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【プラットフォーマー】scratch platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [ãã
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ãããã¼ã¬ã¢ã³350ml v] until done\nend\n\n@A\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (右 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (25) %\nset [d v] to [1]\nforever\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (スプライト1 v)?> then\n set [y v] to [12]\n end\n end\n if <touching color (#0026ff)?> then\n set [y v] to [22]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (スプライト1 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (25) %\n go to x: (-180) y: (-60)\n broadcast (Next v)\n end\n if <<touching (スプライト2 v)?> or <(y position) < [-182]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (25) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (-60)\n end\nend\n\nhide\nhide variable [x v]\nhide variable [y v]\nwait (12) seconds\n\nwhen I start as a clone\nswitch costume to (left v)\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [スタート v]\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [next v]\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [小 v]\nset size to (5) %\n\nhide\n\nwhen I receive [小 モバイル v]\nif <touching (mouse-pointer v)?> then\n set size to (5) %\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n if <key (s v) pressed?> then\n broadcast (小 v)\n end\n end\nend\n\nrepeat (9)\n broadcast (Next v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (小 モバイル v)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\n@スプライト4\n\nwhen flag clicked\nswitch costume to (サムネ v)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@スプライト5\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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⭐︎傾向目指しているので❤️と⭐️お願いします!\n♡と★押したらいいことあるかも!\n日本語は下にあります。↓\n\nEnglish \n<Method of operation>\nTap or arrow.\n\n日本語\n〈操作方法〉\nタップまたは、矢印。\n\n〜モバイルの方へ〜\n9ステージの小型化は、キャラクターをタップすると小さくなります。
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Metro City || ☁ Multiplayer Platformer
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@Stage\n\nwhen flag clicked\nset [volume v] to [100]\nset [lock v] to [0]\nhide variable [volume v]\nset [lock v] to [0]\nset volume to (0) %\nswitch backdrop to (backdrop1 v)\nforever\n if <not <<<(username) = [bogucsad000]> or <(username) = [-LeafFighter-]>> or <(username) = [GentleX]>>> then\n play sound (pick random (1) to (3)) until done\n else\n if <<(username) = [-LeafFighter-]> or <(username) = [GentleX]>> then\n play sound (pick random (1) to (3)) until done\n else\n play sound [3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(mute?) = [0]> then\n set volume to (Volume) %\n clear sound effects\n else\n set [pitch v] effect to ((() - (1)) / ())\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n next backdrop\n wait (.02) seconds\nend\n\nwhen [v v] key pressed\nif <(lock) = [0]> then\n show variable [volume v]\n set [lock v] to [1]\nelse\n hide variable [volume v]\n set [lock v] to [0]\nend\n\nwhen flag clicked\nset [leaf lock v] to [0]\nset [godmode v] to [1]\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hey!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Watch Out!] to [chat v]\nadd [XD!] to [chat v]\nadd [LOL.] to [chat v]\nadd [I like this game!] to [chat v]\nadd [Lets Go To Server 2!] 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 volume to (25) %\n start sound [Checkpoint v]\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set volume to (25) %\n start sound [Checkpoint v]\n set [x v] to [1372]\n set [y v] to [-94]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set volume to (25) %\n start sound [Checkpoint v]\n set [x v] to [2926]\n set [y v] to [38]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nset rotation style [left-right v]\nshow\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 if <(jump boost?) = [0]> then\n set [sy v] to [12]\n else\n set [sy v] to [16]\n end\n end\n end\nend\nif <touching (bouncy v)?> then\n start sound [Mario_Jump_-_Gaming_Sound_Effect v]\n set [sy v] to [20]\nend\nif <touching (bouncier v)?> then\n start sound [Mario_Jump_-_Gaming_Sound_Effect v]\n set [sy v] to [25]\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 (12)\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 (-12)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (spinny v)?> or <touching (danger v)?>> or <touching (lava v)?>> then\n set [exit v] to [die]\n Reset\nend\n\nif then\n\ndefine Game - Win\nset [win v] to [1]\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Win!!! v)\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [portal v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [portal v]\nset [x v] to [1294]\nset [y v] to [-54]\nset [scroll x v] to (x)\nset [scroll y v] to (y)\n\nwhen [r v] key pressed\nReset\n\nwhen flag clicked\nforever\n if <(mute?) = [0]> then\n set volume to (Volume) %\n clear sound effects\n else\n set [pitch v] effect to ((() - (1)) / ())\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <(COLOR) = [Red]> then\n set [color v] effect to (70)\n else\n if <(COLOR) = [Orange]> then\n set [color v] effect to (85)\n else\n if <(COLOR) = [Yellow]> then\n set [color v] effect to (100)\n else\n if <(COLOR) = [Green]> then\n set [color v] effect to (125)\n else\n if <(COLOR) = [Light Blue]> then\n set [color v] effect to (160)\n else\n if <(COLOR) = [Blue]> then\n set [color v] effect to (0)\n else\n if <(COLOR) = [Purple]> then\n set [color v] effect to (15)\n else\n if <(COLOR) = [Pink]> then\n set [color v] effect to (40)\n else\n if <(COLOR) = [Magenta]> then\n set [color v] effect to (55)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (50) layers\n\nwhen I receive [win!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [win!!! v]\nset [last x val v] to [4112.5]\nset [last y val v] to [66]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [play again v]\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\nwhen I receive [play again v]\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 [play again v]\nforever\n if <(COLOR) = [Red]> then\n set [color v] effect to (70)\n else\n if <(COLOR) = [Orange]> then\n set [color v] effect to (85)\n else\n if <(COLOR) = [Yellow]> then\n set [color v] effect to (100)\n else\n if <(COLOR) = [Green]> then\n set [color v] effect to (125)\n else\n if <(COLOR) = [Light Blue]> then\n set [color v] effect to (160)\n else\n if <(COLOR) = [Blue]> then\n set [color v] effect to (0)\n else\n if <(COLOR) = [Purple]> then\n set [color v] effect to (15)\n else\n if <(COLOR) = [Pink]> then\n set [color v] effect to (40)\n else\n if <(COLOR) = [Magenta]> then\n set [color v] effect to (55)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play again v]\ndelete all of [chat v]\nadd [Hey!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Watch Out!] to [chat v]\nadd [XD!] to [chat v]\nadd [LOL.] to [chat v]\nadd [I like this game!] to [chat v]\nadd [Lets Go To Server 2!] to [chat v]\n\nwhen I receive [play again v]\nforever\n if <(mute?) = [0]> then\n set volume to (Volume) %\n clear sound effects\n else\n set [pitch v] effect to ((() - (1)) / ())\n set volume to (0) %\n end\nend\n\nwhen I receive [play again v]\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\nwhen I receive [play again v]\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\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)\nif <(Other COLOR) = [Red]> then\n set [color v] effect to (70)\nelse\n if <(Other COLOR) = [Orange]> then\n set [color v] effect to (85)\n else\n if <(Other COLOR) = [Yellow]> then\n set [color v] effect to (100)\n else\n if <(Other COLOR) = [Green]> then\n set [color v] effect to (125)\n else\n if <(Other COLOR) = [Light Blue]> then\n set [color v] effect to (160)\n else\n if <(Other COLOR) = [Blue]> then\n set [color v] effect to (0)\n else\n if <(Other COLOR) = [Purple]> then\n set [color v] effect to (15)\n else\n if <(Other COLOR) = [Pink]> then\n set [color v] effect to (40)\n else\n if <(Other COLOR) = [Magenta]> then\n set [color v] effect to (55)\n end\n end\n end\n end\n end\n end\n end\n end\nend\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\nforever\nend\n\nwhen I receive [win!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Connnect\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (200) y: (-1300)\nset [ghost v] effect to (100)\nset volume to (20) %\nstart sound [Connect v]\nrepeat (45)\n change y by (((-150) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\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]\nhide variable [volume 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\nwhen flag clicked\nforever\n if <(mute?) = [0]> then\n set volume to (Volume) %\n clear sound effects\n else\n set [pitch v] effect to ((() - (1)) / ())\n set volume to (0) %\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (100)\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]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (13) layers\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nset volume to (5) %\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n start sound [Checkpoint v]\n end\nend\nif <(mute?) = [0]> then\n set volume to (Volume) %\n clear sound effects\nelse\n set volume to (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\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nset [color v] effect to (-60)\nset [brightness v] effect to (-10)\nClone at [210] [30]\nClone at [1372] [-92]\nClone at [2926] [38]\nset [x v] to [-99999]\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]\nClone at [1481] [-103]\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@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nClone at [2482] [-109]\nClone at [3308] [-109]\nClone at [3166] [-109]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (55) layers\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]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\nwhen I receive [win!!! v]\nhide\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\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@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\n\nwhen I receive [front v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Coins\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\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\nif <(mute?) = [0]> then\n set volume to (100) %\n clear sound effects\nelse\n set volume to (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 [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nClone at [1424] [-61]\nClone at [1635] [-61]\nClone at [1665] [-61]\nClone at [1695] [-61]\nClone at [1730] [-61]\nClone at [1765] [-61]\nClone at [1800] [-61]\nClone at [1835] [-61]\nClone at [1870] [-61]\nClone at [1905] [-61]\nClone at [1424] [-96]\nClone at [1635] [-96]\nClone at [1665] [-96]\nClone at [1695] [-96]\nClone at [1730] [-96]\nClone at [1765] [-96]\nClone at [1800] [-96]\nClone at [1835] [-96]\nClone at [1870] [-96]\nClone at [1905] [-96]\nClone at [2012] [-90]\nClone at [2012] [-55]\nClone at [2992] [131]\nClone at [3023] [131]\nClone at [3054] [131]\nClone at [3085] [131]\nClone at [3339] [-23]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <(distance to [player v]) < [50]> then\n point towards (player v)\nelse\n point in direction (90)\nend\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-188)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@Sun 1\n\nwhen flag clicked\nset size to (100) %\nforever\n go to x: (-251) y: (183)\n set [ghost v] effect to (17)\n change size by (([sin v] of (Var) ) * (2))\n change [var v] by (5)\nend\n\n@Sun 2\n\nwhen flag clicked\nset size to (100) %\nforever\n go to x: (-251) y: (183)\n set [ghost v] effect to (34)\n change size by (([sin v] of (Var1) ) * (2))\n change [var1 v] by (4)\nend\n\n@Sun 3\n\nwhen flag clicked\nset size to (100) %\nforever\n go to x: (-251) y: (183)\n set [ghost v] effect to (51)\n change size by (([sin v] of (Var2) ) * (2))\n change [var2 v] by (3)\nend\n\n@Background\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) / (4))) ((y) - ((SCROLL Y) / (4)))\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\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\n set [ghost v] effect to (80)\nend\n\n@Portal 1\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (portal v)\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) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (portal1 v)\nClone at [1072] [259]\nset [x v] to [-99999]\n\nwhen I start as a clone\nset size to (100) %\nforever\n turn right (5) degrees\n change size by (([sin v] of (Var3) ) * (2))\n change [var3 v] by (10)\n set [brightness v] effect to (9)\nend\n\nset [scroll x v] to ([x position v] of [portal 2 v])\nset [scroll y v] to ([y position v] of [portal 2 v])\n\n@Portal 2\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (portal1 v)\nClone at [1294] [-54]\nset [x v] to [-99999]\n\nwhen I start as a clone\nset size to (100) %\nforever\n turn right (5) degrees\n change size by (([sin v] of (Var3) ) * (2))\n change [var3 v] by (10)\n set [brightness v] effect to (9)\nend\n\n@notif\n\nwhen flag clicked\nhide\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [begin v]\ngo to x: (0) y: (50)\nhide\nforever\n wait (pick random (5) to (10)) 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\n@Lava\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\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Timer\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nset [e v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(e) = [1]> then\n forever\n go to [front v] layer\n go to x: (((clone#) * (15)) - (238)) y: (155)\n if <(length of (round (timer))) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (round (timer)))\n end\n end\nend\nif <(e) = [2]> then\n forever\n set size to (95) %\n go to x: (((clone#) * (15)) - (170)) y: (-165)\n set [brightness v] effect to (100)\n go to [front v] layer\n if <(length of (round (Time))) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (Time))\n end\n end\nend\n\nwhen I receive [win!!! v]\nstop [other scripts in sprite v]\nset [e v] to [2]\nrepeat (length of (Time))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\n@Detector\n\nwhen flag clicked\nset [love? v] to [0]\nset [fave? v] to [0]\nhide\nswitch costume to (love? v)\ncreate clone of (_myself_ v)\nswitch costume to (fave? v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(costume [name v]) = [Love?]> then\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [love? v] to [1]\n wait (1) seconds\n end\n end\n end\n if <(costume [name v]) = [Fave?]> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [fave? v] to [1]\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nwait until <<(love?) = [1]> and <(fave?) = [1]>>\nbroadcast (message v)\n\n@Message\n\nwhen I receive [message v]\ngo to x: (0) y: (50)\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\n\nwhen flag clicked\nhide\n\nwhen I receive [message v]\nset volume to (100) %\nstart sound [Coin v]\nrepeat (25)\n change [coins v] by (1)\nend\n\n@Message 2\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (0) y: (50)\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (2) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@Exit\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (portal1 v)\nClone at [4112.5] [66]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n set [exit v] to [win]\n set [time v] to (round (timer))\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nset size to (50) %\nforever\n change size by (([sin v] of (Var3) ) * (5))\n change [var3 v] by (2)\n set [brightness v] effect to (([sin v] of (Var3) ) * (5))\nend\n\n@shop\n\nwhen flag clicked\ngo to x: (-203) y: (-156)\nset size to (50) %\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n set [shop open? v] to [y]\n end\nelse\n change size by (((50) - (size)) / (5))\nend\nif <not <(change open?) = [y]>> then\n if <(shop open?) = [y]> then\n hide\n else\n show\n end\nelse\n hide\nend\n\n@shop shop\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nif <(shop open?) = [y]> then\n show\nelse\n hide\nend\nif <(change open?) = [y]> then\n hide\nelse\nend\n\nwhen flag clicked\nset [shop open? v] to [n]\n\n@back\n\nwhen flag clicked\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n set [shop open? v] to [n]\n end\nelse\n change size by (((50) - (size)) / (5))\n go to x: (-174) y: (-130)\n set size to (50) %\nend\nif <(shop open?) = [y]> then\n show\nelse\n hide\nend\n\n@jump boost\n\nwhen I receive [tick v]\ngo to x: (-100) y: (100)\nif <not <(change open?) = [y]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <(costume [name v]) = [shop]> then\n if <mouse down?> then\n if <[24] < (COINS)> then\n set [jump boost? v] to [1]\n change [coins v] by (-25)\n end\n end\n end\n else\n change size by (((50) - (size)) / (5))\n end\n if <(jump boost?) = [0]> then\n if <[24] < (COINS)> then\n switch costume to (shop v)\n else\n switch costume to (locked v)\n end\n else\n switch costume to (done v)\n end\nend\nif <(shop open?) = [y]> then\n show\nelse\n hide\nend\nif <(change open?) = [y]> then\n hide\nelse\nend\n\nwhen flag clicked\nset [jump boost? v] to [0]\n\n@jump boost vision\n\nwhen I receive [tick v]\ngo to x: (20) y: (100)\nif <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\nelse\n change size by (((100) - (size)) / (5))\nend\nif <(shop open?) = [y]> then\n show\nelse\n hide\nend\nif <(change open?) = [y]> then\n hide\nelse\nend\n\n@coins\n\nwhen I receive [tick v]\ngo to x: (125) y: (100)\nif <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\nelse\n change size by (((50) - (size)) / (5))\nend\nif <(shop open?) = [y]> then\n show\nelse\n hide\nend\nif <(change open?) = [y]> then\n hide\nelse\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\ngo to (player v)\npoint in direction (pick random (120) to (180))\nset size to (0) %\nrepeat until <<(round (direction)) = [90]> and <(round (size)) = [100]>>\n go to (player v)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (100)) degrees\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\n change [ghost v] effect by (pick random (1) to (10))\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [begin v]\nforever\n if <(jump boost?) = [1]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\n@Victory\n\nwhen flag clicked\nhide\n\nwhen I receive [win!!! v]\nstart sound [Boom v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nset size to (150) %\nswitch costume to (you win! v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\nset [jump boost? v] to [0]\nrepeat (100)\n change [volume v] by (-1)\nend\nwait (2) seconds\nbroadcast (Front v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [all v]\n\nbroadcast (Win!!! v)\n\nset [win v] to [1]\n\nwhen flag clicked\nhide variable [☁ p1 v]\nhide variable [☁ p2 v]\nhide variable [☁ p3 v]\nhide variable [☁ p4 v]\nhide variable [☁ p5 v]\nhide variable [☁ p6 v]\nhide variable [☁ p7 v]\nhide variable [☁ p8 v]\nhide variable [☁ p9 v]\nhide variable [☁ p10 v]\nhide variable [change open? v]\nhide variable [chat v]\nhide variable [checkpoint v]\nhide variable [coins v]\nhide variable [color v]\nhide variable [connect v]\nhide variable [e v]\nhide variable [exit v]\nhide variable [fave? v]\nhide variable [godmode v]\nhide variable [is the chat open v]\nhide variable [jump boost? v]\nhide variable [last x val v]\nhide variable [last y val v]\nhide variable [leaf lock v]\nhide variable [lock v]\nhide variable [love? v]\nhide variable [max players v]\nhide variable [mouse v]\nhide variable [mute? v]\nhide variable [my player # v]\nhide variable [other color v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [shop open? v]\nhide variable [time v]\nhide variable [timer \(e\) v]\nhide variable [timer \(f\) v]\nhide variable [var v]\nhide variable [var1 v]\nhide variable [var2 v]\nhide variable [var3 v]\nhide variable [variable v]\nhide variable [variable v]\nhide variable [volume v]\nhide variable [win v]\nhide variable [x pos v]\nhide variable [x pos 1 v]\n\nwhen I receive [win!!! v]\nhide variable [☁ p1 v]\nhide variable [☁ p2 v]\nhide variable [☁ p3 v]\nhide variable [☁ p4 v]\nhide variable [☁ p5 v]\nhide variable [☁ p6 v]\nhide variable [☁ p7 v]\nhide variable [☁ p8 v]\nhide variable [☁ p9 v]\nhide variable [☁ p10 v]\nhide variable [change open? v]\nhide variable [chat v]\nhide variable [checkpoint v]\nhide variable [coins v]\nhide variable [color v]\nhide variable [connect v]\nhide variable [e v]\nhide variable [exit v]\nhide variable [fave? v]\nhide variable [godmode v]\nhide variable [is the chat open v]\nhide variable [jump boost? v]\nhide variable [last x val v]\nhide variable [last y val v]\nhide variable [leaf lock v]\nhide variable [lock v]\nhide variable [love? v]\nhide variable [max players v]\nhide variable [mouse v]\nhide variable [mute? v]\nhide variable [my player # v]\nhide variable [other color v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [shop open? v]\nhide variable [time v]\nhide variable [timer \(e\) v]\nhide variable [timer \(f\) v]\nhide variable [var v]\nhide variable [var1 v]\nhide variable [var2 v]\nhide variable [var3 v]\nhide variable [variable v]\nhide variable [variable v]\nhide variable [volume v]\nhide variable [win v]\nhide variable [x pos v]\nhide variable [x pos 1 v]\n\n@continue playing?\n\n@Bouncier\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 [2982] [-103]\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@logo\n\nwhen flag clicked\nset size to (105) %\nset [ghost v] effect to (100)\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset size to (105) %\nforever\n go to x: (217) y: (-157)\n go to [front v] layer\nend\n\nwhen I receive [win!!! v]\nhide\n\n@Background 2\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) / (5))) ((y) - ((SCROLL Y) / (5)))\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\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (12) layers\n set [ghost v] effect to (90)\nend\n\n@Mute\n\nwhen flag clicked\ngo to x: (-153) y: (-156)\nset size to (50) %\n\nwhen I receive [tick v]\nif <not <<(change open?) = [y]> or <(shop open?) = [y]>>> then\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n if <(mute?) = [0]> then\n set [mute? v] to [1]\n wait until <mouse down?>\n wait until <not <mouse down?>>\n else\n set [mute? v] to [0]\n wait until <mouse down?>\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((50) - (size)) / (5))\n end\nend\nif <not <(change open?) = [y]>> then\n if <(shop open?) = [y]> then\n hide\n else\n show\n end\nelse\n hide\nend\nif <(mute?) = [0]> then\n switch costume to (mute v)\nelse\n switch costume to (unmute v)\nend\n\nwhen flag clicked\nset [mute? v] to [0]\n\nif <(shop open?) = [y]> then\n hide\nelse\n show\nend\n\n@customize\n\nwhen flag clicked\ngo to x: (-83) y: (-156)\nset [change open? v] to [0]\nset size to (50) %\n\nwhen I receive [tick v]\nif <not <<(change open?) = [y]> or <(shop open?) = [y]>>> then\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n set [change open? v] to [y]\n end\n else\n change size by (((50) - (size)) / (5))\n end\nend\nif <(change open?) = [y]> then\n hide\nelse\n show\nend\nif <(shop open?) = [y]> then\n hide\nend\n\n@particle\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n go to [back v] layer\n show\n set [ghost v] effect to (100)\n set size to (pick random (10) to (0)) %\n set [ghost v] effect to (pick random (65) to (112))\n set [color v] effect to (pick random (0) to (10000000000))\n set [brightness v] effect to (pick random (1) to (50))\n go to x: (600) y: (pick random (-167.01) to (167))\n glide (pick random (6) to (2)) secs to x: (-300) y: (pick random (-167.01) to (167))\n repeat (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nelse\n delete this clone\nend\n\n@customize base\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\n\nif <(shop open?) = [y]> then\n hide\nelse\nend\n\n@back (customize)\n\nwhen flag clicked\n\nwhen I receive [tick v]\nif <not <(shop open?) = [y]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n set [change open? v] to [n]\n end\n else\n change size by (((50) - (size)) / (5))\n go to x: (-174) y: (-130)\n end\nend\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\nif <(shop open?) = [y]> then\n hide\nelse\nend\n\n@Colors (Player)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (check mark v)\ngo to x: (30) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n if <(change open?) = [y]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n set [brightness v] effect to (25)\n if <mouse down?> then\n if <(change open?) = [y]> then\n set [x pos v] to (x position)\n set [variable v] to (Z Unique)\n set [color v] to (color)\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n go to x: (-120) y: ((([sin v] of (timer \(e\)) ) * (4)) + (50))\n set [z unique v] to [4]\n set [color v] to [Red]\n end\n if <(costume [number v]) = [2]> then\n go to x: (-90) y: ((([sin v] of (timer \(e\)) ) * (3)) + (50))\n set [z unique v] to [3]\n set [color v] to [Orange]\n end\n if <(costume [number v]) = [3]> then\n go to x: (-60) y: ((([sin v] of (timer \(e\)) ) * (4)) + (50))\n set [z unique v] to [4]\n set [color v] to [Yellow]\n end\n if <(costume [number v]) = [4]> then\n go to x: (-30) y: ((([sin v] of (timer \(e\)) ) * (3)) + (50))\n set [z unique v] to [3]\n set [color v] to [Green]\n end\n if <(costume [number v]) = [5]> then\n go to x: (0) y: ((([sin v] of (timer \(e\)) ) * (4)) + (50))\n set [z unique v] to [4]\n set [color v] to [Light Blue]\n end\n if <(costume [number v]) = [6]> then\n go to x: (30) y: ((([sin v] of (timer \(e\)) ) * (3)) + (50))\n set [z unique v] to [3]\n set [color v] to [Blue]\n end\n if <(costume [number v]) = [7]> then\n go to x: (60) y: ((([sin v] of (timer \(e\)) ) * (4)) + (50))\n set [z unique v] to [4]\n set [color v] to [Purple]\n end\n if <(costume [number v]) = [8]> then\n go to x: (90) y: ((([sin v] of (timer \(e\)) ) * (3)) + (50))\n set [z unique v] to [3]\n set [color v] to [Pink]\n end\n if <(costume [number v]) = [9]> then\n go to x: (120) y: ((([sin v] of (timer \(e\)) ) * (4)) + (50))\n set [z unique v] to [4]\n set [color v] to [Magenta]\n end\n change [timer \(e\) v] by (1)\n if <(costume [number v]) = [10]> then\n set x to (X POS)\n set y to ((([sin v] of (timer \(e\)) ) * (VARIABLE)) + (50))\n end\nend\n\nwhen flag clicked\nset [x pos v] to [30]\nset [variable v] to [3]\nset [color v] to [Blue]\n\nif <(change open?) = [y]> then\n\n@Colors Cover\n\nwhen I receive [tick v]\ngo to x: (0) y: ((([sin v] of (timer \(e\)) ) * (pick random (3) to (4))) + (50))\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\nif <(shop open?) = [y]> then\n hide\nend\n\n@you\n\nwhen I receive [tick v]\ngo to x: (0) y: ((([sin v] of (Own TIMER) ) * (5)) + (110))\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\nif <(shop open?) = [y]> then\n hide\nend\nchange [own timer v] by (5)\nif <(costume [number v]) = [4]> then\n hide\nend\n\nwhen flag clicked\nset [own timer v] to [0]\nhide\nwait (.1) seconds\nswitch costume to (y v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (o v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (u v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nset [own timer v] to [0]\n\n@Crown\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [tick v]\ngo to x: (([x position v] of [player v]) + ()) y: (([y position v] of [player v]) + ())\n\nwhen I receive [tick v]\nif <not <<(love?) = [1]> and <(fave?) = [1]>>> then\n hide\nelse\n if <<<(username) = [bogucsad000]> or <(username) = [-LeafFighter-]>> or <(username) = [GentleX]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nwait until <(win) = [1]>\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Win!!! v)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [win v] to [0]\n\nwhen flag clicked\nset size to (100) %\n\n@gift\n\nwhen I receive [tick v]\ngo to x: (([x position v] of [player v]) + ()) y: (([y position v] of [player v]) + ())\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <<<(username) = [SoccerRP]> or <(username) = [-LeafFighter-]>> or <(username) = [-KingAT-]>> then\n show\nelse\n hide\nend\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\nwait until <(win) = [1]>\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset size to (100) %\n\n@gift2\n\nwhen I receive [tick v]\ngo to x: (([x position v] of [player v]) + ()) y: (([y position v] of [player v]) + ())\n\nwhen I receive [tick v]\ngo to [back v] layer\nif <<<(username) = [SoccerRP]> or <(username) = [-LeafFighter-]>> or <(username) = [-KingAT-]>> then\n show\nelse\n hide\nend\nif <(costume [number v]) = [3]> then\n hide\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n set size to (85) %\n point in direction (90)\n repeat until <(round (direction)) = [135]>\n turn right (((135) - (round (direction))) / (2)) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (round (direction))) / (2)) degrees\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n set size to (85) %\n point in direction (90)\n repeat until <(round (direction)) = [45]>\n turn right (((45) - (round (direction))) / (2)) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (round (direction))) / (2)) degrees\n end\n end\nend\n\nwhen I receive [tick v]\nwait until <(win) = [1]>\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Win!!! v)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset size to (100) %\n\n@Colors (Other)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (check mark v)\ngo to x: (30) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n if <(change open?) = [y]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n set [brightness v] effect to (25)\n if <mouse down?> then\n if <(change open?) = [y]> then\n set [x pos 1 v] to (x position)\n set [variable v] to (Z Unique)\n set [other color v] to (color)\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n go to x: (-120) y: ((([sin v] of (timer \(f\)) ) * (4)) + (-50))\n set [z unique v] to [4]\n set [color v] to [Red]\n end\n if <(costume [number v]) = [2]> then\n go to x: (-90) y: ((([sin v] of (timer \(f\)) ) * (3)) + (-50))\n set [z unique v] to [3]\n set [color v] to [Orange]\n end\n if <(costume [number v]) = [3]> then\n go to x: (-60) y: ((([sin v] of (timer \(f\)) ) * (4)) + (-50))\n set [z unique v] to [4]\n set [color v] to [Yellow]\n end\n if <(costume [number v]) = [4]> then\n go to x: (-30) y: ((([sin v] of (timer \(f\)) ) * (3)) + (-50))\n set [z unique v] to [3]\n set [color v] to [Green]\n end\n if <(costume [number v]) = [5]> then\n go to x: (0) y: ((([sin v] of (timer \(f\)) ) * (4)) + (-50))\n set [z unique v] to [4]\n set [color v] to [Light Blue]\n end\n if <(costume [number v]) = [6]> then\n go to x: (30) y: ((([sin v] of (timer \(f\)) ) * (3)) + (-50))\n set [z unique v] to [3]\n set [color v] to [Blue]\n end\n if <(costume [number v]) = [7]> then\n go to x: (60) y: ((([sin v] of (timer \(f\)) ) * (4)) + (-50))\n set [z unique v] to [4]\n set [color v] to [Purple]\n end\n if <(costume [number v]) = [8]> then\n go to x: (90) y: ((([sin v] of (timer \(f\)) ) * (3)) + (-50))\n set [z unique v] to [3]\n set [color v] to [Pink]\n end\n if <(costume [number v]) = [9]> then\n go to x: (120) y: ((([sin v] of (timer \(f\)) ) * (4)) + (-50))\n set [z unique v] to [4]\n set [color v] to [Magenta]\n end\n change [timer \(f\) v] by (1)\n if <(costume [number v]) = [10]> then\n go to [front v] layer\n set x to (X POS 1)\n set y to ((([sin v] of (timer \(f\)) ) * (VARIABLE)) + (-50))\n end\n go [backward v] (50) layers\nend\n\nwhen flag clicked\nset [x pos 1 v] to [30]\nset [variable v] to [4]\nset [timer \(e\) v] to [100000]\nset [timer \(f\) v] to [100000]\nset [other color v] to [Red]\nset [x pos 1 v] to [-120]\n\n@Other Cover\n\nwhen I receive [tick v]\ngo to x: (0) y: ((([sin v] of (timer \(e\)) ) * (pick random (3) to (4))) + (-50))\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\nif <(shop open?) = [y]> then\n hide\nend\n\n@others\n\nwhen I receive [tick v]\ngo to x: (0) y: ((([sin v] of (Own TIMER) ) * (5)) + (0))\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\nif <(shop open?) = [y]> then\n hide\nend\nchange [own timer v] by (5)\nif <(costume [number v]) = [7]> then\n hide\nend\n\nwhen flag clicked\nset [own timer v] to [0]\nhide\nwait (.1) seconds\nswitch costume to (o v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (t v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (h v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (e v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (r v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (s v)\ncreate clone of (_myself_ v)\nswitch costume to (7 v)\n\nwhen I start as a clone\nset [own timer v] to [0]\n\n@Foreground Air\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) / (3))) ((y) - ((SCROLL Y) / (3)))\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\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (90)\n go to [back v] layer\nend\n\n
