat (30)\n change size by (0.4)\n end\n repeat (30)\n change size by (-0.4)\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@ヘルメット\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [12]> then\n go to x: (14) y: (-88)\n show\n switch costume to (コスチューム1 v)\n set size to (50) %\n forever\n if <touching (platformer v)?> then\n repeat (5)\n point in direction (90)\n end\n repeat (36)\n turn right (2.5) degrees\n change size by (-2.5)\n change [ghost v] effect by (2.5)\n end\n hide\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [23]> then\n stop [other scripts in sprite v]\n show\n point in direction (90)\n set size to (50) %\n set [ghost v] effect to (0)\n go to x: (191) y: (-143)\n switch costume to (コスチューム2 v)\n forever\n if <touching (platformer v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I receive [stage24 v]\nforever\n stop [other scripts in sprite v]\n hide\n if <(ステージ) = [25]> then\n stop [this script v]\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [26]> then\n set [ヘルメット v] to [10]\n set [clone v] to [1]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [2]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [3]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [4]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [5]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [6]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [7]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [8]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [9]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [10]\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (50) %\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [26]> then\n show\n if <(clone) = [1]> then\n go to x: (-231) y: (-131)\n end\n if <(clone) = [2]> then\n go to x: (-185) y: (-131)\n end\n if <(clone) = [3]> then\n go to x: (-139) y: (-131)\n end\n if <(clone) = [4]> then\n go to x: (-93) y: (-131)\n end\n if <(clone) = [5]> then\n go to x: (-45) y: (-131)\n end\n if <(clone) = [6]> then\n go to x: (-1) y: (-131)\n end\n if <(clone) = [7]> then\n go to x: (45) y: (-131)\n end\n if <(clone) = [8]> then\n go to x: (91) y: (-131)\n end\n if <(clone) = [9]> then\n go to x: (139) y: (-131)\n end\n if <(clone) = [10]> then\n go to x: (185) y: (-131)\n end\n forever\n if <touching (platformer v)?> then\n repeat (5)\n point in direction (90)\n end\n change [ヘルメット v] by (-1)\n repeat (36)\n turn right (2.5) degrees\n change size by (-2.5)\n change [ghost v] effect by (2.5)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [game start v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nhide\nforever\n go to [front v] layer\n if <(ステージ) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@スプライト1\n\nwhen I receive [ボタン v]\nif <<(ステージ) = [16]> or <(ステージ) = [6]>> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [16]> then\n set size to (15) %\n switch costume to (コスチューム2 v)\n go to x: (67) y: (66)\n show\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n stop [other scripts in sprite v]\n if <(switch) = [10]> then\n show\n set size to (30) %\n switch costume to (コスチューム3 v)\n go to x: (-199) y: (-146)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <<(switch) = [10]> or <(switch) = [8]>> then\n hide\n forever\n if <<(switch) = [9]> or <(switch) = [7]>> then\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [die2 v]\nif <(ステージ) = [27]> then\n stop [other scripts in sprite v]\n set [switch 2 v] to [1]\n if <(switch) = [10]> then\n show\n set size to (30) %\n switch costume to (コスチューム3 v)\n go to x: (-199) y: (-146)\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [9]> then\n stop [other scripts in sprite v]\n go to x: (7) y: (90)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [6]> then\n stop [other scripts in sprite v]\n forever\n go to x: ([x position v] of [スイッチ v]) y: (7)\n show\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [7]> then\n hide\n forever\n if <(switch) = [6]> then\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <<(switch) = [5]> or <(switch) = [3]>> then\n stop [other scripts in sprite v]\n hide\n forever\n if <<(switch) = [4]> or <(switch) = [2]>> then\n show\n forever\n go to x: ([x position v] of [スイッチ v]) y: (7)\n show\n end\n end\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [4]> then\n stop [other scripts in sprite v]\n hide\n forever\n if <(switch) = [3]> then\n show\n forever\n go to x: ([x position v] of [スイッチ v]) y: (7)\n show\n end\n end\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [2]> then\n stop [other scripts in sprite v]\n hide\n forever\n if <(switch) = [1]> then\n show\n forever\n go to x: ([x position v] of [スイッチ v]) y: (7)\n show\n end\n end\n end\n end\nend\n\nwhen I receive [ボタン v]\nif <(ステージ) = [27]> then\n if <(switch) = [0]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nhide\nforever\n if <(ステージ) = [6]> then\n set size to (50) %\n switch costume to (コスチューム1 v)\n go to x: (-108) y: (82)\n show\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [16]> then\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージ) = [17]> then\n hide\n end\n if <(ステージ) = [31]> then\n switch costume to (コスチューム2 v)\n show\n end\nend\n\n@dangerous\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n show\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (100)\n forever\n if <(switch 2) = [2]> then\n set [確率 v] to (pick random (1) to (4))\n broadcast (dangerous v)\n wait (8) seconds\n end\n if <(switch 2) = [3]> then\n set [確率 v] to (pick random (1) to (6))\n broadcast (dangerous v)\n wait (5) seconds\n end\n end\nend\n\nwhen I receive [dangerous v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(確率) = [1]> then\n set [ghost v] effect to (0)\n point in direction (-90)\n go to x: (-200) y: (230)\n repeat (15)\n change y by (-5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (3)\n repeat (5)\n turn right (3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (5)\n turn right (-3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n end\n broadcast (needle v)\n repeat (15)\n change y by (5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n set [ghost v] effect to (100)\n delete this clone\nend\nif <(確率) = [2]> then\n set [ghost v] effect to (0)\n point in direction (-90)\n go to x: (-30) y: (230)\n repeat (15)\n change y by (-5)\n end\n repeat (3)\n repeat (5)\n turn right (3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (5)\n turn right (-3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n end\n broadcast (needle v)\n repeat (15)\n change y by (5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n set [ghost v] effect to (100)\n delete this clone\nend\nif <(確率) = [3]> then\n set [ghost v] effect to (0)\n point in direction (-90)\n go to x: (140) y: (230)\n repeat (15)\n change y by (-5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (3)\n repeat (5)\n turn right (3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (5)\n turn right (-3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n end\n broadcast (needle v)\n repeat (15)\n change y by (5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n set [ghost v] effect to (100)\n delete this clone\nend\nif <(確率) = [4]> then\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (140) y: (-230)\n repeat (15)\n change y by (5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (3)\n repeat (5)\n turn right (3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (5)\n turn right (-3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n end\n broadcast (needle v)\n repeat (15)\n change y by (-5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n set [ghost v] effect to (100)\n delete this clone\nend\nif <(確率) = [5]> then\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-30) y: (-230)\n repeat (15)\n change y by (5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (3)\n repeat (5)\n turn right (3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (5)\n turn right (-3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n end\n broadcast (needle v)\n repeat (15)\n change y by (-5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n set [ghost v] effect to (100)\n delete this clone\nend\nif <(確率) = [6]> then\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-200) y: (-230)\n repeat (15)\n change y by (5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (3)\n repeat (5)\n turn right (3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n repeat (5)\n turn right (-3) degrees\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n end\n broadcast (needle v)\n repeat (15)\n change y by (-5)\n if <[28] = (ステージ)> then\n delete this clone\n end\n end\n set [ghost v] effect to (100)\n delete this clone\nend\n\nif <[28] = (ステージ)> then\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n show\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (0)\n stop [other scripts in sprite v]\n point in direction (90)\n go to x: (-190) y: (-90)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [game start v]\nhide\n\n@回転針\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n stop [other scripts in sprite v]\n go to x: (36) y: (28)\n point in direction (90)\n show\n switch costume to (コスチューム17 v)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n stop [other scripts in sprite v]\n go to x: (36) y: (28)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n switch costume to (コスチューム2 v)\nend\n\nwhen I receive [stage24 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (180)\nswitch costume to (コスチューム1 v)\nset [clone v] to [11]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [13]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [14]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nwait (0.01) seconds\npoint in direction (-120)\nforever\n move (10) steps\n if on edge, bounce\nend\n\nwhen I start as a clone\nif <(ステージ) = [24]> then\n switch costume to (コスチューム1 v)\n if <(clone) = [11]> then\n point in direction (-150)\n forever\n switch costume to (コスチューム1 v)\n move (10) steps\n if on edge, bounce\n if <(ステージ) = [25]> then\n delete this clone\n end\n end\n end\n if <(clone) = [12]> then\n point in direction (180)\n forever\n switch costume to (コスチューム1 v)\n move (10) steps\n if on edge, bounce\n if <(ステージ) = [25]> then\n delete this clone\n end\n end\n end\n if <(clone) = [13]> then\n point in direction (150)\n forever\n switch costume to (コスチューム1 v)\n move (10) steps\n if on edge, bounce\n if <(ステージ) = [25]> then\n delete this clone\n end\n end\n end\n if <(clone) = [14]> then\n point in direction (120)\n forever\n switch costume to (コスチューム1 v)\n move (10) steps\n if on edge, bounce\n if <(ステージ) = [25]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [25]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n set [clone v] to [21]\n wait (0.01) seconds\n create clone of (_myself_ v)\n set [clone v] to [22]\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ステージ) = [27]> then\n if <(clone) = [21]> then\n go to x: (200) y: (100)\n show\n forever\n repeat (200)\n change x by (-2)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (200)\n change x by (2)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n end\n end\n if <(clone) = [22]> then\n go to x: (-200) y: (-100)\n show\n forever\n repeat (200)\n change x by (2)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (200)\n change x by (-2)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [27]> then\n forever\n turn right (5) degrees\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n forever\n show\n go to x: (240) y: (-124)\n repeat until <(x position) < [-240]>\n change x by (-10)\n turn left (5) degrees\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I start as a clone\nforever\n if <(ステージ) = [29]> then\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@windy\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n show\n go to x: (36) y: (28)\n forever\n change y by (5)\n wait (0.01) seconds\n go to [back v] layer\n change x by (-3)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\n change x by (3)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [game start v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nset size to (100) %\nrepeat (15)\n change size by (0.5)\nend\nrepeat (15)\n change size by (-0.5)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (game start v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nswitch costume to (コスチューム2 v)\n\n@スプライト4\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to x: (89) y: (-183)\nwait (1) seconds\nglide (1) secs to x: (81) y: (-158)\nwait (0.8) seconds\nstart sound [クリック v]\nbroadcast (メッセージ1 v)\nwait (0.5) seconds\nwait (1) seconds\nglide (1) secs to x: (195) y: (-162)\nwait (0.8) seconds\nstart sound [クリック v]\nbroadcast (0 v)\nwait (1) seconds\nglide (1) secs to x: (197) y: (-182)\n\n@Screenshot 2022-08-04 19\n\nwhen flag clicked\ngo to [front v] layer\nwait (0.0001) seconds\ngo [backward v] (1) layers\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (screenshot 2022-08-04 20 v)\n\nwhen I receive [0 v]\nswitch costume to (screenshot 2022-08-04 2 v)\n\nwhen [timer v] > (0)\nswitch costume to (screenshot 2022-08-04 19 v)\nshow\n\n
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SuperPlatfomer!1もやってみてね!\nhttps://scratch.mit.edu/projects/714577292/\n[日本語]\n※モバイル不対応\n全29ステージ\n(通常ステージ 15 隠しステージ 14)\n・使い方\n上キー:ジャンプ\n下キー:しゃがみ\n右キー、左キー:移動\n\n\n[English]\n* Not compatible with mobile\n29 stages in total\n(Normal stage 15 Hidden stage 14)\n・ How to use\nUp key: Jump\nDown key: crouching\nRight key, left key: move\nIt is important to crouch.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n隠しステージの入り方\nクリア画面の文字をよく見てみてください。\nHow to enter the hidden stage\nLook closely at the characters on the clear screen.\n\n\n\n\n\n\n\n\n\n\n\n\n\nネタバレ↓\n\n\n\n\n\n\n隠しステージの最後のステージのワープホールに触れてはいけません。最初からになります。\nDo not touch the warp hole in the last stage of the hidden stage. It will start from the beginning.
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[8+ HOURS OF WORK] African Plains - A Platformer II #games #platformer
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@Stage\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\n\nforever\n show\n go to [front v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [st v]\n\n@Ground\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [st v]\n\nwhen I receive [st v]\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-160]> then\n broadcast (Next level v)\n broadcast (yt v)\n forever\n switch backdrop to (backdrop2 v)\n end\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Pls Support\n\nwhen flag clicked\nhide\ngo to x: (55) y: (-321)\nforever\n show\n go to x: (55) y: (-321)\n wait (pick random (4) to (10)) seconds\n switch costume to (costume1 v)\n switch costume to (untitled drawing \(1\) v)\n switch costume to (costume1 v)\n show\n go to [front v] layer\n go [forward v] (999999999999) layers\n repeat (9)\n switch costume to (untitled drawing \(1\) v)\n change y by (9)\n switch costume to (costume1 v)\n end\n repeat (5)\n change y by (5)\n end\n repeat (5)\n change y by (-5)\n end\n wait (3.5) seconds\n repeat (9)\n switch costume to (untitled drawing \(1\) v)\n change y by (-9)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\n
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⚡@FunnyAnimatorJimTV liked ( Check \n comments below!)⚡\n \n ❤️ LOVE + ⭐️ FAVE for a ✨ FOLLOW from alt\nAfter 5 hours of work I have completed this...hope you enjoy! Sorry if new skin dose not work! Part 2 in progress!\n ──────────⊱⁜⊰─────────\nControls:\nWASD, Arrow Keys or tap to move. Avoid being eaten by lions! \n100% Possible...Have Fun! Please support this game!! \nIf you Like and Fave I would highly appreciate it :D\n\n...\n\nYOU DON'T NEED TO READ MY TAGS!!!\n\n#games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending #games #trending
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⚡Lᴀᴠᴀ⚡ ᴘʟᴀᴛғᴏʀᴍᴇʀ #all #games #platformer
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@Stage\n\nwhen flag clicked\nset volume to (20) %\nplay sound [Intro.mp3 v] until done\nforever\n play sound [Loop.mp3 v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nReset Scene\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [scene v] to [1]\nbroadcast (Next Level v)\n\nforever\n broadcast (Run v)\nend\n\nwhen I receive [run v]\n\nwhen flag clicked\nforever\n controls x\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n walljumping\n controls y\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?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(costume [number v]) = [1]>> then\n set [y velocity v] to [15]\n end\n if <<<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(costume [number v]) = [2]>> then\n set [y velocity v] to [18]\n end\n change y by (1)\n next scene\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (You died XD v)\n else\n if <touching (lava v)?> then\n Reset Scene\n broadcast (You died XD v)\n end\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (You died XD v)\n end\n end\nend\n\ndefine Reset Scene\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\ndefine controls x\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1.5)\n point in direction (-90)\nend\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x velocity v] by (1.5)\n point in direction (90)\nend\n\ndefine walljumping\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\n\ndefine controls y\nif <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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\nend\n\ndefine next scene\nif <(x position) > [239]> then\n broadcast (Bruh cool v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\nend\n\nwhen I receive [reset v]\ngo to x: (-216) y: (39)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\nif then\nend\n\n@Player Trail\n\nwhen flag clicked\nbroadcast (Green Flag 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\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 flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (eliminate skip v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Restart\n\nwhen flag clicked\nhide\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\n@Skip\n\nwhen flag clicked\nhide\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nchange [scene v] by (1)\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [eliminate skip v]\nhide\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@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 (red 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\nswitch costume to (blue v)\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 (red v)\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n set volume to (20) %\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\n@descarga (5)\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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⚡Lᴀᴠᴀ⚡ ᴘʟᴀᴛғᴏʀᴍᴇʀ\n\na game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/714995300/\n\n-ᴜꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡꜱ ᴛᴏ ᴍᴏᴠᴇ\n-ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ\nɪ ʜᴏᴘᴇ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ!\n\nTAGS (ignore)\n#games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer
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-Sᴜɴsᴇᴛ- ᴀ Pʟᴀᴛғᴏʀᴍᴇʀ #all #games #platformer
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@Stage\n\nwhen flag clicked\nplay sound [Intro.mp3 v] until done\nforever\n play sound [Loop.mp3 v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nReset Scene\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [scene v] to [1]\nbroadcast (Next Level v)\n\nforever\n broadcast (Run v)\nend\n\nwhen I receive [run v]\n\nwhen flag clicked\nforever\n controls x\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n walljumping\n controls y\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?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n next scene\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (You died XD v)\n else\n if <touching (lava v)?> then\n Reset Scene\n broadcast (You died XD v)\n end\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (You died XD v)\n end\n end\nend\n\ndefine Reset Scene\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\ndefine controls x\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1.5)\n point in direction (-90)\nend\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x velocity v] by (1.5)\n point in direction (90)\nend\n\ndefine walljumping\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\n\ndefine controls y\nif <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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\nend\n\ndefine next scene\nif <(x position) > [239]> then\n broadcast (Bruh cool v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\nend\n\nwhen I receive [reset v]\ngo to x: (-216) y: (39)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n change [color v] effect by (1)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nbroadcast (Green Flag 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\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 flag clicked\nswitch costume to (red v)\nforever\n if <(costume [number v]) = [2]> then\n change [color v] effect by (1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (eliminate skip v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Restart\n\nwhen flag clicked\nhide\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@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 (red 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\nswitch costume to (blue v)\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 (red 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 flag clicked\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\n@Sun\n\nwhen I receive [play! v]\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nSetup\nforever\n switch costume to (costume1 v)\n show\n go to x: (0) y: (-100)\n set size to (100) %\n change [effects v] by (5)\n set size to ((9000) / ((50) + (([cos v] of (Effects) ) * (1.5)))) %\n point in direction ((100) + (([cos v] of (Effects) ) * (10)))\nend\n\ndefine Setup\ngo to [back v] layer\nshow\ngo [backward v] (4) layers\n\n@Skip\n\nwhen flag clicked\nhide\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nchange [scene v] by (1)\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [eliminate skip v]\nhide\n\n@descarga (11)\n\nwhen flag clicked\nhide\n\n