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✧ Metro City ✧\n⠀⠀⠀⠀⠀⠀✧ A Multiplayer Scrolling Platformer ✧\n⠀⠀⠀⠀⠀⠀⠀✧✧ Made by @-LeafFighter- ✧✧\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀✧ ✧ ✧ How To Play ✧ ✧ ✧\n⠀⠀⠀⠀➜ Use Arrow Keys or WASD to move on PC.\n⠀⠀⠀⠀⠀⠀➜ This game is Mobile Friendly <3!\n⠀➜ Collect the diamond at the end to win the game!\n⠀⠀⠀⠀➜ Look out for Spikes, Lava, & Saws!\n⠀➜ Collect coins and buy power ups from the shop!\n⠀⠀⠀⠀⠀➜ Press T or tap the player to chat!\n⠀➜ Love or Fav for 25 free coins and a custom crown! \n⠀⠀⠀➜ Your time is on the top left of the screen!\n⠀⠀⠀⠀⠀⠀⠀⠀⠀➜ "V" to adjust to Volume!\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✧✧ Server 2 ✧✧\n⠀⠀⠀⠀https://scratch.mit.edu/projects/719713671/\n\n⠀⠀⠀⠀⠀⠀⠀If the game is laggy, play here:\n⠀⠀⠀https://turbowarp.org/717182512/fullscreen?\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀interpolate&hqpen\n\n⠀Don't forget to leave a ❤️ and ⭐️ if you enjoyed and\n⠀⠀maybe even a follow. I worked super hard on this\n⠀⠀⠀⠀⠀game and would really appreciate it : )\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✧✧✧ Credits ✧✧✧\n⠀⠀⠀⠀⠀➜ @StratfordJames for a lot of inspo\n⠀⠀⠀⠀➜ @TheCactusMaster for Game engine\n⠀⠀⠀⠀⠀⠀⠀➜ @tHeChAoTiC for background\n⠀⠀⠀⠀⠀⠀⠀➜ Rest by me, @-LeafFighter- <3\n\n⠀⠀⠀⠀⠀⠀⠀⠀Follow me for more fun games!\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✧ Changelog ✧\n⠀⠀⠀⠀⠀⠀⠀⠀V1.0 - Initial Release 8/23/22\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀✧✧✧ Beta Testers ✧✧✧\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@hsemal\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@yourlocalsiri\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@Matthew_K1\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@ItzSadeq\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@-Purplez-\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@trident-\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀@bogucad000\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Go follow them <3!\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀3000+ blocks!\n\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✧✧✧ Tags ✧✧✧\n⠀#MetroCity #Metro #City #-LeafFighter- #Multiplayer ⠀⠀#Scrolling #MobileFriendly #Mobile #Platformer\n⠀#MultiplayerScrollingPlatformer #Trending #Games\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀#All #Music
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Sunrise A Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen flag clicked\nset [brightness v] to [0]\nset [tick v] to [0]\nswitch backdrop to (1 v)\nforever\n set volume to (Volume) %\n set [brightness v] effect to (brightness)\n change [brightness v] by (.025)\n if <(brightness) = [50]> then\n switch backdrop to (backdrop1 v)\n change [tick v] by (1)\n set [brightness v] to [0]\n if <(tick) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(tick) = [2]> then\n set [tick v] to [0]\n end\n end\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [timer v] to [0]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset rotation style [left-right 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 point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n point in direction (90)\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 (Bruh cool v)\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\nshow\nforever\n switch costume to (The Level)\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@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@Sun\n\nwhen flag clicked\nshow\ngo [backward v] (4) layers\nset [effects v] to [0]\nforever\n switch costume to (costume1 v)\n show\n go to x: (15) 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\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (90)\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [clone id v] to [0]\ngo to x: (-220) y: (160)\nhide\nrepeat (10)\n change x by (15)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (letter (Clone ID) of (Timer))\n if <(length of (Timer)) > ((Clone ID) - (1))> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nset [timer v] to [0]\nreset timer\nrepeat until <(The Level) = [10]>\n set [timer v] to (join (round (timer)) (join [.] (letter ((length of (timer)) - (2)) of (timer))))\nend\nif <(Timer) < (☁ Quickest Time)> then\n set [☁ quickest time v] to (Timer)\nend\n\nforever\n\n@Thumb\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)\nset [timer v] to [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 [Halvorsen_Band-Aid v] until done\nend\n\n@Skip\n\nwhen flag clicked\nset [the level v] to [1]\nhide\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n set size to (round (([sin v] of (size) ) * (100))) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <<(The Level) = [10]> or <(The Level) > [9]>> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nset size to (125) %\nchange [the level v] by (1)\n\n@Sprite5\n\nwhen this sprite clicked\nset size to (80) %\nstart sound [pop v]\nset [volume v] to (((2.5) * (40)) - (Volume))\nnext costume\n\nwhen flag clicked\nswitch costume to (soundon v)\nset [volume v] to [100]\ngo to x: (-140) y: (-155)\nshow\nforever\n set size to (round (([sin v] of (size) ) * (100))) %\nend\n\n
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sᴜɴʀɪsᴇ! ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ\nʏᴏᴜ ᴍᴜsᴛ ᴅᴏᴜʙʟᴇ ᴄʟɪᴄᴋ ᴛʜᴇ ғʟᴀɢ\nᴜsᴇ ᴡᴀsᴅ ᴀɴᴅ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ. sᴏʀʀʏ ᴍᴏʙɪʟᴇ ᴘʟᴀʏᴇʀs! ᴍᴀʏʙᴇ ɪɴ ᴘᴀʀᴛ 2, ɪ'ʟʟ ᴀᴅᴅ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟs. ᴀᴠᴏɪᴅ sᴘɪᴋᴇs ᴛᴏ ғɪɴᴅ ʏᴏᴜʀ ᴡᴀʏ ᴛᴏ ᴛʜᴇ ᴇɴᴅ. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ɪɴsᴘᴏ\n ᴛʜɪs ᴡᴀs ɪɴsᴘɪʀᴇᴅ ʙʏ @-ɢʟɪsᴛʀ- . ɪ ʜᴀᴠᴇ sᴇᴇɴ ᴍᴀɴʏ ᴘʀᴏᴊᴇᴄᴛs ʙʏ ʜɪᴍ ᴀɴᴅ ᴛʜᴇʏ ᴀʀᴇ ᴀʟʟ ᴀᴡsᴏᴍᴇ. (ᴛʜᴏᴜɢʜ ᴛʜᴇʏ ʟᴀɢ ᴜᴘ ᴍʏ ᴄᴏᴍᴘᴜᴛᴇʀ). ɪ ᴍᴀᴅᴇ ᴛʜɪs ʙᴇᴄᴀᴜsᴇ ᴛʜᴇsᴇ ɢᴀᴍᴇs ᴀʟᴡᴀʏs ᴍᴀᴋᴇ ᴍᴇ ғᴇᴇʟ ʜᴀᴘᴘʏ, ᴇsᴘᴇᴄɪᴀʟʟʏ ᴡɪᴛʜ ᴄᴀʟᴍɪɴɢ ᴍᴜsɪᴄ. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ᴄʀᴇᴅɪᴛs\n@-AwsomeCode- ғᴏʀ sᴏᴍᴇ ᴘʟᴀᴛғᴏʀᴍ ᴇɴɢɪɴᴇ. \nғᴏɴᴛᴍᴇᴍᴇ ғᴏʀ ᴛʜᴜᴍʙɴᴀɪʟ. \n@-Glistr- ғᴏʀ sᴘɪᴋᴇs, ᴛʀᴇᴇs/ᴀʀᴛ \n@Wawa29 ғᴏʀ ᴘʟᴀʏᴇʀ ᴀɴᴅ ᴅʀᴏᴘ ᴅᴏᴡɴ ʟɪᴋᴇ ᴀɴᴅ ʟᴏᴠᴇ\n@Law_Breaker ғᴏʀ ʟᴇᴠᴇʟ ᴅᴇsɪɢɴ ᴀɴᴅ\nᴄᴏᴏʟғᴏɴᴛs ғᴏʀ ᴛʜᴇ ɪɴsᴛʀᴜᴄᴛɪᴏɴ ғᴏɴᴛ \nᴍᴜsɪᴄ ɪs ʙᴏʏᴡɪᴛʜᴜᴋᴇ ᴏʀ ʙᴀɴᴅ-ᴀɪᴅ ʙʏ ʜᴀʟᴠᴏʀsᴇɴ\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ʟᴇᴛs ɢᴇᴛ ᴛʜɪs ᴏɴ ᴛʀᴇɴᴅɪɴɢ ᴏʀ ᴍᴏsᴛ ʀᴇᴍɪxᴇᴅ ᴏʀ ʟᴏᴠᴇᴅ\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n #tutorial #games #stories #animations #tutorial #games #stories #animations #tutorial #games #stories #animations #tutorial #games #stories #animations#games #all #music #calm #part1 #part #uke #timer #speedrun#games #all #music #calm #part1 #part #uke #timer #speedrun
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夏のプラットフォーマー summer platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Time To Leaf v] until done\nend\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\n配置 [3630] [40] [1]\n配置 [1500] [60] [1]\nhide\n\n配置 [2300] [-60] [1]\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\n配置 [3500] [-60] [1]\n\nwhen flag clicked\nforever\n hide variable [time v]\nend\n\n@障害物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [500] [0] [1]\n配置 [1000] [0] [2]\n配置 [1500] [0] [3]\n配置 [2000] [0] [4]\n配置 [2500] [0] [5]\n配置 [3000] [0] [6]\n配置 [3500] [0] [7]\n配置 [4000] [0] [8]\n配置 [4500] [0] [9]\n配置 [5000] [0] [10]\n配置 [5500] [0] [11]\nhide\n\n配置 [6000] [0] [12]\n\n配置 [6000] [0] [1]\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\n\n配置 [2500] [300] [2]\n\n配置 [0] [0] [1]\n\nset [x v] to [1000]\n\nrepeat (10)\n change [x v] by (40)\nend\n\nchange [y v] by (20)\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [-850] [0] [13]\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [0] [6]\n配置 [3000] [0] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n配置 [5000] [0] [11]\n配置 [5500] [0] [12]\n配置 [6150] [0] [13]\n配置 [6700] [0] [14]\n配置 [7400] [0] [15]\n配置 [8000] [0] [16]\nhide\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nforever\n hide\n change [ghost v] effect by (25)\nend\n\nwhen I receive [クリア v]\nchange [ghost v] effect by (100)\n\nhide\n\nchange [x v] by (100)\n\nhide\n\n@プレイヤー\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n 動き\nend\n\ndefine 動き\nif <(動き) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y v] by (重力)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change y by (重力)\nend\nif <touching (地面 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\nchange y by (1)\nif <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n start sound [Pew v]\n broadcast (もう一回 v)\nend\nif <touching (バネ v)?> then\n start sound [Jump v]\n set [y v] to [20]\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nstart sound [Jump v]\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine 動き (number or text) (number or text)\n\nwhen flag clicked\nforever\n if <touching (ゴール v)?> then\n broadcast (メッセージ1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ゴール v)?> then\n hide variable [time v]\n end\nend\n\nwhen flag clicked\nshow variable [time v]\n\nwhen [2 v] key pressed\nset [ghost v] effect to (98)\n\ngo to [front v] layer\n\n@がげ\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n go to (プレイヤー v)\nend\n\n@SUN\n\nwhen flag clicked\nset [sin v] to [0]\nset size to (100) %\nforever\n change [sin v] by (1)\n set size to ((([sin v] of ((sin) * (10)) ) * (10)) + (130)) %\nend\n\nwhen I receive [次! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait until <(move) = [OK]>\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ngo to (random position v)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (コスチューム2 v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nset [縦 v] to [35]\nset [横 v] to [20]\nset [brightness v] effect to (100)\nrepeat (10)\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n change [brightness v] effect by (-10)\nend\nrepeat (20)\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\nend\n\nset size to (100) %\n\nwhen flag clicked\n\n@葉っぱ\n\nwhen flag clicked\nset [ああああ v] to [0]\nhide\n\nwhen I start as a clone\npoint in direction (pick random (-140) to (-40))\ngo to x: (pick random (228) to (-228)) y: (pick random (172) to (-100))\nset x to (228)\nset size to (pick random (40) to (10)) %\nif <[30] < (size)> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\nshow\nforever\n turn right (pick random (1) to (10)) degrees\n change x by (-16)\n change y by (pick random (-1) to (-5))\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nforever\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n if <(ああああ) = [0]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwait (1) seconds\n\nwait (1) seconds\nforever\n if <[8] < (ステージ)> then\n create clone of (_myself_ v)\n end\nend\n\nif <[8] < (ステージ)> then\n\nif <key (right arrow v) pressed?> then\n change x by (-8)\nend\nif <key (left arrow v) pressed?> then\n change x by (16)\nend\n\nwhen [a v] key pressed\nset [ああああ v] to [2]\n\n@地面2\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [-850] [0] [13]\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [0] [6]\n配置 [3000] [0] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n配置 [5000] [0] [11]\n配置 [5500] [0] [12]\n配置 [6150] [0] [13]\nhide\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nforever\n hide\n change [ghost v] effect by (25)\nend\n\nwhen I receive [クリア v]\nchange [ghost v] effect by (100)\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
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矢印キーで操作です!モバイルにも対応しています!\n裏ステージあるよ!傾向に乗らせてくれ‼︎\n拡散して!!!!❤️と⭐️お願い!\n\n 〈English〉\nOperate with arrow keys. i want it to sprea!\n
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-Dungeons- A Platformer V1.1
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [633206_Random-Song-01 v] until done\nend\n\nwhen I receive [start cutscene v]\nrepeat (20)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [bossfight v]\nif <(volume) = [0]> then\n wait (0.4) seconds\n repeat (20)\n change volume by (5)\n end\nend\n\nwhen I receive [bossfight v]\nforever\n play sound [790340_dj-N-Theory-of-Everything- \(1\) v] until done\nend\n\nwhen I receive [start v]\nif <(volume) < [100]> then\n stop [other scripts in sprite v]\n set volume to (100) %\n forever\n play sound [633206_Random-Song-01 v] until done\n end\nend\n\nwhen I receive [game over v]\nrepeat (20)\n change volume by (-5)\nend\n\nset [lives v] to [1]\n\n@player\n\ndefine Movement (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [previous pos v] to (x position)\n change x by ((xSpeed) / (steps))\n Check Solid Colision\n if <(Touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [previous pos v] to (y position)\n change y by ((ySpeed) / (steps))\n Check Solid Colision\n if <(Touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\nwhen I receive [tick v]\nMoved by Moving Platform\nswitch backdrop to <touching (map v)?>\nControl Keys - Up, Down\nControl Keys - Left, Right\nControl Keys - Attack\nMovement (([abs v] of (xSpeed) ) + ([abs v] of (ySpeed) ))\nSet Costume\n\ndefine Control Keys - Up, Down\nif <key (up arrow v) pressed?> then\n if <<(Wall Slide) > [0]> and <[0] = (jumping)>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [xspeed v] to (((direction) / (90)) * (8))\n set [long jump v] to [13]\n end\n if <<(Falling) < [4]> and <[0] = (jumping)>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < [6]>> then\n change [jumping v] by (1)\n set [yspeed v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [yspeed v] by (-1.5)\nif <(Wall Slide) > [0]> then\n Check Wall Slide\n if <(ySpeed) < [0]> then\n set [yspeed v] to ((ySpeed) * (0.6))\n end\nend\n\ndefine Control Keys - Left, Right\nif <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(Key X) = [0]> then\n if <<(Falling) > [2]> and <(Wall Slide) < [1]>> then\n set [xspeed v] to ((xSpeed) * (0.96))\n stop [this script v]\n end\n if <([abs v] of (xSpeed) ) < [1]> then\n set [frame v] to [0]\n set [xspeed v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n if <<(Attack) = [false]> or <(Attack) = [wait]>> then\n change [xspeed v] by ((Key X) * (ACCELERATION))\n point in direction ((Key X) * (90))\n change [frame v] by (1)\n else\n set [xspeed v] to [0]\n set [frame v] to [0]\n end\nend\nset [xspeed v] to ((xSpeed) * (RESISTANCE))\n\nwhen I receive [game loop v]\nforever\n broadcast (First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick v)\n broadcast (Jump Sound v)\n broadcast (Last v)\nend\n\nwhen I receive [last v]\nif <(x position) > [235]> then\n Begin Scene ((Scene) + (1)) go to x, y: [-235] []\nend\nif <<(x position) < [-235]> and <(Scene) > [1]>> 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]> and <(Scene) > [1]>> then\n Begin Scene ((Scene) + (-100)) go to x, y: [] [180]\nend\nif <<touching (danger - spikes v)?> or <touching (danger - lava v)?>> then\n broadcast (Lose a 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 (Leave da Scene v)\nbroadcast (Change Level 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 Colisions in Direction [0]\nelse\n Fix Colisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v) and wait\n\ndefine Fix Colisions in Direction (direction)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (10000)\n Check Solid Colision\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 [first v]\nswitch costume to (hitbox 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 (hang on v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(ySpeed) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\n stop [this script v]\nend\nif <(Frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((Frame) mod (8)) ))\n set [punch # v] to [0]\nelse\n switch costume to (hit angle 1 v)\n set [punch # v] to [1]\n repeat (5)\n Check Solid Colision\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n if <(Attack) = [punch]> then\n switch costume to (join [punch] (Punch #))\n end\n stop [this script v]\n end\n change [punch # v] by (1)\n next costume\n end\n switch costume to (stand v)\n set [punch # v] to [1]\n if <(Attack) = [punch]> then\n switch costume to (join [punch] (Punch #))\n end\nend\n\ndefine Collide X - Slope or Wall?\nCheck Wall Slide\nchange y by (1)\nCheck Solid Colision\nif <(Touching) > [0]> then\n change y by (1)\n Check Solid Colision\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (Previous Pos)\n set [xspeed v] to [0]\n stop [this script v]\n end\n set [xspeed v] to ((xSpeed) * (0.75))\nend\nset [xspeed v] to ((xSpeed) * (0.9))\nSlope Slip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (Previous Pos)\nif <(ySpeed) > [0]> then\n set [yspeed v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slope Slip\nend\nset [yspeed v] to ((ySpeed) * (0.9))\n\ndefine Slope Slip\nchange y by (-2)\nchange x by (1)\nCheck Solid Colision\nif <(Touching) < [1]> then\n set [falling v] to [9]\n set [wall slide v] to [0]\n change [xspeed v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Solid Colision\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [xspeed v] by (1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (wall slide hitbox v)\nset rotation style [left-right v]\nCheck Solid Colision\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\n\ndefine Reset and Begin Level\nswitch costume to (stand v)\nset [ghost v] effect to (0)\nset [invulnerable v] to [0]\nset [punch time v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset [nokey? v] to [0]\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [falling v] to [99]\npoint in direction (90)\nBegin Scene (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [lose a life v]\nset [invulnerable v] to [1]\nchange [lives v] by (-1)\nif <not <(Code) = [true]>> then\n set [code v] to [false]\nend\nstart sound [Death Sound v]\nbroadcast (Check Hearts v)\nstop [other scripts in sprite v]\nswitch costume to (death 1 v)\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <(LIVES) > [0]> then\n wait (0.5) seconds\n Reset and Begin Level\nelse\n broadcast (Game OVER v)\nend\n\nwhen I receive [jump sound v]\nif <key (up arrow v) pressed?> then\n if <<(Jump Sound Fix) = [0]> and <<(Falling) < [5]> or <(Wall Slide) = [1]>>> then\n start sound [Jump v]\n end\n set [jump sound fix v] to [1]\nelse\n set [jump sound fix v] to [0]\nend\n\ndefine Moved by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Solid Colision\nif <(Touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(Touching) > [0]> then\n broadcast (Lose a 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 Solid Colision\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\nbroadcast (Main Menu v)\nhide\n\nwhen I receive [start v]\nset [lives v] to [10]\nshow\nset size to (60) %\ngo to [front v] layer\ngo [forward v] (1) layers\nset [resistance v] to [0.7]\nset [acceleration v] to [2]\nif <(Difficulty) = [Normal]> then\n set [jump force v] to [10]\nelse\n set [jump force v] to [12]\nend\nset [frame v] to [0]\nbroadcast (Setup v) and wait\nset [spawn scene v] to [1]\nset [spawn x v] to [-205]\nset [spawn y v] to [-80]\nReset and Begin Level\n\ndefine Check Solid Colision\nif <<touching (map v)?> or <<touching (platform2 v)?> or <<touching (platform3 v)?> or <<touching (platform4 v)?> or <<touching (platform v)?> or <<touching (door 1 v)?> or <touching (platform5 v)?>>>>>>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\ndefine Control Keys - Attack\nif <<<key (x v) pressed?> and <(Attack) = [false]>> and <<(Punch Time) = [-5]> and <(Falling) = [0]>>> then\n set [attack v] to [punch]\n set [punch time v] to [6]\n start sound [punch v]\nelse\n if <(Punch Time) > [0]> then\n change [punch time v] by (-1)\n else\n set [attack v] to [false]\n if <not <(Punch Time) < [-3]>> then\n change [punch time v] by (-1)\n end\n if <<(Punch Time) = [-4]> and <not <key (x v) pressed?>>> then\n set [punch time v] to [-5]\n end\n end\nend\n\nset [scene v] to [108]\n\nwhen I receive [start cutscene v]\nstop [other scripts in sprite v]\n\nwhen I receive [bossfight v]\ngo to x: (-185) y: (-110)\nset [spawn x v] to [-185]\nset [spawn y v] to [-110]\nset [spawn scene v] to [Bossfight]\nbroadcast (Game Loop v)\n\nwhen I receive [something v]\nstop [other scripts in sprite v]\n\n@Map\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\nswitch costume to (join [Scene] (Scene))\nStamp Shadow\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nswitch costume to (scene1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Stamp Shadow\nerase all\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-25)\nstamp\nchange y by (25)\nclear graphic effects\n\nset [scene v] to [116]\n\nwhen I receive [bossfight v]\nwait until <(SPAWN SCENE) = [Bossfight]>\nset [scene v] to [Bossfight]\nbroadcast (Change Level v)\n\nset [lives v] to [10]\n\n@danger - spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene))\nStamp Shadow\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (scene1 v)\nset size to (100) %\ngo to [back v] layer\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-24)\nstamp\nchange y by (24)\nclear graphic effects\n\n@danger - lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\nswitch costume to (scene1 v)\nset size to (100) %\ngo to [back v] layer\nforever\n set y to ((4) * ([sin v] of ((timer) * (135)) ))\nend\n\nwhen I receive [change level v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene))\n\nwhen I receive [start v]\nshow\n\nset [scene v] to [115]\n\n@Platform\n\nwhen I receive [change level v]\nhide\nif <(Scene) = [3]> then\n Animate: x y [140] [20] x y #2 [-5] [20] time [1] time #2 [1] wait [0.5]\nend\nif <(Scene) = [103]> then\n Animate: x y [135] [-40] x y #2 [-45] [-40] time [1.3] time #2 [1.3] wait [0.5]\nend\nif <(Scene) = [104]> then\n Animate: x y [0] [110] x y #2 [0] [18] time [1] time #2 [0.1] wait [0.5]\nend\nif <(Scene) = [105]> then\n Door at: [155] [-115] Key: [Key 1]\nend\nif <(Scene) = [108]> then\n Animate: x y [115] [-85] x y #2 [-85] [-85] time [2] time #2 [2] wait [0.3]\nend\nif <(Scene) = [112]> then\n Keypad Door at: x y [175] [-98]\nend\nif <(Scene) = [113]> then\n Animate: x y [-108] [40] x y #2 [-108] [-141] time [2] time #2 [2] wait [1]\nend\nif <(Scene) = [214]> then\n Animate: x y [0] [10] x y #2 [75] [10] time [0.5] time #2 [0.5] wait [0.5]\nend\nif <(Scene) = [116]> then\n Door at: [190] [-76] Key: [Key Multi]\nend\nif <(Scene) = [216]> then\n Animate: x y [-177] [-125] x y #2 [-177] [50] time [1] time #2 [1.5] wait [0.7]\nend\n\ndefine Animate: x y (x) (y) x y #2 (x2) (y2) time (time) time #2 (time2) wait (wait)\nshow\ngo to [back v] layer\nswitch costume to (join [Scene] (Scene))\ngo to x: (x2) y: (y2)\nforever\n glide (time) secs to x: (x) y: (y)\n wait (wait) seconds\n glide (time2) secs to x: (x2) y: (y2)\n if <(costume [name v]) = [Scene104]> then\n start sound [Clang v]\n end\n wait (wait) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick - Platform (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick - Platform (new x) (new y)\nif <(new y) > (Last Y)> then\n change y by (1)\nelse\n set y to ((Last Y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last X))\n set [platform dy v] to ((new y) - (Last Y))\nend\ngo to x: (new x) y: (new y)\n\nwhen flag clicked\nhide\n\ndefine Door at: (x) (y) Key: (key name)\nshow\ngo to [back v] layer\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Open Dorr v]\n repeat (20)\n change y by (3.5)\n end\n wait (1) seconds\n start sound [Open Dorr v]\n repeat (20)\n change y by (-3.5)\n end\n start sound [Door Closing v]\n else\n broadcast (NoKey v) and wait\n wait until <not <(Key X) = [0]>>\n wait until <(Key X) = [0]>\n end\nend\n\ndefine Keypad Door at: x y (x) (y)\nif <not <(Code) = [true]>> then\n go to x: (x) y: (y)\nelse\n go to x: (175) y: (-28)\nend\nshow\nswitch costume to (key pad door v)\nforever\n wait until <<touching (player v)?> and <(Code) = [false]>>\n broadcast (KeyPad v)\nend\n\nwhen I receive [open keypad door v]\nif <(Scene) = [112]> then\n start sound [Open Dorr v]\n repeat (20)\n change y by (3.5)\n end\nend\n\nwhen I receive [leave da scene v]\ndelete this clone\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\n@Text Engine\n\ndefine type (text) x: (x) y: (y)\nswitch costume to ( v)\nset [dialoguedone? v] to [true]\nwait (0.1) seconds\nset [dialoguedone? v] to [false]\nwait (0.3) seconds\nset [text vary v] to [0]\ngo to [front v] layer\nbroadcast (text up v)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [# v] to [0]\nwait (0.1) seconds\nrepeat (length of (text))\n change [# v] by (1)\n set [asset v] to (letter (#) of (text))\n if <(Bad Guy Says Stuff) = [False]> then\n start sound [type v]\n else\n start sound [Bad type v]\n end\n create clone of (_myself_ v)\nend\nset [text vary v] to [1]\n\ndefine Clone Setup\nswitch costume to (asset)\ngo to [front v] layer\nrepeat (#)\n change x by (10)\n if <(x position) > [180]> then\n set x to (x)\n change y by (-15)\n end\nend\n\nwhen I start as a clone\nClone Setup\nwait until <<(DialogueDone?) = [true]> or <<(text vary) = [1]> and <key (space v) pressed?>>>\nbroadcast (text down v)\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [stop text v] to [0]\ngo to [front v] layer\ntype [you wake up in a dungeon-like place.you are unaware of how you got there.] x: [-180] y: [-125]\n\nwhen I receive [key collect v]\ntype [a key. . . i wonder what this could be used for. . .] x: [-180] y: [-125]\n\nwhen I receive [nokey v]\nif <(Scene) = [105]> then\n type [when there's a door, there is always a key. . . hopefully.] x: [-180] y: [-125]\nend\nif <(Scene) = [116]> then\n type [a door with three locks. . . perhaps you need three keys. . .] x: [-180] y: [-125]\nend\n\nwhen I receive [sage text v]\nif <(Sage Dialogue) = [1]> then\n type [hello, young traveller. you are probably wondering how you got here. ] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [2]> then\n type [this dungeon is haunted by a bitter evil. an evil that plots the destruction of all life.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [3]> then\n type [this evil feeds on the souls of people such as you and i. . . ] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [4]> then\n type [. . .and gets more powerful with each soul that it devours.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [5]> then\n type [so, every day, the evil brings another person into this dungeon. . .] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [6]> then\n type [. . .only to take their soul.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [7]> then\n type [i am one of those people. i was the only one who managed to hide from the evil.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [8]> then\n type [the others died. their souls taken. their will to live gone.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [9]> then\n type [if i'm correct, you are the final soul that the evil needs. . .] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [10]> then\n type [. . .to be powerful enough to destroy the world.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [11]> then\n type [if you wish to save humanity, you must continue to explore this place alone. ] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [12]> then\n type [i am to old to accompany you, but i will tell you this-] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [13]> then\n type [-the code is 1382.