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-Sᴜɴsᴇᴛ- ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ\n\na game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/715253970/\n\n-ᴜꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡꜱ ᴛᴏ ᴍᴏᴠᴇ\n-ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ\n\n-------------------------[]---------------------------\n\nɪ ʜᴏᴘᴇ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ!\n\nTAGS (ignore)\n#games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer #games #art #music #all #platformer
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simple platformer
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@Stage\n\nwhen flag clicked\nhide variable [タイム v]\nswitch backdrop to (鳥居 v)\nforever\n switch backdrop to (背景制御変数)\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nset [タイム v] to [0]\nrepeat until <(クリア) = [した]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen I receive [クリア v]\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\nif <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nwhen flag clicked\nplay sound [IMG_1163 \(online-audio-converter v] until done\n\nwhen flag clicked\nset [☁ play time v] to (current [hour v])\n\n@キャラ\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset rotation style [left-right v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-209) y: (-19)\nset size to (100) %\nshow\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <(x position) > [200]> then\n broadcast (Next v)\n wait (2.4) seconds\n 初期化\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 change [x v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n point in direction (-90)\n change [x v] by (-2)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n change y by (y)\n change [y v] by (-1)\n change y by (-1)\n if <touching (ステージ v)?> then\n change y by ((y) * (−1))\n set [y v] to [0]\n end\n if <<touching color (#ff0000)?> or <touching (針 v)?>> then\n start sound [crashed oof v]\n 初期化\n end\n if <[-180] > (y position)> then\n 初期化\n end\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>>> then\n set [y v] to [15]\n start sound [Jump v]\n end\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change y by (6)\n end\n if <<touching (ステージ v)?> or <touching (進撃の壁 v)?>> then\n change x by ((x) * (-1))\n change x by (-5)\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n if <(x) > [0]> then\n set [x v] to [-14.5]\n else\n set [x v] to [14.5]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-59)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [敵発射 v]\nforever\n if <(x position) > [200]> then\n broadcast (敵終了 v)\n end\nend\n\nwhen I receive [ジャンパ出現 v]\nforever\n if <(x position) > [200]> then\n broadcast (ジャンパ終了 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ジャンパ v)?> then\n start sound [Boing v]\n change [y v] by (30)\n end\n if <touching color (#009cff)?> then\n start sound [Boing v]\n change [y v] by (30)\n end\nend\n\n@フォロー星ハート\n\nwhen flag clicked\nhide\n\nwhen flag clicked\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@ステージ\n\nwhen flag clicked\nshow\nset [クリア v] to [0]\ngo to x: (25) y: (13)\nset [next v] to [1]\nswitch costume to (1 v)\nforever\n\nwhen I receive [next v]\nwait (1) seconds\nnext costume\n\nwhen I receive [鍵表示制御変数解除 v]\nforever\n set [鍵表示制御変数 v] to [0]\nend\n\nwhen I receive [ジャンパ表示制御変数解除 v]\nforever\n set [ジャンパ表示制御変数 v] to [0]\nend\n\nwhen flag clicked\nforever\n set [背景制御変数 v] to (costume [number v])\nend\n\nwhen flag clicked\nset [針制御変数 v] to [0]\n\nwhen I receive [next v]\nchange [針制御変数 v] by (1)\n\n@針\n\nwhen flag clicked\ngo to x: (36) y: (26)\nhide\nforever\n if <(針制御変数) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n wait (1.7) seconds\n switch costume to (針制御変数)\nend\n\nshow\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\n\ngo to [front v] layer\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\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\n@ハート 星 フォロー\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@雲\n\nwhen flag clicked\ngo to x: (425) y: (120)\ngo to [back v] layer\nforever\n move (-0.2) steps\n if <(x position) < [-396]> then\n go to x: (425) y: (120)\n end\nend\n\n
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There is an explanation in English.\n^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\notori2010の記念すべき初投稿!!(?)\nとにかく頑張ったから星とハートよろしく!!\n一番参照数多い。\nSimple platformerの人気4Pありがとう!!!\n^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\nThank you for watching. This time, I made a simple platformer. It's my first platformer, so please look at it with warm eyes.\n\n矢印キーで操作\nモバイル対応。\nはじめて作ったから暖かい目で見てね!\n下矢印キーでしゃがむ\nバグ多い
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Desert Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [イントロ終了 v]\nplay sound [Inferno v] until done\n\n@Intro template !!!2\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(cloon ID) = [sii]> then\n set size to (40) %\n show\n repeat (15)\n change size by (4)\n turn left (6) degrees\n end\n wait [11]\n repeat (15)\n change size by (-7)\n turn left (-6) degrees\n end\n hide\nend\n\ndefine clone set||name: (name) ||size: (%)\nswitch costume to (name)\nset size to (%) %\ncloon [sii]\n\nwhen I start as a clone\nif <(cloon ID) = [sen]> then\n repeat until <[10] < (timer)>\n show\n go to x: (([sin v] of ((timer) * (80)) ) * (200)) y: (([cos v] of ((timer) * (80)) ) * (100))\n go to [front v] layer\n set size to (80) %\n switch costume to (コスチューム1 v)\n cloon [sen2]\n go to [back v] layer\n switch costume to (コスチューム2 v)\n set size to (120) %\n cloon [sen2]\n go to x: (() - (([sin v] of ((timer) * (80)) ) * (200))) y: (() - (([cos v] of ((timer) * (80)) ) * (100)))\n go to [front v] layer\n set size to (80) %\n switch costume to (コスチューム1 v)\n cloon [sen2]\n go to [back v] layer\n switch costume to (コスチューム2 v)\n set size to (120) %\n cloon [sen2]\n end\nend\n\ndefine cloon (id)\nset [cloon id v] to (id)\ncreate clone of (_myself_ v)\n\ndefine wait (time)\nwait until <(time) < (timer)>\n\nwhen I receive [intro start v]\nintro start\n\ndefine intro start\nstart sound [ Electro-Light - Discovery v]\npoint in direction (180)\nreset timer\nhide\nwait [0.3]\ngo to [-230] [169]\nclone set||name: [1] ||size: [200]\ngo to [-150] [169]\nclone set||name: [1] ||size: [200]\ngo to [-90] [169]\nclone set||name: [1] ||size: [200]\ngo to [-30] [169]\nclone set||name: [1] ||size: [200]\ngo to [30] [169]\nclone set||name: [1] ||size: [100]\ngo to [90] [169]\nclone set||name: [1] ||size: [100]\ngo to [150] [169]\nclone set||name: [1] ||size: [100]\ngo to [210] [169]\nclone set||name: [1] ||size: [100]\nwait (0.1) seconds\ngo to [-230] [90]\nclone set||name: [1] ||size: [100]\ngo to [-150] [90]\nclone set||name: [1] ||size: [100]\ngo to [-90] [90]\nclone set||name: [1] ||size: [100]\ngo to [-30] [90]\nclone set||name: [1] ||size: [100]\ngo to [30] [90]\nclone set||name: [1] ||size: [100]\ngo to [90] [90]\nclone set||name: [1] ||size: [100]\ngo to [150] [90]\nclone set||name: [1] ||size: [100]\ngo to [210] [90]\nclone set||name: [1] ||size: [100]\nwait (0.1) seconds\ngo to [-230] [30]\nclone set||name: [1] ||size: [100]\ngo to [-150] [30]\nclone set||name: [1] ||size: [100]\ngo to [-90] [30]\nclone set||name: [1] ||size: [100]\ngo to [-30] [30]\nclone set||name: [1] ||size: [100]\ngo to [30] [30]\nclone set||name: [1] ||size: [100]\ngo to [90] [30]\nclone set||name: [1] ||size: [100]\ngo to [150] [30]\nclone set||name: [1] ||size: [100]\ngo to [210] [30]\nclone set||name: [1] ||size: [100]\nwait (0.1) seconds\ngo to [-230] [-30]\nclone set||name: [1] ||size: [100]\ngo to [-150] [-30]\nclone set||name: [1] ||size: [100]\ngo to [-90] [-30]\nclone set||name: [1] ||size: [100]\ngo to [-30] [-30]\nclone set||name: [1] ||size: [100]\ngo to [30] [-30]\nclone set||name: [1] ||size: [100]\ngo to [90] [-30]\nclone set||name: [1] ||size: [100]\ngo to [150] [-30]\nclone set||name: [1] ||size: [100]\ngo to [210] [-30]\nclone set||name: [1] ||size: [100]\nwait (0.1) seconds\ngo to [-230] [-90]\nclone set||name: [1] ||size: [100]\ngo to [-150] [-90]\nclone set||name: [1] ||size: [100]\ngo to [-90] [-90]\nclone set||name: [1] ||size: [100]\ngo to [-30] [-90]\nclone set||name: [1] ||size: [100]\ngo to [30] [-90]\nclone set||name: [1] ||size: [100]\ngo to [90] [-90]\nclone set||name: [1] ||size: [100]\ngo to [150] [-90]\nclone set||name: [1] ||size: [100]\ngo to [230] [-90]\nclone set||name: [1] ||size: [100]\nwait (0.1) seconds\ngo to [-230] [-150]\nclone set||name: [1] ||size: [100]\ngo to [-150] [-150]\nclone set||name: [1] ||size: [100]\ngo to [-90] [-150]\nclone set||name: [1] ||size: [100]\ngo to [-30] [-150]\nclone set||name: [1] ||size: [100]\ngo to [30] [-150]\nclone set||name: [1] ||size: [100]\ngo to [90] [-150]\nclone set||name: [1] ||size: [100]\ngo to [150] [-150]\nclone set||name: [1] ||size: [100]\ngo to [210] [-150]\nclone set||name: [1] ||size: [100]\ncloon [Logo]\nwait [2.3]\ncloon [FW1]\nwait (0.1) seconds\ncloon [TEXT]\ncloon [ban]\ncloon [FW2]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nwait (0.49) seconds\ncloon [ban]\nbroadcast (イントロ終了 v)\n\nwhen I start as a clone\nif <(cloon ID) = [sen2]> then\n wait (0.6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloon ID) = [Logo]> then\n show\n go to x: (0) y: (0)\n point in direction (135)\n switch costume to (logo v)\n set size to (0) %\n repeat until <[2.3] < (timer)>\n turn right (((90) - (direction)) / (10)) degrees\n change size by (((100) - (size)) / (10))\n end\n delete this clone\nend\n\nset [logo v] to [15]\nrepeat until <(size) < [20]>\n change [logo v] by (-2)\n change size by (logo)\nend\n\nwhen I start as a clone\nif <(cloon ID) = [FW1]> then\n go to x: (0) y: (0)\n show\n set size to (100) %\n set [fisheye v] effect to (-80)\n set [ghost v] effect to (0)\n switch costume to (sw v)\n repeat (40)\n change [ghost v] effect by (2)\n change [fisheye v] effect by (100)\n end\n hide\n set [ghost v] effect to (0)\n delete this clone\nend\n\ndefine FW (!!!!!!)\nif <(!!!!!!) = [1]> then\n go to x: (0) y: (0)\n repeat (20)\n turn right (22.5) degrees\n cloon [FW2]\n end\nelse\n if <(!!!!!!) = [2]> then\n go to x: (236) y: (176)\n point in direction (67.5)\n repeat (10)\n turn right (22.5) degrees\n cloon [FW2]\n end\n go to x: (-185) y: (177)\n point in direction (67.5)\n repeat (10)\n turn right (22.5) degrees\n cloon [FW2]\n end\n end\nend\n\nwhen I start as a clone\nif <(cloon ID) = [TEXT]> then\n switch costume to (cooltext412345709220922 v)\n go to x: (0) y: (-200)\n set rotation style [all around v]\n go to [front v] layer\n point in direction (120)\n set size to (100) %\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n repeat (6)\n turn right (32) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (3)) degrees\n end\n repeat (10)\n change size by (((0) - (size)) / (5))\n turn right (((45) - (direction)) / (5)) degrees\n end\n wait (0.1) seconds\n repeat (15)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (0.09) seconds\n repeat (12)\n change size by (((0) - (size)) / (5))\n repeat (15)\n change size by (((100) - (size)) / (5))\n end\n end\n wait [11.6]\n point in direction (91)\n change y by (-1)\n repeat until <(y position) < [-200]>\n turn right (((direction) - (90)) * (0.1)) degrees\n change y by ((y position) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloon ID) = [siroi]> then\n show\n point in direction (90)\n set size to (100) %\n switch costume to (コスチューム4 v)\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(cloon ID) = [ban]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム6 v)\n go to [front v] layer\n point in direction (90)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloon ID) = [siroi2]> then\n show\n point in direction (90)\n set size to (100) %\n switch costume to (コスチューム7 v)\n go to x: (0) y: (0)\nend\n\ndefine FWh\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\nwait (0.49) seconds\ncloon [FW1]\n\nwhen I start as a clone\nif <(cloon ID) = [FW2]> then\n FWh\nend\n\nwhen flag clicked\nbroadcast (intro start v)\n\nwhen I receive [イントロ終了 v]\nstop [this script v]\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (砂漠23 v)\n\nwhen I receive [イントロ終了 v]\nshow\n\nwhen I receive [次のステージに進む v]\nnext costume\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [次のステージに進む v]\nnext costume\n\n@とげ\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nshow\n\nwhen I receive [次のステージに進む v]\nnext costume\n\n@まぐーま\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [次のステージに進む v]\nnext costume\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [変数 v] to [9999]\n\nwhen I receive [次のステージに進む v]\ngo to [front v] layer\nshow\nset [変数 v] to [0]\ngo to x: (0) y: (180)\nstart sound [Finger Snap v]\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\nend\nwait (0.5) seconds\nrepeat until <(y position) > [179]>\n change y by ((y position) / (3))\nend\nhide\nset [変数 v] to [9999]\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen I receive [intro start v]\nhide\n\nwhen I receive [イントロ終了 v]\nset [動き v] to [!]\nset [x v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\nset [y v] to [0]\nshow\ngo to x: (-200) y: (100)\nset size to (80) %\nclear graphic effects\nswitch costume to (player v)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <not <touching (next v)?>> then\n if <(動き) = [!]> then\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 (1.25)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.25)\n end\n set [x v] to ((x) * (0.87))\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 x by ((x) / (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <[0] < (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [17]\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 <(x position) > [200]> then\n broadcast (次のステージに進む v)\n go to x: (-200) y: (100)\n end\n if <<touching (とげ v)?> or <(y position) < [-180]>> then\n go to x: (-200) y: (100)\n end\n if <touching (まぐーま v)?> then\n go to x: (-200) y: (100)\n end\n end\n end\nend\n\n
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バグあるけど直さないよ\n[日本語は下] \nモバイル対応のプログラムを教えてください。\nI have not been putting out much artwork, so I decided to put out a platformer.\nI hope you enjoy it.\nI hope you spread the word.\nあまりにも作品を出していなかったので、プラットフォーマーを出してみました。\n楽しんでもらえると嬉しいです。\n拡散大希望
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Cave - a Platformer
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@Stage\n\nwhen I receive [next! v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Ball\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<<<mouse down?> and <(mouse y) > [-50]>> or <key (up arrow v) pressed?>> and <(y position) < [-138]>> then\n set [up and down v] to [12]\n else\n change [up and down v] by (-0.7)\n end\nend\n\nwhen flag clicked\ngo to x: (-150) y: (-50)\nset [up and down v] to [10]\nforever\n change y by (Up and down)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [left and right v] by (0.6)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [left and right v] by (-0.6)\n end\nend\n\nwhen flag clicked\nforever\n if <(Left and right) > [0]> then\n change [left and right v] by (-0.2)\n end\n if <(Left and right) < [0]> then\n change [left and right v] by (0.2)\n end\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\n point in direction (90)\nend\n\nwhen flag clicked\ngo to x: (-150) y: (-50)\nset [left and right v] to [0]\nforever\n change x by (Left and right)\nend\n\nwhen I receive [go! v]\ngo to x: (-150) y: (-50)\nset [left and right v] to [0]\nset [up and down v] to [0]\n\nwhen I receive [next! v]\ngo to x: (-150) y: (-50)\nset [left and right v] to [0]\nset [up and down v] to [0]\n\n@Ouch!\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.1) seconds\n wait until <touching (ball v)?>\n broadcast (Go! v)\nend\n\nwhen I receive [next! v]\nnext costume\n\n@End\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n wait until <touching (ball v)?>\n broadcast (Next! v)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to (ball v)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n
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Use the arrow keys (or tap on mobile) to get to the end, avoiding spiky crystals and using your light to guide you through! Enjoy!
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Wheel Rush | Platformer Game
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@Stage\n\nwhen I receive ['click' v]\nstart sound [Click1 v]\nwait (.1) seconds\nstart sound [Click2 v]\n\nwhen flag clicked\nset [<sound vol v] to [100]\nforever\n set volume to (<Sound vol) %\nend\n\nwhen I receive ['jump' v]\nplay sound [Jump v] until done\n\nwhen I receive ['dash' v]\nplay sound [Dash v] until done\n\nwhen I receive [@death v]\nplay sound [Game Over v] until done\n\nwhen I receive ['coin' v]\nplay sound [Coin v] until done\n\nwhen I receive ['hover' v]\nplay sound [Hover v] until done\n\nwhen I receive ['load' v]\nplay sound [Load v] until done\n\nwhen I receive [leaderboard v]\n\nwhen I receive [viesti1 v]\n\nwhen [space v] key pressed\nstart sound [Load v]\n\nwhen I receive [viesti1 v]\nstart sound [Load v]\nwait (.1) seconds\nstart sound [Load v]\n\n@Player\n\nwhen I receive [u-n v]\nshow\ngo to x: (0) y: (150)\n\nwhen I receive [move v]\nforever\n change [playery v] by (-1)\n change y by (PlayerY)\n if <touching (wheel v)?> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <(-Up?) = [y]>> and <touching (wheel v)?>> then\n set [playery v] to [12]\n change [+ total jumps v] by (1)\n broadcast ('Jump' v)\n end\n change y by (1)\n if <touching (wheel v)?> then\n change y by (1)\n if <touching (wheel v)?> then\n change y by (1)\n if <touching (wheel v)?> then\n change y by (1)\n if <touching (wheel v)?> then\n change y by (1)\n if <touching (wheel v)?> then\n change y by (1)\n if <touching (wheel v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n set [-up? v] to [n]\nend\n\nwhen I receive [@death v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (80)\nrepeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-4)\nend\nhide\nclear graphic effects\nset [player lifes v] to [1]\n\nwhen I receive [move v]\nforever\n wait until <<not <key (down arrow v) pressed?>> and <(-Down?) = [n]>>\n wait until <<key (down arrow v) pressed?> or <(-Down?) = [y]>>\n set y to (69)\n set [playery v] to [0]\n set [brightness v] effect to (80)\n broadcast ('Dash' v)\n repeat (10)\n change [brightness v] effect by (-8)\n end\n clear graphic effects\n set [-down? v] to [n]\nend\n\nwhen I receive [move v]\nforever\n turn right (3) degrees\nend\n\nwhen I receive [start v]\nif <(size) > [250]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(costume [name v]) = [lifebuoy]> then\n change [player lifes v] by (1)\n end\n set [-up? v] to [n]\n set [-down? v] to [n]\n hide\n wait (1.5) seconds\n go to x: (0) y: (140)\n clear graphic effects\n set [brightness v] effect to (100)\n broadcast ('Dash' v)\n show\n repeat (10)\n change [brightness v] effect by (-10)\n end\n if <(costume [name v]) = [bomb]> then\n forever\n wait (5) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(Player size) = [280]> then\n go to x: (110) y: (-50)\nend\nset size to (Player size) %\nwait (.5) seconds\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n wait until <touching (mouse-pointer v)?>\n broadcast ('Hover' v)\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (([cos v] of ((size) - ((Player size) - (80))) ) * (10))\n if <<(size) < [80]> and <not <(size) = [65]>>> then\n say [Click to select me!] for (.01) seconds\n end\n end\n repeat until <(round (size)) = (Player size)>\n change size by (([cos v] of ((size) - ((Player size) - (450))) ) * (10))\n end\n set size to (Player size) %\nend\n\nwhen I start as a clone\nforever\n turn right (1) degrees\nend\n\nwhen this sprite clicked\nif <(size) > [250]> then\n broadcast ('Click' v)\n broadcast (Skins v) and wait\nelse\n if <not <(size) = [65]>> then\n broadcast (Skin reset v) and wait\n broadcast (Delete text v)\n if <(join (x position) (y position)) = (join (Come X) (Come Y))> then\n set [come x v] to []\n set [come y v] to []\n set [rarity v] to [Standard]\n broadcast (Change slide v)\n else\n set [come x v] to (x position)\n set [come y v] to (y position)\n set [r3 v] to (costume [number v])\n set [skin name v] to (costume [name v])\n broadcast (Skin write v)\n repeat (35)\n change x by (([cos v] of (((x position) / (5)) + (115)) ) * (50))\n change y by (([cos v] of ((y position) + (35)) ) * (10))\n change size by (([cos v] of ((size) - (100)) ) * (10))\n end\n repeat until <[-50] < (x position)>\n set size to (120) %\n end\n end\n end\nend\n\nwhen I receive [settings v]\nif <(size) > [250]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [skin come v]\nif <(size) = [65]> then\n go to (buttons v)\n switch costume to (R3)\n create clone of (_myself_ v)\nend\n\nwhen I receive [skins v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skin reset v]\nif <(x position) < [-50]> then\n set [ghost v] effect to (100)\n go to x: (Come X) y: (Come Y)\n set size to (50) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set size to (50) %\nend\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [skin write v]\nif <(size) = [65]> then\n switch costume to (Skin name)\nend\n\nwhen I receive [stats v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [shop v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [leaderboard v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nset [r1 v] to [1]\nrepeat (19)\n change [r1 v] by (1)\n add (R1) to [collected skins v]\nend\n\nwhen I receive [end intro v]\nswitch costume to (basic<wheel v)\nset size to (65) %\nset [playery v] to [0]\nhide variable [level v]\ngo to x: (0) y: (140)\nset rotation style [all around v]\ndelete all of [collected skins v]\nadd [1] to [collected skins v]\n\nwhen flag clicked\nset [player lifes v] to [1]\nhide\n\nwhen I receive [move v]\nforever\n if <touching (spike v)?> then\n change [player lifes v] by (-1)\n if <(Player lifes) = [0]> then\n broadcast (@Death v) and wait\n stop [this script v]\n end\n set [brightness v] effect to (-100)\n repeat (10)\n change [brightness v] effect by (10)\n end\n wait (3) seconds\n end\nend\n\nwhen I receive [new skin v]\npoint in direction (90)\nset [r4 v] to (pick random (1) to (10))\nif <(R4) = [10]> then\n switch costume to (pick random (17) to (20))\n set [rarity v] to [epic]\nelse\n if <(R4) > [6]> then\n switch costume to (pick random (9) to (16))\n set [rarity v] to [rare]\n else\n switch costume to (pick random (1) to (8))\n set [rarity v] to [common]\n end\nend\ngo to x: (0) y: (-50)\nclear graphic effects\nset [brightness v] effect to (-100)\ngo to [front v] layer\nshow\nrepeat (30)\n change y by (([cos v] of ((y position) + (20)) ) * (10))\nend\nwait (1) seconds\nif <[collected skins v] contains (costume [number v])?> then\n start sound [Game Over v]\nelse\n add (costume [number v]) to [collected skins v]\n broadcast (Shine v)\n start sound [New Skin v]\nend\nset [brightness v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nwait until <not <mouse down?>>\nwait until <mouse down?>\nbroadcast (Hide blank v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [start v]\nif <(costume [name v]) = [bomb]> then\n wait (1) seconds\n repeat until <(Player lifes) = [0]>\n repeat (8)\n wait (.5) seconds\n set [brightness v] effect to (50)\n start sound [Bomb tick v]\n repeat (10)\n change [brightness v] effect by (-5)\n end\n set [brightness v] effect to (0)\n end\n if <(Player lifes) > [0]> then\n start sound [Explode v]\n broadcast (@Explode v)\n set [brightness v] effect to (100)\n repeat (20)\n change [brightness v] effect by (-5)\n end\n end\n end\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (1) seconds\nrepeat until <(direction) < [-140]>\n turn left (Rotate Speed) degrees\nend\nrepeat (20)\n change y by (([cos v] of ((y position) + (50)) ) * (10))\n change x by (([cos v] of ((y position) + (50)) ) * (10))\nend\ndelete this clone\n\nwhen I start as a clone\nwait (.5) seconds\nswitch costume to (pick random (1) to (4))\nshow\nrepeat (30)\n change y by (([cos v] of ((y position) + (140)) ) * (10))\nend\nwait until <touching (shine v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [@death v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\nclear graphic effects\nset [wait time v] to [15]\ngo to x: (0) y: (0)\npoint in direction (150)\nforever\n wait ((pick random (Wait time) to (20)) / (10)) seconds\n create clone of (_myself_ v)\nend\n\n@Coins\n\nwhen I start as a clone\nwait (.5) seconds\nclear graphic effects\nshow\nrepeat (30)\n change y by (([cos v] of ((y position) + (100)) ) * (10))\nend\n\nwhen I start as a clone\nrepeat until <(direction) < [-140]>\n turn left (1.5) degrees\nend\nrepeat (20)\n change y by (([cos v] of ((y position) + (50)) ) * (10))\n change x by (([cos v] of ((y position) + (50)) ) * (10))\nend\ndelete this clone\n\nwhen I receive [@death v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (180)\nforever\n if <([costume # v] of [player v]) = [18]> then\n wait ((pick random (15) to (30)) / (10)) seconds\n else\n wait ((pick random (30) to (60)) / (10)) seconds\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\ngo to [front v] layer\nforever\n move (([sin v] of (*) ) / (4)) steps\n if <touching (player v)?> then\n change [coins v] by (1)\n set [scorex v] to [-150]\n broadcast ('Coin' v)\n broadcast (Score v)\n set [brightness v] effect to (100)\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\nwhen I start as a clone\nforever\n wait (.2) seconds\n switch costume to (asuste2 v)\n wait (.2) seconds\n switch costume to (asuste1 v)\nend\n\n@Wheel\n\nwhen flag clicked\nhide\n\nwhen I receive [@death v]\nrepeat (50)\n change y by (([cos v] of ((y position) + (139)) ) * (-10))\n change size by (([cos v] of ((size) + (70)) ) * (10))\n change [ghost v] effect by (2)\nend\nchange [+ total deaths v] by (1)\nchange [+ total score v] by (Your Score)\nhide\nclear graphic effects\nif <(length of (☁ HScore1)) > [4]> then\n set [☁ hscore1 v] to [0]\nend\nif <(length of (☁ HScore2)) > [4]> then\n set [☁ hscore2 v] to [0]\nend\nif <(length of (☁ HScore3)) > [4]> then\n set [☁ hscore3 v] to [0]\nend\nif <(length of (☁ HScore4)) > [4]> then\n set [☁ hscore4 v] to [0]\nend\nif <(length of (☁ HScore5)) > [4]> then\n set [☁ hscore5 v] to [0]\nend\nif <(Your Score) > (+ best score this time)> then\n set [+ best score this time v] to (Your Score)\n broadcast (New Best v)\nend\nif <(Your Score) > (☁ HScore1)> then\n set [r4 v] to [1]\n set [☁ hscore5 v] to (☁ HScore4)\n set [☁ hscore4 v] to (☁ HScore3)\n set [☁ hscore3 v] to (☁ HScore2)\n set [☁ hscore2 v] to (☁ HScore1)\n set [☁ hscore1 v] to (Your Score)\n broadcast (--Highscore v)\nelse\n if <(Your Score) > (☁ HScore2)> then\n set [r4 v] to [2]\n set [☁ hscore5 v] to (☁ HScore4)\n set [☁ hscore4 v] to (☁ HScore3)\n set [☁ hscore3 v] to (☁ HScore2)\n set [☁ hscore2 v] to (Your Score)\n broadcast (--Highscore v)\n else\n if <(Your Score) > (☁ HScore3)> then\n set [r4 v] to [3]\n set [☁ hscore5 v] to (☁ HScore4)\n set [☁ hscore4 v] to (☁ HScore3)\n set [☁ hscore3 v] to (Your Score)\n broadcast (--Highscore v)\n else\n if <(Your Score) > (☁ HScore4)> then\n set [r4 v] to [4]\n set [☁ hscore5 v] to (☁ HScore4)\n set [☁ hscore4 v] to (Your Score)\n broadcast (--Highscore v)\n else\n if <(Your Score) > (☁ HScore5)> then\n set [r4 v] to [5]\n set [☁ hscore5 v] to (Your Score)\n broadcast (--Highscore v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nclear graphic effects\nset [rotate speed v] to [2]\nset size to (20) %\nset y to (-194)\nshow\nrepeat (40)\n change y by (([cos v] of ((y position) + (139)) ) * (10))\n change size by (([cos v] of ((size) - (10)) ) * (10))\nend\nset size to (100) %\nshow\ngo to x: (0) y: (-50)\nbroadcast (Move v)\n\nwhen I receive [start v]\nforever\n turn left (Rotate Speed) degrees\n set [rotate speed v] to ((Rotate Speed) * (1.0002))\n set [wait time v] to ((Wait time) * (0.9998))\nend\n\nset [☁ hscore1 v] to [0]\n\n@Thumbnail\n\nwhen I receive [start v]\nset [your score v] to [0]\nif <<(<Song) = [Crossword Puzzle]> and <not <(<Music vol) = [0]>>> then\n repeat (10)\n change [<music vol v] by (-10)\n end\n stop all sounds\n set [<song v] to [Going on]\n set [<music vol v] to [100]\nend\n\nwhen flag clicked\nset [<song v] to [Crossword Puzzle]\nforever\n play sound (<Song) until done\nend\n\nwhen I receive [menu v]\nif <<not <(<Song) = [Crossword Puzzle]>> and <not <(<Music vol) = [0]>>> then\n repeat (10)\n change [<music vol v] by (-10)\n end\n stop all sounds\n set [<song v] to [Crossword Puzzle]\n repeat (10)\n change [<music vol v] by (10)\n end\nend\n\nwhen I receive [end intro v]\nbroadcast (Menu v)\nset [<song v] to [Crossword Puzzle]\nset [<music vol v] to [100]\nset [+ best score this time v] to [0]\nset [+ money spent v] to [0]\nset [+ total jumps v] to [0]\nset [+ total deaths v] to [0]\nset [+ total score v] to [0]\ndelete all of [settings v]\nrepeat (2)\n add [L] to [settings v]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n set volume to (<Music vol) %\nend\n\nwhen I receive [shop n v]\nstart sound [Load v]\nwait (.1) seconds\nstart sound [Load v]\n\nset [coins v] to [25]\n\nwhen I receive [shop y v]\nif <not <(<Music vol) = [0]>> then\n repeat (20)\n change [<music vol v] by (-4)\n end\nend\n\nwhen I receive [hide blank v]\nif <not <(<Music vol) = [0]>> then\n repeat (10)\n change [<music vol v] by (8)\n end\nend\n\nwhen I receive [leaderboard v]\nif <<not <(<Song) = [Crossword Puzzle]>> and <not <(<Music vol) = [0]>>> then\n repeat (10)\n change [<music vol v] by (-10)\n end\n stop all sounds\n set [<song v] to [Crossword Puzzle]\n repeat (10)\n change [<music vol v] by (10)\n end\nend\n\n@Intro\n\nwhen flag clicked\nset [<music vol v] to [100]\nshow\nswitch costume to (asuste1 v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (3) seconds\nrepeat (20)\n change y by (([cos v] of (((y position) / (2)) - (100)) ) * (50))\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (End intro v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (asuste2 v)\ngo to [front v] layer\nset size to (5) %\nwait (.5) seconds\nset [ghost v] effect to (0)\nrepeat (11)\n change size by (([cos v] of ((size) - (40)) ) * (20))\nend\nrepeat (6)\n change size by (([cos v] of ((size) - (40)) ) * (-25))\nend\nrepeat (12)\n change size by (([cos v] of ((size) - (40)) ) * (20))\nend\nwait (1) seconds\nrepeat (20)\n change size by (([cos v] of ((size) + (80)) ) * (10))\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [shop y v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (30)\ngo to [front v] layer\nshow\n\nwhen I receive [hide blank v]\nhide\n\n@Slide\n\nwhen flag clicked\nhide\nswitch costume to (standard v)\n\nwhen I receive [settings v]\nSlide in\n\nwhen I receive [menu v]\nrepeat (40)\n change [ghost v] effect by (5)\n change x by (([cos v] of (((x position) / (5)) + (90)) ) * (50))\nend\nhide\nclear graphic effects\n\nwhen I receive [skins v]\nSlide in\n\ndefine Slide in\nstop [other scripts in sprite v]\nswitch costume to (standard v)\ngo to x: (500) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-5)\n change x by (([cos v] of (((x position) / (5)) + (90)) ) * (50))\nend\n\nwhen I receive [change slide v]\nclear graphic effects\nset [brightness v] effect to (20)\nswitch costume to (Rarity)\nrepeat (10)\n change [brightness v] effect by (-2)\nend\nclear graphic effects\n\nwhen I receive [shop v]\nSlide in\n\nwhen I receive [stats v]\nSlide in\n\nwhen I receive [leaderboard v]\nSlide in\n\n@Effects\n\nwhen flag clicked\nswitch costume to (asuste9 v)\nhide\ngo to x: (-205) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\n change x by (41)\nend\ncreate clone of (_myself_ v)\nforever\n wait (1) seconds\n broadcast (Effect v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (80)\n\nwhen I receive [effect v]\nswitch costume to (pick random (3) to (10))\nrepeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n wait (.005) seconds\nend\n\n@Buttons\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nif < (costume [name v]) contains [Skins]?> then\n broadcast ('Load' v)\nend\nif < (costume [name v]) contains [-]?> then\n repeat until <([abs v] of (round (x position)) ) < [141]>\n change x by (([cos v] of (([abs v] of (x position) ) + (310)) ) * (-10))\n end\nelse\n if <(costume [name v]) = [YS]> then\n clear graphic effects\n go to x: (50) y: (-175)\n point in direction (-30)\n repeat (40)\n turn right (([cos v] of ((direction) + (20)) ) * (10)) degrees\n end\n else\n if <(costume [name v]) = [Box1]> then\n go to x: (500) y: (-50)\n repeat (30)\n change x by (([cos v] of (((x position) / (5)) + (90)) ) * (50))\n end\n else\n set [brightness v] effect to (50)\n repeat (10)\n change [brightness v] effect by (-5)\n end\n end\n end\nend\nforever\n if <not < (costume [name v]) contains [Skins]?>> then\n wait until <touching (mouse-pointer v)?>\n broadcast ('Hover' v)\n if < (costume [name v]) contains [+1]?> then\n next costume\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (([cos v] of ((size) - (20)) ) * (10))\n end\n if < (costume [name v]) contains [+2]?> then\n switch costume to ((costume [number v]) - (1))\n end\n repeat until <(round (size)) = [100]>\n change size by (([cos v] of ((size) - (10)) ) * (10))\n end\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nclear graphic effects\nif <(costume [number v]) = [1]> then\n wait (1) seconds\n go to x: (0) y: (150)\n switch costume to (p v)\n create clone of (_myself_ v)\n switch costume to (c v)\n create clone of (_myself_ v)\n if <(item (2) of [settings v]) = [L]> then\n go to x: (-190) y: (-130)\n else\n go to x: (190) y: (-130)\n end\n switch costume to (down v)\n create clone of (_myself_ v)\n if <(item (1) of [settings v]) = [L]> then\n go to x: (-190) y: (-130)\n if <not <[settings v] contains [R]?>> then\n change y by (70)\n end\n else\n go to x: (190) y: (-130)\n if <not <[settings v] contains [L]?>> then\n change y by (70)\n end\n end\n switch costume to (up v)\n create clone of (_myself_ v)\n switch costume to (generator v)\nend\nif << (costume [name v]) contains [-]?> or <(costume [name v]) = [Title]>> then\n repeat (30)\n change x by (([cos v] of ((x position) + (350)) ) * (10))\n change [ghost v] effect by (5)\n end\n clear graphic effects\n delete this clone\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen this sprite clicked\nbroadcast ('Click' v)\nif <(costume [name v]) = [Up]> then\n set [-up? v] to [y]\nend\nif <(costume [name v]) = [Down]> then\n set [-down? v] to [y]\nend\nif <<(costume [name v]) = [Play-]> or <(costume [name v]) = [Retry]>> then\n broadcast (Start v) and wait\nend\nif <<(costume [name v]) = [Menu]> or <(costume [name v]) = [Back]>> then\n broadcast (Menu v) and wait\nend\nif <(costume [name v]) = [Settings-]> then\n broadcast (Settings v) and wait\nend\nif <(costume [name v]) = [ON]> then\n switch costume to (off v)\n if <(y position) > [100]> then\n set [<music vol v] to [0]\n else\n set [<sound vol v] to [0]\n end\nelse\n if <(costume [name v]) = [OFF]> then\n switch costume to (on v)\n if <(y position) > [100]> then\n set [<music vol v] to [100]\n else\n set [<sound vol v] to [100]\n end\n end\nend\nif <<(costume [name v]) = [L]> or <(costume [name v]) = [R]>> then\n if <(costume [name v]) = [L]> then\n switch costume to (r v)\n else\n switch costume to (l v)\n end\n if <(y position) > [-100]> then\n replace item (1) of [settings v] with (costume [name v])\n else\n replace item (2) of [settings v] with (costume [name v])\n end\nend\nif <(costume [name v]) = [Shop]> then\n broadcast (Shop v) and wait\nend\nif < (costume [name v]) contains [Leaderboard]?> then\n broadcast (Leaderboard v) and wait\nend\nif <(costume [name v]) = [Stats]> then\n broadcast (Stats v) and wait\nend\nif <(Price) = []> then\n if <(costume [name v]) = [Box+2]> then\n set [price v] to [25]\n if <(Coins) < (Price)> then\n broadcast (Shop N v) and wait\n else\n change [+ money spent v] by (Price)\n change [coins v] by ((Price) * (-1))\n broadcast ('Coin' v)\n broadcast (Shop Y v) and wait\n end\n end\n if <(costume [name v]) = [Life+2]> then\n set [price v] to [5]\n if <(Coins) < (Price)> then\n broadcast (Shop N v) and wait\n else\n change [+ money spent v] by (Price)\n change [coins v] by ((Price) * (-1))\n broadcast ('Coin' v)\n broadcast (Shop Y v) and wait\n end\n end\n set [price v] to []\nend\nif <(costume [name v]) = [Box1]> then\n start sound [Open box v]\n repeat (30)\n change [fisheye v] effect by (1)\n set x to (pick random (-10) to (10))\n end\n clear graphic effects\n switch costume to (box2 v)\n set [brightness v] effect to (50)\n broadcast (New skin v)\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen I receive [@death v]\nif <<(costume [name v]) = [Up]> or <(costume [name v]) = [Down]>> then\n repeat (30)\n change x by (([cos v] of ((x position) + (350)) ) * (10))\n change [ghost v] effect by (5)\n end\n clear graphic effects\n delete this clone\nelse\n if <(costume [number v]) = [1]> then\n wait (.5) seconds\n switch costume to (ys v)\n create clone of (_myself_ v)\n go to x: (100) y: (-125)\n switch costume to (menu v)\n create clone of (_myself_ v)\n go to x: (180) y: (-125)\n switch costume to (retry v)\n create clone of (_myself_ v)\n go to x: (-85) y: (-125)\n switch costume to (leaderboard2 v)\n create clone of (_myself_ v)\n switch costume to (generator v)\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [* v] to [0]\nforever\n change [* v] by (5)\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [YS]> or <(costume [name v]) = [Title]>> then\n forever\n turn right (([sin v] of (*) ) / (5)) degrees\n end\nend\nif << (costume [name v]) contains [-]?> or <(costume [name v]) = [Life1]>> then\n forever\n move ([sin v] of (*) ) steps\n end\nend\n\nwhen I receive [menu v]\nbroadcast (Delete clones v) and wait\ngo to x: (-260) y: (-130)\nswitch costume to (settings- v)\ncreate clone of (_myself_ v)\ngo to x: (-260) y: (-50)\nswitch costume to (play- v)\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (90)\nswitch costume to (title v)\ncreate clone of (_myself_ v)\ngo to x: (40) y: (80)\nswitch costume to (stats v)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (70)\n next costume\nend\ngo to x: (0) y: (150)\nswitch costume to (c v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nswitch costume to (generator v)\npoint in direction (90)\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [menu v]\nset [* v] to [0]\nset [player size v] to [280]\nwait (.1) seconds\ncreate clone of (player v)\n\nwhen I receive [settings v]\nbroadcast (Delete clones v) and wait\nwait (3) seconds\ngo to x: (160) y: (120)\nif <(<Music vol) = [100]> then\n switch costume to (on v)\nelse\n switch costume to (off v)\nend\ncreate clone of (_myself_ v)\nchange y by (-60)\nif <(<Sound vol) = [100]> then\n switch costume to (on v)\nelse\n switch costume to (off v)\nend\ncreate clone of (_myself_ v)\nchange y by (-70)\nswitch costume to (item (1) of [settings v])\ncreate clone of (_myself_ v)\nchange y by (-90)\nswitch costume to (item (2) of [settings v])\ncreate clone of (_myself_ v)\ngo to x: (210) y: (-150)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (generator v)\n\nwhen I receive [skins v]\nbroadcast (Delete clones v) and wait\nset [r3 v] to [0]\nwait (1) seconds\ngo to x: (-150) y: (120)\nswitch costume to (text1 v)\ncreate clone of (_myself_ v)\ngo to x: (-5) y: (120)\nset [player size v] to [50]\nrepeat (5)\n repeat (4)\n change [r3 v] by (1)\n if <[collected skins v] contains (R3)?> then\n switch costume to (skins v)\n broadcast (Skin come v) and wait\n else\n switch costume to (skins2 v)\n end\n create clone of (_myself_ v)\n change x by (60)\n end\n set x to (-5)\n change y by (-60)\nend\ngo to x: (-210) y: (-150)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (generator v)\n\nwhen I receive [stats v]\nbroadcast (Delete clones v) and wait\nwait (1) seconds\ngo to x: (-120) y: (120)\nswitch costume to (text2 v)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (-150)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (generator v)\n\nwhen I receive [shop v]\nbroadcast (Delete clones v) and wait\nwait (1) seconds\ngo to x: (180) y: (150)\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (120)\nswitch costume to (text3 v)\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (-20)\nswitch costume to (box+1 v)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (200)\n next costume\n next costume\nend\ngo to x: (-210) y: (-150)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (150)\nswitch costume to (c v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nswitch costume to (generator v)\npoint in direction (90)\nset [price v] to []\n\nwhen I receive [leaderboard v]\nbroadcast (Delete clones v) and wait\nwait (1) seconds\ngo to x: (-90) y: (120)\nswitch costume to (text4 v)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (-150)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (generator v)\n\nwhen I receive [shop y v]\nif <(costume [number v]) = [1]> then\n if <(Price) = [5]> then\n set rotation style [don't rotate v]\n point in direction (0)\n switch costume to (life1 v)\n go to x: (0) y: (50)\n create clone of (_myself_ v)\n set rotation style [all around v]\n change [player lifes v] by (1)\n point in direction (90)\n wait (3) seconds\n broadcast (Hide blank v)\n else\n switch costume to (box1 v)\n create clone of (_myself_ v)\n end\n switch costume to (generator v)\nend\n\nwhen I receive [hide blank v]\nif <<(costume [name v]) = [Life1]> or <(costume [name v]) = [Box2]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ngo [backward v] (1) layers\n\nwhen I receive [hide blank v]\nif < (costume [name v]) contains [+]?> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [shop y v]\nif < (costume [name v]) contains [+]?