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) = [14]> then\n type [good luck traveller. you'll need it.] x: [-130] y: [-130]\nend\nif <(Sage Dialogue) > [14]> then\n set [sage dialogue v] to [15]\nend\n\nwhen I receive [change level v]\nif <(Scene) = [107]> then\n wait until <(text vary) = [1]>\n set [dialoguedone? v] to [true]\n wait (0.1) seconds\n set [dialoguedone? v] to [false]\nend\nif <<(Stop Text) = [0]> and <(Scene) = [109]>> then\n type [gah! what is that thing? press "x" to punch it.] x: [-180] y: [-125]\n change [stop text v] by (1)\nend\n\nwhen I receive [checkpoint! v]\ntype [checkpoint!] x: [-180] y: [-125]\n\nwhen I receive [blue key v]\ntype [a blue key? perhaps we could use this later. . .] x: [-180] y: [-125]\n\nwhen I receive [key shard v]\ntype (join (join [you have collected ] (Amount of Key Shards)) [/4 key shards. ]) x: [-180] y: [-125]\n\nwhen I receive [all shards v]\ntype [you've collected all of the key shards. you combine them all to make a pink key.] x: [-180] y: [-125]\n\nwhen I receive [cutscene1 follow v]\nset [bad guy says stuff v] to [True]\nwait (0.5) seconds\ntype [hello brave one.] x: [-130] y: [-130]\nwait (1) seconds\ntype [i am the so-called "evil" you have been seeking.] x: [-130] y: [-130]\nwait (1) seconds\ntype [until now, i have been playing easy.] x: [-130] y: [-130]\nwait (1) seconds\ntype [i did not expect that you would come this far, i'll admit that.] x: [-130] y: [-130]\nwait (1) seconds\ntype [but it doesn't matter. i will not let you escape without a fight.] x: [-130] y: [-130]\nwait (1) seconds\ntype [it's time i take you on myself.] x: [-130] y: [-130]\nwait (1) seconds\nset [dialoguedone? v] to [true]\nset [bad guy says stuff v] to [False]\nbroadcast (BossFight v)\n\nwhen I receive [tired v]\ntype [the evil is tired! punch him whilst he's resting! ] x: [-180] y: [-125]\n\nwhen I receive [something v]\ntype [you have destroyed the evil.] x: [-180] y: [-125]\nwait (1) seconds\ntype [you eventually find your way out of the dungeon. . .] x: [-180] y: [-125]\nwait (1) seconds\ntype [. . .back to your home. . .] x: [-180] y: [-125]\nwait (1) seconds\nset [dialoguedone? v] to [true]\nbroadcast (Cutscene2 v)\n\n@Splash Screen\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (end screen v)\ngo to [front v] layer\nset size to (20) %\nshow\nbroadcast (Main Menu v)\nstart sound [Low Whoosh v]\nrepeat until <(size) = [100]>\n change size by ((0.4) * ((100) - (size)))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [timer v] to [0.01]\nset size to (100) %\nswitch costume to (title screen/thumbnail v)\nshow\nforever\n set [timer v] to ((timer) + (0.01))\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen [timer v] > (timer)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stop screen v)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [cutscene1 follow v]\nswitch costume to (cutscene transition v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [bossfight v]\nwait (0.4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [start cutscene v]\nswitch costume to (cutscene transition v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nif <(Scene) = [117]> then\n broadcast (CutScene1 v)\nelse\n broadcast (Something v) and wait\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nhide\n\nwhen I receive [end v]\nswitch costume to (cutscene transition v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nswitch costume to (stop screen v)\nplay sound [Stereo Madness v] until done\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nswitch costume to (play v)\nwait (0.05) seconds\ngo to x: (0) y: (-35)\nset [frame v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nset size to (10) %\nstart sound [Low Whoosh v]\nforever\n change y by ((0.3) * ([sin v] of (frame) ))\n change [frame v] by (5)\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [keypad v]\nwait until <(Code) = []>\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (keypad back v)\nshow\ngo to [front v] layer\n\nwhen I receive [open keypad door v]\nhide\n\nwhen this sprite clicked\nif <(Code) = [False]> then\n stop [other scripts in sprite v]\n broadcast (Start v)\n start sound [Click v]\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n hide\nelse\n set [code v] to [false]\n hide\nend\n\n@Scroll\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [text up v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nif <not <(Sage Dialogue) = [0]>> then\n switch costume to (sage narrative v)\nelse\n if <(Bad Guy Says Stuff) = [True]> then\n switch costume to (evil narrative v)\n else\n switch costume to (narrator v)\n end\nend\nglide (0.15) secs to x: (0) y: (0)\n\nwhen I receive [text down v]\nglide (0.15) secs to x: (0) y: (-100)\nhide\n\n@Space\n\nwhen flag clicked\ngo to x: (-170) y: (-169)\nhide\n\nwhen I receive [text up v]\ngo to [front v] layer\nshow\n\nwhen I receive [text down v]\nhide\n\n@Collectable\n\nwhen flag clicked\nset [frame v] to [0]\nhide\n\nwhen I receive [setup v]\nhide\nset [amount of key shards v] to [0]\ndelete all of [collected v]\nPlace [Key 1] Scene [5] xy [140] [-87]\nPlace [checkpoint] Scene [106] xy [-120] [-70]\nPlace [heart] Scene [104] xy [50] [25]\nPlace [Blue Key] Scene [212] xy [-130] [-65]\nPlace [checkpoint] Scene [112] xy [-140] [10]\nPlace [heart] Scene [110] xy [-210] [30]\nPlace [heart] Scene [214] xy [193] [85]\nPlace [Key Shard1] Scene [16] xy [145] [5]\nPlace [Key Shard2] Scene [16] xy [-170] [95]\nPlace [Key Shard3] Scene [17] xy [170] [-5]\nPlace [Key Shard4] Scene [17] xy [-155] [15]\nPlace [Green Key] Scene [217] xy [85] [-80]\nif <(Difficulty) = [Easy]> then\n Place [checkpoint] Scene [3] xy [-190] [-55]\n Place [checkpoint] Scene [109] xy [-77] [50]\n Place [checkpoint] Scene [114] xy [-120] [115]\nend\n\nwhen I receive [change level v]\nif <(Scene) = (Scene for Collectable)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.3) * ([sin v] of (frame) ))\n change [frame v] by (8)\nend\nset [scene for collectable v] to []\nif <(costume [name v]) = [Key 1]> then\n broadcast (Key collect v)\nend\nbroadcast (Collected v)\nif <(costume [name v]) = [checkpoint]> then\n start sound [Checkpoint 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 broadcast (CheckPoint! v)\nelse\n if <(costume [name v]) = [heart]> then\n if <(LIVES) < [9]> then\n change [lives v] by (2)\n broadcast (Check Hearts v)\n else\n if <(LIVES) = [9]> then\n change [lives v] by (1)\n broadcast (Check Hearts v)\n end\n end\n start sound [Heart v]\n else\n if <<(costume [name v]) = [Blue Key]> and <not <(Code) = [true]>>> then\n broadcast (Blue Key v)\n else\n if <<<(costume [name v]) = [Key Shard1]> or <(costume [name v]) = [Key Shard2]>> or <<(costume [name v]) = [Key Shard3]> or <(costume [name v]) = [Key Shard4]>>> then\n change [amount of key shards v] by (1)\n if <(Amount of Key Shards) < [4]> then\n broadcast (Key Shard v)\n else\n broadcast (All Shards v)\n add [Pink Key] to [collected v]\n end\n end\n end\n add (costume [name v]) to [collected v]\n start sound [Key Collect v]\n end\n if <<<<(costume [name v]) = [Blue Key]> or <(costume [name v]) = [Green Key]>> or <<<(costume [name v]) = [Key Shard1]> or <(costume [name v]) = [Key Shard2]>> or <<(costume [name v]) = [Key Shard3]> or <(costume [name v]) = [Key Shard4]>>>> and <<[collected v] contains [Green Key]?> and <<[collected v] contains [Pink Key]?> and <[collected v] contains [Blue Key]?>>>> then\n add [Key Multi] to [collected v]\n end\nend\nhide\n\ndefine Place (type) Scene (scene) xy (x) (y)\nset [scene for collectable v] to (scene)\nswitch costume to (type)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [scene for collectable v] to []\n\nwhen I receive [start v]\ndelete this clone\n\n@Sage\n\nwhen flag clicked\ngo to x: (175) y: (-105)\nhide\nforever\n if <(Scene) = [7]> then\n if <touching (player v)?> then\n if <(Sage Dialogue) = [0]> then\n broadcast (Sage Text v)\n set [sage dialogue v] to [1]\n end\n end\n if <<key (space v) pressed?> and <(text vary) = [1]>> then\n if <(SD Change) = [0]> then\n change [sage dialogue v] by (1)\n broadcast (Sage Text v)\n change [sd change v] by (1)\n end\n else\n set [sd change v] to [0]\n end\n else\n set [sage dialogue v] to [0]\n end\nend\n\nwhen I receive [change level v]\nhide\nif <(Scene) = [7]> then\n show\n go to [back v] layer\nend\n\n@Death Effect\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [lose a life v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (0.05) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Hearts\n\nwhen flag clicked\ngo to x: (-155) y: (150)\nhide\n\nwhen I receive [game over v]\nhide\nrepeat (3)\n wait (0.2) seconds\n show\n wait (0.2) seconds\n hide\nend\n\nwhen I receive [start v]\nswitch costume to (10 v)\ngo to [front v] layer\nshow\n\nwhen I receive [check hearts v]\ngo to [front v] layer\nswitch costume to ((LIVES) + (1))\nrepeat (2)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\nwhen I receive [change level v]\ngo to [front v] layer\n\n@Punch Hitbox\n\nwhen flag clicked\nforever\n if <(Attack) = [punch]> then\n set [ghost v] effect to (100)\n set rotation style [left-right v]\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 show\n wait (0.02) seconds\n hide\n wait until <(Attack) = [false]>\n end\nend\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nset [enemy invulnerable v] to [0]\nset size to (85) %\nhide\ndelete this clone\n\nwhen I receive [change level v]\nif <(Enemy Invulnerable) = [2]> then\n if <(Dead Enemy Scene) = (Scene)> then\n show\n end\n stop [this script v]\nend\nif <(Scene) = [109]> then\n Spawn [Enemy 1] at [160] [-95] direction [-90]\nend\nif <(Scene) = [111]> then\n Spawn [Enemy 2] at [95] [-50] direction [-90]\n Spawn [Enemy 3] at [-15] [-70] direction [90]\nend\nif <(Scene) = [114]> then\n Spawn [Enemy 4] at [150] [-80] direction [-90]\n Spawn [Enemy 5] at [-20] [30] direction [-90]\nend\nif <(Scene) = [115]> then\n Spawn [Enemy 6] at [-85] [-25] direction [-90]\n Spawn [Enemy 7] at [75] [0] direction [-90]\nend\nif <(Scene) = [116]> then\n Spawn [Enemy 8] at [-150] [-60] direction [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y - enemy v] to [0]\nset [enemy health v] to [3]\nset [frame v] to [0]\nforever\n if <<not <(Enemy Invulnerable) = [2]>> or <(Dead Enemy Scene) = (Scene)>> then\n if <(Enemy Invulnerable) = [0]> then\n switch costume to (hit box v)\n else\n if <(Enemy Invulnerable) = [2]> then\n switch costume to (enemy death v)\n else\n switch costume to (enemy damage v)\n end\n end\n set rotation style [don't rotate v]\n Move Left/Right\n Move Down\n if <(Enemy Invulnerable) = [0]> then\n change [frame v] by (1.5)\n switch costume to ((1) + (([floor v] of (frame) ) mod (14)))\n end\n set rotation style [left-right v]\n if <not <(Enemy Invulnerable) = [2]>> then\n Touch Player\n end\n end\nend\n\nwhen I receive [leave da scene v]\nif <(Enemy Invulnerable) = [2]> then\n hide\n stop [this script v]\nend\ndelete this clone\n\ndefine Move Down\nchange [speed y - enemy v] by (-1)\nchange y by (speed y - enemy)\nrepeat until <not <touching (map v)?>>\n if <(speed y - enemy) > [0]> then\n change y by (-1)\n set [speed y - enemy v] to [1]\n else\n change y by (1)\n set [speed y - enemy v] to [0]\n if <not <(Enemy Invulnerable) = [2]>> then\n set [enemy invulnerable v] to [0]\n end\n end\nend\n\ndefine Move Left/Right\nif <(Enemy Invulnerable) = [2]> then\nrepeat (4)\n if <not <<touching (map v)?> or <touching (_edge_ v)?>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2.3) steps\nif <(INVULNERABLE) = [1]> then\n turn right (180) degrees\nend\n\ndefine Touch Player\nif <<<(INVULNERABLE) = [0]> and <<touching (player v)?> and <(Attack) = [false]>>> and <(Enemy Invulnerable) = [0]>> then\n broadcast (Lose a Life v)\nend\nif <<<<touching (punch hitbox v)?> or <touching (danger - spikes v)?>> and <(Enemy Invulnerable) = [0]>> and <not <(Enemy Health) = [0]>>> then\n change [enemy health v] by (-1)\n set [speed y - enemy v] to [10]\n set [enemy invulnerable v] to [1]\n if <(Enemy Health) = [0]> then\n set [enemy invulnerable v] to [2]\n add (Enemy for List) to [enemies dead v]\n set [dead enemy scene v] to (Scene)\n end\nend\n\ndefine Spawn (type) at (x) (y) direction (dir)\nif <[enemies dead v] contains (type)?> then\n stop [this script v]\nend\nset [enemy for list v] to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete all of [enemies dead v]\n\nset [scene v] to [113]\n\n@KeyPad\n\nwhen I receive [keypad v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [code v] to []\nrepeat until <<(Code) = [false]> or <(Code) = [true]>>\n switch costume to (join [keypad] (length of (Code)))\n if <(length of (Code)) > [3]> then\n if <not <(Code) = [1382]>> then\n start sound [Wrong v]\n repeat (2)\n switch costume to (keypad0 v)\n wait (0.1) seconds\n switch costume to (denied v)\n wait (0.1) seconds\n end\n set [code v] to []\n else\n start sound [Granted v]\n repeat (2)\n switch costume to (keypad0 v)\n wait (0.1) seconds\n switch costume to (granted v)\n wait (0.1) seconds\n end\n set [code v] to [true]\n broadcast (Open Keypad Door v)\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\nset [code v] to [false]\n\n@KeyPad Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [keypad v]\nwait until <(Code) = []>\nKeyPad Setup\n\ndefine KeyPad Setup\nshow\nswitch costume to (1 v)\ngo to [front v] layer\ngo to x: (-80) y: (29)\nrepeat (3)\n repeat (3)\n create clone of (_myself_ v)\n change x by (75.5)\n next costume\n end\n set x to (-80)\n change y by (-50)\nend\nchange x by (75.5)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nrepeat until <<(Code) = [false]> or <(Code) = [true]>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [code v] to (join (Code) (costume [name v]))\n wait until <not <mouse down?>>\n if <(length of (Code)) < [4]> then\n play sound [Boop v] until done\n end\n end\nend\ndelete this clone\n\n@Fog\n\ndefine Setup\nset [previous place v] to []\nrepeat until <(Previous Place) = (x position)>\n set [previous place v] to (x position)\n set size to (200) %\n change x by (-10)\n set size to (100) %\nend\n\nwhen I receive [start v]\nhide\nforever\n switch costume to (join [Fog] (pick random (1) to (5)))\n set y to (pick random (-75) to (75))\n set [ghost v] effect to (pick random (60) to (90))\n set [speed v] to (pick random (3) to (5))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nSetup\nshow\ngo to [front v] layer\nset [previous place v] to []\nrepeat until <(Previous Place) = (x position)>\n set [previous place v] to (x position)\n set size to (200) %\n change x by (Speed)\n set size to (100) %\nend\ndelete this clone\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [cutscene1 v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [bossfight v]\nset x to (-324)\nhide\nforever\n switch costume to (join [Fog] (pick random (1) to (5)))\n set y to (pick random (-75) to (75))\n set [ghost v] effect to (pick random (60) to (90))\n set [speed v] to (pick random (3) to (5))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I receive [start cutscene v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n if <(LIVES) > [0]> then\n switch costume to (walking v)\n if <<<([xspeed v] of [player v]) < [-3]> or <([xspeed v] of [player v]) > [3]>> and <not <([falling v] of [player v]) > [3]>>> then\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (pick random (15) to (19)))\n show\n create clone of (_myself_ v)\n end\n hide\n wait (0.04) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Walking]> then\n set size to (pick random (60) to (100)) %\n clear graphic effects\n set [yspeed v] to (pick random (2) to (3))\n repeat (10)\n change y by (ySpeed)\n change [ghost v] effect by (10)\n change [yspeed v] by (-0.5)\n end\n delete this clone\nend\n\nwhen I receive [change level v]\ndelete this clone\n\n@CutScene\n\nwhen I receive [cutscene1 v]\nset [bad guy says stuff v] to [True]\nPlayScene: [Look] Frames#: [85] Sounds: [Clang] [Boom] [High Whoosh] FrameForSound: [20] [61] [68]\nPlayScene: [Stance] Frames#: [22] Sounds: [Freak Out] [] [] FrameForSound: [15] [] []\nwait (1) seconds\nbroadcast (CutScene1 Follow v)\n\ndefine PlayScene: (scene) Frames#: (frame#) Sounds: (sound 1) (sound 2) (sound 3) FrameForSound: (frame 1) (frame 2) (frame 3)\nswitch costume to (join (scene) [1])\nset [frame# v] to [0]\ngo to [front v] layer\nshow\nrepeat until <(Frame#) = (frame#)>\n change [frame# v] by (1)\n switch costume to (join (scene) (Frame#))\n if <(frame 1) = (Frame#)> then\n start sound (sound 1)\n end\n if <(frame 2) = (Frame#)> then\n start sound (sound 2)\n end\n if <(frame 3) = (Frame#)> then\n start sound (sound 3)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nset [bad guy says stuff v] to [False]\nhide\n\nwhen I receive [bossfight v]\nhide\n\nwhen I receive [cutscene2 v]\nPlayScene: [Found] Frames#: [111] Sounds: [Stereo Madness] [Tap] [] FrameForSound: [1] [71] []\nPlayScene: [House] Frames#: [80] Sounds: [] [] [] FrameForSound: [] [] []\nbroadcast (End v)\n\nbroadcast (Cutscene2 v)\n\n@CutScene BG\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to ([costume name v] of [cutscene v])\nend\n\nwhen I receive [cutscene1 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [cutscene1 follow v]\nwait (1) seconds\nhide\n\nbroadcast (CutScene1 v)\n\nwhen I receive [cutscene2 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\n@Enemy Powers\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nif <(Scene) = [117]> then\n switch costume to (darkness v)\n show\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n go [backward v] (2) layers\n wait until <touching (player v)?>\n broadcast (Start Cutscene v)\nelse\n if <not <(Scene) = [Bossfight]>> then\n hide\n end\nend\n\nset [scene v] to [116]\n\nwhen I receive [bossfight v]\nset rotation style [all around v]\nhide\nrepeat until <(LIVES) = [0]>\n if <<touching (player v)?> and <(INVULNERABLE) = [0]>> then\n broadcast (Lose a Life v)\n end\nend\n\nwhen I receive [pewew v]\ngo to x: (-6) y: (-79)\nshow\nswitch costume to (lazar v)\npoint towards (warning v)\nstart sound [Lazar1 v]\n\nwhen I receive [tired v]\nhide\n\nwhen I receive [rocket v]\ngo to x: (-6) y: (-79)\nshow\nswitch costume to (rocket v)\nrepeat (10)\n wait (2) seconds\n wait until <(Me Dir) = [Ready]>\n create clone of (_myself_ v)\nend\nwait (2) seconds\nbroadcast (Tired v)\n\nwhen I start as a clone\nstart sound [rocket v]\npoint in direction (direction)\nmove (70) steps\nset [rocket v] to [1]\nrepeat until <touching (_edge_ v)?>\n set size to (100) %\n move (11) steps\n switch costume to (join [fire] (Rocket))\n change [rocket v] by (1)\n if <(Rocket) > [6]> then\n set [rocket v] to [1]\n end\n if <<touching (player v)?> and <(INVULNERABLE) = [0]>> then\n start sound [Minecraft TNT Sound FX v]\n broadcast (Lose a Life v)\n switch costume to (boom v)\n repeat (5)\n change size by (10)\n end\n repeat (4)\n change size by (10)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [rocket v]\nset [rocket dir speed v] to [0]\nrepeat until <(Bossfight) = [Tired]>\n set [me dir v] to (direction)\n point towards (player v)\n set [player dir v] to (direction)\n point in direction (Me Dir)\n if <(direction) > (Player Dir)> then\n change [rocket dir speed v] by (-1.5)\n end\n if <(Player Dir) > (direction)> then\n change [rocket dir speed v] by (1.5)\n end\n turn right (Rocket Dir Speed) degrees\n set [me dir v] to [Ready]\n set [rocket dir speed v] to ((Rocket Dir Speed) * (0.7))\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nset [costumeframe v] to [False]\nhide\ndelete this clone\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\n\nwhen I receive [fly v]\nshow\nset rotation style [left-right v]\nset [costumeframe v] to [Idle]\nset [frame v] to [0]\nrepeat until <<(LIVES) = [0]> or <(Bossfight) = [Tired]>>\n switch costume to (join [Fly] (CostumeFrame))\n if <(CostumeFrame) = [Idle]> then\n change y by ((0.3) * ([sin v] of (Frame) ))\n change [frame v] by (5)\n end\nend\n\nwhen I receive [go fly birdie v]\nset rotation style [all around v]\npoint towards (warning v)\nif <(direction) < [0]> then\n set [costumeframe v] to [2]\nelse\n set [costumeframe v] to [1]\nend\nstart sound [Low Whoosh v]\nglide (([sqrt v] of ((([abs v] of ((x position) - (Go x)) ) * ([abs v] of ((x position) - (Go x)) )) + (([abs v] of ((y position) - (Go y)) ) * ([abs v] of ((y position) - (Go y)) ))) ) / (500)) secs to x: (Go x) y: (Go y)\nstart sound [Boom v]\nset [costumeframe v] to [Idle]\nset rotation style [left-right v]\n\n@Thicc Boss\n\nwhen flag clicked\nset [bossfight v] to [False]\nhide\n\nwhen I receive [start v]\nset [bossfight v] to [False]\nhide\n\nwhen I receive [bossfight v]\ngo to x: (-5) y: (-97)\nset [boss lives v] to [3]\nshow\nset [bossfight v] to [Idle]\nwait (2) seconds\nbroadcast (LazarBeam v)\n\nwhen I receive [bossfight v]\nrepeat until <(Bossfight) = [False]>\n switch costume to (Bossfight)\n if <<not <<(Bossfight) = [Tired]> or <(Bossfight) = [Idle]>>> and <<touching (player v)?> and <(INVULNERABLE) = [0]>>> then\n broadcast (Lose a Life v)\n end\nend\n\nwhen I receive [game over v]\nset [bossfight v] to [False]\n\nwhen I receive [tired v]\nset [tired v] to (Bossfight)\nset [bossfight v] to [Tired]\nwait until <touching (punch hitbox v)?>\nchange [boss lives v] by (-1)\nif <(Tired) = [Fly]> then\n broadcast (Start Cutscene v)\nelse\n set [bossfight v] to [Idle]\n wait (0.7) seconds\n if <(Tired) = [Lazar]> then\n set [bossfight v] to [Rocket]\n broadcast (Rocket v)\n end\n if <(Tired) = [Rocket]> then\n set [bossfight v] to [Fly]\n broadcast (Fly v)\n end\nend\n\nwhen I receive [pewew v]\nset rotation style [left-right v]\npoint towards (warning v)\n\nwhen I receive [pewew v]\nset [bossfight v] to [Lazar]\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\n\n@Warning\n\nwhen I receive [lazarbeam v]\nrepeat (20)\n Pew\n wait (0.2) seconds\nend\nwait (0.3) seconds\nbroadcast (Tired v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\ndefine Pew\nset rotation style [don't rotate v]\ngo to x: (-5) y: (-68)\npoint in direction (pick random (-100) to (100))\nmove (170) steps\nswitch costume to (warning-png-free-image v)\nset [ghost v] effect to (30)\ngo to [front v] layer\nshow\nstart sound [Computer Beep2 v]\nwait (0.1) seconds\nhide\nwait (0.1) seconds\nshow\nstart sound [Computer Beep2 v]\nwait (0.1) seconds\nrepeat (2)\n change [ghost v] effect by (15)\nend\nhide\nwait (0.1) seconds\nbroadcast (Pewew v) and wait\n\nwhen I receive [fly v]\nwait (1) seconds\nrepeat (9)\n Fly (pick random (([x position v] of [player v]) - (70)) to (([x position v] of [player v]) + (70))) (pick random (([y position v] of [player v]) - (30)) to (([y position v] of [player v]) + (70)))\nend\nFly [-6] [-79]\nwait (0.6) seconds\nbroadcast (Tired v)\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nwait until <touching (enemy powers v)?>\ndelete this clone\n\ndefine Move\nrepeat until <touching (enemy powers v)?>\n repeat (50)\n move (1) steps\n if <touching (enemy powers v)?> then\n stop [this script v]\n end\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\ndefine Fly (x) (y)\nhide\nset rotation style [all around v]\nif <(INVULNERABLE) = [0]> then\n set [go x v] to (x)\n set [go y v] to (y)\nelse\n set [go x v] to (pick random (-150) to (150))\n set [go y v] to (pick random (-100) to (100))\nend\ngo to x: (Go x) y: (Go y)\npoint towards (enemy powers v)\nset [ghost v] effect to (40)\nswitch costume to (arrow v)\nshow\nMove\ngo to x: (Go x) y: (Go y)\nwait (1) seconds\nbroadcast (Go Fly Birdie v) and wait\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@Difficulty\n\nwhen I receive [main menu v]\nswitch costume to (easy v)\ngo to x: (-180) y: (-145)\ncreate clone of (_myself_ v)\nswitch costume to (normal v)\ngo to x: (180) y: (-145)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [difficulty v] to [Normal]\nhide\n\nwhen I start as a clone\nset [umm... v] to (costume [name v])\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(Difficulty) = (Umm...)> then\n switch costume to (join (costume [name v]) [ On])\n else\n switch costume to (Umm...)\n end\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [Click v]\nif <(length of (costume [name v])) < [7]> then\n set [difficulty v] to (costume [name v])\nend\n\nwhen I receive [start v]\ndelete this clone\n\n
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~New Update!~\nI know this is small, but I quickly made the fog that rolls across your screen a bit smoother when it comes and leaves from your view.\n\n~Past Updates~ \nV1.0 - Release \nV1.1 - Difficulty Update\nV1.2 - Smoother Fog\n\nControls:\n Arrow keys to move.\n "X" to punch.\n Spacebar to get rid of, or change text.\n\n My FIRST GAME!\n I'm super happy that I finally finished this. I know it's not perfect, I'm super proud never the less. This has to be the hardest project I've ever done (I have other scratch accounts). Now before you ask, no, the "clouds" rolling across your screen are NOT actually clouds, but instead fog. And I know the final animation is kinda bad, but whatever. Please report any glitches you find in the comments.\n \nBtw, the animated cutscenes are usually kinda laggy at first. If you don't mind losing all of your progress, click the green flag when you get to that part, and the next time you get to a cutscene it should be smoother.
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Sword platformer
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@Stage\n\n@Player\n\ndefine Clean Landing (x) (y)\nrepeat until <not <touching (ground v)?>>\n change x by (x)\n change y by (y)\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n change [horizontal speed v] by (-5)\n end\n if <key (d v) pressed?> then\n change [horizontal speed v] by (5)\n end\n set [horizontal speed v] to ((Horizontal speed) * (.6))\n change x by (Horizontal speed)\n if <touching (ground v)?> then\n Clean Landing ((0) - ((Horizontal speed) / ([abs v] of (Horizontal speed) ))) [0]\n set [horizontal speed v] to [0]\n else\n switch costume to (hitbox v)\n point in direction (Sword direction)\n if <touching (ground v)?> then\n Clean Landing ((0) - ((Horizontal speed) / ([abs v] of (Horizontal speed) ))) [0]\n set [horizontal speed v] to [0]\n end\n point in direction (90)\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nset [sword direction v] to [0]\nforever\n switch costume to (hitbox v)\n point towards (mouse-pointer v)\n set [target direction v] to ((round (direction)) mod (360))\n point in direction (Sword direction)\n Position Sword\n set [sword direction v] to ((round (direction)) mod (360))\n point in direction (90)\n switch costume to (player v)\nend\n\ndefine Position Sword\nif <not <((direction) mod (360)) = (Target direction)>> then\n Set Turn Direction\n set [push frames v] to [0]\n repeat until <((direction) mod (360)) = (Target direction)>\n turn right (Turn direction) degrees\n if <touching (ground v)?> then\n set [successful push? v] to [False]\n Check Move [0] [5]\n Check Move [0] [-5]\n Check Move [5] [0]\n Check Move [-5] [0]\n if <(Successful Push?) = [False]> then\n turn right (() - (Turn direction)) degrees\n stop [this script v]\n end\n if <(Push Frames) > [5]> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Check Move (x) (y)\nif <(Successful Push?) = [False]> then\n set [start x v] to (x position)\n set [start y v] to (y position)\n repeat ([abs v] of ((x) + (y)) )\n change x by ((x) / ([abs v] of (x) ))\n change y by ((y) / ([abs v] of (y) ))\n if <not <touching (ground v)?>> then\n switch costume to (player v)\n set [previous direction v] to (direction)\n point in direction (90)\n if <touching (ground v)?> then\n set x to (Start X)\n set y to (Start Y)\n else\n set [successful push? v] to [True]\n change [push frames v] by (1)\n end\n switch costume to (hitbox v)\n point in direction (Previous Direction)\n stop [this script v]\n end\n end\n set x to (Start X)\n set y to (Start Y)\nend\n\ndefine Set Turn Direction\nif <(Target direction) > (Sword direction)> then\n if <(((360) - (Target direction)) + (Sword direction)) > ((Target direction) - (Sword direction))> then\n set [turn direction v] to [1]\n else\n set [turn direction v] to [-1]\n end\nelse\n if <(((360) - (Sword direction)) + (Target direction)) > ((Sword direction) - (Target direction))> then\n set [turn direction v] to [-1]\n else\n set [turn direction v] to [1]\n end\nend\n\nwhen flag clicked\nset [vertical speed v] to [0]\ngo to x: (-212) y: (-100)\n\nwhen flag clicked\nforever\n if <key (q v) pressed?> then\n create clone of (fire ball v)\n wait (3) seconds\n end\nend\n\nchange y by (10)\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Touching Next Level v)\n end\nend\n\nwhen I receive [touching next level v]\ngo to x: (-212) y: (-100)\n\nwhen flag clicked\nforever\n if <<touching (next level v)?> or <touching (obstacle v)?>> then\n go to x: (-212) y: (-100)\n end\nend\n\nwhen I receive [sword touching spikes v]\ngo to x: (-212) y: (-100)\n\nwhen flag clicked\nforever\n if <(Hit) = [False]> then\n if <touching (enemy v)?> then\n go to x: (-212) y: (-100)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n change y by (-1)\n if <touching (ground v)?> then\n set [vertical speed v] to [10]\n end\n change y by (1)\n end\n change [vertical speed v] by (-1)\n change y by (Vertical speed)\n if <touching (ground v)?> then\n Clean Landing [0] ((0) - ((Vertical speed) / ([abs v] of (Vertical speed) )))\n set [vertical speed v] to [0]\n else\n switch costume to (hitbox v)\n point in direction (Sword direction)\n if <touching (ground v)?> then\n Clean Landing [0] ((0) - ((Vertical speed) / ([abs v] of (Vertical speed) )))\n set [vertical speed v] to [0]\n end\n point in direction (90)\n switch costume to (player v)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (-6) y: (-10)\n\nwhen flag clicked\n\nwhen I receive [touching next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to x: (-6) y: (-161)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Show Timer v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <(costume [number v]) = [3]>>>> then\n set [final time v] to (timer)\n end\nend\n\nwhen flag clicked\nhide variable [final time v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n show variable [final time v]\n end\nend\n\n@Fire Ball\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint in direction ([direction v] of [sword v])\nmove (7) steps\nrepeat until <touching (_edge_ v)?>\n move (10) steps\n if <touching (enemy v)?> then\n wait (.1) seconds\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\n@Sword\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n point in direction (Sword direction)\nend\n\npoint towards (mouse-pointer v)\n\nforever\n if <mouse down?> then\n switch costume to (costume2 v)\n wait (1) seconds\n else\n repeat (1)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\n\nforever\n if <touching (ground v)?> then\n set [vertical speed v] to [7]\n end\n change y by (0)\n change [vertical speed v] by (0)\n change y by (Vertical speed)\n if <touching (ground v)?> then\n change y by ((0) - (Vertical speed))\n set [vertical speed v] to [0]\n end\nend\n\nwhen flag clicked\nif <touching (obstacle v)?> then\n broadcast (Sword Touching Spikes v)\nend\n\n@Enemy\n\nwhen I start as a clone\nshow\npoint in direction (-90)\nforever\n if <(Hit) = [False]> then\n move (2.5) steps\n switch costume to (costume2 v)\n if <<touching (_edge_ v)?> or <touching (ground v)?>> then\n turn right (180) degrees\n end\n switch costume to (costume3 v)\n if <not <touching (ground v)?>> then\n turn right (180) degrees\n end\n switch costume to (costume1 v)\n if <<touching (sword v)?> or <<touching (fire ball v)?> or <touching (shield v)?>>> then\n set [hit v] to [True]\n wait (0) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n set [hit v] to [False]\n delete this clone\n end\n end\nend\n\npoint in direction ([y position v] of [player v])\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nCreate Enemy [92] [40]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\n if <touching (player v)?> then\n forever\n stop [all v]\n end\n end\nend\n\nmove (2.5) steps\n\nwhen I receive [touching next level v]\nwait (0) seconds\nif <([costume # v] of [ground v]) = [2]> then\n Create Enemy [-31] [-135]\nend\n\ndefine Create Enemy (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [touching next level v]\ndelete this clone\n\nwhen I receive [touching next level v]\nwait (0) seconds\nif <([costume # v] of [ground v]) = [3]> then\n Create Enemy [113] [-131]\n Create Enemy [-100] [-131]\nend\n\nwhen flag clicked\nset [hit v] to [False]\n\n@Shield\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n show\n wait (3) seconds\n hide\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (player v)\n set [ghost v] effect to (50)\nend\n\n@Next level\n\nwhen flag clicked\ngo to x: (239) y: (3)\nset [ghost v] effect to (0)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [touching next level v]\nnext costume\n\n@Obstacle\n\nwhen flag clicked\ngo to x: (99) y: (-138)\n\nwhen I receive [touching next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n
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Go through the levels using your sword to help you move, and see if you can get a record!
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yoshi platformer 4 scroll.ver!
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@Stage\n\n@判定\n\ndefine 初期\nbroadcast (もう無理! v)\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]\nset [踏ん張り v] to [0]\nset [カウントぉ v] to [0]\ngo to x: (-90) y: (-70)\n\nwhen I receive [next \(pipe\) v]\nrepeat (30)\n set [x v] to [0]\n set [y v] to [-2]\n change y by (y)\nend\n\nwhen flag clicked\nset [スクロールx v] to [0]\nhide\n\nwhen I receive [honntoni death?? v]\nbroadcast (death v)\nstart sound [痛い! v]\nchange [スターのお守り v] by (-5)\nif <(direction) = [90]> then\n set [x v] to [-10]\nelse\n set [x v] to [10]\nend\nif <(スターのお守り) < [5]> then\n broadcast (うわぁぁぁぁああ v)\nend\n\nwhen I receive [舌ベロン v]\nrepeat (10)\n set [x v] to [0]\nend\n\nwhen I receive [ゴール v]\nforever\n set [x v] to [0]\n set [y v] to [1]\n set [踏ん張り v] to [0]\n stop [other scripts in sprite v]\nend\n\nwhen I receive [honntouno end v]\n初期\nスタート\n\nwhen I receive [honntouno end v]\nforever\n if <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [kuwaero v] to [0]\n broadcast (舌ベロン v)\n start sound [ペロン v]\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(踏ん張り) > [17]> then\n start sound [うーん! v]\n wait (0.04) seconds\n end\n if <(踏ん張り) > [30]> then\n play sound [よいしょー! v] until done\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(y position) < [-185]> then\n broadcast (うわぁぁぁぁああ v)\n stop [this script v]\n end\nend\n\nwhen I receive [うわぁぁぁぁああ v]\nstart sound [うわぁぁぁぁぁぁぁ!! v]\nstop [other scripts in sprite v]\nhide\n\ndefine スタート\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 (0.85)\n if <(踏ん張り) > [17]> then\n if <(x) > [6]> then\n set [x v] to [5]\n end\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 (-0.85)\n if <(踏ん張り) > [17]> then\n if <(x) < [-6]> then\n set [x v] to [-5]\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (本当の床 v)?> or <<touching (当たり判定のあるオブジェクト v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (本当の床 v)?> or <<touching (当たり判定のあるオブジェクト v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (本当の床 v)?> or <<touching (当たり判定のあるオブジェクト v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (本当の床 v)?> or <<touching (当たり判定のあるオブジェクト v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n change y by (1)\n if <<touching (本当の床 v)?> or <<touching (当たり判定のあるオブジェクト 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 (本当の床 v)?> or <<touching (バネ v)?> or <<touching (当たり判定のあるオブジェクト v)?> or <touching (シーソー2 v)?>>>> then\n set [地面 v] to [1]\n change x by ((x) * (-1))\n change y by (-5)\n else\n set [地面 v] to [0]\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 broadcast (juuuu v)\n change [踏ん張り v] by (1.1)\n if <<touching (本当の床 v)?> or > then\n start sound [ジャンプ! v]\n set [y v] to [14]\n set [踏ん張り v] to [0]\n end\n else\n set [踏ん張り v] to [0]\n if <<touching (本当の床 v)?> or <touching (当たり判定のあるオブジェクト v)?>> then\n set [踏ん張り v] to [0]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (本当の床 v)?> or <<touching (当たり判定のあるオブジェクト v)?> or <<touching (バネ v)?> or <touching (シーソー2 v)?>>>> then\n set [地面 v] to [1]\n change y by ((y) * (-1))\n set [y v] to [0]\n else\n set [地面 v] to [0]\n end\n if then\n broadcast (death v)\n start sound [痛い! v]\n change [スターのお守り v] by (-5)\n if <(direction) = [90]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n if <(スターのお守り) < [5]> then\n broadcast (うわぁぁぁぁああ v)\n end\n end\n if <<touching (移動手段 v)?> and <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n broadcast (入る\(行動\) v)\n hide\n start sound [じょっじょっじょっ... v]\n wait (0.4) seconds\n repeat (10)\n change [y v] by (-1.5)\n change y by (y)\n broadcast (入る v)\n end\n 初期\n broadcast (next v)\n broadcast (next \(pipe\) v)\n end\n if <(踏ん張り) > [17]> then\n change [y v] by (1.4)\n if <(踏ん張り) < [19]> then\n set [y v] to [-2]\n end\n end\n if <(踏ん張り) > [33]> then\n set [y v] to [10]\n set [踏ん張り v] to [0]\n broadcast (もう無理! v)\n end\n if then\n if <<[0] > (x position)> or <[-6700] < (スクロールx)>> then\n set x to ((x position) - ([floor v] of (((x position) + (x)) / (9)) ))\n set [スクロールx v] to ((スクロールx) - ([floor v] of (((x position) + (x)) / (9)) ))\n end\n end\nend\n\n@ヨッシー\n\ndefine 初期\nset rotation style [left-right v]\nshow\npoint in direction (90)\nset size to (155) %\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (暇 v)\ngo to [front v] layer\nwait (0.5) seconds\nbroadcast (ヨッシー動き v)\n\nwhen I receive [death v]\nrepeat (10)\n switch costume to (痛い! v)\nend\n\nwhen I receive [暇 v]\nwait (0) seconds\nforever\n if <(pick random (1) to (5)) > [2]> 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 <(pick random (1) to (5)) < [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\nwhen I receive [map serct v]\nwait (0.2) seconds\nrepeat (3)\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 [map serct v]\nswitch costume to (ヒュー... \(落下\)2 v)\nshow\npoint in direction (90)\ngo to x: (-280) y: (-30)\nchange [x v] by (20)\nrepeat (10)\n go to [front v] layer\n change y by (-5)\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\nrepeat (10)\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\nset [y v] to [0]\n\nwhen flag clicked\nset [kuwaero v] to [0]\nhide\n\nwhen I receive [舌ベロン v]\nrepeat (12)\n switch costume to (舌ベロン v)\nend\nswitch costume to (止まる v)\nif <(kuwaero) = [1]> then\n switch costume to (舌ベロン2 v)\n wait (0.08) seconds\n switch costume to (舌ベロン3 v)\n wait (0.08) seconds\n switch costume to (舌ベロン4 v)\n wait (0.08) seconds\n switch costume to (舌ベロン5 v)\n wait (0.08) seconds\n switch costume to (うますぎだろ!! v)\n wait (0.08) seconds\n switch costume to (うますぎだろ!!2 v)\n wait (0.08) seconds\n switch costume to (うますぎだろ!!3 v)\n wait (0.08) seconds\n switch costume to (うますぎだろ!!4 v)\n wait (0.08) seconds\n switch costume to (うますぎだろ!!5 v)\n wait (0.08) seconds\n switch costume to (止まる v)\n set [kuwaero v] to [0]\nend\n\nwhen I receive [舌ベロン v]\nrepeat until <(kuwaero) = [0]>\n set [x v] to [0]\nend\n\nwhen I receive [ゴール v]\nforever\n switch costume to (祝福の舞 v)\nend\n\nwhen I receive [honntouno end v]\nforever\n if <(踏ん張り) > [17]> then\n broadcast (暇 v)\n broadcast (ヨッシー動き v)\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n repeat until <not <(踏ん張り) > [17]>>\n switch costume to (踏ん張り v)\n wait () seconds\n switch costume to (踏ん張り2 v)\n wait () seconds\n switch costume to (踏ん張り3 v)\n wait () seconds\n end\nend\n\n\n\nwhen I receive [honntouno end v]\n初期\nset rotation style [left-right v]\nforever\n go to (判定 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 I receive [honntoni death?? v]\nrepeat (10)\n switch costume to (痛い! v)\nend\n\nwhen I receive [うわぁぁぁぁああ v]\nclear graphic effects\nif <([y position v] of [判定 v]) < [-180]> then\n hide\n stop [other scripts in sprite v]\nelse\n stop [other scripts in sprite v]\n repeat (2)\n switch costume to (うわぁ v)\n wait (0.06) seconds\n switch costume to (うわぁ2 v)\n wait (0.06) seconds\n switch costume to (うわぁ3 v)\n wait (0.06) seconds\n switch costume to (うわぁ4 v)\n wait (0.06) seconds\n switch costume to (うわぁ5 v)\n wait (0.06) seconds\n switch costume to (うわぁ6 v)\n wait (0.06) seconds\n end\n wait (1) seconds\n switch costume to (うわぁ7 v)\n wait (0.07) seconds\n switch costume to (うわぁ8 v)\n wait (0.07) seconds\n switch costume to (うわぁ9 v)\n wait (0.07) seconds\n switch costume to (うわぁ10 v)\n wait (0.07) seconds\n switch costume to (うわぁ11 v)\n wait (0.07) seconds\nend\n\nwhen I receive [death v]\nrepeat (5)\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\nend\n\nwhen I receive [honntoni death?? v]\nrepeat (5)\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\nend\n\nwhen I receive [ゴール v]\nwait (6) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ヨッシー動き v]\nwait (0.08) seconds\nforever\n if <not <(y) > [0.1]>> then\n if <<<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> and <(x) > [0.05]>> or <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> and <(x) < [-0.05]>>> 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 else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n repeat (5)\n switch costume to (おっと v)\n broadcast (暇 v)\n end\n end\n end\n else\n if <not <(踏ん張り) > [17]>> then\n repeat (16)\n switch costume to (ジャンプ! v)\n end\n end\n repeat <<not <(踏ん張り) > [17]>> and <not <<touching (本当の床 v)?> or <touching (当たり判定のあるオブジェクト v)?>>>>\n switch costume to (ヒュー... \(落下\) v)\n end\n repeat until <<(地面) = [1]> and <not <(踏ん張り) > [17]>>>\n switch costume to (ヒュー... \(落下\)2 v)\n end\n end\nend\n\ndefine ヨッシーの動き\n\n@本当の床\n\nwhen I start as a clone\nset [クローンされた? v] to [1]\ngo to [front v] layer\nshow\nforever\n go to x: ((スクロールx) + ((480) * (スクロールする))) y: (0)\n if <<(x position) > [420]> or <(x position) < [-464]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [honntouno end v]\nset [ghost v] effect to (100)\nset [スクロールx v] to [0]\nset [クローンされた? v] to [0]\nset size to (200) %\nhide\nswitch costume to (1 v)\nset [スクロールする v] to [0]\nrepeat (15)\n create clone of (_myself_ v)\n change [スクロールする v] by (1)\n next costume\nend\n\nwhen I receive [honntouno end v]\nforever\n broadcast (だぁ v)\nend\n\nwhen I receive [成績 v]\nstop [other scripts in sprite v]\n\n@スタート\n\nwhen I receive [map serct v]\ngo to [front v] layer\nswitch costume to (スタート v)\nset [start x v] to [0]\ngo to x: (0) y: (0)\nstart sound [スタート v]\nshow\nwait ((length of [Revenge of the donut floor]) / (9)) seconds\nbroadcast (honntouno end v)\nwait (0.1) seconds\nrepeat (15)\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [うわぁぁぁぁああ v]\nif <([y position v] of [判定 v]) < [-185]> then\n switch costume to (death v)\n show\n set x to (-500)\n go to [front v] layer\n forever\n repeat until <(x position) > [95]>\n change x by (20)\n end\n end\nelse\n wait (5) seconds\n switch costume to (death v)\n show\n set x to (-500)\n go to [front v] layer\n forever\n repeat until <(x position) > [95]>\n change x by (20)\n end\n end\nend\n\nwhen I receive [うわぁぁぁぁああ v]\nif <([y position v] of [判定 v]) < [-185]> then\n wait (4) seconds\n stop [other scripts in sprite v]\n switch costume to (restart v)\n set [brightness v] effect to (-100)\n go to x: (0) y: (0)\n repeat (20)\n change [brightness v] effect by (5)\n end\nelse\n wait (7) seconds\n stop [other scripts in sprite v]\n switch costume to (restart v)\n set [brightness v] effect to (-100)\n go to x: (0) y: (0)\n repeat (20)\n change [brightness v] effect by (5)\n end\nend\n\n@音楽 (アスレチック)\n\nwhen I receive [ゴール v]\nset volume to (0) %\n\nwhen I receive [honntouno end v]\nset volume to (500) %\nplay sound [17_Athletic v] until done\nbroadcast (music next v)\n\nwhen I receive [music next v]\nforever\n play sound [17_Athletic2 v] until done\nend\n\nwhen I receive [うわぁぁぁぁああ v]\nstop [other scripts in sprite v]\n\n@スクショ\n\nwhen flag clicked\nshow\nset [赤コイン v] to [0]\nset [花 v] to [0]\nset [スターのお守り v] to [30]\nhide variable [赤コイン v]\nhide variable [花 v]\nhide variable [スターのお守り v]\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]\nshow variable [赤コイン v]\nshow variable [花 v]\nshow variable [スターのお守り v]\n\nwhen I receive [うわぁぁぁぁああ v]\nhide variable [赤コイン v]\nhide variable [花 v]\nhide variable [スターのお守り v]\nset [赤コイン v] to [0]\nset [花 v] to [0]\nset [スターのお守り v] to [30]\n\nwhen I receive [ターボ v]\nhide\n\n@オブジェクト\n\nwhen I start as a clone\nchange [カウントぉ v] by (1)\n\nwhen I start as a clone\nwait (0.06) seconds\nset [クローン? v] to [1]\nset size to (160) %\nshow\nforever\n if <(君の名は。) = [red coin]> then\n if <touching (判定 v)?> then\n start sound [赤コイン v]\n change [赤コイン v] by (1)\n stop [other scripts in sprite v]\n broadcast (↑ v)\n switch costume to (真っ赤コイン v)\n wait (0.1) seconds\n switch costume to (真っ赤コイン2 v)\n wait (0.1) seconds\n switch costume to (真っ赤コイン3 v)\n wait (0.1) seconds\n switch costume to (真っ赤コイン4 v)\n wait (0.1) seconds\n delete this clone\n end\n end\nend\n\ndefine オブジェクト (名前) x (x) y (y)\nset [君の名は。 v] to (名前)\nset [x座標- v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [実行してる? v] to [0]\nforever\n if <<(x position) > [238]> or <<(x position) < [-238]> or <(y position) > [175]>>> then\n hide\n set [実行してる? v] to [0]\n else\n show\n set [実行してる? v] to [1]\n end\nend\n\nwhen I start as a clone\nwait (0.03) seconds\nset [クローン? v] to [1]\nset size to (160) %\nshow\nforever\n if <(君の名は。) = [coin]> then\n if <touching (判定 v)?> then\n start sound [コイン v]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [coin]> then\n forever\n switch costume to (コイン v)\n wait (0.1) seconds\n switch costume to (コイン2 v)\n wait (0.1) seconds\n switch costume to (コイン3 v)\n wait (0.1) seconds\n switch costume to (コイン4 v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [red coin]> then\n forever\n switch costume to (赤コイン v)\n wait (0.1) seconds\n switch costume to (赤コイン2 v)\n wait (0.1) seconds\n switch costume to (赤コイン3 v)\n wait (0.1) seconds\n switch costume to (赤コイン4 v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [だぁ v]\nif <(クローン?) = [1]> then\n set x to ((スクロールx) + ((1) * (X座標-)))\nend\n\nwhen I receive [honntouno end v]\nset [クローン? v] to [0]\nhide\nオブジェクト [red coin] x [-30] y [0]\nオブジェクト [coin] x [0] y [30]\nオブジェクト [red coin] x [30] y [0]\nオブジェクト [red coin] x [1000] y [0]\nオブジェクト [fl] x [1025] y [0]\nオブジェクト [red coin] x [1050] y [0]\nオブジェクト [back ground goonie] x [400] y [70]\nオブジェクト [back ground goonie] x [420] y [65]\nオブジェクト [back ground goonie] x [430] y [58]\nオブジェクト [back ground goonie] x [450] y [50]\nオブジェクト [back ground goonie] x [458] y [46]\nオブジェクト [back ground goonie] x [467] y [40]\nオブジェクト [goonie] x [1000] y [0]\nオブジェクト [goonie] x [800] y [20]\nオブジェクト [goonie] x [1480] y [-10]\nオブジェクト [goonie] x [1580] y [-50]\nオブジェクト [goonie] x [2300] y [50]\nオブジェクト [goonie] x [2380] y [30]\nオブジェクト [red coin] x [1250] y [150]\nオブジェクト [coin] x [1250] y [120]\nオブジェクト [red coin] x [1380] y [-30]\nオブジェクト [coin] x [1380] y [0]\nオブジェクト [piranha plant] x [720] y [-50]\nオブジェクト [piranha] x [720] y [-50]\nオブジェクト [piranha plant1] x [2850] y [20]\nオブジェクト [piranha1] x [2850] y [20]\nオブジェクト [check point] x [4900] y [20]\nオブジェクト [goonie] x [5300] y [-30]\nオブジェクト [goonie] x [5472] y [100]\nオブジェクト [goonie] x [5480] y [-50]\nオブジェクト [goonie] x [5700] y [50]\nオブジェクト [goonie] x [7580] y [30]\nオブジェクト [coin] x [5300] y [-30]\nオブジェクト [red coin] x [5325] y [-30]\nオブジェクト [red coin] x [5800] y [-20]\nオブジェクト [red coin] x [5825] y [-20]\nオブジェクト [red coin] x [5700] y [-20]\nオブジェクト [fl] x [5725] y [-20]\nオブジェクト [coin] x [3355] y [-10]\nオブジェクト [fl] x [3380] y [-10]\nオブジェクト [coin] x [3405] y [-10]\nオブジェクト [piranha plant] x [6254] y [-50]\nオブジェクト [piranha] x [6254] y [-50]\nオブジェクト [goal] x [6650] y [80]\n\nwhen I start as a clone\nif <(君の名は。) = [goonie]> then\n set rotation style [left-right v]\n point in direction (-90)\n switch costume to (あほーどり v)\n forever\n if <(実行してる?) = [1]> then\n switch costume to (あほーどり v)\n wait (0.04) seconds\n switch costume to (あほーどり2 v)\n wait (0.04) seconds\n switch costume to (あほーどり3 v)\n wait (0.04) seconds\n switch costume to (あほーどり4 v)\n wait (0.04) seconds\n switch costume to (あほーどり5 v)\n wait (0.04) seconds\n switch costume to (あほーどり6 v)\n wait (0.04) seconds\n switch costume to (あほーどり7 v)\n wait (0.04) seconds\n switch costume to (あほーどり8 v)\n wait (0.04) seconds\n switch costume to (あほーどり9 v)\n wait (0.04) seconds\n if <<(pick random (1) to (4)) = [4]> and <([y position v] of [判定 v]) < (y position)>> then\n repeat (40)\n switch costume to (あほーどり10 v)\n change y by (-2.5)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.05) seconds\nset [クローン? v] to [1]\nset size to (160) %\nshow\nif <(君の名は。) = [goonie]> then\n point in direction (-90)\n forever\n if <(実行してる?) = [1]> then\n change [x座標- v] by (-1.5)\n change y by (1.2)\n if <<touching (左判定 v)?> or <touching (右判定 v)?>> then\n broadcast (honntoni death?? v)\n end\n end\n if <not <(kuwaero) = [1]>> then\n if <touching (舌 v)?> then\n set [kuwaero v] to [1]\n wait (0.05) seconds\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.04) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [back ground goonie]> then\n show\n set size to (130) %\n forever\n change [x座標- v] by (-0.3)\n change y by (0.2)\n if <(y position) > [175]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [back ground goonie]> then\n go to [back v] layer\n go [forward v] (5) layers\n point in direction (-90)\n forever\n switch costume to (背景のあほーどり v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり2 v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり3 v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり4 v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり5 v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり6 v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり7 v)\n wait (0.07) seconds\n switch costume to (背景のあほーどり8 v)\n wait (0.07) seconds\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [goonie]> then\n forever\n if <touching (下判定\(敵踏み踏み用\) v)?> then\n set [y v] to [10]\n set [踏ん張り v] to [0]\n stop [other scripts in sprite v]\n start sound [ポン! v]\n set rotation style [all around v]\n set size to (200) %\n switch costume to (コスチューム1 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム2 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム7 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (一個飛ばし×2 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム9 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (一個飛ばし×2 v)\n turn right (40) degrees\n wait (0.05) seconds\n switch costume to (コスチューム10 v)\n turn right (40) degrees\n wait (0.05) seconds\n delete this clone\n end\n end\nend\n\nwhen I receive [↑ v]\nif <(君の名は。) = [red coin]> then\n if <touching (判定 v)?> then\n repeat (13)\n change y by (2)\n end\n end\nend\n\nwhen I receive [うわぁぁぁぁああ v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(君の名は。) = [piranha plant]> then\n set rotation style [left-right v]\n switch costume to (根 v)\n forever\n if <(distance to [判定 v]) < [250]> then\n if <(実行してる?) = [1]> then\n point towards (判定 v)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [piranha]> then\n forever\n if <(distance to [判定 v]) < [250]> then\n if <(実行してる?) = [1]> then\n start sound [パクパク v]\n if <([x position v] of [判定 v]) < (x position)> then\n switch costume to (パックン2 v)\n else\n switch costume to (パックン v)\n end\n wait (0.07) seconds\n if <([x position v] of [判定 v]) < (x position)> then\n switch costume to (パックン4 v)\n else\n switch costume to (パックン3 v)\n end\n wait (0.07) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.095) seconds\nset [クローンされた? v] to [1]\nif <(君の名は。) = [piranha]> then\n set size to (160) %\n forever\n if <not <([y position v] of [判定 v]) < (y position)>> then\n point towards (判定 v)\n end\n if <(distance to [判定 v]) < [250]> then\n set rotation style [all around v]\n if <<touching (左判定 v)?> or <touching (右判定 v)?>> then\n broadcast (honntoni death?? v)\n end\n else\n set rotation style [left-right v]\n switch costume to (パックン根 v)\n end\n end\nend\n\nwhen I start as a clone\nwait (0.085) seconds\nset [クローンされた? v] to [1]\nif <(君の名は。) = [piranha1]> then\n set size to (160) %\n forever\n if <not <(y position) < ([y position v] of [判定 v])>> then\n point towards (判定 v)\n end\n if <(distance to [判定 v]) < [250]> then\n set rotation style [all around v]\n if <<touching (左判定 v)?> or <touching (右判定 v)?>> then\n broadcast (honntoni death?? v)\n end\n else\n set rotation style [left-right v]\n switch costume to (パックン根2 v)\n end\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [piranha1]> then\n forever\n if <(distance to [判定 v]) < [250]> then\n if <(実行してる?) = [1]> then\n start sound [パクパク v]\n if <([x position v] of [判定 v]) < (x position)> then\n switch costume to (パックン6 v)\n else\n switch costume to (パックン5 v)\n end\n wait (0.07) seconds\n if <([x position v] of [判定 v]) < (x position)> then\n switch costume to (パックン8 v)\n else\n switch costume to (パックン7 v)\n end\n wait (0.07) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [piranha plant1]> then\n set rotation style [left-right v]\n switch costume to (根2 v)\n forever\n if <(distance to [判定 v]) < [250]> then\n if <(実行してる?) = [1]> then\n point towards (判定 v)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nwait (0.04) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [check point]> then\n switch costume to (中間 v)\n show\n set size to (200) %\n forever\n if <touching (判定 v)?> then\n start sound [ピロリん v]\n set [スターのお守り v] to [30]\n repeat (20)\n change size by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nwait (0.09) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [fl]> then\n set size to (80) %\n show\n set [cos v] to [0]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (お花 v)\n forever\n if <(実行してる?) = [1]> then\n change [cos v] by (20)\n turn right ([cos v] of (cos) ) degrees\n if <touching (判定 v)?> then\n change [花 v] by (1)\n start sound [ピコン! v]\n switch costume to (お花のお化け3 v)\n wait (0.05) seconds\n switch costume to (お花のお化け4 v)\n wait (0.05) seconds\n switch costume to (お花のお化け5 v)\n wait (0.05) seconds\n switch costume to (お花のお化け6 v)\n wait (0.05) seconds\n switch costume to (お花のお化け7 v)\n wait (0.05) seconds\n switch costume to (お花のお化け8 v)\n wait (0.05) seconds\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.09) seconds\nset [クローンされた? v] to [1]\nif <(君の名は。) = [goal]> then\n set size to (300) %\n forever\n switch costume to (ゴール v)\n wait (0.06) seconds\n switch costume to (ゴール2 v)\n wait (0.06) seconds\n switch costume to (ゴール3 v)\n wait (0.06) seconds\n switch costume to (ゴール4 v)\n wait (0.06) seconds\n switch costume to (ゴール5 v)\n wait (0.06) seconds\n switch costume to (ゴール6 v)\n wait (0.06) seconds\n switch costume to (ゴール7 v)\n wait (0.06) seconds\n switch costume to (ゴール8 v)\n wait (0.06) seconds\n switch costume to (ゴール9 v)\n wait (0.06) seconds\n switch costume to (ゴール10 v)\n wait (0.06) seconds\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [goal]> then\n forever\n if <<touching (判定 v)?> and <<([direction v] of [判定 v]) = [90]> and <([x position v] of [判定 v]) < (x position)>>> then\n hide variable [花 v]\n hide variable [スターのお守り v]\n hide variable [赤コイン v]\n broadcast (ゴール v)\n play sound [11_Goal v] until done\n broadcast (成績 v)\n stop [other scripts in sprite v]\n forever\n play sound [12_Score v] until done\n end\n end\n end\nend\n\n@上と下判定(主に踏ん張りに使う)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [もう無理! v]\nif then\n\nwhen I receive [honntouno end v]\nset rotation style [left-right v]\nforever\n go to (判定 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 I receive [honntouno end v]\nforever\n if then\n set [踏ん張り v] to [0]\n end\nend\n\n@床\n\nwhen I start as a clone\nset [クローンされた? v] to [1]\nshow\nforever\n switch costume to (なし v)\n set x to ((スクロールx) + (スクロールする))\n if <(x position) = ((スクロールx) + (スクロールする))> then\n show\n else\n hide\n end\n switch costume to ((1) + (コスチューム))\nend\n\nwhen I receive [honntouno end v]\nset [スクロールx v] to [0]\nset [クローンされた? v] to [0]\nset size to (200) %\nhide\nset [コスチューム v] to [1]\nset [スクロールする v] to [0]\n生成\n\nwhen I receive [成績 v]\nwait (1) seconds\ndelete this clone\n\ndefine 生成\nrepeat (15)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\n change [スクロールする v] by (482)\nend\n\n@ばっくぐらうんどぉぉぉ\n\nwhen I receive [honntouno end v]\nset [スクロールx v] to [0]\nswitch costume to (size hack v)\nset size to (150) %\nhide\nswitch costume to (曇&山 v)\nset [スクロールする v] to [0]\n生成\n\nwhen I receive [成績 v]\nwait (1) seconds\ndelete this clone\n\ndefine 生成\nrepeat (15)\n create clone of (_myself_ v)\n change [スクロールする v] by (722)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (160) layers\nforever\n switch costume to (なし v)\n set x to (((スクロールx) / (2)) + (スクロールする))\n if <(x position) = (((スクロールx) / (2)) + (スクロールする))> then\n show\n else\n hide\n end\n switch costume to (曇&山 v)\nend\n\n@下判定(ギミック用)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [honntoni death?? v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [破裂 v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [破裂big v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [death v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [honntouno end v]\nset rotation style [left-right v]\nforever\n go to (判定 v)\n if <<key (right arrow v) pressed?> or > then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or > then\n point in direction (-90)\n end\nend\n\n@当たり判定のあるオブジェクト\n\ndefine オブジェクト (名前) x (x) y (y) 特徴は? (特徴) 色(動く足場専用) (色) 速さ (速さ)\nset [速さ v] to (速さ)\nset [君の名は。 v] to (名前)\nset [色 v] to (色)\nset [x座標- v] to (x)\nset [特徴 v] to (特徴)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <<(x position) > [238]> or <(x position) < [-238]>> then\n hide\n set [実行してる? v] to [0]\n else\n show\n set [実行してる? v] to [1]\n end\nend\n\nwhen I receive [だぁ v]\nif <(クローン?) = [1]> then\n set x to ((スクロールx) + ((1) * (X座標-)))\nend\n\nwhen I start as a clone\nwait (0.05) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [donut]> then\n set size to (165) %\n show\n switch costume to (ドーナツ v)\n forever\n if <touching (下判定\(ギミック用\) v)?> then\n set [brightness v] effect to (5)\n repeat (10)\n repeat (8)\n change [x座標- v] by (1)\n wait (0.05) seconds\n change [x座標- v] by (-1)\n wait (0.05) seconds\n end\n repeat until <(y position) < [-178]>\n change [y座標 - v] by (-0.1)\n change y by (Y座標 -)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [honntouno end v]\nset [クローン? v] to [0]\nhide\nオブジェクト [donut] x [1300] y [-10] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1325] y [-10] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [350] y [-70] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [375] y [-70] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1000] y [30] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1025] y [30] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1050] y [30] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1000] y [-30] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1025] y [-30] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1050] y [-30] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1125] y [-50] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1150] y [-50] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1525] y [-40] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1550] y [-40] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1650] y [-20] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [730] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1800] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1825] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1900] y [-50] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1925] y [-50] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1970] y [20] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [1995] y [20] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4200] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4225] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4250] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4275] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4300] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4325] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [4350] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5275] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5300] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5325] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5350] y [0] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5425] y [-40] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5450] y [-40] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5800] y [10] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5825] y [10] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5700] y [10] 特徴は? [] 色(動く足場専用) [] 速さ []\nオブジェクト [donut] x [5725] y [10] 特徴は? [] 色(動く足場専用) [] 速さ []\n\nwhen I start as a clone\nwait (0.05) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [moving platform]> then\n set size to (160) %\n show\n if <(色) = [1]> then\n switch costume to (リフト v)\n end\n if <(色) = [2]> then\n switch costume to (リフト2 v)\n end\n if <(色) = [3]> then\n switch costume to (リフト3 v)\n end\n if <(色) = [4]> then\n switch costume to (リフト4 v)\n end\n forever\n repeat (特徴)\n change y by (1)\n end\n repeat (特徴)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [honntouno end v]\nオブジェクト [moving platform] x [1250] y [-10] 特徴は? [50] 色(動く足場専用) [3] 速さ []\nオブジェクト [moving platform] x [1380] y [-40] 特徴は? [50] 色(動く足場専用) [3] 速さ []\nオブジェクト [moving platform1] x [2800] y [-150] 特徴は? [40] 色(動く足場専用) [4] 速さ []\nオブジェクト [moving platform2] x [3250] y [-80] 特徴は? [40] 色(動く足場専用) [4] 速さ [6]\nオブジェクト [moving platform2] x [3780] y [-10] 特徴は? [40] 色(動く足場専用) [4] 速さ [6]\n\nwhen I receive [うわぁぁぁぁああ v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nwait (0.05) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [moving platform1]> then\n set size to (160) %\n show\n if <(色) = [1]> then\n switch costume to (リフト v)\n end\n if <(色) = [2]> then\n switch costume to (リフト2 v)\n end\n if <(色) = [3]> then\n switch costume to (リフト3 v)\n end\n if <(色) = [4]> then\n switch costume to (リフト4 v)\n end\n forever\n repeat (特徴)\n change [x座標- v] by (1)\n if <touching (上と下判定\(当たり判定のあるオブジェクトに乗り遅れ解消\) v)?> then\n if <not <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>> then\n set [x v] to [1.2]\n end\n end\n end\n repeat (特徴)\n change [x座標- v] by (-1)\n if <touching (上と下判定\(当たり判定のあるオブジェクトに乗り遅れ解消\) v)?