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nif <(username) = [Draiveri77-11]> then\nelse\n say [Under work right now! Please be patient!] for (2) seconds\nend\n\n@Numbers\n\nwhen I receive [start v]\nset [r2 v] to [3]\nwait (.1) seconds\nset size to (50) %\ngo to x: (-212) y: (150)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (31)\n change [r2 v] by (-1)\nend\ngo to x: (119) y: (150)\nset [r2 v] to []\nrepeat (4)\n create clone of (_myself_ v)\n change x by (31)\nend\nwait (2) seconds\nforever\n wait (.3) seconds\n change [your score v] by (1)\n set [scorex v] to [212]\n broadcast (Score v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(R2) = []> then\n switch costume to (0 v)\nelse\n switch costume to (0 v)\n switch costume to (letter ((length of (Coins)) - (R2)) of (Coins))\nend\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [score v]\nif <(x position) = (ScoreX)> then\n next costume\n if <(costume [name v]) = [0]> then\n set [scorex v] to ((x position) - (31))\n broadcast (Score v)\n end\n Score effect\nend\n\ndefine Score effect\nset size to (60) %\nrepeat (20)\n change size by (([cos v] of ((size) + (40)) ) * (10))\nend\nset size to (50) %\n\nwhen I receive [@death v]\nstop [other scripts in sprite v]\nrepeat (20)\n change size by (([cos v] of ((size) + (40)) ) * (10))\nend\nset size to (50) %\nif <(x position) < [0]> then\n repeat (30)\n change x by (([cos v] of ((x position) + (350)) ) * (10))\n change [ghost v] effect by (5)\n end\n clear graphic effects\n delete this clone\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\ndelete this clone\n\nwhen I receive [menu v]\nclear graphic effects\nset [r2 v] to [3]\nwait (.5) seconds\nset size to (50) %\ngo to x: (150) y: (150)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (31)\n change [r2 v] by (-1)\nend\n\nwhen I receive [settings v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\ndelete this clone\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [shop v]\nclear graphic effects\nset [r2 v] to [3]\nwait (.5) seconds\nset size to (50) %\ngo to x: (150) y: (150)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (31)\n change [r2 v] by (-1)\nend\n\nwhen I receive [shop n v]\nset [brightness v] effect to (-20)\nset [color v] effect to (-10)\nrepeat (10)\n change [brightness v] effect by (2)\n change [color v] effect by (1)\nend\nclear graphic effects\n\nwhen I receive [shop y v]\nclear graphic effects\nset [r2 v] to [3]\nwait (.1) seconds\nset size to (50) %\ngo to x: (150) y: (150)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (31)\n change [r2 v] by (-1)\nend\n\nwhen I receive [shop y v]\ndelete this clone\n\n@Text engine\n\ndefine Write from: (x) (y) text size: (size)\nhide\ngo to x: (x) y: (y)\nset [text size v] to (size)\nset size to (Text size) %\nset [r1 v] to [0]\nrepeat (length of (Text))\n change [r1 v] by (1)\n if <(letter (R1) of (Text)) = [<]> then\n change y by ((Text size) / (-2))\n set x to (x)\n else\n create clone of (_myself_ v)\n change x by ((Text size) / (3.2))\n end\nend\n\nwhen I start as a clone\nswitch costume to (letter (R1) of (Text))\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\nwhen I receive [menu v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nset [text v] to [by draiveri77-11]\nset [brightness v] effect to (100)\nWrite from: [10] [-165] text size: [45]\nbroadcast (Show v)\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [start v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [settings v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nwait (1) seconds\nset [brightness v] effect to (100)\nset [text v] to [music<<sounds<<up button<position<<down button<position]\nWrite from: [-180] [120] text size: [60]\nbroadcast (Show v)\n\nwhen I receive [skins v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [skin write v]\nwait (.1) seconds\nset [text v] to (Skin name)\nWrite from: [-190] [-10] text size: [60]\nif <([costume # v] of [player v]) > [16]> then\n set [rarity v] to [Epic]\n if <([costume # v] of [player v]) = [17]> then\n set [text v] to [explodes<once in<a while]\n else\n if <([costume # v] of [player v]) = [18]> then\n set [text v] to [2x more<coins]\n else\n if <([costume # v] of [player v]) = [19]> then\n set [text v] to [1 extra life]\n else\n set [text v] to [smaller than<standard]\n end\n end\n end\nelse\n if <([costume # v] of [player v]) > [8]> then\n set [rarity v] to [Rare]\n else\n set [rarity v] to [Common]\n end\n set [text v] to [no abilities]\nend\nbroadcast (Change slide v)\nchange y by (-50)\nWrite from: [-190] (y position) text size: [40]\nbroadcast (Show v)\n\nwhen I receive [stats v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nwait (.5) seconds\nset [brightness v] effect to (100)\nset [text v] to (join [best score this time: ] (join (+ best score this time) (join [<<total jumps: ] (join (+ total jumps) (join [<<money spent: ] (join (+ money spent) (join [<<total deaths: ] (join (+ total deaths) (join [<<average score: ] (round ((+ total score) / (+ total deaths))))))))))))\nWrite from: [-180] [60] text size: [40]\nbroadcast (Show v)\n\nwhen I receive [leaderboard v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nwait (.5) seconds\nbroadcast (--Calculate v) and wait\nset [brightness v] effect to (100)\nWrite from: [-180] [60] text size: [40]\nbroadcast (Show v)\n\nwhen I receive [shop v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nwait (1) seconds\nset [brightness v] effect to (-100)\nset [text v] to [wheel box<]\nWrite from: [-170] [45] text size: [50]\nset [text v] to [get random wheel!]\nWrite from: (x position) (y position) text size: [30]\nset [text v] to [extra life<]\nWrite from: [25] [45] text size: [50]\nset [text v] to [for next round]\nWrite from: (x position) (y position) text size: [30]\nbroadcast (Show v)\n\nwhen I receive [new best v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nset [text v] to [new best!]\nset [brightness v] effect to (100)\nWrite from: [80] [-50] text size: [50]\nbroadcast (Show v)\n\nwhen I receive [new best v]\nbroadcast (Delete text v) and wait\nstop [other scripts in sprite v]\nset [text v] to [new best!]\nset [brightness v] effect to (100)\nWrite from: [80] [-50] text size: [50]\nbroadcast (Show v)\n\nwhen flag clicked\nswitch costume to (all v)\nset [ghost v] effect to (100)\n\nwhen I receive [shop y v]\nstop [other scripts in sprite v]\nif <(costume [name v]) = [All]> then\n set [brightness v] effect to (100)\n if <(Price) = [5]> then\n set [text v] to [You have got 1 extra life!]\n Write from: [-210] [-100] text size: [55]\n else\n set [text v] to [Click me to open!]\n Write from: [-135] [-140] text size: [55]\n end\n broadcast (Show v)\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\nend\n\nwhen I receive [hide blank v]\nif <(size) = [55]> then\n delete this clone\nelse\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [new skin v]\nwait (3) seconds\nif <(costume [name v]) = [All]> then\n set [brightness v] effect to (100)\n set [text v] to ([costume name v] of [player v])\n Write from: [-200] [50] text size: [55]\n set [text v] to (Rarity)\n change y by (-50)\n Write from: [-200] (y position) text size: [55]\n if <[collected skins v] contains ([costume name v] of [player v])?> then\n set [text v] to [You already have this!]\n else\n set [text v] to [You got a new skin!]\n end\n Write from: ((0) - ((length of (Text)) * (8.4))) [-150] text size: [55]\n broadcast (Show v)\nelse\n if <(size) = [55]> then\n delete this clone\n end\nend\n\nwhen I receive [hide blank v]\nif <(size) = [55]> then\n delete this clone\nend\n\nwhen I receive [show v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Leaderboard\n\ndelete all of [--code letters v]\nset [r2 v] to [0]\nrepeat (length of [AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz1234567890-_])\n change [r2 v] by (1)\n add (letter (R2) of [AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz1234567890-_]) to [--code letters v]\nend\n\nwhen I receive [--calculate v]\nset [r4 v] to [0]\nset [text v] to []\nrepeat (5)\n set [--current text v] to []\n change [r4 v] by (1)\n set [--current text v] to (join (R4) (join [. ] (join (--Current text) (join (item (R4) of [--top 5 v]) (join [ ] (join ([abs v] of (item (R4) of [--scores v]) ) [<<]))))))\n set [text v] to (join (Text) (--Current text))\nend\n\nwhen I receive [--highscore v]\ninsert (username) at (R4) of [--top 5 v] \ndelete (6) of [--top 5 v]\nset [r4 v] to [0]\nCalculate\nset [☁ user1 v] to (--Word2)\nCalculate\nset [☁ user2 v] to (--Word2)\nCalculate\nset [☁ user3 v] to (--Word2)\nCalculate\nset [☁ user4 v] to (--Word2)\nCalculate\nset [☁ user5 v] to (--Word2)\ndelete all of [--scores v]\nadd (☁ HScore1) to [--scores v]\nadd (☁ HScore2) to [--scores v]\nadd (☁ HScore3) to [--scores v]\nadd (☁ HScore4) to [--scores v]\nadd (☁ HScore5) to [--scores v]\n\nwhen flag clicked\nif <(length of (☁ HScore1)) > [4]> then\n set [☁ hscore1 v] to [0]\nend\nif <(length of (☁ HScore2)) > [4]> then\n set [☁ hscore2 v] to [0]\nend\nif <(length of (☁ HScore3)) > [4]> then\n set [☁ hscore3 v] to [0]\nend\nif <(length of (☁ HScore4)) > [4]> then\n set [☁ hscore4 v] to [0]\nend\nif <(length of (☁ HScore5)) > [4]> then\n set [☁ hscore5 v] to [0]\nend\ndelete all of [--top 5 v]\ndelete all of [--scores v]\nset [--read text v] to (☁ User1)\nCalculate2\nadd (--Word) to [--top 5 v]\nadd (☁ HScore1) to [--scores v]\nset [--read text v] to (☁ User2)\nCalculate2\ninsert (--Word) at ((2) - <(☁ HScore2) > (☁ HScore1)>) of [--top 5 v] \ninsert (☁ HScore2) at ((2) - <(☁ HScore2) > (☁ HScore1)>) of [--scores v] \nset [--read text v] to (☁ User3)\nCalculate2\ninsert (--Word) at ((3) - (<(☁ HScore3) > (☁ HScore2)> + <(☁ HScore3) > (☁ HScore1)>)) of [--top 5 v] \ninsert (☁ HScore3) at ((3) - (<(☁ HScore3) > (☁ HScore2)> + <(☁ HScore3) > (☁ HScore1)>)) of [--scores v] \nset [--read text v] to (☁ User4)\nCalculate2\ninsert (--Word) at ((4) - (<(☁ HScore4) > (☁ HScore3)> + (<(☁ HScore4) > (☁ HScore2)> + <(☁ HScore4) > (☁ HScore1)>))) of [--top 5 v] \ninsert (☁ HScore4) at ((4) - (<(☁ HScore4) > (☁ HScore3)> + (<(☁ HScore4) > (☁ HScore2)> + <(☁ HScore4) > (☁ HScore1)>))) of [--scores v] \nset [--read text v] to (☁ User5)\nCalculate2\ninsert (--Word) at ((5) - (<(☁ HScore5) > (☁ HScore4)> + (<(☁ HScore5) > (☁ HScore3)> + (<(☁ HScore5) > (☁ HScore2)> + <(☁ HScore5) > (☁ HScore1)>)))) of [--top 5 v] \ninsert (☁ HScore5) at ((5) - (<(☁ HScore5) > (☁ HScore4)> + (<(☁ HScore5) > (☁ HScore3)> + (<(☁ HScore5) > (☁ HScore2)> + <(☁ HScore5) > (☁ HScore1)>)))) of [--scores v] \nset [☁ hscore1 v] to (item (1) of [--scores v])\nset [☁ hscore2 v] to (item (2) of [--scores v])\nset [☁ hscore3 v] to (item (3) of [--scores v])\nset [☁ hscore4 v] to (item (4) of [--scores v])\nset [☁ hscore5 v] to (item (5) of [--scores v])\nset [r4 v] to [0]\nCalculate\nset [☁ user1 v] to (--Word2)\nCalculate\nset [☁ user2 v] to (--Word2)\nCalculate\nset [☁ user3 v] to (--Word2)\nCalculate\nset [☁ user4 v] to (--Word2)\nCalculate\nset [☁ user5 v] to (--Word2)\n\nset [--current letter v] to []\nset [r5 v] to [0]\nset [r4 v] to [0]\nset [text v] to []\nrepeat (5)\n set [--word v] to []\n set [--current text v] to []\n change [r4 v] by (1)\n set [--current letter v] to []\n repeat until <(--Current letter) = [99]>\n set [--current letter v] to []\n change [r5 v] by (1)\n set [--current letter v] to (join (--Current letter) (letter (R5) of [omena]))\n change [r5 v] by (1)\n set [--current letter v] to (join (--Current letter) (letter (R5) of [omena]))\n if <not <(--Current letter) = [99]>> then\n set [--word v] to (join (--Word) (item ([abs v] of (--Current letter) ) of [--code letters v]))\n end\n end\n add (--Word) to [--top 5 v]\nend\n\ndefine Calculate\nchange [r4 v] by (1)\nset [r5 v] to [0]\nset [--current letter v] to [0]\nset [--word2 v] to []\nrepeat (length of (item (R4) of [--top 5 v]))\n change [r5 v] by (1)\n set [--current letter v] to (item # of (letter (R5) of (item (R4) of [--top 5 v])) in [--code letters v])\n if <(length of (--Current letter)) = [1]> then\n set [--current letter v] to (join [0] (--Current letter))\n end\n set [--word2 v] to (join (--Word2) (--Current letter))\nend\n\ndefine Calculate2\nset [r5 v] to [0]\nset [--current text v] to []\nset [--current letter v] to []\nset [--word v] to []\nrepeat ((length of (--Read text)) / (2))\n set [--current letter v] to []\n change [r5 v] by (1)\n set [--current letter v] to (join (--Current letter) (letter (R5) of (--Read text)))\n change [r5 v] by (1)\n set [--current letter v] to (join (--Current letter) (letter (R5) of (--Read text)))\n set [--word v] to (join (--Word) (item ([abs v] of (--Current letter) ) of [--code letters v]))\nend\n\nset [☁ hscore1 v] to [45]\nset [☁ hscore2 v] to [65]\nset [☁ hscore3 v] to [234]\nset [☁ hscore4 v] to [132]\nset [☁ hscore5 v] to [82]\n\nwhen [r v] key pressed\nif <(username) = [Draiveri77-11]> then\n delete all of [--scores v]\n repeat (5)\n add [0] to [--scores v]\n end\n delete all of [--top 5 v]\n repeat (5)\n add [-] to [--top 5 v]\n end\n set [☁ hscore1 v] to [0]\n set [☁ hscore2 v] to [0]\n set [☁ hscore3 v] to [0]\n set [☁ hscore4 v] to [0]\n set [☁ hscore5 v] to [0]\n set [☁ user1 v] to [63]\n set [☁ user2 v] to [63]\n set [☁ user3 v] to [63]\n set [☁ user4 v] to [63]\n set [☁ user5 v] to [63]\n set [--current letter v] to [0]\n set [--current text v] to [0]\n set [--word v] to [0]\nend\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [hide blank v]\nrepeat (10)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nstop [other scripts in sprite v]\n\nwhen I receive [shine v]\nset [ghost v] effect to (100)\ngo to (player v)\nswitch costume to (Rarity)\nset size to (100) %\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [shine v]\nforever\n turn right (1) degrees\nend\n\nwhen I receive [@explode v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (explosion v)\nshow\nrepeat (30)\n go to (player v)\n change [ghost v] effect by (4)\n change size by (10)\nend\nset size to (100) %\ndelete this clone\n\n
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WHEEL RUSH - The Round Platformer Game!\n\n▬ ABOUT ▬\n\nPLAYING\n❂ Wheel Rush is a platformer-type game where you roll on the top of the big circle and try to survive as long as possible by jumping over and under incoming spikes.\n\nSKINS & SHOP\n❂ You can get many different skins from Mystery Wheel Boxes by collecting coins. You can buy these from the shop.\n❂ There are skins with different rarities:\n- COMMON: Chance to get 60%\n- RARE: Chance to get 30%\n- EPIC: Chance to get 10%\nEpic skins have each a special ability!\n\nHIGH SCORES & STATISTICS\n❂ Try to get on top-5 cloud leaderboard (only in the test phase) with your best score! You'll see it by clicking leaderboard button.\n❂ Click statistics button to see fun information from your progress!\n\n▬ INSTRUCTIONS ▬\n❂ [ ↑ ] key = jump\n❂ [ ↓ ] key = dash down\n❂ Mobile controls: Click arrow buttons on the screen. You can change their position from settings.\n\n▬ PROJECT INFO ▬\n❂ 1900+ Blocks\n❂ 180+ Assets\n❂ 13 Sprites\n❂ 20 different skins\n\n▬ PROJECT DIARY ▬\n❂ 8/5/22 - Released\n❂ 8/8/22 - Made the Bomb better and fixed the leaderboard\n❂ 8/9/22 - Fixed the music mute bug\n❂ 8/10/22 - Added one number more to the score counter, fixed the bug that the spikes start to spawn behind you and you literally can't die\n\n▬ CREDITS ▬\n❂ Thanks to @funnycat123123 for the jumping engine!\n❂ BG effect inspired by Beat Legends\n❂ Thanks to Scratch library for sounds (edited)!\n❂ Music:\n"Crossword Puzzle" by @Draiveri77-11\n"Going On" by @Draiveri77-11\n❂ All other art, code and idea by me, @Draiveri77-11!\n❂ Big thanks to @ScratchJack1010 (my little brother) for testing this game! :)\n\n❂ Thank you everyone who plays this! Don't forget to ❤ and ★ if you enjoyed a game which I made just for you!\n\n▬ NOTES ▬\n❂ Unfortunately, the cloud leaderboard does not work if you are a New Scratcher. Other stats will work though.\n❂ Feel free to post your ideas about new features, awesome skins, abilities, and more!\n❂ WARNING: DO NOT press green flag again if you don't want to lose your progress of this game!\n❂ Please report any bugs you find! I'll try my best to fix them :)\n\n╤╦╤\n└╫┘ ▬ - Draiveri :] \n╚╬╝\n─╨─
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Minecraft platformer #1
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset volume to (50) %\nforever\n play sound [Minecraft - Piano 1 v] until done\nend\n\nwhen I receive [背景変更 v]\nswitch backdrop to (ステージ4の時の背景 v)\n\nwhen I receive [背景もどせ v]\nswitch backdrop to (背景2 v)\n\n@E\n\nwhen flag clicked\nerase all\nswitch costume to (コスチューム1 v)\n\nforever\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n wait (0.01) seconds\n next costume\n set volume to (20) %\n play sound [歩き2 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n set volume to (20) %\n play sound [歩き2 v] until done\n point in direction (-90)\n wait (0.01) seconds\n next costume\n end\nend\n\nwhen flag clicked\nif <key (down arrow v) pressed?> then\n switch costume to (主人公2 v)\nelse\n switch costume to (主人公1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n初期化\n\nwhen flag clicked\nreset timer\nforever\n if <touching color (#b31e00)?> then\n 初期化\n change [落ちた数 v] by (1)\n end\nend\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [16]>\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-6)\nswitch costume to (主人公1 v)\n\nwait (0.1) seconds\n\nwhen I receive [開始 v]\nshow\nhide variable [x v]\nhide variable [y v]\n初期化\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching (block stage v)?> then\n change y by (6)\n end\n if <touching (block stage v)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n if <<touching color (#c23303)?> or <touching color (#ff0000)?>> then\n 初期化\n end\n change y by (Y)\n if <touching (block stage v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n end\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (主人公2 v)\n else\n switch costume to (主人公1 v)\n end\n if <key (s v) pressed?> then\n 初期化\n end\nend\n\nwhen I receive [記録なしだった… v]\nforever\n if <(backdrop [number v]) = [16]> then\n say [記録なし…]\n end\nend\n\nwhen I receive [記録を言って! v]\nsay (Time)\nshow variable [タイム v]\n\nwhen I receive [次だよ! v]\nhide\nwait (0.5) seconds\nshow\n初期化\n\nwhen flag clicked\nforever\n if <<touching color (#f3ca34)?> or <touching color (#ff0000)?>> then\n 初期化\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\n\nforever\n next costume\nend\n\nwhen I receive [次だよ! v]\nhide\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nforever\n if <<not <key (right arrow v) pressed?>> or <not <key (left arrow v) pressed?>>> then\n \n end\nend\n\nswitch costume to (stand2 v)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n 初期化\n end\nend\n\n@block Stage\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (grass v)\nshow\n\nwhen I receive [次だよ! v]\nhide\nnext costume\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (旗の位置動かせ v)\n else\n broadcast (旗の位置もどせ v)\n end\n if <(costume [name v]) = [Wood]> then\n broadcast (背景変更 v)\n else\n broadcast (背景もどせ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (旗を隠し大著思います v)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nbroadcast (開始 v)\n\nshow\nwait (0.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide variable [タイム v]\nend\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (0)\nglide (1) secs to x: (209) y: (152)\n\nwhen I receive [開始 v]\nrepeat until <(backdrop [number v]) = [16]>\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen this sprite clicked\nnext backdrop\nforever\n set [タイム v] to [なし]\n broadcast (記録なしだった… v)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@記録管理\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n if <(タイム) < [クラウドタイム]> then\n set [タイム v] to (タイム)\n if <(タイム) = [記録なしだった…]> then\n set [タイム v] to [x]\n end\n end\n end\nend\n\nwhen I receive [開始 v]\nset [タイム v] to [0]\nrepeat until <(backdrop [number v]) = [16]>\n change [タイム v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [16]> then\n broadcast (記録を言う v)\n end\nend\n\n@緑の旗\n\nwhen I receive [開始 v]\nhide\ngo to x: (202) y: (-87)\nreset timer\nshow\nforever\n if <touching (プレイヤー v)?> then\n broadcast (次だよ! v)\n next backdrop\n end\nend\n\nwhen flag clicked\ngo to x: (202) y: (-87)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (e v)?> then\n broadcast (次だよ! v)\n next backdrop\n 初期化\n end\nend\n\nif <[] = [16]> then\nend\nif <[] = [16]> then\n\nwhen I receive [旗の位置動かせ v]\ngo to x: (204) y: (-137)\n\nwhen I receive [次だよ! v]\nhide\nwait (0.5) seconds\nshow\n\nwhen I receive [旗の位置もどせ v]\ngo to x: (202) y: (-87)\n\nwhen I receive [旗を隠し大著思います v]\nhide\n\n@nextボタン\n\nwhen flag clicked\npoint in direction (0)\nglide (1) secs to x: (209) y: (152)\n\nwhen this sprite clicked\nnext backdrop\nforever\n set [time v] to [なし]\n broadcast (記録なしだった… v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <(backdrop [number v]) = [16]>\n turn right (10) degrees\nend\n\n@記録感知器\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [16]>\n change [time v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [16]> then\n broadcast (記録を言って! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n if <(Time) < (☁ Time)> then\n set [☁ time v] to (Time)\n if <(Time) = [記録なしだった…]> then\n set [☁ time v] to [x]\n end\n end\n end\nend\n\n@Next!\n\nwhen I receive [次! v]\nset [color v] effect to (pick random (-250) to (250))\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\nwhen I receive [次 v]\nshow\nwait (0.5) seconds\n\nhide\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\n@next2\n\nwhen flag clicked\ngo to x: (-10) y: (11)\nhide\n\nwhen I receive [次だよ! v]\nshow\nwait (0.5) seconds\nhide\n\n@next\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\nwhen I receive [次 v]\nshow\nwait (0.5) seconds\nhide\n\n
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Minecraftの世界で冒険に出よう!\n 洞窟に行ったりして\n いろんな場所に出かけよう!\n操作方法\n◁・▷…左右に移動できます\n △…ジャンプができます\nSキー…初期化(リスポーン)できます\n結構こだわりました!いつもの platformerと一緒です\nぜひ他の platformerも見てください!\nなんか借りたけりゃ【remix】してください!\n=========================================\nクレジット/credit\n☆音楽/music @JTinaco\n☆アイデア参考/Idea reference @kuri-pa-2\n☆ブロック/block @griffpatch\n☆マインクラフトのロゴ/MINECRAFT wiki様\n☆スティーブ/Steve @massyuruumu1(俺氏)\n ⬆︎あのどっかに借りますコメがあると思うんだけど\n それ真似て自分でドット打ちしたやつだから!\n=========================================\n《めも》《掲示板》\n・あのステージ短くて…手抜きですッ!!((\n・もう作者はバグがあることが分かっているので\n 「うまった」などのコメントはおやめください…\n・マジで @kuri-pa-2様に感謝します!ありがとう!\n・ぜひ☆と♡とフォローよろしくお願い致します!\n・俺のこと覚えてくれえ!\n マッシュルームか!くらいでいいからぁぁぁぁ!\n・「ニシマッシュ」フォローよろしく!\n @nishintokoyasan《にしんとこやさん》\n @massyuruumu1 《まっしゅるーむ1》\nにしんくんへ\nこれからも作品作り頑張ってね!\n自分はあんまり浮上できないけど、結構作品作ってるから、公開は遅れるかもしんないけど、自分は自分で頑張るからにしんくんはにしんくんでがんばってくれ!\n\nおねがい\nぼくはあんまり拡散できないから拡散よろしく☆!