> then\n if <not <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>> then\n set [x v] to [-1.2]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.096) seconds\nset [クローン? v] to [1]\nif <(君の名は。) = [moving platform2]> then\n set size to (160) %\n show\n if <(色) = [1]> then\n switch costume to (リフト v)\n end\n if <(色) = [2]> then\n switch costume to (リフト2 v)\n end\n if <(色) = [3]> then\n switch costume to (リフト3 v)\n end\n if <(色) = [4]> then\n switch costume to (リフト4 v)\n end\n forever\n if <touching (下判定\(ギミック用\) v)?> then\n forever\n repeat (特徴)\n change [x座標- v] by (速さ)\n end\n repeat until <(y position) < [-178]>\n change [x座標- v] by (速さ)\n change [y座標 - v] by (-0.5)\n change y by (Y座標 -)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(君の名は。) = [moving platform2]> then\n forever\n if <touching (上と下判定\(当たり判定のあるオブジェクトに乗り遅れ解消\) v)?> then\n if <not <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n set [x v] to ((速さ) * (1.3))\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x v] to ((x) * (-1.1))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [x v] to ((x) * (1.1))\n end\n end\n end\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\n@マップ\n\nwhen flag clicked\nbroadcast (map music v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nswitch costume to (マップステージ v)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nswitch costume to (スクラッチコラボマップ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [マップステージ]> then\n go to [front v] layer\n forever\n go to x: (26.4) y: (103)\n if <<key (z v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n start sound [テロテロテロ... v]\n repeat (65)\n change size by (-1.5)\n turn left (20) degrees\n end\n point in direction (90)\n start sound [ヨッシー v]\n set size to (70) %\n switch costume to (マップステージ2 v)\n wait (0.04) seconds\n switch costume to (マップステージ3 v)\n wait (0.04) seconds\n switch costume to (マップステージ4 v)\n wait (0.04) seconds\n switch costume to (マップステージ5 v)\n wait (0.04) seconds\n switch costume to (マップステージ6 v)\n wait (0.04) seconds\n switch costume to (マップステージ7 v)\n wait (0.04) seconds\n switch costume to (マップステージ8 v)\n wait (0.04) seconds\n switch costume to (マップステージ9 v)\n wait (0.04) seconds\n switch costume to (マップステージ10 v)\n wait (0.04) seconds\n switch costume to (マップステージ11 v)\n wait (0.04) seconds\n switch costume to (マップステージ12 v)\n wait (0.04) seconds\n hide\n broadcast (kura v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [kura v]\nwait (0.6) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nhide\nbroadcast (map serct v)\n\nwhen I receive [kura v]\nwait (0.5) seconds\nrepeat (30)\n change volume by (-50)\nend\n\nwhen I receive [map music v]\nset volume to (100) %\nforever\n play sound [マップ音楽 v] until done\nend\n\n@上と下判定(当たり判定のあるオブジェクトに乗り遅れ解消)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [もう無理! v]\nif then\n\nwhen I receive [honntouno end v]\nset rotation style [left-right v]\nforever\n go to (判定 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\n if <touching (当たり判定のあるオブジェクト v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [14]\n change [踏ん張り v] by (1.1)\n start sound [仮のジャンプ!音 v]\n end\n end\nend\n\nwhen I receive [honntouno end v]\nforever\n if then\n set [踏ん張り v] to [0]\n end\nend\n\n@左判定\n\nwhen I receive [honntouno end v]\nshow\nforever\n go to (判定 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [death v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [破裂 v]\nhide\nwait (0.85) seconds\nshow\n\nwhen I receive [破裂big v]\nhide\nwait (0.85) seconds\nshow\n\n@右判定\n\nwhen I receive [honntouno end v]\nshow\nforever\n go to (判定 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [death v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [破裂 v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [破裂big v]\nhide\nwait (0.85) seconds\nshow\n\n@目立ちたい床\n\nwhen I start as a clone\nset [クローンされた? v] to [1]\nshow\nforever\n go to [front v] layer\n go to x: ((スクロールx) + ((482) * (スクロールする))) y: (0)\n if <<(x position) > [465]> or <(x position) < [-465]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [honntouno end v]\nset [スクロールx v] to [0]\nset [クローンされた? v] to [0]\nset size to (200) %\nhide\nswitch costume to (1 v)\nset [スクロールする v] to [0]\nrepeat (15)\n create clone of (_myself_ v)\n change [スクロールする v] by (1)\n next costume\nend\n\nwhen I receive [うわぁぁぁぁああ v]\ndelete this clone\n\n@下判定(敵踏み踏み用)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [honntoni death?? v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [破裂 v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [破裂big v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [death v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [honntouno end v]\nset rotation style [left-right v]\nforever\n go to (判定 v)\n if <<key (right arrow v) pressed?> or > then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or > then\n point in direction (-90)\n end\nend\n\nwhen I receive [honntouno end v]\nhide\nwait (0.5) seconds\nshow\n\n@舌\n\nwhen I receive [舌ベロン v]\nshow\nswitch costume to (コスチューム1 v)\nwait () seconds\nswitch costume to (コスチューム2 v)\nwait () seconds\nswitch costume to (コスチューム3 v)\nwait () seconds\nswitch costume to (コスチューム4 v)\nwait () seconds\nswitch costume to (コスチューム5 v)\nwait (0.05) seconds\nswitch costume to (コスチューム4 v)\nwait () seconds\nswitch costume to (コスチューム3 v)\nwait () seconds\nswitch costume to (コスチューム2 v)\nwait () seconds\nswitch costume to (コスチューム1 v)\nwait () seconds\nhide\n\nwhen I receive [honntouno end v]\nset rotation style [left-right v]\nhide\npoint in direction (90)\nforever\n go to (判定 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\n@ばっくぐらうんどぉぉぉ2\n\nwhen I receive [honntouno end v]\nset [スクロールx v] to [0]\nswitch costume to (size hack v)\nset size to (200) %\nhide\nset [スクロールする v] to [0]\n生成\n\nwhen I receive [成績 v]\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n switch costume to (なし v)\n set x to (((スクロールx) / (3.5)) + (スクロールする))\n if <(x position) = (((スクロールx) / (3.5)) + (スクロールする))> then\n show\n else\n hide\n end\n switch costume to (大空 v)\nend\n\ndefine 生成\nrepeat (15)\n create clone of (_myself_ v)\n change [スクロールする v] by (841)\nend\n\n@成績\n\nwhen I receive [ゴール v]\nwait (6) seconds\nshow\nswitch costume to (成績結果 v)\nwait (0.04) seconds\nswitch costume to (成績結果2 v)\nwait (0.04) seconds\nswitch costume to (成績結果3 v)\nwait (0.04) seconds\nswitch costume to (成績結果4 v)\nwait (0.04) seconds\nswitch costume to (成績結果5 v)\nwait (0.04) seconds\nswitch costume to (成績結果6 v)\nwait (0.04) seconds\nswitch costume to (成績結果7 v)\nwait (0.04) seconds\nset [brightness v] effect to (-100)\nswitch costume to (成績結果8 v)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (4.5) seconds\nif <(赤コイン) = [10]> then\n if <(花) = [3]> then\n start sound [ファンファーレ v]\n end\nend\n\nwhen flag clicked\nhide\n\n@赤コインのスコア\n\nwhen I receive [成績 v]\nwait (1) seconds\nrepeat (1)\n delete this clone\nend\nset size to (150) %\ngo to [front v] layer\nswitch costume to (10 v)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (100)\nset [i v] to [0]\nrepeat ((length of (赤コイン)) + (1))\n start sound [ぴぴぴ! v]\n switch costume to (letter (i) of (赤コイン))\n create clone of (_myself_ v)\n change [i v] by (1)\n go to [front v] layer\n change x by (30)\nend\nwait (0.5) seconds\nbroadcast (花 v)\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\nend\n\n@花のスコア\n\nwhen I receive [花 v]\nrepeat (1)\n delete this clone\nend\nset size to (150) %\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-50)\nset [i v] to [0]\nrepeat ((length of (花)) + (1))\n start sound [ぴぴぴ! v]\n switch costume to (letter (i) of (花))\n create clone of (_myself_ v)\n change [i v] by (1)\n go to [front v] layer\n change x by (30)\nend\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\nend\n\n
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必ず下見てください↓↓↓\n-------------------------------------------------------------------------\n ~操作方法一覧~\n右矢印: 右へ進む\n左矢印: 左へ進む\n上矢印: ジャンプ (長押しで踏ん張りできます。後、無限に踏ん張る事ができます。)\nスペースキー: 舌を出す\n原作同様、スターのお守りを追加しました。\n敵に当たったりすると-5ずつ減ります(原作同様とは)\n0になるとゲームオーバーになります。\n\n〈モバイルの方〉\nタップで操作。\n舌を出す場合はヨッシーを直接タップ。
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LONG platformer I ロングプラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (サムネ v)\n\nwhen I receive [すたーと! v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [15 v]\nswitch backdrop to (洞窟 v)\n\nwhen I receive [22 v]\nswitch backdrop to (昼 v)\n\nwhen I receive [23 v]\nswitch backdrop to (夕方 v)\n\nwhen I receive [intro end v]\nset volume to (0) %\nswitch backdrop to (昼 v)\nwait (1) seconds\nforever\n play sound [魔王魂 8bit24 v] until done\nend\n\nwhen I receive [intro end v]\nwait (0.5) seconds\nrepeat (90)\n change volume by (1)\nend\n\nwhen I receive [35 v]\nswitch backdrop to (夜 v)\n\nwhen I receive [47 v]\nswitch backdrop to (夜2 v)\n\n@地面\n\nwhen flag clicked\ngo to [front v] layer\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\ngo to x: (0) y: (7)\n\nwhen flag clicked\nset volume to (100) %\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nset [洞窟か v] to [0]\nset [夜か v] to [0]\nhide\n\nwhen I receive [next stage v]\nwait (0.1) seconds\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (1 v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (2 v)\nend\nif <(costume [number v]) = [3]> then\n broadcast (3 v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (4 v)\nend\nif <(costume [number v]) = [5]> then\n broadcast (5 v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (6 v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (7 v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (8 v)\nend\nif <(costume [number v]) = [9]> then\n broadcast (9 v)\nend\nif <(costume [number v]) = [10]> then\n broadcast (10 v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (11 v)\nend\nif <(costume [number v]) = [15]> then\n broadcast (15 v)\nend\nif <(costume [number v]) = [21]> then\n broadcast (光 v)\nend\nif <(costume [number v]) = [22]> then\n broadcast (22 v)\nend\nif <(costume [number v]) = [23]> then\n broadcast (23 v)\nend\nif <(costume [number v]) = [35]> then\n broadcast (35 v)\nend\nif <(costume [number v]) = [46]> then\n broadcast (47 v)\nend\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [15 v]\nset [洞窟か v] to [1]\nforever\n play sound [Inferno2 v] until done\nend\n\nwhen I receive [22 v]\nset [洞窟か v] to [0]\nset volume to (0) %\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [35 v]\nset [夜か v] to [1]\n\nwhen I receive [ゴール!! v]\nshow variable [☁ world record v]\nshow variable [time v]\n\nwhen I receive [ゴール!! v]\nif <(time) > (☁ world record)> then\n set [☁ world record v] to (time)\nend\n\n@プレイヤー\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (11)\n change size by (-4)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nstart sound [Rip v]\n\nwait (0.5) seconds\n\nwhen flag clicked\n\nwhen I receive [next stage v]\n\nwhen I receive [スタート v]\nset size to (70) %\ngo to x: (-220) y: (50)\ngo to [back v] layer\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <[-180] > (y position)> then\n start sound [Low Whoosh v]\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <touching (障害物 v)?> then\n start sound [ポカンとげんこつ v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n \n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [x座標 v] by (-1)\n point in direction (-90)\n broadcast (い v)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [x座標 v] by (1)\n point in direction (90)\n broadcast (あ v)\n end\n set [x座標 v] to ((x座標) * (0.9))\n change x by (x座標)\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座標) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ジャンプの着地 v]\n if <(x座標) > [0]> then\n set [x座標 v] to [-7]\n else\n set [x座標 v] to [7]\n end\n set [y座標 v] to [15]\n else\n set [x座標 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y座標 v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y座標 v] by (-1)\n change y by (y座標)\n if <touching (地面 v)?> then\n change y by ((y座標) * (-1))\n set [y座標 v] to [0]\n end\n if <touching (ジャンプ台 v)?> then\n set [y座標 v] to [23]\n start sound [Big Boing v]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n hide\n wait (2) seconds\n show\n go to x: (-216) y: (100)\n end\nend\n\nwhen I receive [次のコスチュームにする v]\nnext costume\nset size to (5) %\n滑らかに [100]\n\ndefine 滑らかに (number or text)\nrepeat until <(round (size)) = (number or text)>\n change size by (((number or text) - (size)) / (4))\nend\n\nchange y by (10)\n\nwhen I receive [前のコスチュームにする v]\nswitch costume to ((costume [number v]) - (1))\nset size to (5) %\n滑らかに [100]\n\nwhen I receive [音量 v]\nset volume to (0) %\n\nwhen I receive [量音 v]\nset volume to (100) %\n\nrepeat (10)\n change [ghost v] effect by (7)\nend\n\nwhen I receive [intro end v]\nset volume to (100) %\nhide\ngo to x: (-220) y: (-22)\nswitch costume to (player v)\nset size to (100) %\nwait (0.5) seconds\nshow\nglide (1) secs to x: (0) y: (-22)\n\nwhen I receive [intro end v]\n\n@もわもわ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nset size to (120) %\nwait (0.5) seconds\nshow\ngo to [back v] layer\nforever\n go to [back v] layer\n go to (プレイヤー v)\nend\n\nwhen I receive [next v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [next stage v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [もわもわ色 v]\nnext costume\n\n@障害物\n\nwhen flag clicked\ngo to x: (5) y: (91)\nshow\ngo to [back v] layer\nswitch costume to (costume9 v)\n\nforever\n\nwhen I receive [next stage v]\nnext costume\n\n@ジャンプ台\n\nwhen I receive [next stage v]\ngo to x: (0) y: (0)\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\n@雲\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (5)\ngo to x: (271) y: (pick random (141) to (117))\ngo to [front v] layer\nrepeat (572)\n go to [back v] layer\n change x by (-1)\n if <(洞窟か) = [1]> then\n hide\n end\nend\ndelete this clone\n\nwhen I receive [intro end v]\nhide\nforever\n wait (pick random (7) to (15)) seconds\n create clone of (_myself_ v)\nend\n\n@next\n\nブロック名 [-620]\n\ndefine ブロック名 (number or text)\nrepeat until <(round (x position)) = (number or text)>\n change x by (((number or text) - (x position)) / (5))\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [next v]\nshow\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (20)\ngo to x: (579) y: (0)\nブロック名 [0]\nbroadcast (表示 v)\nwait (1) seconds\nhide\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nbroadcast (next Stage v)\n\n@サムネ\n\nwhen flag clicked\nset volume to (100) %\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n play sound [Inferno v] until done\nend\n\nbroadcast (next Stage v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [表示 v]\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nwait (0.3) seconds\nbroadcast (next Stage v)\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [15 v]\nset volume to (0) %\n\nwhen I receive [22 v]\nset volume to (100) %\n\nwhen I receive [35 v]\nset volume to (0) %\n\nwhen I receive [ゴール!! v]\nrepeat (100)\n change volume by (1)\nend\n\n@スタート\n\nwhen flag clicked\nhide\n\ndefine 滑らかに (number or text)\nrepeat until <(round (y position)) = (number or text)>\n change y by (((number or text) - (y position)) / (5))\nend\n\nwhen this sprite clicked\n\nwhen I receive [start! v]\n\nwhen I receive [すたーと! v]\n滑らかに [-217]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nchange [わい v] by (1)\n\nwhen I receive [音量 v]\nset volume to (0) %\n\nwhen I receive [量音 v]\nset volume to (100) %\n\nwhen I receive [intro end v]\nset volume to (100) %\nhide\nset size to (80) %\ngo to x: (0) y: (-280)\nwait (3) seconds\nshow\n滑らかに [-128]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [決定ボタンを押す8 v]\n broadcast (すたーと! v)\n stop [this script v]\n end\nend\n\n@名前\n\ndefine 滑らかに (number or text)\nrepeat until <(round (y position)) = (number or text)>\n change y by (((number or text) - (y position)) / (5))\nend\n\nwhen flag clicked\n\nturn right (15) degrees\n\nwhen flag clicked\nforever\n change [向き v] by (7)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [すたーと! v]\n滑らかに [265]\nhide\n\nwhen I receive [すたーと! v]\nwait (1.2) seconds\nbroadcast (スタート v)\n\nwhen I receive [intro end v]\ngo to x: (0) y: (270)\nwait (2) seconds\nshow\n滑らかに [129]\nglide (1) secs to x: (0) y: (129)\n\nwhen I receive [intro end v]\nset [向き v] to [0]\npoint in direction (90)\nwait (3) seconds\nforever\n change y by ([cos v] of (向き) )\nend\n\n@文字\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\ngo to x: (0) y: (7)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [next stage v]\nnext costume\n\n@(没)影\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n go to (プレイヤー v)\n go to [back v] layer\n set rotation style [left-right v]\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (11)\n change size by (-4)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nstart sound [Rip v]\n\nwait (0.5) seconds\n\nwhen I receive [next stage v]\n\nwhen I receive [あ v]\npoint in direction (90)\n\nwhen I receive [い v]\npoint in direction (-90)\n\nwhen [a v] key pressed\nshow\n\n@左\n\nset size to (40) %\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen this sprite clicked\nstart sound [Finger Snap v]\nbroadcast (前のコスチュームにする v)\n\nwhen I receive [旗が押された時 v]\n\nwhen I receive [☆と♡ v]\nhide\n\ndefine 滑らかに (number or text)\n\ndefine なめらかに ( るきゆえめここりけ)\nrepeat until <(round (y position)) = ( るきゆえめここりけ)>\n change y by ((( るきゆえめここりけ) - (y position)) / (5))\nend\n\nwhen I receive [すたーと! v]\nなめらかに [185]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [音量 v]\nset volume to (0) %\n\nwhen I receive [量音 v]\nset volume to (100) %\n\nwhen I receive [intro end v]\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-70) y: (-20)\nset size to (55) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@右\n\nset size to (40) %\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen this sprite clicked\nstart sound [Finger Snap v]\nbroadcast (次のコスチュームにする v)\n\nwhen I receive [旗が押された時 v]\n\nwhen I receive [☆と♡ v]\nhide\n\ndefine 滑らかに (number or text)\nrepeat until <(round (y position)) = (number or text)>\n change y by (((number or text) - (y position)) / (5))\nend\n\nwhen I receive [すたーと! v]\nwait (0.01) seconds\n滑らかに [185]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [音量 v]\nset volume to (0) %\n\nwhen I receive [量音 v]\nset volume to (100) %\n\nwhen I receive [intro end v]\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nset size to (55) %\nswitch costume to (コスチューム1 v)\ngo to x: (70) y: (-20)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@効果音量変更\n\ndefine 滑らかに (number or text)\nrepeat until <(round (y position)) = (number or text)>\n change y by (((number or text) - (y position)) / (5))\nend\n\ngo to x: (-171) y: (-123)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (音量 v)\n wait (0.1) seconds\n switch costume to (コスチューム2 v)\n stop [this script v]\nend\nif <(costume [number v]) = [2]> then\n broadcast (量音 v)\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n set size to (50) %\nend\n\nwhen I receive [すたーと! v]\n滑らかに [-200]\nhide\n\nwhen I receive [intro end v]\nswitch costume to (コスチューム1 v)\ngo to x: (-171) y: (-214)\nwait (3) seconds\nshow\n滑らかに [-123]\n\n@もわもわ変更\n\ndefine 滑らかに (number or text)\nrepeat until <(round (y position)) = (number or text)>\n change y by (((number or text) - (y position)) / (5))\nend\n\ngo to x: (-171) y: (-123)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n set size to (50) %\nend\n\nwhen I receive [すたーと! v]\n滑らかに [-200]\nhide\n\nwhen this sprite clicked\nbroadcast (もわもわ色 v)\n\nwhen I receive [intro end v]\nswitch costume to (コスチューム1 v)\ngo to x: (171) y: (-214)\nwait (3) seconds\nshow\n滑らかに [-123]\n\n@洞窟光\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\ngo to (random position v)\ngo to [front v] layer\nset size to (pick random (80) to (120)) %\npoint in direction (pick random (0) to (360))\nrepeat (100)\n go to [front v] layer\n change [ghost v] effect by (2)\n if <(洞窟か) = [0]> then\n hide\n end\n move (3) steps\nend\ndelete this clone\n\nwhen I receive [15 v]\nforever\n repeat until <not <(洞窟か) = [1]>>\n wait (pick random (1) to (0.5)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@暗闇\n\nwhen flag clicked\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen I receive [15 v]\nshow\n\nwhen I receive [next v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [next stage v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [光 v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [22 v]\nhide\n\n@外の光\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [光 v]\nshow\n\nwhen I receive [22 v]\nhide\n\n@夜光\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (10))\ngo to x: (pick random (-220) to (220)) y: (220)\ngo to [front v] layer\nset size to (pick random (80) to (120)) %\nrepeat (100)\n go to [front v] layer\n change y by (-3)\n change [ghost v] effect by (1)\n if <(夜か) = [0]> then\n hide\n end\nend\ndelete this clone\n\nmove (3) steps\n\nwhen I receive [35 v]\nforever\n wait (pick random (1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\n@暗闇2\n\nwhen flag clicked\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen I receive [35 v]\nshow\nforever\n play sound [魔王魂 アコースティック52 v] until done\nend\n\nwhen I receive [next v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [next stage v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset volume to (0) %\n\nwhen flag clicked\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [ゴール!! v]\nrepeat (100)\n change [ghost v] effect by (1)\n change volume by (-1)\nend\nhide\n\nwhen I receive [22 v]\nhide\n\nwhen I receive [35 v]\nrepeat (100)\n change volume by (1)\nend\n\nwhen I receive [47 v]\nbroadcast (ゴール!! v)\n\n@Intro (by @kako-ken)\n\ndefine | Setting\npen up\nerase all\nswitch costume to (size hack v)\nset size to (Infinity) %\nclear graphic effects\nhide\ndelete all of [| sc v]\ndelete all of [| effect v]\ndelete all of [| fractal burst v]\ndelete all of [| data v]\nrepeat (9)\n add [0] to [| data v]\nend\ndelete all of [| text v]\nrepeat (5)\n add [0] to [| text v]\nend\ninsert [90] at (3) of [| text v] \ndelete all of [| logo v]\nadd [180] to [| logo v]\nrepeat (3)\n add [0] to [| logo v]\nend\ndelete all of [| chevron v]\ndelete all of [| camera v]\nrepeat (8)\n add [0] to [| camera v]\nend\nset [| 回数 v] to [0]\nreset timer\nstop all sounds\nset volume to (100) %\nstart sound [Far Out - Strangers v]\n\nwhen I receive [intro v]\nset [| shutter v] to [450]\n| Setting\nrepeat until <<[12.8] < (timer)> or <<[0] < (item (9) of [| data v])> and <((item (9) of [| data v]) + (1.3)) < (timer)>>>\n pen up\n erase all\n if <(item (9) of [| data v]) = [0]> then\n if <(timer) < [3.6]> then\n | SC\n | Logo\n end\n if <[2.76] < (timer)> then\n if <[11.01] < (timer)> then\n | Text\n else\n | BG\n | Chevron\n | Pinwheel\n | Effect\n | Text\n | Light\n | Fractal Burst\n | Shutter\n end\n end\n end\n if <<<mouse down?> and <(timer) < [10.13]>> and <(item (6) of [| data v]) = [0]>> then\n replace item (6) of [| data v] with [1]\n replace item (8) of [| data v] with (timer)\n end\n if <(item (6) of [| data v]) = [1]> then\n | Skip\n end\nend\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Intro end v)\n\ndefine | +SC (pattern) (x) (y) (size) (time) (color) (feelings)\nset [| 計算用2 v] to [0]\nrepeat (9)\n change [| 計算用2 v] by (1)\n if < (color) contains (| 計算用2)?> then\n add (pattern) to [| sc v]\n add (x) to [| sc v]\n add (y) to [| sc v]\n add (size) to [| sc v]\n add ((time) + (((| 計算用2) - (1)) * (feelings))) to [| sc v]\n add (| 計算用2) to [| sc v]\n add [0] to [| sc v]\n end\nend\n\ndefine | SC\nset [| 計算用1 v] to [0]\nrepeat ((length of [| sc v]) / (7))\n | SC2 (item ((1) + ((| 計算用1) * (7))) of [| sc v]) ((| 計算用1) * (7))\n change [| 計算用1 v] by (1)\nend\n\ndefine | Movement (x) (y) (d) (s)\nswitch costume to (size hack v)\nset size to (Infinity) %\nset x to (((((x) + ((item (1) of [| camera v]) + (item (5) of [| camera v]))) * ((((item (4) of [| camera v]) + (item (8) of [| camera v])) + (100)) / (100))) * ([cos v] of ((item (3) of [| camera v]) + (item (7) of [| camera v])) )) - ((((y) + ((item (2) of [| camera v]) + (item (6) of [| camera v]))) * ((((item (4) of [| camera v]) + (item (8) of [| camera v])) + (100)) / (100))) * ([sin v] of ((item (3) of [| camera v]) + (item (7) of [| camera v])) )))\nset y to (((((x) + ((item (1) of [| camera v]) + (item (5) of [| camera v]))) * ((((item (4) of [| camera v]) + (item (8) of [| camera v])) + (100)) / (100))) * ([sin v] of ((item (3) of [| camera v]) + (item (7) of [| camera v])) )) + ((((y) + ((item (2) of [| camera v]) + (item (6) of [| camera v]))) * ((((item (4) of [| camera v]) + (item (8) of [| camera v])) + (100)) / (100))) * ([cos v] of ((item (3) of [| camera v]) + (item (7) of [| camera v])) )))\npoint in direction ((d) - ((item (3) of [| camera v]) + (item (7) of [| camera v])))\nif <((s) * ((1) + (((item (4) of [| camera v]) + (item (8) of [| camera v])) / (100)))) < [100]> then\n switch costume to (pos hack v)\nend\nset size to ((s) * ((1) + (((item (4) of [| camera v]) + (item (8) of [| camera v])) / (100)))) %\n\ndefine | SC2 (pattern) (saving)\nif <(item ((5) + (saving)) of [| sc v]) < (timer)> then\n if <(item ((6) + (saving)) of [| sc v]) = [1]> then\n set pen color to (#fbff2a)\n set pen (transparency v) to (70)\n else\n set pen (transparency v) to (0)\n if <((item ((6) + (saving)) of [| sc v]) mod (2)) = [0]> then\n set pen color to (#00cbff)\n else\n set pen color to (#ffffff)\n end\n end\n | Movement ((item ((2) + (saving)) of [| sc v]) + (<[4] < (pattern)> * (-550))) ((item ((3) + (saving)) of [| sc v]) + (<(pattern) = [2]> * (600))) [] []\n set pen size to (item ((7) + (saving)) of [| sc v])\n if <(item ((7) + (saving)) of [| sc v]) < ((item ((4) + (saving)) of [| sc v]) / (2.1))> then\n replace item ((7) + (saving)) of [| sc v] with ((((item ((7) + (saving)) of [| sc v]) + (2)) / ((3) / (item (5) of [| data v]))) + (item ((7) + (saving)) of [| sc v]))\n else\n replace item ((7) + (saving)) of [| sc v] with ((((item ((4) + (saving)) of [| sc v]) - (item ((7) + (saving)) of [| sc v])) / ((3) / (item (5) of [| data v]))) + (item ((7) + (saving)) of [| sc v]))\n end\n pen down\n | Movement ((item ((2) + (saving)) of [| sc v]) - (<[4] < (pattern)> * (-550))) ((item ((3) + (saving)) of [| sc v]) - (<(pattern) = [2]> * (360))) [] []\n if <((item ((4) + (saving)) of [| sc v]) - (item ((7) + (saving)) of [| sc v])) < [0.00001]> then\n repeat (7)\n delete (1) of [| sc v]\n end\n change [| 計算用1 v] by (-1)\n end\n pen up\nend\n\nwhen I receive [intro v]\n| +SC [5] [0] [0] [361] [0] [1234567] [0.2]\n| +SC [2] [0] [0] [481] [1.4] [1234] [0.2]\n| Wait [2.76]\ndelete all of [| sc v]\n| Wait [3.6]\n| +Effect Pattern [FW1] x [8] y [-8] Direction [0] Size [60] Color [0] Brightness [-100] Ghost [70] Count [6] +Number [60] +Pattern [Direction] Mosaic? [0]\n| +Effect Pattern [FW1] x [0] y [0] Direction [0] Size [60] Color [114] Brightness [0] Ghost [0] Count [3] +Number [120] +Pattern [Direction] Mosaic? [0]\n| +Effect Pattern [FW1] x [0] y [0] Direction [60] Size [60] Color [0] Brightness [100] Ghost [0] Count [3] +Number [120] +Pattern [Direction] Mosaic? [0]\n| Shake Time [4.38] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/1] x [8] y [-8] Direction [90] Size [200] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [0] y [0] Direction [90] Size [200] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [8] y [-8] Direction [90] Size [400] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [0] y [0] Direction [90] Size [400] Color [Infinity] Brightness [80] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| Shake Time [4.81] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [FW1] x [8] y [-8] Direction [0] Size [50] Color [0] Brightness [-100] Ghost [70] Count [10] +Number [36] +Pattern [Direction] Mosaic? [0]\n| +Effect Pattern [FW1] x [0] y [0] Direction [0] Size [50] Color [0] Brightness [100] Ghost [0] Count [10] +Number [36] +Pattern [Direction] Mosaic? [0]\n| Shake Time [5.62] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/2] x [8] y [-8] Direction [0] Size [150] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/2] x [0] y [0] Direction [0] Size [150] Color [Infinity] Brightness [70] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/2] x [8] y [-8] Direction [0] Size [300] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/2] x [0] y [0] Direction [0] Size [300] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| Shake Time [6.02] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/2] x [8] y [-8] Direction [90] Size [150] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/2] x [0] y [0] Direction [90] Size [150] Color [Infinity] Brightness [70] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/2] x [8] y [-8] Direction [90] Size [300] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/2] x [0] y [0] Direction [90] Size [300] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| Shake Time [6.42] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/1] x [-172] y [142] Direction [90] Size [85] Color [0] Brightness [-100] Ghost [70] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-180] y [150] Direction [90] Size [85] Color [0] Brightness [100] Ghost [0] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-172] y [42] Direction [90] Size [85] Color [0] Brightness [-100] Ghost [70] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-180] y [50] Direction [90] Size [85] Color [0] Brightness [100] Ghost [0] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-172] y [-58] Direction [90] Size [85] Color [0] Brightness [-100] Ghost [70] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-180] y [-50] Direction [90] Size [85] Color [0] Brightness [100] Ghost [0] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-172] y [-158] Direction [90] Size [85] Color [0] Brightness [-100] Ghost [70] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-180] y [-150] Direction [90] Size [85] Color [0] Brightness [100] Ghost [0] Count [4] +Number [120] +Pattern [x] Mosaic? [0]\n| Shake Time [6.85] Power [20] Speed [7] Limit [1111]\nadd (timer) to [| fractal burst v]\n| +Effect Pattern [FW1] x [488] y [-8] Direction [0] Size [50] Color [0] Brightness [-100] Ghost [70] Count [10] +Number [36] +Pattern [Direction] Mosaic? [1]\n| +Effect Pattern [FW1] x [480] y [0] Direction [0] Size [50] Color [0] Brightness [100] Ghost [0] Count [5] +Number [72] +Pattern [Direction] Mosaic? [1]\n| +Effect Pattern [FW1] x [480] y [0] Direction [36] Size [50] Color [114] Brightness [0] Ghost [0] Count [5] +Number [72] +Pattern [Direction] Mosaic? [1]\n| Shake Time [7.67] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/1] x [488] y [-8] Direction [90] Size [120] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/1] x [480] y [0] Direction [90] Size [120] Color [Infinity] Brightness [50] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/1] x [488] y [-8] Direction [90] Size [220] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/1] x [480] y [0] Direction [90] Size [220] Color [0] Brightness [-100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/1] x [488] y [-8] Direction [90] Size [320] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/1] x [480] y [0] Direction [90] Size [320] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| Shake Time [8.08] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [FW1] x [488] y [-8] Direction [0] Size [50] Color [0] Brightness [-100] Ghost [70] Count [10] +Number [36] +Pattern [Direction] Mosaic? [1]\n| +Effect Pattern [FW1] x [480] y [0] Direction [0] Size [50] Color [114] Brightness [0] Ghost [0] Count [5] +Number [72] +Pattern [Direction] Mosaic? [1]\n| +Effect Pattern [FW1] x [480] y [0] Direction [36] Size [50] Color [0] Brightness [100] Ghost [0] Count [5] +Number [72] +Pattern [Direction] Mosaic? [1]\n| Shake Time [8.91] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/2] x [480] y [0] Direction [90] Size [210] Color [114] Brightness [0] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/2] x [488] y [-8] Direction [90] Size [200] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/2] x [480] y [0] Direction [90] Size [200] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| Shake Time [9.32] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/2] x [480] y [0] Direction [0] Size [210] Color [114] Brightness [0] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/2] x [488] y [-8] Direction [0] Size [200] Color [0] Brightness [-100] Ghost [70] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| +Effect Pattern [SW1/2] x [480] y [0] Direction [0] Size [200] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [1]\n| Shake Time [9.72] Power [20] Speed [7] Limit [1111]\n| +Effect Pattern [SW1/1] x [-472] y [0] Direction [90] Size [250] Color [114] Brightness [0] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| +Effect Pattern [SW1/1] x [-480] y [0] Direction [90] Size [500] Color [0] Brightness [100] Ghost [0] Count [1] +Number [] +Pattern [] Mosaic? [0]\n| Shake Time [10.13] Power [20] Speed [7] Limit [1111]\nstart sound [Whoosh SFX v]\n| Shake Time [15] Power [20] Speed [7] Limit [1111]\n\ndefine | Logo\nreplace item (1) of [| logo v] with ((((90) - (item (1) of [| logo v])) / ((18) / (item (5) of [| data v]))) + (item (1) of [| logo v]))\nif <[1.5] < (timer)> then\n if <(item (4) of [| logo v]) = [0]> then\n replace item (3) of [| logo v] with (item (2) of [| logo v])\n replace item (4) of [| logo v] with [1]\n end\n replace item (2) of [| logo v] with ((((item (2) of [| logo v]) - ((item (3) of [| logo v]) - (1))) / ((4.5) / (item (5) of [| data v]))) + (item (2) of [| logo v]))\nelse\n replace item (2) of [| logo v] with ((((150) - (item (2) of [| logo v])) / ((20) / (item (5) of [| data v]))) + (item (2) of [| logo v]))\nend\n| Movement [0] [0] (item (1) of [| logo v]) (item (2) of [| logo v])\nswitch costume to (logo v)\nset [ghost v] effect to ((100) - ((timer) * (250)))\nstamp\n\ndefine | BG\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (size hack v)\nset size to (600) %\nswitch costume to (diamond v)\nif <[11.01] < (timer)> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (((timer) - (11.01)) * (220))\nelse\n set [ghost v] effect to ((100) - (((timer) - (2.76)) * (220)))\nend\nstamp\nclear graphic effects\n\ndefine | Text\nclear graphic effects\nif <[9.72] < (timer)> then\n if <(timer) < [11.01]> then\n if <(item (5) of [| text v]) = [0]> then\n replace item (6) of [| text v] with (item (4) of [| text v])\n replace item (5) of [| text v] with [1]\n end\n replace item (3) of [| text v] with ((((90) - (item (3) of [| text v])) / ((7) / (item (5) of [| data v]))) + (item (3) of [| text v]))\n replace item (4) of [| text v] with ((((item (4) of [| text v]) + ((0) - ((item (6) of [| text v]) - (1)))) / ((2.5) / (item (5) of [| data v]))) + (item (4) of [| text v]))\n else\n set [ghost v] effect to (((timer) - (11.01)) * (200))\n end\nelse\n if <[8.91] < (timer)> then\n | 便利品 [1] [1] [50] [92] [3] [0.86] [大きさ] [ [8.91] ]\n else\n if <[8.08] < (timer)> then\n | 便利品 [1] [1] [92] [50] [3] [0.86] [大きさ] [ [8.08] ]\n else\n if <[6.86] < (timer)> then\n | 便利品 [1] [1] [17] [92] [3] [0.9] [大きさ] [ [6.86] ]\n else\n if <[6.43] < (timer)> then\n replace item (4) of [| text v] with ((((item (4) of [| text v]) - (94)) / ((3.1) / (item (5) of [| data v]))) + (item (4) of [| text v]))\n else\n | 便利品 [1] [1] [200] [92] [3] [0.78] [大きさ] [ [2.76] ]\n | 便利品 [1] [1] [-230] [0] [3] [0.78] [y] [ [2.76] ]\n if <[3.6] < (timer)> then\n replace item (3) of [| text v] with ((((450) - (item (3) of [| text v])) / ((7) / (item (5) of [| data v]))) + (item (3) of [| text v]))\n end\n set [ghost v] effect to ((100) - (((timer) - (2.76)) * (300)))\n end\n end\n end\n end\nend\nset [| 計算用1 v] to [-960]\nrepeat ((1) + (<(timer) < [10.1]> * (2)))\n change [| 計算用1 v] by (480)\n | Movement ((item (1) of [| text v]) + (| 計算用1)) (item (2) of [| text v]) (item (3) of [| text v]) (item (4) of [| text v])\n switch costume to (text v)\n stamp\nend\n\ndefine | 便利品 (種類) (数値1) (数値2) (数値3) (数値4) (数値5) (数値6) [ (time) ]\nif <(種類) = [1]> then\n replace item (数値1) of [| data v] with (((([cos v] of ((((timer) * (60)) - ((time) * (60.1))) * ((3) * (数値4))) ) * ((数値2) - (数値3))) * ([e ^ v] of (((((timer) * (60)) - ((time) * (60.1))) / (2)) * ([ln v] of (数値5) )) )) + (数値3))\n if <(数値6) = [大きさ]> then\n replace item (4) of [| text v] with (item (数値1) of [| data v])\n else\n if <(数値6) = [y]> then\n replace item (2) of [| text v] with (item (数値1) of [| data v])\n end\n end\nelse\n if <(種類) = [2]> then\n replace item (数値1) of [| camera v] with ((((数値2) - (item (数値1) of [| camera v])) / ((数値3) / (item (5) of [| data v]))) + (item (数値1) of [| camera v]))\n else\n replace item (数値1) of [| camera v] with ((((item (数値1) of [| camera v]) + (数値2)) / ((数値3) / (item (5) of [| data v]))) + (item (数値1) of [| camera v]))\n end\nend\n\ndefine | Shake Time (time) Power (power) Speed (speed) Limit (limit)\nset [| チェック v] to [0]\n| +Chevron\nrepeat until <(time) < (timer)>\n replace item (5) of [| camera v] with (([sin v] of ((timer) * (400)) ) * ((| Beat) * (letter (1) of (limit))))\n replace item (6) of [| camera v] with (([sin v] of ((timer) * (400)) ) * ((| Beat) * (letter (2) of (limit))))\n replace item (7) of [| camera v] with (([cos v] of ((timer) * (300)) ) * (((| Beat) * (0.4)) * (letter (3) of (limit))))\n replace item (8) of [| camera v] with (((| Beat) * (0.8)) * (letter (4) of (limit)))\n if <<((power) - (0.5)) < (| Beat)> and <(| チェック) = [0]>> then\n set [| チェック v] to [1]\n end\n if <(| チェック) = [1]> then\n change [| beat v] by (((0) - (| Beat)) / ((speed) / (item (5) of [| data v])))\n else\n change [| beat v] by ((((power) + (0.5)) - (| Beat)) / ((2) / (item (5) of [| data v])))\n end\nend\n\ndefine | Shutter\nswitch costume to (size hack v)\nset size to (Infinity) %\nif <[10.13] < (timer)> then\n change [| shutter v] by (((455) - (| Shutter)) / ((9) / (item (5) of [| data v])))\nelse\n change [| shutter v] by (((385) - (| Shutter)) / ((12) / (item (5) of [| data v])))\nend\nset pen color to (#000000)\npen up\nset pen size to (480)\ngo to x: (-480) y: ((| Shutter) - ((| Beat) * (0.8)))\npen down\ngo to x: (480) y: ((| Shutter) - ((| Beat) * (0.8)))\npen up\ngo to x: (-480) y: (((0) - (| Shutter)) + ((| Beat) * (0.8)))\npen down\ngo to x: (480) y: (((0) - (| Shutter)) + ((| Beat) * (0.8)))\n\ndefine | Chevron\nset [| 計算用1 v] to [0]\nrepeat ((length of [| chevron v]) / (4))\n replace item ((4) + ((| 計算用1) * (4))) of [| chevron v] with ((item ((4) + ((| 計算用1) * (4))) of [| chevron v]) + ((1.1) * ((| Beat) * (item (5) of [| data v]))))\n | Movement (item ((1) + ((| 計算用1) * (4))) of [| chevron v]) (item ((2) + ((| 計算用1) * (4))) of [| chevron v]) [90] (item ((4) + ((| 計算用1) * (4))) of [| chevron v])\n switch costume to (diamond v)\n if <(item ((3) + ((| 計算用1) * (4))) of [| chevron v]) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(item ((3) + ((| 計算用1) * (4))) of [| chevron v]) = [2]> then\n set [brightness v] effect to (-20)\n end\n end\n stamp\n clear graphic effects\n if <[750] < (item (4) of [| chevron v])> then\n repeat (4)\n delete (1) of [| chevron v]\n end\n change [| 計算用1 v] by (-1)\n end\n change [| 計算用1 v] by (1)\nend\n\ndefine | +Chevron\nset [| 計算用4 v] to [0]\nrepeat (3)\n set [| 計算用2 v] to [-960]\n repeat (3)\n change [| 計算用2 v] by (480)\n add (| 計算用2) to [| chevron v]\n add [0] to [| chevron v]\n add (((| 計算用4) mod (3)) + (1)) to [| chevron v]\n if <(| 計算用4) = [1]> then\n add ((0) - ((| 計算用4) * (55))) to [| chevron v]\n else\n add ((0) - ((| 計算用4) * (40))) to [| chevron v]\n end\n end\n change [| 計算用4 v] by (1)\nend\n\nwhen I receive [intro v]\n| Wait [6.85]\nrepeat until <(item (1) of [| camera v]) < [-220]>\n | 便利品 [3] [1] [-1] [3] [] [] [] [ [] ]\nend\nrepeat until <[8.91] < (timer)>\n | 便利品 [2] [1] [-480] [5] [] [] [] [ [] ]\nend\nrepeat until <[0] < (item (1) of [| camera v])>\n | 便利品 [3] [1] [481] [3] [] [] [] [ [] ]\nend\n\n | 便利品 [2] [1] [480] [5] [] [] [] [ [] ]\nend\n\ndefine | Wait (time)\nwait until <(time) < (timer)>\n\nwhen I receive [intro v]\n| Wait [6.85]\nrepeat until <(item (3) of [| camera v]) < [-180]>\n | 便利品 [3] [3] [-1] [3] [] [] [] [ [] ]\nend\n\n | 便利品 [2] [3] [-360] [7] [] [] [] [ [] ]\nend\n\ndefine | Light\nclear graphic effects\nset [| 計算用1 v] to [-960]\nrepeat (3)\n change [| 計算用1 v] by (480)\n | Movement (| 計算用1) [160] [90] [100]\n switch costume to (light v)\n if <[9.72] < (timer)> then\n set [ghost v] effect to (((timer) - (9.72)) * (100))\n else\n set [ghost v] effect to ((100) - (((timer) - (2.76)) * (220)))\n end\n stamp\nend\nclear graphic effects\n\ndefine | Pinwheel\nset [| 計算用1 v] to [-960]\nset [ghost v] effect to ((100) - (((timer) - (2.76)) * (250)))\nrepeat (3)\n change [| 計算用1 v] by (480)\n | Movement (| 計算用1) (item (2) of [| text v]) ((90) + (((timer) - (2.76)) * (100))) (item (4) of [| text v])\n switch costume to (pinwheel v)\n stamp\nend\n\ndefine | +Effect Pattern (p) x (x) y (y) Direction (d) Size (s) Color (co) Brightness (b) Ghost (g) Count (cu) +Number (+n) +Pattern (+p) Mosaic? (m)\nset [| 計算用2 v] to [0]\nset [| 計算用4 v] to ((0) - ((m) * (960)))\nrepeat ((1) + ((m) * (2)))\n repeat (cu)\n add (p) to [| effect v]\n add (((| 計算用4) + (x)) + (((+n) * (| 計算用2)) * < (+p) contains [x]?>)) to [| effect v]\n add ((y) + (((+n) * (| 計算用2)) * < (+p) contains [y]?>)) to [| effect v]\n add ((d) + (((+n) * (| 計算用2)) * < (+p) contains [Dir]?>)) to [| effect v]\n add ((s) + (((+n) * (| 計算用2)) * < (+p) contains [Size]?>)) to [| effect v]\n add (co) to [| effect v]\n add (b) to [| effect v]\n add (g) to [| effect v]\n add [0] to [| effect v]\n add (< (p) contains [SW]?> * (20)) to [| effect v]\n add [20] to [| effect v]\n add [0] to [| effect v]\n change [| 計算用2 v] by (1)\n end\n change [| 計算用4 v] by (480)\nend\n\ndefine | Effect\nset [| 計算用1 v] to [0]\nrepeat ((length of [| effect v]) / (12))\n | Effect2 ((| 計算用1) * (12))\n change [| 計算用1 v] by (1)\nend\n\ndefine | Effect2 (saving)\nclear graphic effects\nset [color v] effect to (item ((6) + (saving)) of [| effect v])\nset [brightness v] effect to (item ((7) + (saving)) of [| effect v])\nset [ghost v] effect to (item ((8) + (saving)) of [| effect v])\nif < (item ((1) + (saving)) of [| effect v]) contains [SW]?> then\n | Movement (item ((2) + (saving)) of [| effect v]) (item ((3) + (saving)) of [| effect v]) (item ((4) + (saving)) of [| effect v]) (item ((11) + (saving)) of [| effect v])\n switch costume to (item ((1) + (saving)) of [| effect v])\n replace item ((9) + (saving)) of [| effect v] with (((item ((10) + (saving)) of [| effect v]) * (item (5) of [| data v])) + (item ((9) + (saving)) of [| effect v]))\n replace item ((10) + (saving)) of [| effect v] with (((item ((10) + (saving)) of [| effect v]) * ((0.2) * (item (5) of [| data v]))) + (item ((10) + (saving)) of [| effect v]))\n replace item ((11) + (saving)) of [| effect v] with ((((item ((5) + (saving)) of [| effect v]) - (item ((11) + (saving)) of [| effect v])) / ((6) / (item (5) of [| data v]))) + (item ((11) + (saving)) of [| effect v]))\n set [fisheye v] effect to (item ((9) + (saving)) of [| effect v])\n if <[1000000] < (item ((9) + (saving)) of [| effect v])> then\n repeat (12)\n delete ((1) + (saving)) of [| effect v]\n end\n change [| 計算用1 v] by (-1)\n end\nend\nif < (item ((1) + (saving)) of [| effect v]) contains [FW]?> then\n | Movement ((item ((2) + (saving)) of [| effect v]) + (item ((9) + (saving)) of [| effect v])) ((item ((3) + (saving)) of [| effect v]) + (item ((10) + (saving)) of [| effect v])) (item ((4) + (saving)) of [| effect v]) (item ((5) + (saving)) of [| effect v])\n replace item ((12) + (saving)) of [| effect v] with ((item ((12) + (saving)) of [| effect v]) + (item (5) of [| data v]))\n replace item ((1) + (saving)) of [| effect v] with (join [FW] ((round (item ((12) + (saving)) of [| effect v])) - (10)))\n if <(item ((12) + (saving)) of [| effect v]) < [11]> then\n switch costume to (fw1 v)\n else\n switch costume to (item ((1) + (saving)) of [| effect v])\n end\n replace item ((9) + (saving)) of [| effect v] with (((item ((11) + (saving)) of [| effect v]) * (([sin v] of (item ((4) + (saving)) of [| effect v]) ) * (item (5) of [| data v]))) + (item ((9) + (saving)) of [| effect v]))\n replace item ((10) + (saving)) of [| effect v] with (((item ((11) + (saving)) of [| effect v]) * (([cos v] of (item ((4) + (saving)) of [| effect v]) ) * (item (5) of [| data v]))) + (item ((10) + (saving)) of [| effect v]))\n replace item ((11) + (saving)) of [| effect v] with ((((0) - (item ((11) + (saving)) of [| effect v])) / ((5) / (item (5) of [| data v]))) + (item ((11) + (saving)) of [| effect v]))\n if <[26] < (item ((12) + (saving)) of [| effect v])> then\n repeat (12)\n delete ((1) + (saving)) of [| effect v]\n end\n change [| 計算用1 v] by (-1)\n end\nend\nstamp\n\ndefine | Skip\nclear graphic effects\npen up\nif <<[593.4] < (item (7) of [| data v])> and <(item (9) of [| data v]) = [0]>> then\n replace item (9) of [| data v] with (timer)\nend\nif <(item (9) of [| data v]) = [0]> then\n if <(item (7) of [| data v]) < [280]> then\n replace item (7) of [| data v] with ((((item (7) of [| data v]) + (2)) / ((4) / (item (5) of [| data v]))) + (item (7) of [| data v]))\n else\n replace item (7) of [| data v] with ((((594) - (item (7) of [| data v])) / ((5) / (item (5) of [| data v]))) + (item (7) of [| data v]))\n end\nelse\n if <(item (7) of [| data v]) < [280]> then\n replace item (7) of [| data v] with ((((0) - (item (7) of [| data v])) / ((5) / (item (5) of [| data v]))) + (item (7) of [| data v]))\n else\n replace item (7) of [| data v] with ((((item (7) of [| data v]) - (596)) / ((4) / (item (5) of [| data v]))) + (item (7) of [| data v]))\n end\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nset [brightness v] effect to (100)\nif <(item (7) of [| data v]) < [100]> then\n switch costume to (pos hack v)\nelse\n switch costume to (size hack v)\nend\nset size to (item (7) of [| data v]) %\nswitch costume to (diamond v)\nif <[0.5] < (item (7) of [| data v])> then\n stamp\nend\nclear graphic effects\n\ndefine | Fractal Burst\npen up\nset [| 計算用1 v] to [0]\nrepeat (length of [| fractal burst v])\n change [| 計算用1 v] by (1)\n | Movement [0] [0] (((timer) - (item (| 計算用1) of [| fractal burst v])) * (100)) (((timer) - (item (| 計算用1) of [| fractal burst v])) * (900))\n switch costume to (fractal burst v)\n set [ghost v] effect to ((((timer) - (0.35)) - (item (| 計算用1) of [| fractal burst v])) * (300))\n stamp\n if <((item (| 計算用1) of [| fractal burst v]) + (2)) < (timer)> then\n delete (| 計算用1) of [| fractal burst v]\n change [| 計算用1 v] by (-1)\n end\nend\n\ndefine | FPSI (time)\nwait (0) seconds\nreplace item (5) of [| data v] with (((days since 2000) * (2592000)) - (time))\n\nwhen I receive [intro v]\nforever\n | FPSI ((days since 2000) * (2592000))\nend\n\nwhen I receive [intro v]\nforever\n if <(item (6) of [| data v]) = [1]> then\n set volume to ((100) - (((timer) - (item (8) of [| data v])) * (100))) %\n | Skip\n end\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nset pen color to (#000000)\n\nset pen color to (#276aff)\n\n@ロゴ\n\n@ロゴ2\n\n@Cat Flying\n\n@スプライト1\n\n
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ー日本語・クレジットは下にー\n【LONG】\n\n▶︎Tap or operate with the arrow keys!\n▶︎A very long platformer!\n▶︎If you clear it until the end...?\n▶︎Let's aim for the world record!\n▶︎タップまたは矢印キーで操作!\n▶︎とっても長〜いプラットフォーマー!\n▶︎最後までクリアすると…?\n▶︎世界記録を目指そう!\nーーーーーーーーーーー\n難しさ★★★☆☆\nーーーーーーーーーーー\nークレジットー\n▼intro @kako-ken 様\n▼BGM:-Xaf- 様\nFar Out - Strangers ( Cut by @trident- 様)\n▼SE:効果音ラボ\n▼プログラム参考:@mikankundazo 様\n\n重い方はこちら\nhttps://turbowarp.org/718085238\n\n別の作品もヨロシク!\nhttps://scratch.mit.edu/projects/738558639/
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Lava Platformer! 溶岩プラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [special v]\nswitch backdrop to (背景3 v)\n\n@ \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [ワットソン v] until done\nend\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen [1 v] key pressed\nif <(username) = [anikix0902]> then\n change [level v] by (-1)\n broadcast (next v)\nend\n\nwhen [2 v] key pressed\nif <(username) = [anikix0902]> then\n change [level v] by (1)\n broadcast (next v)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nshow variable [☁ world record v]\nshow variable [time v]\n\nset [☁ world record v] to [999]\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen [timer v] > (0.01)\nhide variable [☁ world record v]\nhide variable [time v]\nhide\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Player2\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n broadcast (reset v)\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n broadcast (next v)\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n start sound [Jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nforever\n if <touching (スプライト5 v)?> then\n set [y v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <(ok) = [0]> then\n if <touching (スプライト3 v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\nend\n\nchange y by (-1)\nchange y by (1.1)\n\nwhen flag clicked\nforever\n if <touching (スプライト2 v)?> then\n change x by ((X) * (-1))\n change y by ((Y) * (-1))\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (スプライト7 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\nend\n\n@Green Flag\n\nwhen flag clicked\ngo to x: (142) y: (-60)\nshow\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n broadcast (メッセージ1 v)\n stop all sounds\n forever\n wait (1) seconds\n change [time v] by (-1)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide variable [☁ world record v]\nshow variable [time v]\n\nwhen I receive [メッセージ1 v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n broadcast (open v)\n glide (0.5) secs to x: (0) y: (30)\n hide\n end\nend\n\nwhen I receive [open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [reset v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n@スプライト2\n\nwhen I receive [open v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [reset v]\nset [ghost v] effect to (0)\nshow\n\n@スプライト3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (200)\n\nwhen flag clicked\nforever\n x: [0] y: [200] から X: [0] Y: [60] DIV: [5] 初期V: [3]\n wait (1) seconds\n x: [0] y: [60] から X: [0] Y: [200] DIV: [10] 初期V: [1]\n wait (1) seconds\nend\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d) 初期V: (v)\ngo to x: (x1) y: (y1)\nset [v v] to (v)\nset [distance moved v] to [0]\nrepeat until <(Distance moved) > (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) / (3))>\n change [v v] by ((v) / (7))\n change x by ((v) * ((([abs v] of ((x2) - (x1)) ) / ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )) * (((x2) - (x1)) / ([abs v] of ((x2) - (x1)) ))))\n change y by ((v) * ((([abs v] of ((y2) - (y1)) ) / ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )) * (((y2) - (y1)) / ([abs v] of ((y2) - (y1)) ))))\n set [distance moved v] to ((Distance moved) + (v))\nend\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\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@スプライト4\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d) 初期V: (v)\ngo to x: (x1) y: (y1)\nset [v v] to (v)\nset [distance moved v] to [0]\nrepeat until <(Distance moved) > (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) / (3))>\n change [v v] by ((v) / (7))\n change x by ((v) * ((([abs v] of ((x2) - (x1)) ) / ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )) * (((x2) - (x1)) / ([abs v] of ((x2) - (x1)) ))))\n change y by ((v) * ((([abs v] of ((y2) - (y1)) ) / ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )) * (((y2) - (y1)) / ([abs v] of ((y2) - (y1)) ))))\n set [distance moved v] to ((Distance moved) + (v))\nend\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\nwhen flag clicked\nshow\ngo to x: (0) y: (200)\n\nwhen flag clicked\nforever\n x: [0] y: [200] から X: [0] Y: [60] DIV: [5] 初期V: [3]\n wait (1) seconds\n x: [0] y: [60] から X: [0] Y: [200] DIV: [10] 初期V: [1]\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@スプライト5\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@スプライト7\n\nwhen flag clicked\nshow\ngo to x: (-170) y: (-100)\nforever\n switch costume to (level)\nend\n\nwhen I receive [reset v]\nshow\ngo to x: (-170) y: (-100)\nwait (0.5) seconds\nglide (5) secs to x: (170) y: (-100)\nwait (1) seconds\nhide\n\nwhen I receive [next v]\nif <(level) = [11]> then\n broadcast (reset v)\nend\n\nwhen I receive [next v]\nif <(level) = [16]> then\n broadcast (reset v)\nend\n\n@スプライト8\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [☆2 v] to [NO]\nforever\n set [☆1 v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [☆2 v] to [YES]\n wait (0.6) seconds\n broadcast (SPECIAL v)\n wait until <(Level) = [100]>\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [♡2 v] to [NO]\nforever\n set [♡1 v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [♡2 v] to [YES]\n wait (0.6) seconds\n broadcast (SPECIAL v)\n end\nend\n\n
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日本語は下だよ(読まないと損するよ)\n(English)\nI operate it with arrow key\nWe jump over a splinter, and let's advance!\nBecause there is the lava(?), let's be careful\nThere is a hidden stage\n(日本語)\n矢印キーで操作\nトゲを飛び越えてすすもう!\n溶岩(?)もあるから気をつけよう\n隠しステージがあるよ\n今回もいろいろな仕掛けがあるよ
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Dark Platformer 暗闇のプラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset volume to (100) %\nchange volume by (-70)\nforever\n play sound [Popsicle v] until done\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@当たったら死ぬやつ\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ \n\nwhen flag clicked\nswitch costume to (止まる v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x2 v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x2 v] by (0.9)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (止まる v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\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 (1.0)\n if <touching (地面 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if < or <<touching (地面 v)?> or <touching (動く地面 v)?>>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if < or <<touching (地面 v)?> or <touching (動く地面 v)?>>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (次 v)\n hide\n set [x2 v] to [0]\n go to x: (-201) y: (-100)\n show\n end\n if <<touching (動く当たったら死ぬやつ2 v)?> or <<touching (動くちっちゃい当たったら死ぬやつ v)?> or <<<touching (当たったら死ぬやつ v)?> or <(y position) < [-174]>> or <touching (動く当たったら死ぬやつ v)?>>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <(ステージ) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@光\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to ( v)\nend\n\n
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矢印キーで動かします\nUse the arrow keys to move it.\n進みたい方向をタップしても動かせます\nYou can also move it by tapping in the direction you want to go.\nトゲに触れてはいけません\nDo not touch spikes or magma!
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2d Galaxy Style Platformer v0.15