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マインクラフトプラットフォーマー/Minecraft Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (空 v)\nforever\n play sound [マインクラフトBGM v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\ngo to x: (-200) y: (50)\nset rotation style [left-right v]\nswitch costume to (普通 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\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 <(動いていい?) = [OK]> then\n if <<<mouse down?> and <[0] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (0.9)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-0.9)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-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 [-7.5]\n else\n set [x v] to [7.5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.95)\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 set [y v] to [15]\n end\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-200) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (NEXT v) and wait\n end\n if <<touching (マグマ v)?> or <<touching (サボテン v)?> or <(y position) < [-178]>>> then\n 死んだZE☆\n end\n end\nend\n\nwhen I receive [次 v]\ngo to x: (-200) y: (50)\npoint in direction (90)\nchange [ステージ v] by (1)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 死んだZE☆\nif <touching (マグマ v)?> then\n start sound [マグマぁ v]\nelse\n start sound [ダメージ v]\nend\nset rotation style [all around v]\nset [ghost v] effect to (0)\nswitch costume to (やられた v)\ngo to [back v] layer\ngo [forward v] (1) layers\nset [死んだy v] to [13]\nset [動いていい? v] to [NO]\nrepeat until <(死んだY) = [0]>\n change [ghost v] effect by (4)\n turn left (7) degrees\n change y by (死んだY)\n change [死んだy v] by (-1)\nend\nrepeat until <(y position) < [-179]>\n change [ghost v] effect by (2.5)\n turn left (8) degrees\n change y by (死んだY)\n change [死んだy v] by (-1)\nend\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-200) y: (50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [動いていい? v] to [OK]\nswitch costume to (普通 v)\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [time v]\n\n@ステージ\n\nwhen I receive [ステージ系 次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to [back v] layer\ngo [forward v] (4) layers\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [☁ world record v]\nshow variable [time v]\nwait (1) seconds\nforever\n repeat until <(ステージ) = [12]>\n change [time v] by (1)\n wait (1) seconds\n end\n if <(ステージ) = [12]> then\n if <(time) < (☁ World record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\n@マグマ\n\nwhen I receive [ステージ系 次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to [back v] layer\ngo [forward v] (4) layers\n\n@サボテン\n\nwhen I receive [ステージ系 次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to [back v] layer\ngo [forward v] (3) layers\n\n@当たり判定なし\n\nwhen I receive [ステージ系 次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\nset [ghost v] effect to (5)\ngo to [back v] layer\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]\nset [color v] effect to (pick random (0) to (100))\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@雲\n\nwhen I start as a clone\nif <[5] < (backdrop [number v])> then\n hide\n delete this clone\nelse\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#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)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\nend\n\nwhen flag clicked\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\n@太陽\n\nwhen flag clicked\ngo to x: (190) y: (130)\nswitch costume to (太陽 v)\ngo to [back v] layer\nset size to (100) %\nset [cos v] to [0]\nforever\n change [cos v] by (3)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (COS) )\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nhide variable [time v]\nhide variable [☁ world record v]\n\n
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プラットフォーマーでマインクラフトの世界を探検しよう!!\n━━━━━━━━━━━━━━━━━━━━━━━━\n▼ How to play\nOperate with arrow keys (WASD) and tap.\nCompatible with mobile!\n\n▼ Goal\nTrend 1P\nNumber of references 3000\n♥ and ★ 100\n━━━━━━━━━━━━━━━━━━━━━━━━\n▼遊び方\n矢印キー(WASD)、タップで操作。\nモバイルに対応しています‼\n\n▼目標\n傾向1P\n参照数3000 \n♥と★100
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Around the World - A 360° Platformer #games #all
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@Stage\n\n@level\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\n\nwhen flag clicked\nswitch costume to (global v)\n\nwhen flag clicked\nif <touching (mouse-pointer v)?> then\n\nwhen flag clicked\nif <color (#000000) is touching (#ff0000)?> then\n broadcast (respawn v)\nend\n\nwhen flag clicked\nif <color (#000000) is touching (#cc0000)?> then\n broadcast (respawn v)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-20) y: (160)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#ff0000)?> then\n broadcast (Restart v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nwait (0) seconds\nnext costume\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\nwait (0) seconds\nnext costume\n\nforever\n\nwhen flag clicked\nswitch costume to (costume9 v)\n\nwhen flag clicked\nif <touching (level v)?> then\n switch costume to (costume9 v)\nend\n\n@Clouds\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 (1)) seconds\nend\n\nwhen I start as a clone\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 (170))\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 I receive [setup v]\ndelete this clone\n\n@sun\n\nwhen flag clicked\ngo [backward v] (2) layers\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\n@nail`\n\nwhen flag clicked\nhide\n\n
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arrow keys to move\navoid spikes\ntravel through the world!\n
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【モバイル対応】マインクラフトプラットフォーマー 〜エンドへGO!〜《第4弾》Minecraft platformer #4
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [project start!! :\) v]\nclear graphic effects\nreset timer\nswitch backdrop to (本編 v)\nset [color v] effect to (15)\nforever\n play sound [Lost and stoned v] until done\nend\n\nwhen I receive [he! v]\nset [brightness v] effect to (0)\nset [color v] effect to (15)\nrepeat (10)\n change [color v] effect by (1)\nend\nset [color v] effect to (100)\nrepeat (10)\n change [color v] effect by (1)\nend\n\nwhen I receive [ho! v]\nwait (8) seconds\nrepeat (10)\n change [color v] effect by (-1)\nend\nset [color v] effect to (25)\nrepeat (10)\n change [color v] effect by (-1)\nend\nwait (6) seconds\nset [color v] effect to (110)\nrepeat (20)\n change [color v] effect by (1)\nend\nset [brightness v] effect to (-20)\n\nwhen I receive [エンド v]\nclear graphic effects\nswitch backdrop to (エンド v)\nstop [other scripts in sprite v]\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\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 (intro 終了!! 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 [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\nwhen I receive [intro 終了!! v]\nwait (1) seconds\nbroadcast (Project start!! :\) v)\n\n@Man\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (villager-walk-1 v)\nhide\n\nwhen I receive [project start!! :\) 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 [project start!! :\) v]\ngo to x: (-190) y: (20)\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 (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change x by ((動力\(x\)) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-5]\n else\n set [動力\(x\) v] to [5]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [動力\(y\) v] to [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 (blocks v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n hide variable [動力\(x\) v]\n if <(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: (-190) y: (20)\n broadcast (Next v)\n end\n end\n if <<<touching (障害物 v)?> or <(y position) < [-170]>> or <<<touching (敵mob v)?> or <touching (敵mob2 v)?>> or <touching (敵mob3 v)?>>> then\n if <([costume # v] of [blocks v]) = [5]> then\n start sound [lava_falling v]\n else\n start sound [hurt v]\n end\n set [45 v] to [0]\n broadcast (死んだ v) and wait\n set [45 v] to []\n end\nend\n\nwhen I receive [死んだ v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [1]\nset [saqwesrdtghyjik v] to [0]\nお前はもう死んでいる\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\ndefine お前はもう死んでいる\nswitch costume to (villager-walk-1-hurt v)\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\nbroadcast (飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v)\nrepeat (5)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (3)\n change y by (4)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-7)\nend\nrepeat until <(y position) < [-170]>\n change y by (-15)\nend\nset rotation style [don't rotate v]\ngo to x: (-190) y: (20)\nswitch costume to (villager-walk-1 v)\nset [saqwesrdtghyjik v] to []\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat until <(y position) < [-170]>\n set rotation style [all around v]\n turn right (15) degrees\nend\n\nwhen I receive [project start!! :\) v]\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [griffpatch様 v] to (pick random (1) to (4))\n if <(Griffpatch様) = [1]> then\n play sound [grass1 v] until done\n end\n if <(Griffpatch様) = [2]> then\n play sound [grass2 v] until done\n end\n if <(Griffpatch様) = [3]> then\n play sound [grass3 v] until done\n end\n if <(Griffpatch様) = [4]> then\n play sound [grass4 v] until done\n end\n end\n end\n end\nend\n\nwhen I receive [project start!! :\) 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: (20)\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: (20)\nswitch costume to (villager-walk-3 v)\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\n\nwhen I receive [hahaha v]\nhide\nrepeat until <(g) = [2]>\n go to x: (-190) y: (20)\nend\n\nwhen I receive [アヒャ v]\nshow\n\nwhen I receive [アヒャ v]\ngo to x: (-190) y: (20)\n\nwhen I receive [エンド v]\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-190) y: (20)\nbroadcast (Next v)\n\n@Blocks\n\nwhen flag clicked\nset [a v] to [0]\nswitch costume to (1 v)\nhide\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\ngo [backward v] (7) layers\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [vb v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [vb v]\nnext costume\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@攻撃手段\n\nwhen flag clicked\nset [剣の判定 v] to [なし\(?\)]\npoint in direction (90)\nhide\nswitch costume to (無 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to (man v)\nend\n\nwhen I receive [project start!! :\) v]\nshow\n\nwhen I receive [右 v]\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I receive [左 v]\npoint in direction (-90)\nset rotation style [left-right v]\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen I receive [剣 v]\nset rotation style [all around v]\nif <(costume [number v]) = [2]> then\n start sound [〆 v]\nend\nif <(costume [number v]) = [7]> then\n start sound [High Whoosh v]\nend\nif <(direction) = [90]> then\n point in direction (90)\n repeat (5)\n turn right (15) degrees\n end\n repeat (5)\n turn right (-15) degrees\n end\n set rotation style [left-right v]\n point in direction (90)\n set [& v] to [1]\nend\nif <(direction) = [-90]> then\n point in direction (-90)\n repeat (5)\n turn left (15) degrees\n end\n repeat (5)\n turn left (-15) degrees\n end\n set rotation style [left-right v]\n point in direction (-90)\n set [& v] to [1]\nend\n\nwhen [space v] key pressed\nif <(A) = [0]> then\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [7]>> then\n if <(Saqwesrdtghyjik) = []> then\n set [& v] to [0]\n broadcast (剣 v)\n set [剣の判定 v] to [はい]\n wait until <(&) = [1]>\n set [反応 v] to [^_^]\n set [剣の判定 v] to [なし\(?\)]\n end\n end\nend\n\nwhen I receive [押 v]\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [7]>> then\n if <(Saqwesrdtghyjik) = []> then\n set [& v] to [0]\n set [剣の判定 v] to [はい]\n broadcast (剣 v)\n wait until <(&) = [1]>\n set [剣の判定 v] to [なし\(?\)]\n end\nend\n\nwhen [1 v] key pressed\nset size to (100) %\nswitch costume to (無 v)\n\nwhen [2 v] key pressed\nset size to (30) %\nswitch costume to (剣 v)\n\nwhen [3 v] key pressed\nset size to (100) %\nswitch costume to (bow v)\n\nwhen I receive [project start!! :\) v]\nforever\n if <(costume [number v]) = [2]> then\n set size to (30) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [project start!! :\) v]\nforever\n if <(costume [number v]) = [3]> then\n point in direction (90)\n set [変数 v] to [0]\n forever\n if <<mouse down?> and <(撃てるか) = [0]>> then\n set [変数 v] to [1]\n point towards (mouse-pointer v)\n if <(direction) < [45]> then\n point in direction (45)\n end\n if <[135] < (direction)> then\n point in direction (135)\n end\n wait until <(矢) = [0]>\n else\n if <(変数) = [1]> then\n set [撃てるか v] to [1]\n end\n end\n end\n end\nend\n\nwhen I receive [project start!! :\) v]\nforever\n if <(costume [number v]) = [3]> then\n if <<mouse down?> and <(撃てるか) = [0]>> then\n switch costume to (bow v)\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n wait until <(矢) = [0]>\n end\n end\nend\n\nwhen I receive [素手 v]\nswitch costume to (無 v)\n\nwhen I receive [剣持つ v]\nswitch costume to (剣 v)\n\nwhen I receive [弓持つ v]\nswitch costume to (bow v)\n\nwhen [4 v] key pressed\nset size to (75) %\nswitch costume to (トライデント v)\n\nwhen I receive [トライデント v]\nswitch costume to (トライデント v)\n\n@敵MOB\n\nwhen I receive [project start!! :\) v]\nforever\n if <([costume # v] of [blocks v]) = [5]> then\n next costume\n wait (0.12) seconds\n if <(costume [number v]) = [9]> then\n switch costume to (enderman-walk-3 v)\n end\n if <not <([costume # v] of [blocks v]) = [5]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [まで v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset rotation style [left-right v]\n\nwhen I receive [project start!! :\) v]\nhide\nforever\n if <<([costume # v] of [blocks v]) = [1]> or <([costume # v] of [blocks v]) = [5 ]>> then\n if <([costume # v] of [blocks v]) = [1]> then\n set size to (100) %\n switch costume to (zombie4 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (165) y: (-24)\n show\n forever\n if <([costume # v] of [blocks v]) = [1]> then\n point in direction (-90)\n repeat until <(x position) < [80]>\n change x by (-3)\n end\n wait (1) seconds\n point in direction (90)\n repeat until <(x position) > [165]>\n change x by (3)\n end\n wait (1) seconds\n if <not <([costume # v] of [blocks v]) = [1]>> then\n broadcast (まで v)\n stop [this script v]\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [剣 v]\nforever\n if <(剣の判定) = [はい]> then\n if <touching (攻撃手段 v)?> then\n start sound [zombiedeath v]\n switch costume to (zombie_h4 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [project start!! :\) v]\nforever\n if <([costume # v] of [blocks v]) = [1]> then\n forever\n set [鳴き声 v] to (pick random (1) to (3))\n broadcast (鳴き声 v)\n if <not <([costume # v] of [blocks v]) = [1]>> then\n stop [this script v]\n end\n wait (3) seconds\n end\n end\nend\n\nwhen I receive [鳴き声 v]\nif <(鳴き声) = [1]> then\n start sound [zombie1 v]\nend\nif <(鳴き声) = [2]> then\n start sound [zombie2 v]\nend\nif <(鳴き声) = [3]> then\n start sound [zombie3 v]\nend\n\nwhen I receive [project start!! :\) v]\nforever\n if <([costume # v] of [blocks v]) = [1]> then\n next costume\n wait (0.12) seconds\n if <(costume [number v]) = [6]> then\n switch costume to (zombie4 v)\n end\n if <not <([costume # v] of [blocks v]) = [1]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [矢がきた v]\nstart sound [zombiedeath v]\nswitch costume to (zombie_pigman_look_h v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@敵MOB2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset rotation style [left-right v]\n\nwhen I receive [剣 v]\nforever\n if <(剣の判定) = [はい]> then\n if <touching (攻撃手段 v)?> then\n switch costume to (enderman-walk-3-hurt v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [矢がきた v]\nswitch costume to (enderman-walk-3-hurt v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen I receive [project start!! :\) v]\nforever\n if <([costume # v] of [blocks v]) = [7]> then\n clear graphic effects\n point in direction (-90)\n set size to (100) %\n switch costume to (enderman-walk-3 v)\n go to [front v] layer\n go to x: (135) y: (-10)\n show\n forever\n glide (0.05) secs to x: (pick random (130) to (140)) y: (pick random (-5) to (-15))\n if <not <([costume # v] of [blocks v]) = [7]>> then\n broadcast (まで v)\n stop [this script v]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [project start!! :\) v]\nforever\n if <([costume # v] of [blocks v]) = [7]> then\n next costume\n wait (0.12) seconds\n if <(costume [number v]) = [2]> then\n switch costume to (enderman-walk-3 v)\n end\n if <not <([costume # v] of [blocks v]) = [7]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [まで v]\nhide\n\n@リスポーン\n\nwhen flag clicked\nhide\ngo to x: (-190) y: (-151)\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen this sprite clicked\nstart sound [Click v]\nbroadcast (リスポーン v)\nwait (1) seconds\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n change [かくせぇ v] by (1)\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n set [かくせぇ v] to [0]\n end\nend\n\n@ON or OFF\n\nwhen this sprite clicked\nstart sound [Click v]\nbroadcast (かくせぇ v)\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (177) y: (152)\nhide\n\n@hurt & star\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) v]\nhide\nforever\n wait (pick random (10) to (6.5)) seconds\n show\n go to [front v] layer\n start sound [ポップ v]\n go to x: (-65) 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@button\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen flag clicked\nset [かくせぇ v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-240)\nhide\n\nwhen I receive [project start!! :\) v]\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nstart sound [Click v]\nbroadcast (押 v)\n\n@San/moon\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (227) y: (-129)\n\nwhen I receive [project start!! :\) v]\nreset timer\nset size to (100) %\nshow\n\nwhen I receive [project start!! :\) v]\nforever\n broadcast (He! v)\n go to x: (227) y: (-129)\n switch costume to (san v)\n glide (15) secs to x: (60) y: (125)\n glide (10) secs to x: (-60) y: (125)\n broadcast (Ho! v)\n glide (15) secs to x: (-258) y: (-132)\n hide\n show\n go to x: (227) y: (-129)\n switch costume to (moon v)\n glide (15) secs to x: (60) y: (125)\n glide (10) secs to x: (-60) y: (125)\n glide (15) secs to x: (-258) y: (-132)\nend\n\nwhen I receive [エンド v]\nhide\nstop [other scripts in sprite v]\n\n@arrow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [矢 v] to [1]\nset [進んだ回数 v] to [0]\nstart sound [弓矢射撃音 v]\nrepeat until <<<touching (地面 v)?> or <touching (_edge_ v)?>> or <<<touching (敵mob v)?> or <touching (敵mob2 v)?>> or <touching (敵mob3 v)?>>>\n change [進んだ回数 v] by (1)\n move ((打った強さ) / (20)) steps\n if <[50] < (進んだ回数)> then\n point in direction (180)\n else\n turn right ((進んだ回数) / (10)) degrees\n end\nend\nset [変数 v] to [0]\nset [撃てるか v] to [0]\nset [矢 v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [project start!! :\) v]\nset [矢 v] to [0]\ngo to (攻撃手段 v)\nforever\n if <([costume # v] of [攻撃手段 v]) = [3]> then\n if <mouse down?> then\n go to (攻撃手段 v)\n point towards (mouse-pointer v)\n set [打った強さ v] to (distance to [mouse-pointer v])\n if <[350] < (打った強さ)> then\n set [打った強さ v] to [350]\n end\n if <(打った強さ) < [150]> then\n set [打った強さ v] to [150]\n end\n switch costume to (arrow v)\n create clone of (_myself_ v)\n hide\n wait (0.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<touching (敵mob v)?> or <touching (敵mob2 v)?>> or <touching (敵mob3 v)?>> then\n broadcast (矢がきた v)\n stop [this script v]\n end\nend\n\n@武器セレクト\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\ngo to x: (-198) y: (80)\nswitch costume to (素手 v)\nshow\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (素手 v)\n\n@武器セレクト2\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\nshow\nswitch costume to (剣 v)\ngo to x: (-198) y: (-4)\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (剣持つ v)\n\n@武器セレクト3\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\nshow\nswitch costume to (弓矢//弓 v)\ngo to x: (-198) y: (-88)\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (弓持つ v)\n\n@武器セレクト4\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) v]\ngo to [front v] layer\nshow\nswitch costume to (トライデント v)\ngo to x: (-198) y: (149)\ngo to [front v] layer\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (トライデント v)\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#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)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [project start!! :\) 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 receive [エンド v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@あああああ\n\nwhen flag clicked\ngo to x: (134) y: (-46)\nhide\n\nwhen I receive [project start!! :\) v]\nforever\n if <([costume # v] of [blocks v]) = [6]> then\n show\n if <touching (man v)?> then\n start sound [Click v]\n hide\n broadcast (エンド v)\n stop [this script v]\n end\n end\nend\n\n@Time\n\nwhen flag clicked\nhide variable [timer v]\nset [timer v] to [0]\n\nwhen I receive [project start!! :\) v]\nshow variable [timer v]\nrepeat until <([costume # v] of [blocks v]) = [10]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\n
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|| 必ず読んでください!!/Be sure to read it!!!! ||\n ◆⬇︎日本語は下⬇︎◆\n\n~English~\n➢This is the 4th Minecraft platformer with mobile support!\n▼PC▼\n▶︎Control with the arrow keys◀︎\n♦︎Press the "R" key to respawn ♦︎\n>>Attack<<\nHold nothing (press 1 key)\nSword -> Press the space key to swing it. (Hold with the "2" key)\nBow and Arrow -> Press the mouse and hit the position you want to hit. (Hold with 3 key)\nMobile\n▶︎Tap the screen to control ◀︎︎.\n♦︎Press the respawn button to respawn ♦︎\n>>Attack<<\nSword -> Turn on the ON or OFF button on the top of the screen and press the button that says attack that appears there to attack.\nBow and arrow -> Same as PC.\nPress "R" key or press the respawn button to respawn.\n\n▲Additions and changes from last time▲\n・Added day/night cycle\n・Changing costumes for the sun and moon\n・Trident added\n・Stage change\n・Time added\n\n〜日本語〜\n➢モバイル対応のマインクラフトプラットフォーマーの第4弾です!!!\n▼PC▼\n▶︎矢印キーで操作します◀︎\n♦︎「R」キーを押してリスポーンします♦︎\n>>攻撃<<\n何も持たない(1キーを押す)\n剣→スペースキーを押して振る。(2キーで持つ)\n弓矢→マウスを押し、打ちたい位置にうつ。(3キーで持つ)\n▼モバイル▼\n▶︎画面タップで操作します◀︎\n♦︎リスポーンボタンを押してリスポーン♦︎\n>>攻撃<<\n剣→画面の上のON or OFFのボタンをONにして、そこに出てくる攻撃というボタンを押して攻撃。\n弓矢→PCと同じ。\n「R」キーを押すか、リスポーンボタンを押してリスポーン。\n▲前回からの追加点・変更点▲\n・日夜サイクル追加\n・太陽と月のコスチューム変更\n・トライデント追加\n・ステージ変更\n・タイム追加
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[NEW ABILITIES] The Scientist 2 (platformer)