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@Stage\n\nwhen flag clicked\nerase all\nbroadcast (zoomout v)\n\nset [level v] to [1]\nbroadcast (game v)\n\nwhen flag clicked\nset [paused? v] to [0]\n\nset [lives v] to [0]\n\n@game\n\ndefine point A (ax) (ay) point B (bx) (by) handles (hx) (hy) (hx) (hy)\ncalculate position ((ax) + (((hx) - (ax)) * ((#) / (item (8) of [launch star v])))) ((ay) + (((hy) - (ay)) * ((#) / (item (8) of [launch star v])))) ((hx) + (((hx) - (hx)) * ((#) / (item (8) of [launch star v])))) ((hy) + (((hy) - (hy)) * ((#) / (item (8) of [launch star v])))) ((hx) + (((bx) - (hx)) * ((#) / (item (8) of [launch star v])))) ((hy) + (((by) - (hy)) * ((#) / (item (8) of [launch star v]))))\n\ndefine calculate position (x1) (y1) (x2) (y2) (x3) (y3)\ncalculate position ((x1) + (((x2) - (x1)) * ((#) / (item (8) of [launch star v])))) ((y1) + (((y2) - (y1)) * ((#) / (item (8) of [launch star v])))) ((x2) + (((x3) - (x2)) * ((#) / (item (8) of [launch star v])))) ((y2) + (((y3) - (y2)) * ((#) / (item (8) of [launch star v]))))\n\ndefine calculate position (x1) (y1) (x2) (y2)\nset [charxvel v] to (((x1) + (((x2) - (x1)) * ((#) / (item (8) of [launch star v])))) - (charX))\nset [charyvel v] to (((y1) + (((y2) - (y1)) * ((#) / (item (8) of [launch star v])))) - (charY))\n\ndefine move player: L/R <left> <right> Jump/Crouch <jump> <crouch> Spin <spin>\nif <[-20] < (hit)> then\n change [hit v] by (-1)\nelse\n set [hit v] to [-20]\nend\nif <(black hole?) = [0]> then\n if <(inair?) = [0]> then\n if <not <(<right> - <left>) = [0]>> then\n if <right> then\n set [l/r? v] to [1]\n end\n if <left> then\n set [l/r? v] to [-1]\n end\n end\n if <(squashed?) = [0]> then\n set [jumpt v] to [3]\n set [onwall? v] to [0]\n if <(hit) < [1]> then\n change [charxvel v] by (((<right> - <left>) * (0.65)) * <not <crouch>>)\n if <[7] < ([abs v] of (charXvel) )> then\n set [charxvel v] to ((charXvel) * (0.8))\n else\n if <(<right> - <left>) = [0]> then\n set [charxvel v] to ((charXvel) * (0.8))\n else\n set [charxvel v] to ((charXvel) * (0.9))\n end\n end\n else\n set [charxvel v] to ((charXvel) * (0.9))\n end\n set [charyvel v] to [0]\n if <(hit) < [1]> then\n if <crouch> then\n set [charxvel v] to ((charXvel) * (0.95))\n if <<([abs v] of (charXvel) ) < [3]> and <(<right> - <left>) = [0]>> then\n if <jump> then\n set [up? v] to [0]\n set [jumpt v] to [1]\n set [inair? v] to [1]\n set [charyvel v] to [14]\n set [charxvel v] to ((l/r?) * (-3))\n start sound (pick random (7) to (8))\n set [#2 v] to [10]\n set [down? v] to [1]\n end\n else\n if <jump> then\n set [up? v] to [0]\n set [jumpt v] to [2]\n set [inair? v] to [1]\n set [charyvel v] to [6.5]\n set [charxvel v] to (((charXvel) / ([abs v] of (charXvel) )) * (11))\n start sound (pick random (7) to (8))\n set [#2 v] to [10]\n set [down? v] to [1]\n end\n end\n else\n if <((charXvel) / ([abs v] of (charXvel) )) = ((<right> - <left>) * (-1))> then\n if <jump> then\n set [up? v] to [0]\n set [jumpt v] to [1]\n set [inair? v] to [1]\n set [charyvel v] to [14]\n set [l/r? v] to ((<right> - <left>) * (-1))\n set [charxvel v] to (<right> - <left>)\n start sound (pick random (7) to (8))\n set [#2 v] to [10]\n set [down? v] to [1]\n end\n else\n if <jump> then\n set [up? v] to [0]\n set [jumpt v] to [0]\n set [inair? v] to [1]\n set [charyvel v] to [8]\n start sound (pick random (11) to (13))\n set [#2 v] to [10]\n set [down? v] to [1]\n end\n end\n end\n end\n end\n else\n if <(squashed?) = [1]> then\n set [charxvel v] to [0]\n set [charyvel v] to [0]\n else\n if <(onwall?) = [0]> then\n if <(hit) < [1]> then\n if <(jumpt) = [4]> then\n set [charxvel v] to [0]\n if <[0] < (#2)> then\n change [#2 v] by (-1)\n else\n set [charyvel v] to [-16]\n end\n else\n if <[0] < (#2)> then\n change [#2 v] by (-1)\n end\n if <not <crouch>> then\n set [down? v] to [0]\n end\n change [charxvel v] by ((<right> - <left>) * (0.2))\n if <((charXvel) / ([abs v] of (charXvel) )) = ((<right> - <left>) * (-1))> then\n set [charxvel v] to ((charXvel) * (0.9))\n else\n set [charxvel v] to ((charXvel) * (0.98))\n end\n if <(jumpt) = [2]> then\n change [charyvel v] by (-0.5)\n else\n if <(jumpt) = [3]> then\n if <[0] < (charYvel)> then\n change [charyvel v] by (-0.3)\n else\n change [charyvel v] by (-1)\n end\n else\n if <(jumpt) = [5]> then\n if <[0] < (charYvel)> then\n change [charyvel v] by (-0.3)\n else\n change [charyvel v] by (-1)\n end\n else\n if <[2] < (charYvel)> then\n if <jump> then\n change [charyvel v] by (-0.5)\n else\n change [charyvel v] by (-1)\n end\n else\n change [charyvel v] by (-1)\n end\n end\n end\n end\n set [charyvel v] to ((charYvel) * (0.96))\n if <[1] < (timer)> then\n if <(jumpt) = [5]> then\n set [jumpt v] to [3]\n end\n if <[1.3] < (timer)> then\n set [up? v] to [0]\n end\n end\n if <spin> then\n if <(launch star?) = [0]> then\n if <(up?) = [0]> then\n reset timer\n set [charxvel v] to ((charXvel) * (0.4))\n set [jumpt v] to [5]\n set [charyvel v] to [5]\n set [up? v] to [1]\n start sound (pick random (32) to (34))\n end\n else\n start sound (pick random (3) to (5))\n end\n end\n if <crouch> then\n if <not <<(jumpt) = [2]> or <(jumpt) = [3]>>> then\n if <<(#2) = [0]> and <(down?) = [0]>> then\n set [#2 v] to [10]\n set [charyvel v] to [0]\n set [jumpt v] to [4]\n end\n end\n end\n end\n else\n set [charxvel v] to ((charXvel) * (0.9))\n change [charyvel v] by (-1)\n set [charyvel v] to ((charYvel) * (0.96))\n end\n else\n if <(hit) < [1]> then\n if <jump> then\n if <(up?) = [0]> then\n set [l/r? v] to ((onwall?) * (-1))\n set [charxvel v] to ((onwall?) * (-7))\n set [charyvel v] to [12]\n set [onwall? v] to [0]\n set [up? v] to [0]\n start sound (pick random (11) to (15))\n set [#2 v] to [8]\n set [down? v] to [1]\n end\n else\n set [up? v] to [0]\n end\n if <(<left> - <right>) = (onwall?)> then\n set [onwall? v] to [0]\n end\n end\n change [charyvel v] by (-0.5)\n set [charyvel v] to ((charYvel) * (0.7))\n end\n end\n end\nend\nset [ground? v] to [0]\nset [test# v] to [0]\n\ndefine collisions\nset [#5 v] to [0]\nrepeat (length of [level collisions v])\n change [#5 v] by (1)\n object (item (#5) of [level collisions v])\nend\n\nif <(level) = [1]> then\n\ncollisions dev level\n\nfloor [-100] [300] [0] []\nceiling [-100] [300] [200]\nwall [-130] [0] [-100] [200] [-1] [1]\nwall [300] [0] [330] [200] [1] [1]\n\nblack hole [-200] [0] [-300] [2]\nfloor [-50] [50] [0] []\nfloor [20] [280] [-20] []\nfloor [250] [330] [20] []\nfloor [330] [750] [0] []\nfloor [730] [850] [20] []\nfloor [850] [990] [60] []\nfloor [950] [1030] [100] []\nfloor [910] [990] [140] []\nfloor [790] [950] [160] []\nfloor [1030] [1110] [180] []\nfloor [1070] [1130] [220] []\nfloor [890] [1090] [240] []\nfloor [530] [930] [280] []\nfloor [750] [890] [440] []\nfloor [850] [1050] [480] []\nfloor [1030] [1150] [460] []\nfloor [1130] [2130] [440] []\nfloor [1250] [1430] [460] []\nfloor [1530] [1710] [460] []\nfloor [1810] [1990] [460] []\nfloor [2090] [2270] [460] []\nfloor [2210] [2350] [500] []\nfloor [2150] [2290] [540] []\nfloor [2230] [2330] [580] []\nfloor [450] [550] [540] []\nceiling [-50] [330] [-60]\nceiling [850] [990] [-80]\nceiling [450] [550] [220]\nceiling [750] [890] [380]\nceiling [880] [1050] [400]\nceiling [2100] [2270] [360]\nwall [-50] [-60] [-30] [0] [1] [1]\nwall [30] [-60] [50] [0] [-1] [1]\nwall [250] [-40] [270] [20] [1] [1]\nwall [310] [-60] [330] [20] [-1] [1]\nwall [730] [-60] [750] [20] [1] [1]\nwall [850] [-60] [870] [60] [1] [1]\nwall [850] [-80] [990] [60] [-1] [1]\nwall [530] [220] [550] [540] [-1] [1]\nwall [450] [220] [470] [540] [1] [1]\nwall [750] [380] [770] [440] [1] [1]\nwall [870] [380] [890] [440] [-1] [1]\nwall [850] [430] [900] [480] [1] [1]\nwall [1030] [430] [1050] [480] [-1] [1]\nwall [1130] [360] [1150] [460] [-1] [1]\nwall [1010] [360] [1030] [420] [1] [1]\nwall [1250] [420] [1270] [460] [1] [1]\nwall [1410] [420] [1430] [460] [-1] [1]\nwall [1530] [420] [1550] [460] [1] [1]\nwall [1690] [420] [1710] [460] [-1] [1]\nwall [1810] [420] [1830] [460] [1] [1]\nwall [1970] [420] [1990] [460] [-1] [1]\nwall [2090] [420] [2110] [460] [1] [1]\nwall [2250] [360] [2270] [460] [-1] [1]\n\nif <[120] < ((charX) + (8))> then\n set [charx v] to [112]\n if <<(inair?) = [1]> and <[7] < ([abs v] of (charXvel) )>> then\n set [charxvel v] to ((([abs v] of (charXvel) ) / (charXvel)) * (-2))\n else\n if <(inair?) = [1]> then\n set [onwall? v] to [1]\n set [up? v] to [1]\n else\n set [onwall? v] to [0]\n end\n set [charxvel v] to [0]\n end\nend\ngo to x: (121) y: (-180)\npen down\ngo to x: (121) y: (180)\npen up\n\ndefine ground (y)\nif <(charY) < (y)> then\n set [chary v] to (y)\n set [inair? v] to [0]\nend\nif <(charY) = (y)> then\n set [ground? v] to [1]\nend\ngo to x: (-240) y: (((y) - (1)) - (camY))\npen down\ngo to x: (240) y: (((y) - (1)) - (camY))\npen up\n\ndefine floor (-x) (+x) (y) (moving?)\nchange [test# v] by (1)\nif <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <(gravity) = [0]> then\n if <(inair?) = [1]> then\n if <(moving?) = [0]> then\n if <not <(charY') < (y)>> then\n if <(charY) < (y)> then\n set [chary v] to (y)\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <not <(charY') < ((y) - (moving?))>> then\n if <(charY) < ((y) - (moving?))> then\n set [chary v] to (y)\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n end\n else\n if <([abs v] of ((charY) - (y)) ) < [1]> then\n set [ground? v] to [1]\n else\n if <not <<(moving?) = [0]> or <(moving?) = []>>> then\n if <<([abs v] of (((y) - (charY)) - (moving?)) ) < [3]> or <([abs v] of (((y) - (charY')) - (moving?)) ) < [3]>> then\n set [ground? v] to [1]\n set [chary v] to (y)\n end\n end\n end\n end\n else\n if <<(y) < (charY')> and <(charY) < (y)>> then\n set [chary v] to (y)\n set [charyvel v] to [0]\n end\n end\nend\n\ndefine wall (-x) (-y) (+x) (+y) (move) (walljump?)\nchange [test# v] by (1)\nif <not <(onwall?) = [0]>> then\n if <(prev wall) = (test#)> then\n if <<<(-y) < (charY)> and <(charY) < (+y)>> or <<(-y) < ((charY) + (24))> and <((charY) + (24)) < (+y)>>> then\n set [onwall? v] to (move)\n if <<(-x) < ((charX) + ((move) * (8)))> and <((charX) + ((move) * (8))) < (+x)>> then\n set [prev wall v] to (test#)\n if <(move) = [1]> then\n set [charx v] to ((-x) - (8))\n else\n set [charx v] to ((+x) + (8))\n end\n end\n else\n set [onwall? v] to [0]\n end\n end\nelse\n if <<<(-y) < (charY)> and <(charY) < (+y)>> or <<(-y) < ((charY) + (24))> and <((charY) + (24)) < (+y)>>> then\n if <<(-x) < ((charX) + ((move) * (8)))> and <((charX) + ((move) * (8))) < (+x)>> then\n set [prev wall v] to (test#)\n if <(move) = [1]> then\n set [charx v] to ((-x) - (8))\n else\n set [charx v] to ((+x) + (8))\n end\n if <(walljump?) = [1]> then\n if <<(inair?) = [1]> and <[7] < ([abs v] of (charXvel) )>> then\n set [charxvel v] to ((move) * (-2))\n else\n if <(inair?) = [1]> then\n set [onwall? v] to (move)\n set [up? v] to [1]\n set [jumpt v] to [0]\n set [charxvel v] to [0]\n else\n set [onwall? v] to [0]\n set [charxvel v] to [0]\n end\n end\n else\n set [charxvel v] to ((move) * (-2))\n set [jumpt v] to [0]\n end\n end\n end\nend\n\nif <(move) = [1]> then\n if <([abs v] of (((-x) + (move)) - (camX)) ) < [240]> then\n set x to ([floor v] of (((-x) + (move)) - (camX)) )\n set y to ([ceiling v] of (((-y) + (1)) - (camY)) )\n pen down\n set y to ([floor v] of (((+y) - (1)) - (camY)) )\n pen up\n end\nelse\n if <([abs v] of (((+x) + (move)) - (camX)) ) < [240]> then\n set x to ([ceiling v] of (((+x) + (move)) - (camX)) )\n set y to ([ceiling v] of (((-y) + (1)) - (camY)) )\n pen down\n set y to ([floor v] of (((+y) - (1)) - (camY)) )\n pen up\n end\nend\n\ndefine ceiling (-x) (+x) (y)\nchange [test# v] by (1)\nif <(gravity) = [0]> then\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <((charY') + (24)) < (y)> then\n if <(y) < ((charY) + (24))> then\n set [chary v] to ((y) - (24))\n set [charyvel v] to [0]\n end\n end\n end\nelse\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <(inair?) = [1]> then\n if <not <(y) < ((charY') + (24))>> then\n if <(y) < ((charY) + (24))> then\n set [chary v] to ((y) - (24))\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <((charY) + (24)) = (y)> then\n set [ground? v] to [1]\n end\n end\n end\nend\n\ndefine spawn coin (x) (y)\nset [entitytype v] to [0]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [# v] by (9)\n\ndefine initialize entities\nif <(level) = [1]> then\n entities level 1\nend\n\nset [entitytype v] to [5]\nset [# v] to [0]\nset [x v] to [100]\nset [y v] to [0]\ncreate clone of (_myself_ v)\nset [entitytype v] to [5]\nset [# v] to [1]\nset [x v] to [0]\nset [y v] to [200]\ncreate clone of (_myself_ v)\ndelete all of [launch star v]\nadd [1] to [launch star v]\nadd [130] to [launch star v]\nadd [30] to [launch star v]\nadd [200] to [launch star v]\nadd [800] to [launch star v]\nadd [400] to [launch star v]\nadd [600] to [launch star v]\nadd [80] to [launch star v]\nset [entitytype v] to [7]\nset [x v] to [0]\nset [y v] to [50]\ncreate clone of (_myself_ v)\ndelete all of [launch star v]\nadd [2] to [launch star v]\nadd [60] to [launch star v]\nadd [30] to [launch star v]\nadd [400] to [launch star v]\nadd [800] to [launch star v]\nadd [-200] to [launch star v]\nadd [400] to [launch star v]\nadd [80] to [launch star v]\nset [entitytype v] to [7]\nset [x v] to [150]\nset [y v] to [50]\ncreate clone of (_myself_ v)\n\ndefine slope (-x) (+x) (y) (slope)\nif <(inair?) = [1]> then\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <<(-x) < (charX)> and <(charX) < (+x)>> then\n if <((y) + (((charX') - (-x)) * (slope))) < (charY')> then\n if <(charY) < ((y) + (((charX) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((charX) - (-x)) * (slope)))\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <([abs v] of ((-x) - (charX)) ) < ([abs v] of ((+x) - (charX)) )> then\n if <(y) < (charY')> then\n if <(charY) < (y)> then\n set [chary v] to (y)\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <((y) + (((+x) - (-x)) * (slope))) < (charY')> then\n if <(charY) < ((y) + (((+x) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n end\n end\n end\nelse\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <<(-x) < (charX)> and <(charX) < (+x)>> then\n if <<(-x) < (charX')> and <(charX') < (+x)>> then\n if <((y) + (((charX') - (-x)) * (slope))) = (charY')> then\n set [chary v] to ((y) + (((charX) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n else\n if <([abs v] of ((-x) - (charX')) ) < ([abs v] of ((+x) - (charX')) )> then\n if <(charY') = (y)> then\n set [chary v] to ((y) + (((charX) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n else\n if <(charY') = ((y) + (((+x) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((charX) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n end\n else\n if <<(-x) < (charX')> and <(charX') < (+x)>> then\n if <((y) + (((charX') - (-x)) * (slope))) = (charY')> then\n if <([abs v] of ((-x) - (charX')) ) < ([abs v] of ((+x) - (charX')) )> then\n if <(charY') = (y)> then\n set [chary v] to (y)\n set [ground? v] to [1]\n end\n else\n if <(charY') = ((y) + (((+x) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n end\n else\n if <([abs v] of ((-x) - (charX')) ) < ([abs v] of ((+x) - (charX')) )> then\n if <(charY') = (y)> then\n set [chary v] to (y)\n set [ground? v] to [1]\n end\n else\n if <(charY') = ((y) + (((+x) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n end\n end\n else\n if <<(-x) < ((charX') + (8))> and <((charX') - (8)) < (+x)>> then\n if <<(-x) < (charX')> and <(charX') < (+x)>> then\n if <((y) + (((charX') - (-x)) * (slope))) = (charY')> then\n if <([abs v] of ((-x) - (charX)) ) < ([abs v] of ((+x) - (charX)) )> then\n set [chary v] to (y)\n set [ground? v] to [1]\n else\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n else\n if <([abs v] of ((-x) - (charX')) ) < ([abs v] of ((+x) - (charX')) )> then\n if <(charY') = (y)> then\n if <([abs v] of ((-x) - (charX)) ) < ([abs v] of ((+x) - (charX)) )> then\n set [chary v] to (y)\n set [ground? v] to [1]\n else\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n else\n if <(charY') = ((y) + (((+x) - (-x)) * (slope)))> then\n if <([abs v] of ((-x) - (charX)) ) < ([abs v] of ((+x) - (charX)) )> then\n set [chary v] to (y)\n set [ground? v] to [1]\n else\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n end\n end\n end\n end\nend\n\ndefine check collisions\nset [charx' v] to (charX)\nset [chary' v] to (charY)\nchange [charx v] by (charXvel)\nif <(gravity) = [1]> then\n change [chary v] by ((charYvel) * (-1))\nelse\n change [chary v] by (charYvel)\nend\ncollisions\nif <(ground?) = [0]> then\n set [inair? v] to [1]\nend\n\ndefine black hole (ytrig) (x) (y) (hole?)\nswitch costume to (full v)\nchange [test# v] by (1)\nif <(hole?) = [1]> then\n if <<(charY) < (ytrig)> and <not <(([abs v] of ((ytrig) - (y)) ) * (2)) < ([abs v] of ((charX) - (x)) )>>> then\n set [black hole? v] to [1]\n set [charxvel v] to (((y) - (charY)) / (4))\n set [charyvel v] to (((x) - (charX)) / (-4))\n change [charx v] by (((x) - (charX)) / (15))\n change [chary v] by (((y) - (charY)) / (15))\n end\n set pen size to ([abs v] of ((ytrig) - (y)) )\n go to x: ((x) - (camX)) y: ((y) - (camY))\n pen down\n pen up\n set pen size to (2)\nelse\n if <(charY) < (ytrig)> then\n set [black hole? v] to [2]\n end\nend\n\ndefine star (x) (y)\nset pen size to (24)\nset pen color to (#ffd000)\ngo to x: ((x) - (camX)) y: ((y) - (camY))\npen down\npen up\nset pen size to (2)\nset pen color to (#21aaff)\nif <([abs v] of ((x) - (charX)) ) < [32]> then\n if <([abs v] of ((y) - (charY)) ) < [32]> then\n switch costume to (empty v)\n stop [all v]\n end\nend\n\nwhen I receive [game v]\nset volume to (30) %\nset [mario? v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [charx v] to [0]\nset [chary v] to [5]\nset [charxvel v] to [0]\nset [charyvel v] to [0]\nset [inair? v] to [0]\nset [black hole? v] to [0]\nset [squashed? v] to [0]\nset [jumpt v] to [0]\nset [health v] to [3]\nset [hit v] to [0]\nset [mario? v] to [1]\nset [win? v] to [0]\nset [gravity v] to [0]\nset [launch star? v] to [0]\nset [l/r? v] to [1]\nforever\n if <(Paused?) = [0]> then\n if <(win?) = [0]> then\n if <(level) = [3]> then\n set [camx v] to ((((camX) * (9)) + (((charX) * (1.5)) + (goldX))) / (11.5))\n set [camy v] to ((((camY) * (9)) + (((charY) * (1.5)) + (goldY))) / (11.5))\n else\n if <(launch star?) = [1]> then\n set [camx v] to ((((camX) * (7)) + (charX)) / (8))\n set [camy v] to ((((camY) * (7)) + (charY)) / (8))\n else\n set [camx v] to ((((camX) * (9)) + (charX)) / (10))\n set [camy v] to ((((camY) * (9)) + (charY)) / (10))\n end\n end\n end\n if <<(launch star?) = [0]> or <(launch star?) = [2]>> then\n check collisions\n if <(win?) = [0]> then\n if <[0] < (health)> then\n move player: L/R <key (a v) pressed?> <key (d v) pressed?> Jump/Crouch <key (w v) pressed?> <key (s v) pressed?> Spin <key (space v) pressed?>\n else\n move player: L/R <> <> Jump/Crouch <> <> Spin <>\n end\n else\n set [charxvel v] to [0]\n set [charyvel v] to [0]\n end\n end\n end\nend\n\ninitialize entities\n\nwhen I receive [game v]\nwait (0.1) seconds\nwait until <<(black hole?) = [1]> or <(black hole?) = [2]>>\nbroadcast (death v)\nwait (0.3) seconds\nstart sound [B70kawa_59 v]\n\nwhen flag clicked\nset [lives v] to [3]\nhide\n\nif <(jumpt) = [3]> then\n set [charxvel v] to ((([abs v] of (charXvel) ) / (charXvel)) * (-2))\nend\n\nset [start collision v] to ((test#) + (1))\n\nwhen I receive [game v]\nwait (0.1) seconds\nwait until <<(squashed?) = [1]> or <(health) = [0]>>\nbroadcast (death v)\nwait (0.1) seconds\nstart sound [B70kawa_47 v]\n\ndefine squashbox (-x) (-y) (+x) (+y)\nchange [test# v] by (1)\nif <<(-x) < (charX)> and <(charX) < (+x)>> then\n if <<<(-y) < (charY)> and <(charY) < (+y)>> or <<(-y) < ((charY) + (24))> and <((charY) + (24)) < (+y)>>> then\n if <(squashed?) = [0]> then\n set [squashed? v] to [1]\n set [inair? v] to [0]\n set [charxvel v] to [0]\n set [charyvel v] to [0]\n set [chary v] to (-y)\n end\n end\nend\n\ndefine spawn thwomp/chainchomp (x) (miny) (maxy) (thwomp/chainchomp) (#)\nset [# v] to (#)\nset [x v] to (x)\nset [y v] to (miny)\nset [miny v] to (miny)\nset [maxy v] to (maxy)\nset [entitytype v] to (thwomp/chainchomp)\ncreate clone of (_myself_ v)\n\ndefine spawn 1up (x) (y)\nset [entitytype v] to [2]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [death v]\nwait (3) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine lift (-x) (-y) (+x) (+y) (dsty)\nchange [test# v] by (1)\nif <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <<(-y) < (charY)> and <(charY) < (+y)>> then\n if <(inair?) = [1]> then\n set [chary v] to (dsty)\n set [charyvel v] to [0]\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [hit v]\nif <(hit) = [-20]> then\n start sound [hit v]\n set [hit v] to [10]\n change [health v] by (-1)\nend\n\nwhen I receive [world map v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine spawn star (x) (y)\nset [entitytype v] to [4]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nset [win? v] to [1]\nif <not <(entitytype) = [4]>> then\n delete this clone\nend\n\nset [charx v] to [2280]\nset [chary v] to [500]\n\nset [level v] to [0]\n\ndefine entities level 1\nspawn star [2280] [650]\nspawn thwomp/chainchomp [686] [280] [380] [1] []\nspawn thwomp/chainchomp [380] [64] [-104] [3] [270]\nspawn thwomp/chainchomp [480] [64] [-104] [3] [180]\nspawn thwomp/chainchomp [580] [64] [-104] [3] [90]\nspawn thwomp/chainchomp [680] [64] [-104] [3] [0]\nspawn thwomp/chainchomp [1200] [504] [336] [3] [1]\nspawn thwomp/chainchomp [1480] [504] [336] [3] [0]\nspawn thwomp/chainchomp [1760] [504] [336] [3] [1]\nspawn thwomp/chainchomp [2040] [504] [336] [3] [0]\nspawn thwomp/chainchomp [1340] [460] [560] [1] [0]\nspawn thwomp/chainchomp [1620] [460] [560] [1] [0]\nspawn thwomp/chainchomp [1900] [460] [560] [1] [0]\nspawn 1up [500] [540]\nspawn 1up [1620] [720]\nset [# v] to [0]\nspawn coin [100] [0]\nspawn coin [120] [0]\nspawn coin [140] [0]\nspawn coin [160] [0]\nspawn coin [180] [0]\nspawn coin [200] [0]\nspawn coin [370] [20]\nspawn coin [390] [20]\nspawn coin [470] [20]\nspawn coin [490] [20]\nspawn coin [570] [20]\nspawn coin [590] [20]\nspawn coin [670] [20]\nspawn coin [690] [20]\nspawn coin [750] [40]\nspawn coin [770] [40]\nspawn coin [1330] [480]\nspawn coin [1350] [480]\nspawn coin [1610] [480]\nspawn coin [1630] [480]\nspawn coin [1890] [480]\nspawn coin [1910] [480]\n\ndefine collisions dev level\nobject | id [3] | position [-20] [0] [-30] [2] | extras [] []\nobject | id [0] | position [-5] [5] [0] [] | extras [] []\nobject | id [0] | position [2] [28] [-2] [] | extras [] []\nobject | id [0] | position [25] [33] [2] [] | extras [] []\nobject | id [0] | position [33] [75] [0] [] | extras [] []\nobject | id [0] | position [73] [85] [2] [] | extras [] []\nobject | id [0] | position [85] [99] [6] [] | extras [] []\nobject | id [0] | position [95] [103] [10] [] | extras [] []\nobject | id [0] | position [91] [99] [14] [] | extras [] []\nobject | id [0] | position [79] [95] [16] [] | extras [] []\nobject | id [0] | position [103] [111] [18] [] | extras [] []\nobject | id [0] | position [107] [113] [22] [] | extras [] []\nobject | id [0] | position [89] [109] [24] [] | extras [] []\nobject | id [0] | position [53] [93] [28] [] | extras [] []\nobject | id [0] | position [75] [89] [44] [] | extras [] []\nobject | id [0] | position [85] [105] [48] [] | extras [] []\nobject | id [0] | position [103] [115] [46] [] | extras [] []\nobject | id [0] | position [113] [213] [44] [] | extras [] []\nobject | id [0] | position [125] [143] [46] [] | extras [] []\nobject | id [0] | position [153] [171] [46] [] | extras [] []\nobject | id [0] | position [181] [199] [46] [] | extras [] []\nobject | id [0] | position [209] [227] [46] [] | extras [] []\nobject | id [0] | position [221] [235] [50] [] | extras [] []\nobject | id [0] | position [215] [229] [54] [] | extras [] []\nobject | id [0] | position [223] [233] [58] [] | extras [] []\nobject | id [0] | position [45] [55] [54] [] | extras [] []\nobject | id [2] | position [-5] [33] [-6] [] | extras [] []\nobject | id [2] | position [85] [99] [-8] [] | extras [] []\nobject | id [2] | position [45] [55] [22] [] | extras [] []\nobject | id [2] | position [75] [89] [38] [] | extras [] []\nobject | id [2] | position [88] [105] [40] [] | extras [] []\nobject | id [2] | position [210] [227] [36] [] | extras [] []\nobject | id [1] | position [-5] [-6] [-3] [0] | extras [1] [1]\nobject | id [1] | position [3] [-6] [5] [0] | extras [-1] [1]\nobject | id [1] | position [25] [-4] [27] [2] | extras [1] [1]\nobject | id [1] | position [31] [-6] [33] [2] | extras [-1] [1]\nobject | id [1] | position [73] [-6] [75] [2] | extras [1] [1]\nobject | id [1] | position [85] [-6] [87] [6] | extras [1] [1]\nobject | id [1] | position [85] [-8] [99] [6] | extras [-1] [1]\nobject | id [1] | position [53] [22] [55] [54] | extras [-1] [1]\nobject | id [1] | position [45] [22] [47] [54] | extras [1] [1]\nobject | id [1] | position [75] [38] [77] [44] | extras [1] [1]\nobject | id [1] | position [87] [38] [89] [44] | extras [-1] [1]\nobject | id [1] | position [85] [43] [90] [48] | extras [1] [1]\nobject | id [1] | position [103] [43] [105] [48] | extras [-1] [1]\nobject | id [1] | position [113] [36] [115] [46] | extras [-1] [1]\nobject | id [1] | position [101] [36] [103] [42] | extras [1] [1]\nobject | id [1] | position [125] [42] [127] [46] | extras [1] [1]\nobject | id [1] | position [141] [42] [143] [46] | extras [-1] [1]\nobject | id [1] | position [153] [42] [155] [46] | extras [1] [1]\nobject | id [1] | position [169] [42] [171] [46] | extras [-1] [1]\nobject | id [1] | position [181] [42] [183] [46] | extras [1] [1]\nobject | id [1] | position [197] [42] [199] [46] | extras [-1] [1]\nobject | id [1] | position [209] [42] [211] [46] | extras [1] [1]\nobject | id [1] | position [225] [36] [227] [46] | extras [-1] [1]\n\ndefine object | id (id) | position (-x) (-y) (+x) (+y) | extras (move) (walljump)\nif <(id) = [0]> then\n floor ((-x) * (10)) ((-y) * (10)) ((+x) * (10)) [0]\nelse\n if <(id) = [1]> then\n wall ((-x) * (10)) ((-y) * (10)) ((+x) * (10)) ((+y) * (10)) (move) (walljump)\n else\n if <(id) = [2]> then\n ceiling ((-x) * (10)) ((-y) * (10)) ((+x) * (10))\n else\n if <(id) = [3]> then\n if <(win?) = [0]> then\n black hole ((-x) * (10)) ((-y) * (10)) ((+x) * (10)) (+y)\n end\n else\n if <(id) = [4]> then\n slope ((-x) * (10)) ((-y) * (10)) ((+x) * (10)) ((+y) / (10))\n end\n end\n end\n end\nend\n\nset [level v] to [0]\n\ndefine object (string)\ndelete all of [collider unpack v]\nadd (letter (1) of (string)) to [collider unpack v]\nunpack (string) [3] [7]\nadd (#4) to [collider unpack v]\nunpack (string) [9] [13]\nadd (#4) to [collider unpack v]\nunpack (string) [15] [19]\nadd (#4) to [collider unpack v]\nif <(letter (1) of (string)) = [1]> then\n unpack (string) [21] [25]\n add (#4) to [collider unpack v]\n unpack (string) [27] [28]\n add (#4) to [collider unpack v]\n add (letter (length of (string)) of (string)) to [collider unpack v]\nelse\n if <(letter (1) of (string)) = [3]> then\n add (letter (length of (string)) of (string)) to [collider unpack v]\n else\n if <(letter (1) of (string)) = [4]> then\n unpack (string) [21] [25]\n add (#4) to [collider unpack v]\n end\n end\nend\nobject | id (item (1) of [collider unpack v]) | position (item (2) of [collider unpack v]) (item (3) of [collider unpack v]) (item (4) of [collider unpack v]) (item (5) of [collider unpack v]) | extras (item (6) of [collider unpack v]) (item (7) of [collider unpack v])\n\ndefine unpack (string) (start) (end)\nset [#4 v] to []\nset [#3 v] to [0]\nrepeat (((end) - (start)) + (1))\n set [#4 v] to (join (#4) (letter ((start) + (#3)) of (string)))\n change [#3 v] by (1)\nend\nset [#4 v] to ((#4) + (0))\n\nobject (item (33) of [level collisions v])\n\nset [# v] to [0]\n\nset [# v] to [0]\nset [entitytype v] to [6]\nset [x v] to [100]\nset [y v] to [100]\nset [maxy v] to [5]\nset [miny v] to [16]\ncreate clone of (_myself_ v)\nset [maxy v] to [5]\nset [miny v] to [32]\ncreate clone of (_myself_ v)\nset [maxy v] to [5]\nset [miny v] to [48]\ncreate clone of (_myself_ v)\nset [maxy v] to [-2]\nset [miny v] to [64]\nrepeat (8)\n change [# v] by (45)\n create clone of (_myself_ v)\nend\n\nwhen I receive [win v]\nwait (7.5) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nwait (7) seconds\ndelete this clone\n\nwhen I receive [return to map v]\nstop [other scripts in sprite v]\n\n@entities\n\ndefine point A (ax) (ay) point B (bx) (by) handles (hx) (hy) (hx) (hy)\ncalculate position ((ax) + (((hx) - (ax)) * ((#) / (item (7) of [launch star v])))) ((ay) + (((hy) - (ay)) * ((#) / (item (7) of [launch star v])))) ((hx) + (((hx) - (hx)) * ((#) / (item (7) of [launch star v])))) ((hy) + (((hy) - (hy)) * ((#) / (item (7) of [launch star v])))) ((hx) + (((bx) - (hx)) * ((#) / (item (7) of [launch star v])))) ((hy) + (((by) - (hy)) * ((#) / (item (7) of [launch star v]))))\n\ndefine calculate position (x1) (y1) (x2) (y2) (x3) (y3)\ncalculate position ((x1) + (((x2) - (x1)) * ((#) / (item (7) of [launch star v])))) ((y1) + (((y2) - (y1)) * ((#) / (item (7) of [launch star v])))) ((x2) + (((x3) - (x2)) * ((#) / (item (7) of [launch star v])))) ((y2) + (((y3) - (y2)) * ((#) / (item (7) of [launch star v]))))\n\ndefine calculate position (x1) (y1) (x2) (y2)\nset [charxvel v] to (((x1) + (((x2) - (x1)) * ((#) / (item (7) of [launch star v])))) - (charX))\nset [charyvel v] to (((y1) + (((y2) - (y1)) * ((#) / (item (7) of [launch star v])))) - (charY))\n\ndefine collisions\nset [#5 v] to [0]\nrepeat (length of [level collisions v])\n change [#5 v] by (1)\n object (item (#5) of [level collisions v])\nend\n\ndefine ground (y)\nif <(charY) < (y)> then\n set [chary v] to (y)\n set [inair? v] to [0]\nend\nif <(charY) = (y)> then\n set [ground? v] to [1]\nend\ngo to x: (-240) y: (((y) - (1)) - (camY))\npen down\ngo to x: (240) y: (((y) - (1)) - (camY))\npen up\n\ndefine floor (-x) (+x) (y) (moving?)\nif <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <(gravity) = [0]> then\n if <(inair?) = [1]> then\n if <<not <(charY') < (y)>> or <not <(charY') < ((y) - (moving?))>>> then\n if <<(charY) < (y)> or <(charY) < ((y) - (moving?))>> then\n set [chary v] to (y)\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <(charY) = (y)> then\n set [ground? v] to [1]\n else\n if <not <<(moving?) = [0]> or <(moving?) = []>>> then\n if <<([abs v] of (((y) - (charY)) - (moving?)) ) < [3]> or <([abs v] of (((y) - (charY')) - (moving?)) ) < [3]>> then\n set [ground? v] to [1]\n set [chary v] to (y)\n end\n end\n end\n end\n else\n if <<(y) < (charY')> and <(charY) < (y)>> then\n set [chary v] to (y)\n set [charyvel v] to [0]\n end\n end\nend\n\ndefine wall (-x) (-y) (+x) (+y) (move) (walljump?)