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@Stage\n\nwhen flag clicked\nforever\n play sound [Roundtrip to the Moon \(by @theCharpy\) v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (lab1 \(@thecharpy\) v)\nend\n\n@TN (@theCharpy)\n\nwhen flag clicked\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nstart sound [Large Cowbell \(@theCharpy\) v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nforever\n play sound [Aetherian by theCharpy v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nforever\n switch costume to ( v)\n set size to (100) %\n go to [front v] layer\n switch costume to (tn \(@thecharpy\) v)\nend\n\n@levels (@theCharpy)\n\nwhen I receive [tick \(@thecharpy\) v]\npos ((levelX \(@theCharpy\)) - (sx \(@theCharpy\))) ((levelY \(@theCharpy\)) - (sy \(@theCharpy\))) (@theCharpy)\n\ndefine pos (x \(@thecharpy\)) (y \(@thecharpy\)) (@theCharpy)\ngo to x: (round (x \(@thecharpy\))) y: (round (y \(@thecharpy\)))\nif <<(round (x \(@thecharpy\))) = (round (x position))> and <(round (y \(@thecharpy\))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset \(@thecharpy\) v]\ndelete this clone\n\ndefine spawn platform at x: (x \(@thecharpy\)) y: (y \(@thecharpy\)) platform#: (costume# \(@thecharpy\)) (@theCharpy)\nswitch costume to (costume# \(@thecharpy\))\nset [levelx \(@thecharpy\) v] to (x \(@thecharpy\))\nset [levely \(@thecharpy\) v] to (y \(@thecharpy\))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [brightness v] effect to (-1)\nhide\n\nwhen I receive [spawnplatforms \(@thecharpy\) v]\nhide\nset [levelx \(@thecharpy\) v] to [0]\nset [levely \(@thecharpy\) v] to [0]\nif <(level \(@theCharpy\)) = [1]> then\n spawn platform at x: [0] y: [0] platform#: [1] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [2] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [3] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [4] (@theCharpy)\nelse\n if <(level \(@theCharpy\)) = [2]> then\n spawn platform at x: [0] y: [0] platform#: [5] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [6] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [7] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [8] (@theCharpy)\n else\n if <(level \(@theCharpy\)) = [3]> then\n spawn platform at x: [0] y: [0] platform#: [9] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [10] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [11] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [12] (@theCharpy)\n else\n if <(level \(@theCharpy\)) = [4]> then\n spawn platform at x: [0] y: [0] platform#: [13] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [14] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [15] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [16] (@theCharpy)\n else\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level \(@thecharpy\) v] to [1]\n\n@player hitbox (@theCharpy)\n\nwhen flag clicked\nset [reset \(@thecharpy\) v] to [1]\nset [pausefornextlevel \(@thecharpy\) v] to [0]\nclear graphic effects\nhide\ngo to [front v] layer\nbroadcast (reset \(@theCharpy\) v)\nbroadcast (start game \(@theCharpy\) v)\n\nwhen I receive [start game \(@thecharpy\) v]\nset [scientist.size \(@thecharpy\) v] to [100]\nset [shouldfloat? \(@thecharpy\) v] to [0]\nset [slip+ \(@thecharpy\) v] to [0.85]\nforever\n broadcast (reset \(@theCharpy\) v)\n set [canuseslide? \(@thecharpy\) v] to [1]\n set [shouldfloat? \(@thecharpy\) v] to [0]\n set [slip+ \(@thecharpy\) v] to [0.85]\n set [canuseshrink? \(@thecharpy\) v] to [1]\n set [endbomb \(@thecharpy\) v] to [1]\n set [scientist.size \(@thecharpy\) v] to [100]\n set [canusebomb? \(@thecharpy\) v] to [1]\n set [canusejump \(@thecharpy\) v] to [1]\n set [scientistx \(@thecharpy\) v] to [0]\n set [scientisty \(@thecharpy\) v] to [150]\n set [yv \(@thecharpy\) v] to [0]\n set [xv \(@thecharpy\) v] to [0]\n set [inair \(@thecharpy\) v] to [0]\n set [reset \(@thecharpy\) v] to [0]\n set [sx \(@thecharpy\) v] to [0]\n set [sy \(@thecharpy\) v] to [0]\n set size to (scientist.size \(@theCharpy\)) %\n switch costume to (hitbox \(@thecharpy\) v)\n set [ghost v] effect to (99)\n show\n broadcast (spawnPlatforms \(@theCharpy\) v) and wait\n repeat until <(reset \(@theCharpy\)) > [0]>\n physics (@theCharpy)\n broadcast (tick \(@theCharpy\) v)\n end\nend\n\ndefine physics (@theCharpy)\nset size to (scientist.size \(@theCharpy\)) %\nswitch costume to (hitbox \(@thecharpy\) v)\nset [ghost v] effect to (99)\nshow\nif <(pausefornextlevel \(@theCharpy\)) = [0]> then\n set rotation style [left-right v]\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <<(mouse x) < (x position)> and <(touchingBombButton \(@theCharpy\)) = [false]>>>>> then\n if <(slip+ \(@theCharpy\)) < [0.8]> then\n change [xv \(@thecharpy\) v] by (-4)\n else\n if <[0.9] < (slip+ \(@theCharpy\))> then\n change [xv \(@thecharpy\) v] by (-0.6)\n else\n change [xv \(@thecharpy\) v] by (-1.1)\n end\n end\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <<(mouse x) > (x position)> and <(touchingBombButton \(@theCharpy\)) = [false]>>>>> then\n if <(slip+ \(@theCharpy\)) < [0.8]> then\n change [xv \(@thecharpy\) v] by (4)\n else\n if <[0.9] < (slip+ \(@theCharpy\))> then\n change [xv \(@thecharpy\) v] by (0.6)\n else\n change [xv \(@thecharpy\) v] by (1.1)\n end\n end\n point in direction (90)\n end\n set [xv \(@thecharpy\) v] to ((xv \(@theCharpy\)) * (slip+ \(@theCharpy\)))\n if <([abs v] of (xv \(@theCharpy\)) ) > [0.9]> then\n xscroll (round (xv \(@theCharpy\))) (@theCharpy)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(inair \(@theCharpy\)) < [4]> then\n set [yv \(@thecharpy\) v] to [10]\n end\n end\n if <(yv \(@theCharpy\)) > [-20]> then\n change [yv \(@thecharpy\) v] by ((-1.5) + (shouldFloat? \(@theCharpy\)))\n end\n yscroll (yv \(@theCharpy\)) (@theCharpy)\n set [sx \(@thecharpy\) v] to (scientistX \(@theCharpy\))\n if <(sx \(@theCharpy\)) < [0]> then\n set [sx \(@thecharpy\) v] to [0]\n end\n if <(sx \(@theCharpy\)) > [5761]> then\n set [sx \(@thecharpy\) v] to [5761]\n end\n change [sy \(@thecharpy\) v] by (round (((scientistY \(@theCharpy\)) - (sy \(@theCharpy\))) / (10)))\n if <(sy \(@theCharpy\)) < [0]> then\n set [sy \(@thecharpy\) v] to [0]\n end\n go to x: ((scientistX \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((scientistY \(@theCharpy\)) - (sy \(@theCharpy\)))\n if <(scientistY \(@theCharpy\)) < [-170]> then\n set [reset \(@thecharpy\) v] to [1]\n end\n if <(shouldFloat? \(@theCharpy\)) = [1]> then\n set rotation style [all around v]\n if <key (space v) pressed?> then\n change [yv \(@thecharpy\) v] by (1)\n set [yv \(@thecharpy\) v] to ((yv \(@theCharpy\)) * (0.9))\n end\n end\nend\nset [gamespeed \(@thecharpy\) v] to (xv \(@theCharpy\))\n\ndefine yscroll (yset \(@thecharpy\)) (@theCharpy)\nchange [scientisty \(@thecharpy\) v] by (yset \(@thecharpy\))\nchange [inair \(@thecharpy\) v] by (1)\ngo to x: ((scientistX \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((scientistY \(@theCharpy\)) - (sy \(@theCharpy\)))\nrepeat until <not <touching (levels \(@thecharpy\) v)?>>\n if <(yset \(@thecharpy\)) > [0]> then\n change [scientisty \(@thecharpy\) v] by (-1)\n else\n change [scientisty \(@thecharpy\) v] by (1)\n set [inair \(@thecharpy\) v] to [0]\n end\n go to x: ((scientistX \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((scientistY \(@theCharpy\)) - (sy \(@theCharpy\)))\n set [yv \(@thecharpy\) v] to [0]\nend\n\ndefine xscroll (xset \(@thecharpy\)) (@theCharpy)\nchange [scientistx \(@thecharpy\) v] by (xset \(@thecharpy\))\ngo to x: ((scientistX \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((scientistY \(@theCharpy\)) - (sy \(@theCharpy\)))\nif <touching (levels \(@thecharpy\) v)?> then\n repeat (12)\n change [scientisty \(@thecharpy\) v] by (1)\n go to x: ((scientistX \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((scientistY \(@theCharpy\)) - (sy \(@theCharpy\)))\n if <not <touching (levels \(@thecharpy\) v)?>> then\n stop [this script v]\n end\n end\n change [scientisty \(@thecharpy\) v] by (-12)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(xset \(@thecharpy\)) > [0]> then\n set [xv \(@thecharpy\) v] to [-16]\n else\n set [xv \(@thecharpy\) v] to [16]\n end\n set [inair \(@thecharpy\) v] to [0]\n else\n set [xv \(@thecharpy\) v] to [0]\n end\n repeat until <not <touching (levels \(@thecharpy\) v)?>>\n if <(xset \(@thecharpy\)) > [0]> then\n change [scientistx \(@thecharpy\) v] by (-1)\n else\n change [scientistx \(@thecharpy\) v] by (1)\n end\n go to x: ((scientistX \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((scientistY \(@theCharpy\)) - (sy \(@theCharpy\)))\n end\nend\n\ndefine next level (@theCharpy)\nbroadcast (next level \(@theCharpy\) v) and wait\n\nwhen I receive [jumpboost \(@thecharpy\) v]\nstart sound [585801__colorscrimsontears__time-travel-future \(@theCharpy\) v]\nset [shouldfloat? \(@thecharpy\) v] to [1]\nwait (8.4) seconds\nstart sound [585800__colorscrimsontears__time-travel-present \(@theCharpy\) v]\nwait (2.2) seconds\nset [shouldfloat? \(@thecharpy\) v] to [0]\n\nwhen I receive [activate \(@thecharpy\) v]\nif <(powerup \(@theCharpy\)) = [shrink]> then\n broadcast (shrink \(@theCharpy\) v)\nelse\n if <(powerup \(@theCharpy\)) = [slide]> then\n broadcast (speedboost \(@theCharpy\) v)\n else\n if <(powerup \(@theCharpy\)) = [float]> then\n broadcast (jumpboost \(@theCharpy\) v)\n end\n end\nend\n\nwhen [r v] key pressed\nset [reset \(@thecharpy\) v] to [1]\n\nwhen I receive [shrink \(@thecharpy\) v]\nset [scientist.size \(@thecharpy\) v] to [50]\nwait (10) seconds\nrepeat (10)\n change [scientist.size \(@thecharpy\) v] by (((100) - (scientist.size \(@theCharpy\))) / (4))\nend\nset [scientist.size \(@thecharpy\) v] to [100]\n\nwhen I receive [speedboost \(@thecharpy\) v]\nset [slip+ \(@thecharpy\) v] to [0.98]\nwait (10) seconds\nset [slip+ \(@thecharpy\) v] to [0.85]\n\nwhen [e v] key pressed\nif <(username) = [theCharpy]> then\n ask [what xpos?] and wait\n set [admin_testsave \(@thecharpy\) v] to (answer)\n ask [what ypos?] and wait\n xscroll (admin_testSave \(@theCharpy\)) (@theCharpy)\n yscroll (answer) (@theCharpy)\nend\n\nwhen [f v] key pressed\nif <(username) = [theCharpy]> then\n xscroll (px \(@theCharpy\)) (@theCharpy)\n yscroll (py \(@theCharpy\)) (@theCharpy)\nend\n\nwhen I receive [start game \(@thecharpy\) v]\nforever\n if <(reset \(@theCharpy\)) = [0]> then\n if <touching (portal \(@thecharpy\) v)?> then\n set [pausefornextlevel \(@thecharpy\) v] to [1]\n broadcast (next level \(@theCharpy\) v)\n set [reset \(@thecharpy\) v] to [1]\n wait until <(pausefornextlevel \(@theCharpy\)) = [0]>\n set [reset \(@thecharpy\) v] to [1]\n hide\n end\n end\nend\n\n@player art (@theCharpy)\n\ndefine animate (@theCharpy)\nset size to (scientist.size \(@theCharpy\)) %\nif <(animation \(@theCharpy\)) = [run]> then\n next costume\n if <not < (costume [name v]) contains [run]?>> then\n switch costume to (run1 \(@thecharpy\) v)\n end\nelse\n if <(animation \(@theCharpy\)) = [jump]> then\n switch costume to (jump \(@thecharpy\) v)\n else\n if <(animation \(@theCharpy\)) = [fall]> then\n switch costume to (fall \(@thecharpy\) v)\n else\n if <(animation \(@theCharpy\)) = [idle]> then\n switch costume to (idle \(@thecharpy\) v)\n else\n switch costume to (idle \(@thecharpy\) v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game \(@thecharpy\) v]\nshow\nset rotation style [left-right v]\nset [animation \(@thecharpy\) v] to [idle]\ngo to [front v] layer\nforever\n if <<<touching color (#adadad)?> or <touching color (#c7c7c7)?>> or <touching color (#29ff00)?>> then\n set [reset \(@thecharpy\) v] to [1]\n end\n if <<<touching color (#9966ff)?> or <touching color (#29ff00)?>> or <touching color (#00ceff)?>> then\n set [reset \(@thecharpy\) v] to [1]\n end\n go to (player hitbox \(@thecharpy\) v)\n point in direction ([direction v] of [player hitbox \(@thecharpy\) v])\n if <([yv \(@thecharpy\) v] of [player hitbox \(@thecharpy\) v]) > [0]> then\n set [animation \(@thecharpy\) v] to [jump]\n else\n if <<not <key (up arrow v) pressed?>> and <<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>>> then\n set [animation \(@thecharpy\) v] to [run]\n else\n if <[0] > ([yv \(@thecharpy\) v] of [player hitbox \(@thecharpy\) v])> then\n set [animation \(@thecharpy\) v] to [fall]\n else\n set [animation \(@thecharpy\) v] to [idle]\n end\n end\n end\n animate (@theCharpy)\nend\n\nwhen this sprite clicked\nset [reset \(@thecharpy\) v] to [1]\n\nwhen [r v] key pressed\nset [reset \(@thecharpy\) v] to [1]\n\nwhen flag clicked\nset [detector: love/fave.counter \(@thecharpy\) v] to [0]\nwait until <(detector: love/fave.counter \(@theCharpy\)) = [2]>\nset [ghost v] effect to (50)\n\nwhen flag clicked\nforever\n if <(shouldFloat? \(@theCharpy\)) = [0]> then\n wait until <(animation \(@theCharpy\)) = [jump]>\n play sound [Jump v] until done\n end\nend\n\n@portal (@theCharpy)\n\nwhen I start as a clone\nmap portal pos (px \(@theCharpy\)) (py \(@theCharpy\)) (@theCharpy)\nif <(costume [name v]) = [portalbase \(@theCharpy\)]> then\n forever\n turn right (1) degrees\n go to x: (((-0.5) * (((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (1))) + ()) y: ((((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (1)) + ())\n map portal pos (x position) (y position) (@theCharpy)\n end\nend\nif <(costume [name v]) = [portalin1 \(@theCharpy\)]> then\n forever\n turn right (-1) degrees\n go to x: (((0.5) * (((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (1))) + ()) y: ((((([sin v] of (sin \(@theCharpy\)) ) * (-2)) * (2)) * (0.5)) + ())\n map portal pos (x position) (y position) (@theCharpy)\n end\nend\nif <(costume [name v]) = [portalin2 \(@theCharpy\)]> then\n forever\n turn right (1) degrees\n go to x: (((0.5) * (((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (1))) + ()) y: ((((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (0.5)) + ())\n map portal pos (x position) (y position) (@theCharpy)\n end\nend\nif <(costume [name v]) = [portalin3 \(@theCharpy\)]> then\n forever\n turn right (-1) degrees\n go to x: (((0.5) * (((([cos v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (2))) + ()) y: ((((([sin v] of (sin \(@theCharpy\)) ) * (-2)) * (2)) * (0.5)) + ())\n map portal pos (x position) (y position) (@theCharpy)\n end\nend\nif <(costume [name v]) = [portalcenter \(@theCharpy\)]> then\n forever\n turn right (1) degrees\n go to x: (((-1) * (((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (1))) + ()) y: ((((([sin v] of (sin \(@theCharpy\)) ) * (2)) * (2)) * (0.5)) + ())\n map portal pos (x position) (y position) (@theCharpy)\n end\nend\n\nwhen flag clicked\nset [sin \(@thecharpy\) v] to [0]\nforever\n change [sin \(@thecharpy\) v] by (5)\n if <(level \(@theCharpy\)) = [1]> then\n set [px \(@thecharpy\) v] to [2100]\n set [py \(@thecharpy\) v] to [150]\n else\n if <(level \(@theCharpy\)) = [2]> then\n set [px \(@thecharpy\) v] to [1740]\n set [py \(@thecharpy\) v] to [50]\n else\n if <(level \(@theCharpy\)) = [3]> then\n set [px \(@thecharpy\) v] to [867]\n set [py \(@thecharpy\) v] to [130]\n else\n set [px \(@thecharpy\) v] to [1430]\n set [py \(@thecharpy\) v] to [670]\n end\n end\n end\nend\n\nwhen I receive [tick \(@thecharpy\) v]\ngo to x: (((portalX \(@theCharpy\)) - (sx \(@theCharpy\))) + (px \(@theCharpy\))) y: (((portalY \(@theCharpy\)) - (sy \(@theCharpy\))) + (py \(@theCharpy\)))\nif <<(round (x position)) = (round (((portalX \(@theCharpy\)) - (sx \(@theCharpy\))) + (px \(@theCharpy\))))> and <(round (y position)) = (round (((portalY \(@theCharpy\)) - (sy \(@theCharpy\))) + (py \(@theCharpy\))))>> then\n show\nelse\n hide\nend\n\ndefine create portal (@theCharpy)\nshow\nset size to (150) %\nswitch costume to (portalbase \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nswitch costume to (portalin1 \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nswitch costume to (portalin2 \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nswitch costume to (portalin3 \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nswitch costume to (portalcenter \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nhide\n\ndefine map portal pos (x \(@thecharpy\)) (y \(@thecharpy\)) (@theCharpy)\nset [portalx \(@thecharpy\) v] to (x \(@thecharpy\))\nset [portaly \(@thecharpy\) v] to (y \(@thecharpy\))\n\nwhen flag clicked\nwait (5) seconds\ncreate portal (@theCharpy)\n\n@transition (@theCharpy)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level \(@thecharpy\) v]\nplay sound [Connect v] until done\nchange [level \(@thecharpy\) v] by (1)\nset [brightness v] effect to (-1)\nshow\nswitch costume to (door1 \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nswitch costume to (door2 \(@thecharpy\) v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (-220) y: (0)\n set [door.v \(@thecharpy\) v] to [0]\n repeat until <(x position) > (round (0))>\n change [door.v \(@thecharpy\) v] by (1)\n end\n set [door.v \(@thecharpy\) v] to [-10]\n wait until <not <(x position) > (round (0))>>\n repeat until <(x position) > (round (0))>\n change [door.v \(@thecharpy\) v] by (1)\n end\n set [door.v \(@thecharpy\) v] to [-5]\n wait until <not <(x position) > (round (0))>>\n repeat until <(x position) > (round (0))>\n change [door.v \(@thecharpy\) v] by (1)\n end\n set [door.v \(@thecharpy\) v] to [-2]\n wait until <not <(x position) > (round (0))>>\n repeat until <(x position) > (round (0))>\n change [door.v \(@thecharpy\) v] by (1)\n end\n go to x: (0) y: (0)\n set [door.v \(@thecharpy\) v] to [0]\n set [pausefornextlevel \(@thecharpy\) v] to [0]\n wait (0.5) seconds\n repeat (30)\n change [door.v \(@thecharpy\) v] by (-0.6)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to x: (220) y: (0)\n set [door.v \(@thecharpy\) v] to [0]\n repeat until <(round (0)) > (x position)>\n change [door.v \(@thecharpy\) v] by (-1)\n end\n set [door.v \(@thecharpy\) v] to [10]\n wait until <not <(round (0)) > (x position)>>\n repeat until <(round (0)) > (x position)>\n change [door.v \(@thecharpy\) v] by (-1)\n end\n set [door.v \(@thecharpy\) v] to [5]\n wait until <not <(round (0)) > (x position)>>\n repeat until <(round (0)) > (x position)>\n change [door.v \(@thecharpy\) v] by (-1)\n end\n set [door.v \(@thecharpy\) v] to [2]\n wait until <not <(round (0)) > (x position)>>\n repeat until <(round (0)) > (x position)>\n change [door.v \(@thecharpy\) v] by (-1)\n end\n go to x: (0) y: (0)\n set [door.v \(@thecharpy\) v] to [0]\n wait (0.5) seconds\n repeat (30)\n change [door.v \(@thecharpy\) v] by (0.6)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [costume \(@thecharpy\) v] to (costume [number v])\ngo to [front v] layer\nforever\n go to [front v] layer\n switch costume to (pos hack \(@thecharpy\) v)\n change x by (door.v \(@theCharpy\))\n switch costume to (costume \(@theCharpy\))\nend\n\n@enemies (@theCharpy)\n\ndefine spawn enemy at x: (x \(@thecharpy\)) y: (y \(@thecharpy\)) with range: (mrange \(@thecharpy\)) || (@theCharpy)\nset [enemyx \(@thecharpy\) v] to (x \(@thecharpy\))\nset [enemyy \(@thecharpy\) v] to (y \(@thecharpy\))\nset [enemymotionrange \(@thecharpy\) v] to (mrange \(@thecharpy\))\ncreate clone of (_myself_ v)\n\nwhen I receive [tick \(@thecharpy\) v]\npos ((enemyX \(@theCharpy\)) - (sx \(@theCharpy\))) ((enemyY \(@theCharpy\)) - (sy \(@theCharpy\))) (@theCharpy)\n\ndefine pos (x \(@thecharpy\)) (y \(@thecharpy\)) (@theCharpy)\nset size to (25) %\ngo to x: (round (x \(@thecharpy\))) y: (round (y \(@thecharpy\)))\nif <<(round (x \(@thecharpy\))) = (round (x position))> and <(round (y \(@thecharpy\))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nswitch costume to (enemy \(@thecharpy\) v)\nforever\n if <touching (shockwaves \(@thecharpy\) v)?> then\n set [oldsx \(@thecharpy\) v] to (sx \(@theCharpy\))\n set [oldsy \(@thecharpy\) v] to (sy \(@theCharpy\))\n set [ogx \(@thecharpy\) v] to ((enemyX \(@theCharpy\)) - (sx \(@theCharpy\)))\n set [ogy \(@thecharpy\) v] to ((enemyY \(@theCharpy\)) - (sy \(@theCharpy\)))\n repeat until <<(round ((enemyX \(@theCharpy\)) - (sx \(@theCharpy\)))) = (round (bombX \(@theCharpy\)))> and <(round ((enemyY \(@theCharpy\)) - (sy \(@theCharpy\)))) = (round (bombY \(@theCharpy\)))>>\n change [enemyx \(@thecharpy\) v] by (((bombX \(@theCharpy\)) - ((enemyX \(@theCharpy\)) - (sx \(@theCharpy\)))) / (8))\n change [enemyy \(@thecharpy\) v] by (((bombY \(@theCharpy\)) - ((enemyY \(@theCharpy\)) - (sy \(@theCharpy\)))) / (8))\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\n else\n change [enemyx \(@thecharpy\) v] by ((((([cos v] of (sin \(@theCharpy\)) ) * (1)) * (1)) * (2)) * (enemymotionrange \(@theCharpy\)))\n end\nend\n\nwhen I receive [reset \(@thecharpy\) v]\ndelete this clone\n\nspawn enemy at x: [1560] y: [140] with range: [1.3] || (@theCharpy)\n\nwhen I receive [spawnplatforms \(@thecharpy\) v]\nswitch costume to (blank \(@thecharpy\) v)\nhide\nif <(level \(@theCharpy\)) = [1]> then\n spawn enemy at x: [1560] y: [100] with range: [1.3] || (@theCharpy)\nelse\n if <(level \(@theCharpy\)) = [3]> then\n spawn enemy at x: [150] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [200] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [250] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [400] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [450] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [500] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [650] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [700] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [750] y: [90] with range: [1] || (@theCharpy)\n else\n if <(level \(@theCharpy\)) = [4]> then\n spawn enemy at x: [150] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [200] y: [90] with range: [1] || (@theCharpy)\n spawn enemy at x: [250] y: [90] with range: [1] || (@theCharpy)\n end\n end\nend\n\nwhen flag clicked\nset [timer \(@thecharpy\) v] to [0]\nforever\n wait (1) seconds\n change [timer \(@thecharpy\) v] by (1)\nend\n\ndefine point towards coords: ( (x \(@thecharpy\)) , (y \(@thecharpy\)) ) || (@theCharpy)\npoint in direction (([atan v] of (((x \(@thecharpy\)) - (x position)) / ((y \(@thecharpy\)) - (y position))) ) + ((180) * <(y \(@thecharpy\)) < (y position)>))\n\nspawn enemy at x: [600] y: [90] with range: [1] || (@theCharpy)\nspawn enemy at x: [650] y: [90] with range: [1] || (@theCharpy)\nspawn enemy at x: [700] y: [90] with range: [1] || (@theCharpy)\n\nwait (3) seconds\n\n@slippery slide (@theCharpy)\n\nwhen flag clicked\nset [canuseslide? \(@thecharpy\) v] to [1]\nset [powerup \(@thecharpy\) v] to []\ngo to x: (-40) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <(canUseSlide? \(@theCharpy\)) = [1]> then\n if <mouse down?> then\n set [powerup \(@thecharpy\) v] to [slide]\n set [canuseslide? \(@thecharpy\) v] to [0]\n broadcast (StartCounterSpeed \(@theCharpy\) v)\n broadcast (activate \(@theCharpy\) v)\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [startcounterspeed \(@thecharpy\) v]\nwait (20) seconds\nset [canuseslide? \(@thecharpy\) v] to [1]\n\nwhen flag clicked\nforever\n if <(canUseSlide? \(@theCharpy\)) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-20)\n end\nend\n\nwhen [z v] key pressed\nset [powerup \(@thecharpy\) v] to [slide]\nset [canuseslide? \(@thecharpy\) v] to [0]\nbroadcast (StartCounterSpeed \(@theCharpy\) v)\nbroadcast (activate \(@theCharpy\) v)\n\n@float (@theCharpy)\n\nwhen flag clicked\ngo to x: (-120) y: (-145)\nset [canusejump \(@thecharpy\) v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n if <(canUseJump \(@theCharpy\)) = [1]> then\n set [powerup \(@thecharpy\) v] to [float]\n set [canusejump \(@thecharpy\) v] to [0]\n broadcast (activate \(@theCharpy\) v)\n broadcast (startJumpCounter \(@theCharpy\) v)\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [startjumpcounter \(@thecharpy\) v]\nwait (20) seconds\nset [canusejump \(@thecharpy\) v] to [1]\n\nwhen flag clicked\nforever\n if <(canUseJump \(@theCharpy\)) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-20)\n end\nend\n\nwhen [x v] key pressed\nif <(canUseJump \(@theCharpy\)) = [1]> then\n set [powerup \(@thecharpy\) v] to [float]\n set [canusejump \(@thecharpy\) v] to [0]\n broadcast (activate \(@theCharpy\) v)\n broadcast (startJumpCounter \(@theCharpy\) v)\nend\n\n@VortexBomb (@theCharpy)\n\nwhen flag clicked\ngo to x: (-200) y: (-145)\nset [canusebomb? \(@thecharpy\) v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <(canUseBomb? \(@theCharpy\)) = [1]> then\n if <mouse down?> then\n set [powerup \(@thecharpy\) v] to [bomb]\n set [canusebomb? \(@thecharpy\) v] to [0]\n broadcast (vortextbomb \(@theCharpy\) v)\n broadcast (StartCounterBomb \(@theCharpy\) v)\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [startcounterbomb \(@thecharpy\) v]\nwait (10) seconds\nset [canusebomb? \(@thecharpy\) v] to [1]\n\nwhen flag clicked\nforever\n if <(canUseBomb? \(@theCharpy\)) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-20)\n end\nend\n\nwhen flag clicked\nforever\n set [touchingbombbutton \(@thecharpy\) v] to <touching (mouse-pointer v)?>\nend\n\nwhen [c v] key pressed\nif <(canUseBomb? \(@theCharpy\)) = [1]> then\n set [powerup \(@thecharpy\) v] to [bomb]\n set [canusebomb? \(@thecharpy\) v] to [0]\n broadcast (vortextbomb \(@theCharpy\) v)\n broadcast (StartCounterBomb \(@theCharpy\) v)\nend\n\n@Shrink (@theCharpy)\n\nwhen flag clicked\nset [canuseshrink? \(@thecharpy\) v] to [1]\ngo to x: (40) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <(canUseShrink? \(@theCharpy\)) = [1]> then\n if <mouse down?> then\n set [powerup \(@thecharpy\) v] to [shrink]\n set [canuseshrink? \(@thecharpy\) v] to [0]\n broadcast (startShrinkCounter \(@theCharpy\) v)\n broadcast (activate \(@theCharpy\) v)\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [startcounterspeed \(@thecharpy\) v]\nwait (20) seconds\nset [canuseshrink? \(@thecharpy\) v] to [1]\n\nwhen flag clicked\nforever\n if <(canUseShrink? \(@theCharpy\)) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-20)\n end\nend\n\nwhen [v v] key pressed\nif <(canUseShrink? \(@theCharpy\)) = [1]> then\n set [powerup \(@thecharpy\) v] to [shrink]\n set [canuseshrink? \(@thecharpy\) v] to [0]\n broadcast (startShrinkCounter \(@theCharpy\) v)\n broadcast (activate \(@theCharpy\) v)\nend\n\n@bomb (@theCharpy)\n\nwhen I start as a clone\nstart sound [Clang \(@theCharpy\) v]\nset [bomb.x \(@thecharpy\) v] to (sx \(@theCharpy\))\nset [bomb.y \(@thecharpy\) v] to (sy \(@theCharpy\))\nshow\nif <([direction v] of [player hitbox \(@thecharpy\) v]) = [90]> then\n set [bomb.yv \(@thecharpy\) v] to [5]\n set [bomb.xv \(@thecharpy\) v] to [6]\n repeat until <touching (levels \(@thecharpy\) v)?>\n turn right (2) degrees\n change [bomb.yv \(@thecharpy\) v] by (-0.5)\n end\n set [bomb.yv \(@thecharpy\) v] to [0]\n set [bomb.xv \(@thecharpy\) v] to [0]\n start sound [i forgor the name rip :c from freesound.org \(@theCharpy\) v]\n broadcast (explode \(@theCharpy\) v)\n wait until <(endbomb \(@theCharpy\)) = [1]>\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [endbomb \(@thecharpy\) v] to [0]\n wait (7) seconds\n delete this clone\nelse\n set [bomb.yv \(@thecharpy\) v] to [5]\n set [bomb.xv \(@thecharpy\) v] to [-6]\n repeat until <touching (levels \(@thecharpy\) v)?>\n turn right (-2) degrees\n change [bomb.yv \(@thecharpy\) v] by (-0.5)\n end\n set [bomb.yv \(@thecharpy\) v] to [0]\n set [bomb.xv \(@thecharpy\) v] to [0]\n broadcast (explode \(@theCharpy\) v)\n wait until <(endbomb \(@theCharpy\)) = [1]>\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [endbomb \(@thecharpy\) v] to [0]\n wait (7) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [forward v] (1) layers\n change [bomb.x \(@thecharpy\) v] by (bomb.xv \(@theCharpy\))\n change [bomb.y \(@thecharpy\) v] by (bomb.yv \(@theCharpy\))\n switch costume to (pos hack \(@thecharpy\) v)\n go to x: ((bomb.x \(@theCharpy\)) - (sx \(@theCharpy\))) y: ((bomb.y \(@theCharpy\)) - (sy \(@theCharpy\)))\n switch costume to (bomb1 v)\n set [bombx \(@thecharpy\) v] to ((bomb.x \(@theCharpy\)) - (sx \(@theCharpy\)))\n set [bomby \(@thecharpy\) v] to ((bomb.y \(@theCharpy\)) - (sy \(@theCharpy\)))\nend\n\nwhen I receive [vortextbomb \(@thecharpy\) v]\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (blank \(@thecharpy\) v)\nshow\n\nwhen I receive [reset \(@thecharpy\) v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@shockwaves (@theCharpy)\n\nwhen flag clicked\nset [endbomb \(@thecharpy\) v] to [0]\nhide\n\nwhen I receive [explode \(@thecharpy\) v]\nset [endbomb \(@thecharpy\) v] to [0]\nset [timer \(@thecharpy\) v] to [0]\nrepeat until <(timer \(@theCharpy\)) = [5]>\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nset [timer \(@thecharpy\) v] to [0]\nset [endbomb \(@thecharpy\) v] to [1]\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n switch costume to (pos hack \(@thecharpy\) v)\n go to x: (bombX \(@theCharpy\)) y: (bombY \(@theCharpy\))\n switch costume to (shockwave \(@thecharpy\) v)\nend\n\nwhen I start as a clone\nshow\nset size to (0) %\nrepeat (50)\n change size by (8)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [reset \(@thecharpy\) v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@detector (@theCharpy)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [detector: love/fave.counter \(@thecharpy\) v] to [0]\nforever\n set [detector: l/f.sensing \(@thecharpy\) v] to [none]\n [love \(@theCharpy\)] [-201] [-220] (@theCharpy)\n [fave \(@theCharpy\)] [-201] [-220] (@theCharpy)\nend\n\ndefine (l/f) (x) (y) (@theCharpy)\nswitch costume to (blank \(@thecharpy\) v)\nset size to (9999999999999) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (l/f)\nif <touching (mouse-pointer v)?> then\n set [detector: l/f.sensing \(@thecharpy\) v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(detector: l/f.sensing \(@theCharpy\)) = [love \(@theCharpy\)]>\n wait (0.2) seconds\n if <(detector: l/f.sensing \(@theCharpy\)) = [love \(@theCharpy\)]> then\n change [detector: love/fave.counter \(@thecharpy\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(detector: l/f.sensing \(@theCharpy\)) = [fave \(@theCharpy\)]>\n wait (0.2) seconds\n if <(detector: l/f.sensing \(@theCharpy\)) = [fave \(@theCharpy\)]> then\n change [detector: love/fave.counter \(@thecharpy\) v] by (1)\n stop [this script v]\n end\nend\n\n@popup (@theCharpy)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nclear graphic effects\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nwait until <mouse down?>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@levelsart (@theCharpy)\n\nwhen I receive [tick \(@thecharpy\) v]\npos ((levelX \(@theCharpy\)) - (sx \(@theCharpy\))) ((levelY \(@theCharpy\)) - (sy \(@theCharpy\))) (@theCharpy)\n\nif <(level \(@theCharpy\)) = [5]> then\n\ndefine pos (x \(@thecharpy\)) (y \(@thecharpy\)) (@theCharpy)\ngo to x: (round (x \(@thecharpy\))) y: (round (y \(@thecharpy\)))\nif <<(round (x \(@thecharpy\))) = (round (x position))> and <(round (y \(@thecharpy\))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset \(@thecharpy\) v]\ndelete this clone\n\ndefine spawn platform at x: (x \(@thecharpy\)) y: (y \(@thecharpy\)) platform#: (costume# \(@thecharpy\)) (@theCharpy)\nswitch costume to (costume# \(@thecharpy\))\nset [levelx \(@thecharpy\) v] to (x \(@thecharpy\))\nset [levely \(@thecharpy\) v] to (y \(@thecharpy\))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [brightness v] effect to (-1)\nhide\n\nwhen I receive [spawnplatforms \(@thecharpy\) v]\nhide\nset [levelx \(@thecharpy\) v] to [0]\nset [levely \(@thecharpy\) v] to [0]\nif <(level \(@theCharpy\)) = [1]> then\n spawn platform at x: [0] y: [0] platform#: [1] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [2] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [3] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [4] (@theCharpy)\nelse\n if <(level \(@theCharpy\)) = [2]> then\n spawn platform at x: [0] y: [0] platform#: [5] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [6] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [7] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [8] (@theCharpy)\n else\n if <(level \(@theCharpy\)) = [3]> then\n spawn platform at x: [0] y: [0] platform#: [9] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [10] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [11] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [12] (@theCharpy)\n else\n if <(level \(@theCharpy\)) = [4]> then\n spawn platform at x: [0] y: [0] platform#: [13] (@theCharpy)\n spawn platform at x: [480] y: [0] platform#: [14] (@theCharpy)\n spawn platform at x: [1000] y: [270] platform#: [15] (@theCharpy)\n spawn platform at x: [1600] y: [50] platform#: [16] (@theCharpy)\n else\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level \(@thecharpy\) v] to [1]\n\nwhen I start as a clone\n\n
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GUYS HOLD SPACE TO FLOAT\nPart 1: https://scratch.mit.edu/projects/821751616/\n> Welcome to my scrolling platformer series, The Scientist. Don't worry, I've tried to make it as non-generic as possible. \n> I apologize for the not super good quality :b It's my first scrolling platformer in nearly 2 years, so it's not the best xD That, and I'm really bad at level design :c\n> I had some really cool effects planned for the floating ability, but unfortunately my progress didn't save, and due to other irl events, I just didn't have the motivation to code it all over again.... I've just been going through some tough times lately :(\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ngo to @yoshihome and @PhilHub and comment: f4f (trust reel no joek!!!111 [but pls do])
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SANDY SHORES (PLATFORMER)
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [OneRepublic - I Ain’t Worried \(From “Top Gun_ Maverick”\) \[Official Music Video\] v] until done\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]> and <not <(The Level) = [12]>>> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nrepeat (3)\n go to [back v] layer\nend\ngo to x: (0) y: (0)\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\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\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@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n
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-INSTRUCTIONS-\nUse The Arrow Keys Or WAD To Move, Avoid Sand Castles And Reach The Right Side Of The Screen
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☁ Sunshine Valley - A Multiplayer Scrolling Platformer ☁ #games
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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\nhide variable [time v]\n\nwhen I receive [begin v]\nset [time v] to [0]\nforever\n if <(win) = [0]> then\n wait (1) seconds\n change [time v] by (1)\n else\n set [time v] to (time)\n stop [this script v]\n end\nend\n\nwhen I receive [you win! v]\n\nwhen flag clicked\nset [win v] to [0]\n\nwhen flag clicked\nforever\n play sound [Different Heaven v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [pause v] to [0]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <key (t v) pressed?>>> then\n broadcast (Mobile v)\n end\nend\n\nwhen I receive [mobile v]\nbroadcast (Chat Open v)\nask [Pick a number to chat] and wait\nset [chat v] to (answer)\nsay (item (Chat) of [chat list v])\nbroadcast (Chat Close v)\nwait (2) seconds\nsay []\nset [chat v] to [0]\n\nwhen I receive [begin v]\n\nset [chat words v] to [0]\nbroadcast (hide v)\n\nforever\n\nChat\nif then\n if <(Chat) = [1]> then\n broadcast (hide v)\n set [chat words v] to [0]\n else\n set [chat words v] to [1]\n broadcast (show v)\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\nend\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [collected v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <(did) = [50]> then\n if <not <key (2 v) pressed?>> then\n switch costume to (normal v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up 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 (right up v)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Test - Die\n set [scroll x v] to (x)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\n if <(x) < [-220]> then\n set [x v] to [-220]\n end\nelse\n switch costume to (costume1 v)\n stop [this script v]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (1) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat list v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching color (#faff00)?> then\n broadcast (You Win! v)\n hide\n end\nend\n\nwhen flag clicked\nset [did v] to [50]\n\nadd [Hello] to [chat list v]\nadd [Follow Me] to [chat list v]\nadd [I have to go :\)] to [chat list v]\nadd [Look a Spike!] to [chat list v]\nadd [LOL] to [chat list v]\nadd [Help !] to [chat list v]\nadd [Be Careful !] to [chat list v]\nadd [Okay !] to [chat list v]\nadd [Bye !] to [chat list v]\n\nset [exit v] to [die]\n\nwhen flag clicked\nset [die v] to [0]\n\nif <touching (saws v)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [jump buy v]\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [10]> then\n set [sy v] to [16]\n end\nend\n\nwhen I receive [setup v]\nset [did v] to [50]\nset [level v] to [1]\nset [t v] to [0]\nTick\n\nwhen I receive [pause v]\nset [did v] to [0]\n\nwhen [t v] key pressed\nbroadcast (Chat Open v)\nask [Pick a number to chat] and wait\nset [chat v] to (answer)\nsay (item (Chat) of [chat list v])\nbroadcast (Chat Close v)\nwait (2) seconds\nsay []\nset [chat v] to [0]\n\nset [☁ p1 v] to [0]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat list v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat list v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat list v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat list v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat list v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat list v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat list v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat list v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat list v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nstart sound [Connect v]\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\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\ngo to [front v] layer\n\n@STAR\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Arrows\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@WIN\n\nwhen I receive [you win! v]\nset [win v] to [1]\nshow variable [time v]\nswitch costume to (win screen v)\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nbroadcast (You Win! v)\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (-135) y: (57)\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Chat Close v)\n\nwhen [t v] key pressed\nshow\n\nbroadcast (chat hide quiick v)\n\n@notif\n\nwhen flag clicked\nhide\nforever\n go [backward v] (1) layers\nend\n\ngo to [front v] layer\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [begin v]\ngo to x: (0) y: (50)\nhide\nforever\n wait (pick random (5) to (10)) seconds\n if <(Pause) = [0]> then\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\n end\nend\n\nwhen I receive [you win! v]\nstop [all v]\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\nif <(coin hide) = [show]> then\n switch costume to (costume1 v)\nelse\n if <(coin hide) = [0]> then\n switch costume to (coins v)\n end\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [150] y: [40]\n Clone at x: [370] y: [-10]\n Clone at x: [535] y: [-10]\n Clone at x: [935] y: [150]\n Clone at x: [1200] y: [150]\n Clone at x: [1980] y: [200]\n Clone at x: [1980] y: [150]\n Clone at x: [1980] y: [100]\n Clone at x: [2496] y: [180]\n Clone at x: [2820] y: [125]\n Clone at x: [2870] y: [125]\n Clone at x: [2920] y: [125]\n Clone at x: [3320] y: [270]\n Clone at x: [3495] y: [360]\n Clone at x: [3680] y: [250]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [you win! v]\nstop [all v]\n\nwhen I receive [show v]\n\nswitch costume to (coins v)\n\nwhen flag clicked\nset [coin hide v] to [0]\n\nset [collected v] to [300]\n\n@shop\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [115]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (shop v)\n set [coin hide v] to [show]\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 [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [he going v]\nset [coin hide v] to [0]\nshow\n\n@coins\n\n@Engine\n\nwhen flag clicked\nhide\nCloning\nforever\n if <(refresh) = (YOUR NUMBER)> then\n set [refresh v] to (YOUR NUMBER)\n else\n broadcast (refresh v)\n Cloning\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [x offset v] to ((X) - (((((length of (COLLECTED)) + (1)) / (2)) - (clone counter)) * ((SIZE) / (10))))\n set size to (SIZE) %\n go to x: ((X) + ((SPACING) * (x offset))) y: (Y)\n switch costume to (letter (clone counter) of (COLLECTED))\nend\n\ndefine Cloning\nset [clone counter v] to [1]\nrepeat (length of (COLLECTED))\n create clone of (_myself_ v)\n change [clone counter v] by (1)\nend\n\nwhen I receive [refresh v]\ndelete this clone\n\nwhen flag clicked\nset [collected v] to [0]\nset [size v] to [150]\nset [spacing v] to [1]\n\nset [your number v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\n@idk\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [love/fav v]\nchange [ghost v] effect by (5)\nchange [collected v] by (10)\nrepeat (30)\n change size by ((20) - ((size) * (0.2)))\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@detector\n\nwhen flag clicked\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 broadcast (love/fav v)\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 [diamonds v] by (100)\n\nwhen I receive [begin v]\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\n@shop2\n\nwhen I receive [shop v]\nset [did v] to [0]\nshow\ngo [forward v] (2) layers\n\nbroadcast (shop v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [did v] to [50]\nbroadcast (he going v)\nhide\n\n@jump boost\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nforever\n set [brightness v] effect to (0)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <<mouse down?> and <<(already clicked) = [0]> and <[20] < (COLLECTED)>>> then\n switch costume to (costume2 v)\n set [t v] to [now]\n change [collected v] by (-20)\n set [already clicked v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nset [already clicked v] to [0]\nhide\n\nwhen I receive [he going v]\nhide\n\nset [collected v] to [300]\n\nwhen I receive [tick v]\nif <(t) = [now]> then\n forever\n broadcast (jump buy v)\n end\nend\n\n@pause\n\nwhen flag clicked\nswitch costume to (pause v)\nhide\nwait (3) seconds\nshow\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [115]>\n change [size v] by (.9)\n change size by (size)\n end\n if <<mouse down?> and <(pause) = [0]>> then\n set [coin hide v] to [show]\n broadcast (pause v)\n hide\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\nwait (1) seconds\n\nforever\nend\n\nset [pause v] to [0]\n\nwhen I receive [unpause v]\nshow\n\nshow\n\n@pause jr\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [pause v]\nshow\ngo [forward v] (3) layers\n\nwhen I receive [unpause v]\nhide\nclear graphic effects\n\n@Timer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n Change Costume to (join [Glow-] (letter (Score: Index) of (time)))\n change size by ((1) * ((150) - (size)))\nend\n\ndefine Setup\nhide\ngo to x: (-137) y: (36)\nswitch costume to (glow-9 v)\nset size to (200) %\nset [score: index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (10))\n change [score: 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 (100) %\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nset [time v] to [0]\nset [time taken v] to [0]\nSetup\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nset x to ((((Score: Index) - (0.5)) - ((length of (time)) / (2))) * ((size) / (2)))\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [pause v]\nclear graphic effects\n\nwhen I receive [unpause v]\nset [ghost v] effect to (500)\n\nwhen I receive [you win! v]\nset [ghost v] effect to (500)\n\nbroadcast (stop timer v)\n\n@yes\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [115]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (unpause v)\n broadcast (Setup v)\n set [coin hide v] to [0]\n set [time v] to [0]\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 [pause v]\nshow\n\nwhen I receive [unpause v]\nhide\n\n@no\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [115]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (unpause v)\n hide\n set [coin hide v] to [0]\n set [did v] to [50]\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 flag clicked\nhide\n\nwhen I receive [pause v]\nshow\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [begin v]\nhide\n\n
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✧ Sunshine Valley ✧\n✧ A Multiplayer Scrolling Platformer ✧\n \nTOP LOVED 7/27/22\n\n ✧ ✧ ✧ How To Play ✧ ✧ ✧\n ➜ Use Arrow Keys or WASD to move on PC.\n ➜ This game is Mobile Freindly!\n ➜ Collect the star to win the game\n ➜ Look out for Spikes!\n ➜ Collect coins and buy stuff from the shop\n ➜ Press T or tap the player to chat\n ➜ Love or Fav for 10 free coins!\n ➜ Pause the game to check your time\n\n ➜ Server 2: \n https://scratch.mit.edu/projects/716793629/ \n\n If the game is laggy, play here:\n https://turbowarp.org/716786604/fullscreen? \n interpolate&hqpen\n\n Don't forget to leave a ❤️ and ⭐️if you enjoyed and \n maybe even a follow. I worked very hard on this \n game and would really appreciate it : )\n\n ✧✧✧ Credits ✧✧✧\n ➜ @Stratfordjames for the notifier and some assets\n ➜ @JTHEJET for Game engine\n ➜ Music from Different Heaven\n ➜ Rest by me @--Patrixx--\n \n ✧✧✧ Tags ✧✧✧\n #SunshineValley #Sunshine #Valley\n #--Patrixx-- #Multiplayer #Scrolling \n #MobileFriendly #Mobile #Platformer \n #MultiplayerScrollingPlatformer #Trending #Games \n\n Follow me for more fun games!\n\n Changelog\n V1.0 - Initial Release 7/24/22
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白黒プラットフォーマー-White and Black platformer-
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@Stage\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nset [time v] to [0]\nbroadcast (start v)\n\nwhen I receive [start v]\nreset timer\nrepeat until <(next) = [19]>\n set [time v] to ((round ((timer) * (10))) / (10))\nend\nforever\n if <(time) < (☁ time)> then\n set [☁ time v] to (time)\n end\nend\n\nwhen flag clicked\nforever\n play sound [はるのようせい v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\nset [a v] to [0]\ngo to x: (-200) y: (-10)\nset [x v] to [0]\nset [next v] to [1]\nset [y v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n if <(costume [number v]) = [1]> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.92))\n change x by (X)\n if <(costume [number v]) = [1]> then\n if <touching (黒 v)?> then\n change y by (1)\n if <touching (黒 v)?> then\n change y by (1)\n if <touching (黒 v)?> then\n change y by (1)\n if <touching (黒 v)?> then\n change y by (1)\n if <touching (黒 v)?> then\n change y by (1)\n if <touching (黒 v)?> then\n change y by (1)\n if <touching (黒 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 <(costume [number v]) = [1]> then\n if <touching (黒 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 (黒 v)?> or <touching color (#000000)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching (トゲ v)?>> then\n go to x: (-200) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[230] < (x position)> then\n change [next v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-50)\n broadcast (next v)\n wait (0.5) seconds\n end\n if <<(X) < [0.1]> and <[-0.1] < (X)>> then\n switch costume to (コスチューム1 v)\n end\n if <touching (白 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-50)\n wait (0.5) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト2 v)?> then\n go to x: (-200) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [チェンジ v]\nnext costume\n\nwhen flag clicked\nforever\n if <(y position) < [-140]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-200) y: (-50)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nwait until <<touching color (#808080)?> or <touching color (#2f2f2f)?>>\nbroadcast (隠す v)\n\nforever\n \nend\n\ngo to x: (-200) y: (-50)\n\nset [x v] to [0]\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\nset [a v] to [0]\ngo to x: (-200) y: (-10)\nset [x v] to [0]\nset [next v] to [1]\nset [y v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n if <(costume [number v]) = [2]> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.92))\n change x by (X)\n if <(costume [number v]) = [2]> then\n if <touching (白 v)?> then\n change y by (1)\n if <touching (白 v)?> then\n change y by (1)\n if <touching (白 v)?> then\n change y by (1)\n if <touching (白 v)?> then\n change y by (1)\n if <touching (白 v)?> then\n change y by (1)\n if <touching (白 v)?> then\n change y by (1)\n if <touching (白 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 <(costume [number v]) = [2]> then\n if <touching (白 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 (白 v)?> or <touching color (#ffffff)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching (トゲ v)?>> then\n go to x: (-200) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[230] < (x position)> then\n change [next v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-50)\n broadcast (next v)\n wait (0.5) seconds\n end\n if <<(X) < [0.1]> and <[-0.1] < (X)>> then\n switch costume to (コスチューム2 v)\n end\n if <touching (黒 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-50)\n wait (0.5) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ジャンプ台 v)?> then\n broadcast (jump台 v)\n set [y v] to [20]\n end\nend\n\n\n\nset [y v] to [20]\n\nwhen flag clicked\nif <touching color (#888888)?> then\n\n@黒\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (next)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n show variable [time v]\n end\nend\n\ngo to [front v] layer\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nshow\n\ngo to x: (-200) y: (-50)\nset [y v] to [0]\nset [x v] to [0]\n\nhide\n\nchange [color v] effect by (25)\n\n@スプライト3\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (チェンジ v)\n\nwhen [space v] key pressed\nbroadcast (チェンジ v)\n\n@白\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (next)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n show variable [time v]\n end\nend\n\nwhen I receive [隠す v]\nhide\n\nset [color v] effect to (0)\n\nwhen I receive [next v]\nshow\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (next)\nend\n\n@ジャンプ台\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nwait until <(next) = [15]>\nshow\ngo to x: (-125) y: (-120)\nwait until <(next) = [16]>\nhide\n\nwhen I receive [jump台 v]\nswitch costume to (コスチューム4 v)\nwait (0.075) seconds\nswitch costume to (コスチューム3 v)\nwait (0.075) seconds\nswitch costume to (コスチューム2 v)\nwait (0.075) seconds\nswitch costume to (コスチューム3 v)\nwait (0.075) seconds\nswitch costume to (コスチューム4 v)\nwait (0.075) seconds\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\n
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English (日本語は下)\nOperability\nRight arrow key ・ Tap right → Go to right\nLeft arrow key, left tap → go to the left\nUp arrow key, upper tap → jump\nChange costume with change button or space key\n\nWhen the costume is black\nYou can ride on the black ground, but the white ground is an enemy (respawn if you touch it)\n\nWhen the costume is white\nYou can ride on the white ground, but the black ground is an enemy (respawn if you touch it)\n\nThe thorns can be black or white (with fake)\n\n操作性\n右矢印キー・右側タップ→右に進む\n左矢印キー・左側タップ→左に進む\n上矢印キー・上側タップ→ジャンプ\nチェンジボタンorスペースキーでコスチューム変更\n\nコスチュームが黒の時\n黒の地面に乗れるが白い地面は敵 (触れたらリスポーン)\n\nコスチュームが白の時\n白の地面に乗れるが黒い地面は敵 (触れたらリスポーン)\n\nトゲは黒でも白でもくらいます(フェイクあり)
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PLATFORMER #game
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@Stage\n\nwhen flag clicked\nforever\n play sound [Thank You \(online-audio-converter v] until done\nend\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset size to (70) %\ngo to x: (-210) y: (10)\nset rotation style [left-right v]\ngo to [back v] layer\nforever\n if <not <(Move permission) = [1]>> then\n if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [-50]>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-50]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[50] < (mouse x)>>>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[50] < (mouse x)>>> then\n change [xv v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change [xv v] by (-1.5)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [-50]>>> then\n else\n switch costume to (コスチューム1 v)\n end\n end\n set [xv v] to ((xv) * (0.8))\n change x by (xv)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((xv) / (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[50] < (mouse y)>>> then\n if <[0] < (xv)> then\n set [xv v] to [-9]\n else\n set [xv v] to [9]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[50] < (mouse y)>>> then\n start sound [ニュッ v]\n set [yv v] to [14]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (yv)\n if <touching (stage v)?> then\n change y by ((yv) / (-1))\n set [yv v] to [0]\n end\n if <[240] < (x position)> then\n broadcast (↺ v)\n go to x: (-240) y: (y position)\n end\n if <touching (d v)?> then\n リスポーン\n end\n if <[-223] > (y position)> then\n リスポーン\n end\n if <[-228] > (x position)> then\n set x to (-227)\n end\nend\n\nswitch costume to (コスチューム2 v)\n\ndefine リスポーン\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-210) y: (-30)\nset [xv v] to [0]\nset [yv v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@stage\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [↺ v]\nnext costume\n\n@stage2\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [↺ v]\nnext costume\n\n@D\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [↺ v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
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〜Cat's simple platformer〜
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (背景)\nend\n\nwhen flag clicked\nhide variable [やられた v]\nswitch backdrop to (背景1 v)\nset [タイム v] to [0]\nrepeat until <(backdrop [number v]) = [15]>\n if <(いまあだめ) = [いいよ]> then\n wait (0.1) seconds\n change [タイム v] by (0.1)\n if <(無重力) = [1]> then\n stop [this script v]\n end\n end\nend\nshow variable [やられた v]\n\nwhen [timer v] > (0.1)\nswitch backdrop to (背景15 v)\n\nwhen flag clicked\nforever\n play sound [Candyland v] until done\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nwait until <(backdrop [number v]) = [15]>\nshow variable [☁ 世界記録 v]\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nset [☁ 世界記録 v] to [100]\n\n@スプライト1\n\n@スプライト2\n\nwhen flag clicked\nset [やられた v] to [0]\nshow variable [タイム v]\nset [背景 v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\nshow\ngo to x: (-217) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(背景) = [17]>\n if <(無重力) = [1]> then\n set [タイム v] to [infinite]\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#22ce00)?> or <touching color (#9e5800)?>> or <touching color (#6b6b6b)?>> then\n end\n if <touching color (#23d500)?> then\n change y by (2)\n end\n if <<<touching color (#ff0000)?> or <touching color (#c30000)?>> or <<touching color (#00ceff)?> or <touching color (#00b2de)?>>> then\n change [やられた v] by (1)\n set [y v] to [0]\n go to x: (-217) y: (0)\n start sound [Crunch v]\n end\n if <touching color (#0016ff)?> then\n start sound [Jump v]\n set [y v] to [16]\n start sound [Jump3 v]\n end\n if <[239] < (x position)> then\n go to x: (-217) y: (0)\n hide\n hide variable [タイム v]\n set [いまあだめ v] to [だめ]\n change [背景 v] by (1)\n broadcast (次 v) and wait\n set [x v] to [0]\n set [y v] to [0]\n set [いまあだめ v] to [いいよ]\n show\n show variable [タイム v]\n end\n if <(y position) = [-189]> then\n change [やられた v] by (1)\n set [y v] to [0]\n start sound [Crunch v]\n go to x: (-217) y: (0)\n end\n if <key (k v) pressed?> then\n set [y v] to [0]\n start sound [Crunch v]\n go to x: (-217) y: (0)\n wait until <not <key (k v) pressed?>>\n end\n if <<<<<touching color (#22ce00)?> or <touching color (#6b6b6b)?>> or <touching color (#9e5800)?>> or <touching color (#2bff00)?>> or <touching color (#23d500)?>> then\n change y by ((y) * (-1))\n change y by ((YY) * (-1))\n change y by (1)\n set [y v] to [0]\n end\n else\n if <touching color (#6b6b6b)?> then\n end\n change [y v] by (-0.8)\n change y by (y)\n if <<<<<touching color (#22ce00)?> or <touching color (#6b6b6b)?>> or <touching color (#9e5800)?>> or <touching color (#2bff00)?>> or <touching color (#23d500)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n start sound [High Whoosh v]\n set [y v] to [11]\n end\n end\n if <touching color (#00ff47)?> then\n if <not <touching color (#00ff47)?>> then\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#22ce00)?> or <touching color (#9e5800)?>> or <touching color (#6b6b6b)?>> then\n change x by ((x) * (-1.001))\n end\n if <touching color (#23d500)?> then\n change y by (2)\n end\n if <<<touching color (#ff0000)?> or <touching color (#c30000)?>> or <<touching color (#00ceff)?> or <touching color (#00b2de)?>>> then\n change [やられた v] by (1)\n set [y v] to [0]\n go to x: (-217) y: (0)\n start sound [Crunch v]\n end\n if <touching color (#0016ff)?> then\n start sound [Jump v]\n set [y v] to [16]\n start sound [Jump3 v]\n end\n if <[239] < (x position)> then\n go to x: (-217) y: (0)\n hide\n hide variable [タイム v]\n set [いまあだめ v] to [だめ]\n change [背景 v] by (1)\n broadcast (次 v) and wait\n set [x v] to [0]\n set [y v] to [0]\n set [いまあだめ v] to [いいよ]\n show\n show variable [タイム v]\n end\n if <(y position) = [-189]> then\n change [やられた v] by (1)\n set [y v] to [0]\n start sound [Crunch v]\n go to x: (-217) y: (0)\n end\n if <key (k v) pressed?> then\n set [y v] to [0]\n start sound [Crunch v]\n go to x: (-217) y: (0)\n wait until <not <key (k v) pressed?>>\n end\n end\nend\nstop [all v]\n\nwhen [timer v] > (0.1)\nhide variable [タイム v]\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nchange x by ((x) * (-1.001))\n\nrepeat until <(y) < [-1]>\nend\n\nwhen flag clicked\nset [yy v] to [0]\nrepeat until <(背景) = [17]>\n if <(無重力) = [1]> then\n set [タイム v] to [infinite]\n if <(無重力) = [1]> then\n change y by (y)\n change y by (YY)\n else\n end\n else\n end\nend\nstop [all v]\n\nwhen flag clicked\nrepeat until <(背景) = [17]>\n if <(無重力) = [1]> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n set [y v] to [5]\n else\n change [y v] by (-0.5)\n if <(y) = [-1.5]> then\n set [y v] to [1]\n end\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <[-50] < (mouse y)>>>> then\n set [yy v] to [-5]\n else\n change [yy v] by (0.5)\n if <(YY) = [1.5]> then\n set [yy v] to [-1]\n end\n end\n else\n end\nend\nstop [all v]\n\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\nend\n\n@next2\n\nwhen flag clicked\nset [無重力 v] to []\nwait (0.1) seconds\nset [nexts v] to [無重力]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(nexts) = [無重力]> then\n go to x: (-150) y: (-150)\n set [ghost v] effect to (100)\n set size to (80) %\n wait (0.3) seconds\n switch costume to (コスチューム15 v)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [無重力 v] to []\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [無重力 v] to [1]\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\n set [無重力 v] to [1]\n set [タイム v] to [infinite]\n repeat (10)\n show\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(nexts) = [0]> then\n start sound [High Whoosh v]\n switch costume to (コスチューム1 v)\n show\n go to x: (547) y: (28)\n repeat (40)\n change x by ((x position) / (-5))\n end\n delete this clone\nend\nif <(nexts) = [1]> then\n switch costume to (コスチューム2 v)\n show\n go to x: (547) y: (28)\n repeat (40)\n change x by ((x position) / (-5))\n end\n delete this clone\nend\nif <(nexts) = [2]> then\n go to x: (547) y: (28)\n show\n switch costume to (コスチューム3 v)\n repeat (40)\n change x by ((x position) / (-5))\n end\n delete this clone\nend\nif <(nexts) = [3]> then\n set [ghost v] effect to (0)\n show\n switch costume to (コスチューム4 v)\n go to x: (547) y: (28)\n repeat (40)\n change x by ((x position) / (-5))\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(nexts) = [g]> then\n go to [front v] layer\n show\n switch costume to (コスチューム11 v)\n go to x: (-93) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [o]> then\n go to [front v] layer\n show\n switch costume to (コスチューム12 v)\n go to x: (-43) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [a]> then\n go to [front v] layer\n show\n switch costume to (コスチューム13 v)\n go to x: (7) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [l]> then\n go to [front v] layer\n show\n switch costume to (コスチューム16 v)\n go to x: (57) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [!]> then\n go to [front v] layer\n show\n switch costume to (コスチューム14 v)\n go to x: (87) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [n]> then\n go to [front v] layer\n show\n switch costume to (コスチューム5 v)\n go to x: (-93) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [e]> then\n go to [front v] layer\n show\n switch costume to (コスチューム6 v)\n go to x: (-43) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [x]> then\n go to [front v] layer\n show\n switch costume to (コスチューム7 v)\n go to x: (7) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\nif <(nexts) = [t]> then\n go to [front v] layer\n show\n switch costume to (コスチューム8 v)\n go to x: (57) y: (163)\n repeat (40)\n change y by ((y position) / (-5))\n end\n wait (0.10) seconds\n delete this clone\nend\n\nwhen I receive [次 v]\nif <not <(背景) = [15]>> then\n hide\n set [color v] effect to (pick random (-200) to (200))\n set [nexts v] to [0]\n create clone of (_myself_ v)\n wait (0.09) seconds\n set [nexts v] to [1]\n create clone of (_myself_ v)\n wait (0.09) seconds\n set [nexts v] to [2]\n create clone of (_myself_ v)\n wait (0.09) seconds\n set [nexts v] to [3]\n create clone of (_myself_ v)\n wait (1) seconds\n set [nexts v] to [n]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [e]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [x]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [t]\n create clone of (_myself_ v)\n wait (2) seconds\nelse\n hide\n set [color v] effect to (pick random (-200) to (200))\n set [nexts v] to [0]\n create clone of (_myself_ v)\n wait (0.09) seconds\n set [nexts v] to [1]\n create clone of (_myself_ v)\n wait (0.09) seconds\n set [nexts v] to [2]\n create clone of (_myself_ v)\n wait (0.09) seconds\n set [nexts v] to [3]\n create clone of (_myself_ v)\n wait (1) seconds\n set [nexts v] to [g]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [o]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [a]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [l]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [nexts v] to [!]\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム10 v)\nset size to (100) %\nswitch costume to (コスチューム9 v)\nhide variable [やられた v]\nhide variable [☁ 世界記録 v]\n\n
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日本語は↓\n_____English_________\nMove with arrow keys or wasd.\nIt ’s a self-destruct with k.\nThere are 15 stages\nDifficulty ★★★☆☆\n__________日本語____________\n矢印キーまたは wasd で動かします。\nkで自爆でs((殴\n15ステージあります\n難しさ ★★★☆☆
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むずすぎる!? Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\nhide\nset [cos v] to [0]\nshow\nforever\n change [cos v] by (7)\n go to [back v] layer\n change size by ([cos v] of (cos) )\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@plat\n\ndefine 初期\nshow\ngo to x: (-200) y: (-30)\npoint in direction (90)\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nhide\n初期\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n end\n if <touching (床 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n start sound [壁キック v]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n start sound [壁キック v]\n else\n set [x v] to [0]\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 <(y position) < (mouse y)>>> then\n if <touching (床 v)?> then\n set [y v] to [15]\n start sound [ニュッ2 \(2\) v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (床 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<[240] < (x position)> and <(backdrop [number v]) = [1]>> then\n 初期\n change [level v] by (1)\n broadcast (next v)\n end\n if <<(y position) < [-185]> or <<<touching (とげ v)?> or <touching (とげ2 v)?>> or <<touching (とげ3 v)?> or <touching (とげ4 v)?>>>> then\n start sound [crashed oof2 v]\n change [☁ みんなあああ v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (25)\n end\n wait (0.1) seconds\n clear graphic effects\n 初期\n end\n if <touching (ばね v)?> then\n set [y v] to [20]\n broadcast (跳ねる v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nrepeat (4)\n change size by (-5)\n change [ghost v] effect by (4)\n change [brightness v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@床\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\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@とげ\n\nwhen flag clicked\nhide\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@ちめr\n\nwhen flag clicked\nhide variable [time v]\nreset timer\nshow variable [time v]\nrepeat until <([costume # v] of [床 v]) = [11]>\n set [time v] to (((timer) * (round (100))) / (100))\nend\n\n@コスチューム1 (6)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\nshow\nswitch costume to (コスチューム1 \(6\) v)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@とげ2\n\nwhen flag clicked\nhide\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@ばね\n\ndefine 跳ねる\nstart sound [ボヨン v]\nswitch costume to (コスチューム1 v)\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nnext costume\nrepeat (3)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [跳ねる v]\n跳ねる\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [next v]\nif <(level) = [3]> then\n show\nelse\n hide\nend\n\n@床2\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\nshow\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nforever\n if <touching (plat v)?> then\n set [ghost v] effect to (100)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@とげ3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n if <[0] < ([x position v] of [plat v])> then\n go to x: (0) y: (0)\n repeat (30)\n change y by (((-180) - (y position)) / (19))\n end\n end\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@スプライト2\n\nwhen I receive [next v]\nif <(level) = [11]> then\n show\n broadcast (たひ v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@数字表示システム\n\nwhen I start as a clone\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (☁ みんなあああ))> then\n hide\n else\n show\n switch costume to (letter ((length of (☁ みんなあああ)) - ((ナンバー保存用) - (1))) of (☁ みんなあああ))\n end\nend\n\ndefine セット\nset size to (100) %\nset [ナンバー v] to [0]\ngo to x: (‐30) y: (70)\nrepeat (5)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nwhen I receive [たひ v]\nhide\nset [ナンバー v] to [0]\nset [クローン数 v] to (length of (☁ みんなあああ))\nセット\nforever\n wait until <(クローン数) < (length of (☁ みんなあああ))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@とげ4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(level) = [6]> then\n go to x: (0) y: (-70)\n create clone of (_myself_ v)\n go to x: (-160) y: (90)\n create clone of (_myself_ v)\n go to x: (160) y: (90)\n create clone of (_myself_ v)\nelse\n if <(level) = [7]> then\n go to x: (-100) y: (00)\n create clone of (_myself_ v)\n go to x: (100) y: (00)\n create clone of (_myself_ v)\n end\n if <(level) = [10]> then\n go to x: (130) y: (00)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(level) = [6]> then\n show\n set size to (70) %\n repeat until <(level) = [7]>\n change [cpoooooooos v] by (1)\n turn right (2) degrees\n change size by ([cos v] of (cpoooooooos) )\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(level) = [7]> then\n show\n set size to (100) %\n repeat until <(level) = [8]>\n turn right ((0) - (3)) degrees\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(level) = [10]> then\n show\n set size to (105) %\n repeat until <(level) = [11]>\n turn right ((0) - (3)) degrees\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\n end\n delete this clone\nend\n\n@hi\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.05) to (0.2)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-230) to (-200)) y: (-150)\nset [aa v] to (pick random (5) to (12))\npoint in direction (pick random (30) to (100))\nset size to (pick random (40) to (80)) %\nset [ghost v] effect to (60)\nrepeat until <touching (_edge_ v)?>\n move (aa) steps\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n
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