\nchange [test# v] by (1)\nif <not <(onwall?) = [0]>> then\n if <(prev wall) = (test#)> then\n if <<<(-y) < (charY)> and <(charY) < (+y)>> or <<(-y) < ((charY) + (24))> and <((charY) + (24)) < (+y)>>> then\n set [onwall? v] to (move)\n if <<(-x) < ((charX) + ((move) * (8)))> and <((charX) + ((move) * (8))) < (+x)>> then\n set [prev wall v] to (test#)\n if <(move) = [1]> then\n set [charx v] to ((-x) - (8))\n else\n set [charx v] to ((+x) + (8))\n end\n end\n else\n set [onwall? v] to [0]\n end\n end\nelse\n if <<<(-y) < (charY)> and <(charY) < (+y)>> or <<(-y) < ((charY) + (24))> and <((charY) + (24)) < (+y)>>> then\n if <<(-x) < ((charX) + ((move) * (8)))> and <((charX) + ((move) * (8))) < (+x)>> then\n set [prev wall v] to (test#)\n if <(move) = [1]> then\n set [charx v] to ((-x) - (8))\n else\n set [charx v] to ((+x) + (8))\n end\n if <(walljump?) = [1]> then\n if <<(inair?) = [1]> and <[7] < ([abs v] of (charXvel) )>> then\n set [charxvel v] to ((move) * (-2))\n else\n if <(inair?) = [1]> then\n set [onwall? v] to (move)\n set [up? v] to [1]\n set [jumpt v] to [0]\n set [charxvel v] to [0]\n else\n set [onwall? v] to [0]\n set [charxvel v] to [0]\n end\n end\n else\n set [charxvel v] to ((move) * (-2))\n set [jumpt v] to [0]\n end\n end\n end\nend\n\ndefine ceiling (-x) (+x) (y)\nif <(gravity) = [0]> then\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <((charY') + (24)) < (y)> then\n if <(y) < ((charY) + (24))> then\n set [chary v] to ((y) - (24))\n set [charyvel v] to [0]\n end\n end\n end\nelse\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <(inair?) = [1]> then\n if <not <(y) < ((charY') + (24))>> then\n if <(y) < ((charY) + (24))> then\n set [chary v] to ((y) - (24))\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <((charY) + (24)) = (y)> then\n set [ground? v] to [1]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(entitytype) = [0]> then\n switch costume to (coin v)\n show\n if <(entity?) = [0]> then\n repeat until <((((charX) - (x)) * ((charX) - (x))) + ((((charY) + (8)) - (y)) * (((charY) + (8)) - (y)))) < [256]>\n change [# v] by (1)\n if <([abs v] of ((x) - (camX)) ) < [260]> then\n if <([abs v] of (((y) + ((4) * ([sin v] of ((#) * (10)) ))) - (camY)) ) < [200]> then\n switch costume to (full v)\n point in direction (90)\n go to x: ((x) - (camX)) y: (((y) + ((2) * ([sin v] of ((#) * (10)) ))) - (camY))\n switch costume to ((([floor v] of ((#) / (4)) ) mod (6)) + (7))\n show\n else\n hide\n end\n else\n hide\n end\n end\n broadcast (coin v)\n change [coins v] by (1)\n if <<(health) < [3]> and <[0] < (health)>> then\n change [health v] by (1)\n end\n set [# v] to [0]\n repeat (12)\n change [# v] by (1)\n go to x: ((x) - (camX)) y: (((y) + ((16) * ([sin v] of ((#) * (15)) ))) - (camY))\n switch costume to ((([floor v] of (#) ) mod (6)) + (7))\n end\n delete this clone\n else\n set [ent-inair? v] to [1]\n set [entground v] to [0]\n repeat until <((((charX) - (x)) * ((charX) - (x))) + ((((charY) + (8)) - (y)) * (((charY) + (8)) - (y)))) < [256]>\n if <(entground) = [0]> then\n set [ent-inair? v] to [1]\n else\n set [ent-inair? v] to [0]\n end\n if <(miny) = [1]> then\n change [maxy v] by (1)\n end\n if <(ent-inair?) = [1]> then\n change [yvel v] by (-1)\n set [yvel v] to ((Yvel) * (0.95))\n else\n set [yvel v] to [0]\n set [xvel v] to ((Xvel) * (0.95))\n end\n set [entground v] to [0]\n collisions\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n change [# v] by (1)\n if <([abs v] of ((x) - (camX)) ) < [260]> then\n if <([abs v] of (((y) + ((4) * ([sin v] of ((#) * (10)) ))) - (camY)) ) < [200]> then\n switch costume to (full v)\n point in direction (90)\n go to x: ((x) - (camX)) y: (((y) - (camY)) + (8))\n switch costume to ((([floor v] of ((#) / (4)) ) mod (6)) + (7))\n show\n else\n hide\n end\n else\n hide\n end\n end\n broadcast (coin v)\n change [coins v] by (1)\n if <<(health) < [3]> and <[0] < (health)>> then\n change [health v] by (1)\n end\n set [# v] to [0]\n repeat (12)\n change [# v] by (1)\n go to x: ((x) - (camX)) y: ((((y) + ((16) * ([sin v] of ((#) * (15)) ))) - (camY)) + (8))\n switch costume to ((([floor v] of (#) ) mod (6)) + (7))\n end\n delete this clone\n end\nelse\n set [entity? v] to [1]\n if <(entitytype) = [1]> then\n switch costume to (thwomp v2 v)\n show\n forever\n if <(Paused?) = [0]> then\n set [prevy v] to (y)\n if <<([abs v] of ((x) - (camX)) ) < [300]> and <<([abs v] of ((maxy) - (camY)) ) < [240]> or <([abs v] of ((miny) - (camY)) ) < [240]>>> then\n calc thwomp position [30] [0.5] [30] [0.1]\n end\n change [# v] by (1)\n lift ((x) - (64)) ((y) + (140)) ((x) + (64)) ((prevy) + (160)) ((y) + (160))\n floor ((x) - (64)) ((x) + (64)) ((y) + (160)) ((y) - (prevy))\n if <<([abs v] of ((y) - (miny)) ) < [25]> and <[0] < ([abs v] of ((y) - (miny)) )>> then\n squashbox ((x) - (60)) (miny) ((x) + (60)) ((miny) + (80))\n else\n ceiling ((x) - (64)) ((x) + (64)) (y)\n end\n wall ((x) + (44)) (y) ((x) + (64)) ((y) + (160)) [-1] [1]\n wall ((x) - (64)) (y) ((x) - (44)) ((y) + (160)) [1] [1]\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (empty v)\n set size to (100) %\n if <<[0] < ((y) - (prevy))> or <(y) = (maxy)>> then\n switch costume to (thwomp v2-2 v)\n else\n switch costume to (thwomp v2 v)\n end\n end\n end\n else\n if <(entitytype) = [2]> then\n repeat until <((((charX) - (x)) * ((charX) - (x))) + (((charY) - (y)) * ((charY) - (y)))) < [256]>\n if <([abs v] of ((x) - (camX)) ) < [260]> then\n if <([abs v] of ((y) - (camY)) ) < [200]> then\n switch costume to (full v)\n point in direction (90)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (1up v2 v)\n show\n else\n hide\n end\n else\n hide\n end\n end\n broadcast (1up v)\n delete this clone\n else\n if <(entitytype) = [3]> then\n if <(([floor v] of (#) ) mod (2)) = [1]> then\n forever\n if <(Paused?) = [0]> then\n chain chomp collision\n switch costume to (full v)\n point in direction (90)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (empty v)\n set size to (100) %\n switch costume to ((48) + (([floor v] of ((#) / (8)) ) mod (16)))\n show\n set [ghost v] effect to ((([sin v] of (#) ) + (-0.6)) * (100))\n if <([sin v] of (#) ) < [0]> then\n go to [back v] layer\n go [forward v] (1) layers\n else\n go to [front v] layer\n end\n change [# v] by ((360) / ([abs v] of ((maxy) - (miny)) ))\n set [# v] to ((#) mod ((360) * (128)))\n set [y v] to ((((maxy) + (miny)) + (([cos v] of (#) ) * (((maxy) - (miny)) + (64)))) / (2))\n end\n end\n else\n forever\n if <(Paused?) = [0]> then\n chain chomp collision\n switch costume to (full v)\n point in direction (90)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (empty v)\n set size to (100) %\n switch costume to ((48) + (([floor v] of ((#) / (8)) ) mod (16)))\n show\n set [ghost v] effect to ((([sin v] of (#) ) + (-0.6)) * (100))\n if <([sin v] of (#) ) < [0]> then\n go to [back v] layer\n go [forward v] (1) layers\n else\n go to [front v] layer\n end\n change [# v] by ((-360) / ([abs v] of ((maxy) - (miny)) ))\n set [# v] to ((#) mod ((360) * (128)))\n set [y v] to ((((maxy) + (miny)) + (([cos v] of (#) ) * (((maxy) - (miny)) + (64)))) / (2))\n end\n end\n end\n else\n if <(entitytype) = [4]> then\n set [# v] to [0]\n repeat until <(win?) = [1]>\n if <<([abs v] of ((x) - (camX)) ) < [260]> and <([abs v] of ((y) - (camY)) ) < [200]>> then\n change [# v] by (1)\n switch costume to (full v)\n go to x: ((x) - (camX)) y: (((y) + ((4) * ([sin v] of ((#) * (5)) ))) - (camY))\n switch costume to ((28) + (([floor v] of ((#) / (5)) ) mod (20)))\n show\n set rotation style [don't rotate v]\n point in direction (90)\n else\n hide\n end\n if <<((x) - (16)) < ((charX) + (8))> and <((charX) - (8)) < ((x) + (16))>> then\n if <<((y) - (16)) < ((charY) + (24))> and <(charY) < ((y) + (16))>> then\n broadcast (win v)\n end\n end\n end\n set [# v] to [0]\n repeat (90)\n set [x v] to ((charX) + (([sin v] of (#) ) * (30)))\n set [y v] to (((charY) + (16)) + (([cos v] of ((#) * (0.8)) ) * (10)))\n set [camx v] to ((((camX) * (9)) + ((((x) * (2)) + (charX)) / (3))) / (10))\n set [camy v] to ((((camY) * (9)) + ((((y) * (2)) + (charY)) / (3))) / (10))\n change [# v] by (6)\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to ((28) + (([floor v] of ((#) / (10)) ) mod (20)))\n show\n end\n repeat (40)\n set [x v] to (charX)\n set [y v] to (((charY) + (16)) + (([sin v] of (#) ) * (-80)))\n set [camx v] to ((((camX) * (9)) + ((((x) * (2)) + (charX)) / (3))) / (10))\n set [camy v] to ((((camY) * (9)) + ((((y) * (2)) + (charY)) / (3))) / (10))\n change [# v] by (4.5)\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to ((28) + (([floor v] of ((#) / (2.5)) ) mod (20)))\n show\n end\n switch costume to (0000 v)\n repeat (25)\n set [camx v] to ((((camX) * (9)) + ((((x) * (2)) + (charX)) / (3))) / (10))\n set [camy v] to ((((camY) * (9)) + ((((y) * (2)) + (charY)) / (3))) / (10))\n go to x: ((x) - (camX)) y: ((y) - (camY))\n end\n set [# v] to [0]\n repeat (120)\n set [x v] to ((charX) + (([sin v] of (#) ) * (30)))\n set [y v] to (((charY) + (16)) + (([sin v] of ((#) * (0.8)) ) * (10)))\n set [camx v] to ((((camX) * (9)) + ((((x) * (2)) + (charX)) / (3))) / (10))\n set [camy v] to ((((camY) * (9)) + ((((y) * (2)) + (charY)) / (3))) / (10))\n change [# v] by (3)\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to ((28) + (([floor v] of ((#) / (10)) ) mod (20)))\n show\n end\n delete this clone\n else\n if <(entitytype) = [5]> then\n forever\n switch costume to (empty v)\n set size to (100) %\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n show\n if <(#) = [0]> then\n if <(gravity) = [0]> then\n switch costume to (button up low v)\n if <(inair?) = [1]> then\n if <(charYvel) < [2]> then\n if <<([abs v] of ((x) - (charX)) ) < [20]> and <<((charY) - (y)) < [16]> and <(y) < (charY)>>> then\n set [gravity v] to [1]\n set [jumpt v] to [3]\n set [charyvel v] to [0]\n end\n end\n end\n else\n switch costume to (button pressed low v)\n end\n else\n if <(gravity) = [0]> then\n switch costume to (button pressed high v)\n else\n switch costume to (button up high v)\n if <(inair?) = [1]> then\n if <(charYvel) < [2]> then\n if <<([abs v] of ((x) - (charX)) ) < [20]> and <<((y) - ((charY) + (24))) < [16]> and <((charY) + (24)) < (y)>>> then\n set [gravity v] to [0]\n set [jumpt v] to [3]\n set [charyvel v] to [0]\n end\n end\n end\n end\n end\n end\n else\n if <(entitytype) = [6]> then\n forever\n if <(Paused?) = [0]> then\n change [# v] by (maxy)\n switch costume to (empty v)\n set size to (100) %\n switch costume to (full v)\n go to x: (((x) - (([sin v] of (#) ) * (miny))) - (camX)) y: (((y) + (([cos v] of (#) ) * (miny))) - (camY))\n switch costume to (fireball v)\n show\n end\n end\n else\n if <(entitytype) = [7]> then\n set rotation style [all around v]\n set [# v] to [0]\n set [miny v] to [0]\n set [maxy v] to [0]\n set [#2 v] to [0]\n forever\n change [miny v] by (1)\n switch costume to (empty v)\n set size to (100) %\n switch costume to (full v)\n go to x: ((x) - (camX)) y: (((y) + (16)) - (camY))\n show\n if <(Paused?) = [0]> then\n set [#2 v] to ((#2) * (0.8))\n if <(maxy) = [1]> then\n set [gravity v] to [0]\n change [charx v] by (charXvel)\n change [chary v] by (charYvel)\n if <(#) < [30]> then\n change [miny v] by ((12) / ((#) + (1)))\n switch costume to ((77) + (([floor v] of ((miny) / (1)) ) mod (8)))\n else\n switch costume to ((69) + (([floor v] of ((miny) / (4)) ) mod (8)))\n end\n if <(#) < (item (7) of [launch star v])> then\n point A (x) (y) point B (item (1) of [launch star v]) (item (2) of [launch star v]) handles (item (3) of [launch star v]) (item (4) of [launch star v]) (item (5) of [launch star v]) (item (6) of [launch star v])\n change [# v] by (1)\n else\n set [# v] to [0]\n set [launch star? v] to [0]\n set [maxy v] to [0]\n end\n else\n switch costume to ((69) + (([floor v] of ((miny) / (4)) ) mod (8)))\n if <not <(launch star?) = [1]>> then\n if <<([abs v] of ((x) - (charX)) ) < [16]> and <([abs v] of ((y) - (charY)) ) < [16]>> then\n if <(#) < [50]> then\n change [#2 v] by (1)\n set [launch star? v] to [2]\n change [miny v] by (0.5)\n set [jumpt v] to [0]\n change [charxvel v] by ((((x) - (charX)) / (10)) - ((charXvel) / (1.3)))\n change [charyvel v] by ((((y) - (charY)) / (10)) - ((charYvel) / (1.3)))\n if <<<key (s v) pressed?> or <key (w v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n change [# v] by (3)\n end\n change [# v] by (1)\n if <key (space v) pressed?> then\n set [# v] to [0]\n set [launch star? v] to [1]\n set [maxy v] to [1]\n end\n if <not <(#) < [50]>> then\n set [launch star? v] to [0]\n end\n end\n else\n set [# v] to [0]\n end\n end\n end\n else\n if <(maxy) = [1]> then\n if <(#) < [30]> then\n switch costume to ((77) + (([floor v] of ((miny) / (1)) ) mod (8)))\n else\n switch costume to ((69) + (([floor v] of ((miny) / (4)) ) mod (8)))\n end\n else\n switch costume to ((69) + (([floor v] of ((miny) / (4)) ) mod (8)))\n end\n end\n end\n else\n if <(entitytype) = [8]> then\n if <(miny) = [0]> then\n set rotation style [all around v]\n point in direction (90)\n repeat (maxy)\n if <(Paused?) = [0]> then\n if <(entground) = [0]> then\n set [ent-inair? v] to [1]\n else\n set [ent-inair? v] to [0]\n end\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n show\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (empty v)\n set size to (100) %\n switch costume to (chomp side v)\n turn right ((#) * (360)) degrees\n go to [front v] layer\n chain chomp collision\n rolling chomp movement\n end\n end\n repeat (20)\n if <(entground) = [0]> then\n set [ent-inair? v] to [1]\n else\n set [ent-inair? v] to [0]\n end\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n show\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (empty v)\n set size to (100) %\n switch costume to (chomp side v)\n turn right ((#) * (360)) degrees\n go to [front v] layer\n rolling chomp movement\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n set rotation style [all around v]\n point in direction (90)\n forever\n if <(Paused?) = [0]> then\n if <(entground) = [0]> then\n set [ent-inair? v] to [1]\n else\n set [ent-inair? v] to [0]\n end\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n set [goldx v] to (x)\n set [goldy v] to (y)\n show\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (empty v)\n set size to (100) %\n switch costume to (gold chomp side v)\n turn right ((#) * (360)) degrees\n go to [front v] layer\n if <<([abs v] of (#) ) < ((5) / (201.06))> or <not <((#) / ([abs v] of (#) )) = (([abs v] of ((charX) - (x)) ) / ((charX) - (x)))>>> then\n change [# v] by (((([abs v] of ((charX) - (x)) ) / ((charX) - (x))) / (18)) / (201.06))\n end\n chain chomp collision\n rolling chomp movement\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 spawn coin (x) (y)\nset [entitytype v] to [0]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [# v] by (9)\n\ndefine initialize entities\nset [render? v] to [0]\nif <(level) = [1]> then\n entities level 1\nelse\n if <(level) = [2]> then\n delete all of [launch star v]\n add [1420] to [launch star v]\n add [810] to [launch star v]\n add [700] to [launch star v]\n add [1000] to [launch star v]\n add [1200] to [launch star v]\n add [1400] to [launch star v]\n add [100] to [launch star v]\n set [entitytype v] to [7]\n set [x v] to [650]\n set [y v] to [140]\n create clone of (_myself_ v)\n delete all of [launch star v]\n add [3300] to [launch star v]\n add [420] to [launch star v]\n add [2400] to [launch star v]\n add [1800] to [launch star v]\n add [3000] to [launch star v]\n add [1400] to [launch star v]\n add [100] to [launch star v]\n set [entitytype v] to [7]\n set [x v] to [2250]\n set [y v] to [680]\n create clone of (_myself_ v)\n delete all of [launch star v]\n spawn thwomp/chainchomp [3480] [404] [196] [3] [0]\n spawn thwomp/chainchomp [3480] [404] [196] [3] [120]\n spawn thwomp/chainchomp [3480] [404] [196] [3] [240]\n spawn thwomp/chainchomp [3600] [424] [176] [3] [91]\n spawn thwomp/chainchomp [3600] [424] [176] [3] [211]\n spawn thwomp/chainchomp [3600] [424] [176] [3] [331]\n spawn thwomp/chainchomp [3720] [384] [216] [3] [0]\n spawn thwomp/chainchomp [3720] [384] [216] [3] [120]\n spawn thwomp/chainchomp [3720] [384] [216] [3] [240]\n spawn goomba [2040] [640] [1]\n spawn goomba [2140] [640] [1]\n else\n if <(level) = [3]> then\n set [miny v] to [1]\n set [x v] to [0]\n set [y v] to [200]\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [# v] to [0]\n set [entitytype v] to [8]\n set [maxy v] to [100]\n create clone of (_myself_ v)\n end\n end\nend\n\ndefine slope (-x) (+x) (y) (slope)\nchange [test# v] by (1)\nif <(inair?) = [1]> then\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <<(-x) < (charX)> and <(charX) < (+x)>> then\n if <((y) + (((charX') - (-x)) * (slope))) < (charY')> then\n if <(charY) < ((y) + (((charX) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((charX) - (-x)) * (slope)))\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <([abs v] of ((-x) - (charX)) ) < ([abs v] of ((+x) - (charX)) )> then\n if <(y) < (charY')> then\n if <(charY) < (y)> then\n set [chary v] to (y)\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n else\n if <((y) + (((+x) - (-x)) * (slope))) < (charY')> then\n if <(charY) < ((y) + (((+x) - (-x)) * (slope)))> then\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\n end\n end\n end\nelse\n if <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <<(-x) < (charX)> and <(charX) < (+x)>> then\n if <([abs v] of ((charY) - ((y) + (((charX) - (-x)) * (slope)))) ) < [3]> then\n set [chary v] to ((y) + (((charX) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n else\n if <([abs v] of ((-x) - (charX)) ) < ([abs v] of ((+x) - (charX)) )> then\n if <([abs v] of ((charY) - (y)) ) < [3]> then\n set [chary v] to (y)\n set [ground? v] to [1]\n end\n else\n if <([abs v] of ((charY) - ((y) + (((+x) - (-x)) * (slope)))) ) < [3]> then\n set [chary v] to ((y) + (((+x) - (-x)) * (slope)))\n set [ground? v] to [1]\n end\n end\n end\n end\nend\n\ndefine black hole (ytrig) (x) (y) (hole?)\nswitch costume to (full v)\nchange [test# v] by (1)\nif <(hole?) = [1]> then\n if <<(charY) < (ytrig)> and <not <(([abs v] of ((ytrig) - (y)) ) * (2)) < ([abs v] of ((charX) - (x)) )>>> then\n set [black hole? v] to [1]\n set [charxvel v] to (((y) - (charY)) / (4))\n set [charyvel v] to (((x) - (charX)) / (-4))\n change [charx v] by (((x) - (charX)) / (15))\n change [chary v] by (((y) - (charY)) / (15))\n end\n set pen size to ([abs v] of ((ytrig) - (y)) )\n go to x: ((x) - (camX)) y: ((y) - (camY))\n pen down\n pen up\n set pen size to (2)\nelse\n if <(charY) < (ytrig)> then\n set [black hole? v] to [2]\n end\nend\n\nwhen I receive [game v]\nwait (0.05) seconds\ninitialize entities\nif <(level) = [3]> then\n set [render? v] to [1]\n forever\n erase all\n switch costume to (full v)\n collisions\n end\nend\n\ndefine calc thwomp position (startpause) (risespeed) (midpause) (fallspeed)\nif <((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) < ((((maxy) - (miny)) * (risespeed)) + (startpause))> then\n if <((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) < (startpause)> then\n if <((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) < ((startpause) / (3))> then\n if <((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) < [1]> then\n start sound [Thwomp Sound v]\n end\n change [camx v] by (pick random (-5) to (5))\n change [camy v] by (pick random (-5) to (5))\n end\n set [y v] to (miny)\n else\n set [y v] to ((miny) + ((((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) - (startpause)) / (risespeed)))\n end\nelse\n if <((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) < ((((maxy) - (miny)) * (risespeed)) + ((startpause) + (midpause)))> then\n set [y v] to (maxy)\n else\n set [y v] to ((miny) + (((maxy) - (miny)) * ([cos v] of ((90) * ((((#) mod ((((maxy) - (miny)) * ((risespeed) + (fallspeed))) + ((startpause) + (midpause)))) - ((((maxy) - (miny)) * (risespeed)) + ((startpause) + (midpause)))) / (((maxy) - (miny)) * (fallspeed)))) )))\n end\nend\n\ndefine squashbox (-x) (-y) (+x) (+y)\nif <<(-x) < (charX)> and <(charX) < (+x)>> then\n if <<<(-y) < (charY)> and <(charY) < (+y)>> or <<(-y) < ((charY) + (24))> and <((charY) + (24)) < (+y)>>> then\n if <(squashed?) = [0]> then\n set [squashed? v] to [1]\n set [inair? v] to [0]\n set [charxvel v] to [0]\n set [charyvel v] to [0]\n set [chary v] to (-y)\n end\n end\nend\n\ndefine spawn thwomp/chainchomp (x) (miny) (maxy) (thwomp/chainchomp) (#)\nset [# v] to (#)\nset [x v] to (x)\nset [y v] to (miny)\nset [miny v] to (miny)\nset [maxy v] to (maxy)\nset [entitytype v] to (thwomp/chainchomp)\ncreate clone of (_myself_ v)\n\ndefine spawn 1up (x) (y)\nset [entitytype v] to [2]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [death v]\nwait (2) seconds\ndelete this clone\n\ndefine lift (-x) (-y) (+x) (+y) (dsty)\nchange [test# v] by (1)\nif <<(-x) < ((charX) + (8))> and <((charX) - (8)) < (+x)>> then\n if <<(-y) < (charY)> and <(charY) < (+y)>> then\n if <(inair?) = [1]> then\n set [chary v] to (dsty)\n set [charyvel v] to [0]\n set [inair? v] to [0]\n set [ground? v] to [1]\n end\n end\nend\n\ndefine chain chomp collision\nif <([abs v] of (([sin v] of (#) ) * ((maxy) - (miny))) ) < [24]> then\n if <(hit) = [-20]> then\n if <((charY) + (18)) < (y)> then\n set [yref v] to ((y) - ((charY) + (18)))\n else\n if <(y) < (charY)> then\n set [yref v] to ((y) - (charY))\n else\n set [yref v] to [0]\n end\n end\n if <((charX) + (6)) < (x)> then\n set [xref v] to ((x) - ((charX) + (6)))\n else\n if <(x) < ((charX) - (6))> then\n set [xref v] to ((x) - ((charX) - (6)))\n else\n set [xref v] to [0]\n end\n end\n if <(((xref) * (xref)) + ((yref) * (yref))) < [1600]> then\n set [charxvel v] to ((((charX) - (x)) / ([abs v] of ((charX) - (x)) )) * (4))\n set [charyvel v] to [3]\n set [inair? v] to [1]\n set [jumpt v] to [0]\n start sound (pick random (5) to (7))\n broadcast (hit v)\n end\n end\nend\n\nwhen I start as a clone\nif <(entitytype) = [3]> then\n forever\n if <(Paused?) = [0]> then\n if <<([abs v] of ((x) - (camX)) ) < [240]> and <([abs v] of ((y) - (camY)) ) < [180]>> then\n play sound (pick random (5) to (7)) until done\n wait (pick random (4) to (6)) seconds\n end\n end\n end\nend\nif <(entitytype) = [7]> then\n set volume to (0) %\n forever\n if <<([abs v] of ((x) - (charX)) ) < [300]> and <([abs v] of ((y) - (charY)) ) < [300]>> then\n play sound [Super Mario Galaxy Launch Star Idle Sound v] until done\n end\n end\nend\n\nwhen I receive [world map v]\ndelete this clone\n\ndefine spawn star (x) (y)\nset [entitytype v] to [4]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nset [win? v] to [1]\nif <not <(entitytype) = [4]>> then\n delete this clone\nend\n\ndefine entities level 1\nspawn goomba [200] [-20] [-1]\nspawn star [2280] [650]\nspawn thwomp/chainchomp [686] [280] [380] [1] []\nspawn thwomp/chainchomp [380] [64] [-104] [3] [270]\nspawn thwomp/chainchomp [480] [64] [-104] [3] [180]\nspawn thwomp/chainchomp [580] [64] [-104] [3] [90]\nspawn thwomp/chainchomp [680] [64] [-104] [3] [0]\nspawn thwomp/chainchomp [1200] [504] [336] [3] [1]\nspawn thwomp/chainchomp [1480] [504] [336] [3] [0]\nspawn thwomp/chainchomp [1760] [504] [336] [3] [1]\nspawn thwomp/chainchomp [2040] [504] [336] [3] [0]\nspawn thwomp/chainchomp [1340] [460] [560] [1] [0]\nspawn thwomp/chainchomp [1620] [460] [560] [1] [0]\nspawn thwomp/chainchomp [1900] [460] [560] [1] [0]\nspawn 1up [500] [540]\nspawn 1up [1620] [720]\nset [# v] to [0]\nspawn coin [100] [0]\nspawn coin [120] [0]\nspawn coin [140] [0]\nspawn coin [160] [0]\nspawn coin [180] [0]\nspawn coin [200] [0]\nspawn coin [370] [20]\nspawn coin [390] [20]\nspawn coin [470] [20]\nspawn coin [490] [20]\nspawn coin [570] [20]\nspawn coin [590] [20]\nspawn coin [670] [20]\nspawn coin [690] [20]\nspawn coin [750] [40]\nspawn coin [770] [40]\nspawn coin [1330] [480]\nspawn coin [1350] [480]\nspawn coin [1610] [480]\nspawn coin [1630] [480]\nspawn coin [1890] [480]\nspawn coin [1910] [480]\n\ndefine object | id (id) | position (-x) (-y) (+x) (+y) | extras (move) (walljump)\nif <(render?) = [1]> then\n if <(id) = [0]> then\n go to x: (((-x) * (10)) - (camX)) y: (((+x) * (10)) - (camY))\n pen down\n set x to (((-y) * (10)) - (camX))\n else\n if <(id) = [1]> then\n if <(move) = [1]> then\n go to x: (((-x) * (10)) - (camX)) y: (((-y) * (10)) - (camY))\n else\n go to x: (((+x) * (10)) - (camX)) y: (((-y) * (10)) - (camY))\n end\n pen down\n set y to (((+y) * (10)) - (camY))\n else\n if <(id) = [2]> then\n go to x: (((-x) * (10)) - (camX)) y: (((+x) * (10)) - (camY))\n pen down\n set x to (((-y) * (10)) - (camX))\n else\n if <(id) = [4]> then\n go to x: (((-x) * (10)) - (camX)) y: (((+x) * (10)) - (camY))\n pen down\n go to x: (((-y) * (10)) - (camX)) y: ((((+x) * (10)) + (([abs v] of ((-x) - (-y)) ) * (+y))) - (camY))\n end\n end\n end\n end\n pen up\nelse\n if <(id) = [0]> then\n entity floor ((-x) * (10)) ((-y) * (10)) ((+x) * (10))\n else\n if <(id) = [1]> then\n entity wall ((-x) * (10)) ((-y) * (10)) ((+x) * (10)) ((+y) * (10)) (move)\n else\n if <(id) = [2]> then\n entity ceiling ((-x) * (10)) ((-y) * (10)) ((+x) * (10))\n end\n end\n end\nend\n\ndefine object (string)\ndelete all of [entity unpack v]\nadd (letter (1) of (string)) to [entity unpack v]\nunpack (string) [3] [7]\nadd (#4) to [entity unpack v]\nunpack (string) [9] [13]\nadd (#4) to [entity unpack v]\nunpack (string) [15] [19]\nadd (#4) to [entity unpack v]\nif <(letter (1) of (string)) = [1]> then\n unpack (string) [21] [25]\n add (#4) to [entity unpack v]\n unpack (string) [27] [28]\n add (#4) to [entity unpack v]\n add (letter (length of (string)) of (string)) to [entity unpack v]\nelse\n if <(letter (1) of (string)) = [3]> then\n add (letter (length of (string)) of (string)) to [entity unpack v]\n else\n if <(letter (1) of (string)) = [4]> then\n unpack (string) [21] [25]\n add (#4) to [entity unpack v]\n end\n end\nend\nobject | id (item (1) of [entity unpack v]) | position (item (2) of [entity unpack v]) (item (3) of [entity unpack v]) (item (4) of [entity unpack v]) (item (5) of [entity unpack v]) | extras (item (6) of [entity unpack v]) (item (7) of [entity unpack v])\n\ndefine unpack (string) (start) (end)\nset [#4 v] to []\nset [#3 v] to [0]\nrepeat (((end) - (start)) + (1))\n set [#4 v] to (join (#4) (letter ((start) + (#3)) of (string)))\n change [#3 v] by (1)\nend\nset [#4 v] to ((#4) + (0))\n\nobject (item (33) of [level collisions v])\n\nset [# v] to [0]\nset [entitytype v] to [6]\nset [x v] to [100]\nset [y v] to [100]\nset [maxy v] to [5]\nset [miny v] to [16]\ncreate clone of (_myself_ v)\nset [maxy v] to [5]\nset [miny v] to [32]\ncreate clone of (_myself_ v)\nset [maxy v] to [5]\nset [miny v] to [48]\ncreate clone of (_myself_ v)\nset [maxy v] to [-2]\nset [miny v] to [64]\nrepeat (8)\n change [# v] by (45)\n create clone of (_myself_ v)\nend\n\nwhen I receive [win v]\nwait (7.5) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nwait (7) seconds\ndelete this clone\n\ndefine rolling chomp movement\nif <(ent-inair?) = [1]> then\n change [yvel v] by (-0.3)\n if <[2] < ([abs v] of (Yvel) )> then\n set [yvel v] to ((Yvel) * (0.98))\n else\n if <[1] < ([abs v] of (Yvel) )> then\n set [yvel v] to ((Yvel) * (0.95))\n else\n set [yvel v] to ((Yvel) * (0.9))\n end\n end\nelse\n set [# v] to ((#) * (0.997))\n set [xvel v] to ((#) * (201.06))\n set [yvel v] to [0]\nend\nset [entground v] to [0]\ncollisions\n\nunpack [] [] []\n\ndefine entity floor (-x) (+x) (y)\nif <(entitytype) = [9]> then\n if <<(-x) < (x)> and <(x) < (+x)>> then\n if <not <(y) < (y)>> then\n if <((y) + (Yvel)) < (y)> then\n delete this clone\n end\n end\n end\nelse\n if <(entitytype) = [10]> then\n if <<(-x) < ((x) + (12))> and <((x) - (12)) < (+x)>> then\n if <(ent-inair?) = [1]> then\n if <not <(y) < (y)>> then\n if <((y) + (Yvel)) < (y)> then\n set [y v] to (y)\n set [ent-inair? v] to [0]\n set [entground v] to [1]\n set [yvel v] to [0]\n end\n end\n else\n if <(y) = (y)> then\n set [entground v] to [1]\n set [yvel v] to [0]\n end\n end\n end\n else\n if <(entitytype) = [0]> then\n if <<(-x) < ((x) + (8))> and <((x) - (8)) < (+x)>> then\n if <(ent-inair?) = [1]> then\n if <not <(y) < (y)>> then\n if <((y) + (Yvel)) < (y)> then\n set [y v] to (y)\n if <([abs v] of (Yvel) ) < [2]> then\n set [ent-inair? v] to [0]\n set [entground v] to [1]\n set [yvel v] to [0]\n else\n set [yvel v] to ((Yvel) * (-0.7))\n end\n end\n end\n else\n if <(y) = (y)> then\n set [entground v] to [1]\n set [yvel v] to [0]\n end\n end\n end\n else\n if <<(-x) < ((x) + (16))> and <((x) - (16)) < (+x)>> then\n if <(ent-inair?) = [1]> then\n if <not <((y) - (32)) < (y)>> then\n if <(((y) + (Yvel)) - (32)) < (y)> then\n set [y v] to ((y) + (32))\n if <([abs v] of (Yvel) ) < [1]> then\n set [ent-inair? v] to [0]\n set [entground v] to [1]\n set [yvel v] to [0]\n else\n rotation to movement (#) (Xvel) [0]\n set [yvel v] to ((Yvel) * (-1))\n end\n end\n end\n else\n if <((y) - (32)) = (y)> then\n set [entground v] to [1]\n set [yvel v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine rotation to movement (r) (m) (type)\nif <(type) = [0]> then\n set [xvel v] to (((m) + (((r) * (201.06)) * (2))) / (3))\n set [# v] to (((r) + (((m) / (201.06)) * (2))) / (3))\nelse\n if <(type) = [2]> then\n set [xvel v] to (((m) + (((r) * (-201.06)) * (2))) / (3))\n set [# v] to (((r) + (((m) / (-201.06)) * (2))) / (3))\n else\n if <(type) = [1]> then\n set [yvel v] to (((m) + (((r) * (-201.06)) * (2))) / (3))\n set [# v] to (((r) + (((m) / (-201.06)) * (2))) / (3))\n else\n if <(type) = [3]> then\n set [yvel v] to (((m) + (((r) * (201.06)) * (2))) / (3))\n set [# v] to (((r) + (((m) / (201.06)) * (2))) / (3))\n end\n end\n end\nend\n\nwhen I receive [zoomout v]\ndelete this clone\n\ndefine entity ceiling (-x) (+x) (y)\nif <(entitytype) = [9]> then\n if <<(-x) < (x)> and <(x) < (+x)>> then\n if <not <(y) < (y)>> then\n if <(y) < ((y) + (Yvel))> then\n delete this clone\n end\n end\n end\nelse\n if <(entitytype) = [8]> then\n if <<(-x) < ((x) + (16))> and <((x) - (16)) < (+x)>> then\n if <not <(y) < ((y) - (32))>> then\n if <(y) < (((y) + (Yvel)) - (32))> then\n set [y v] to ((y) - (32))\n rotation to movement (#) (Xvel) [2]\n set [yvel v] to ((Yvel) * (-1))\n end\n end\n end\n end\nend\n\ndefine entity wall (-x) (-y) (+x) (+y) (move)\nif <(entitytype) = [9]> then\n if <<<(-y) < (y)> and <(y) < (+y)>> or <<(-y) < (y)> and <(y) < (+y)>>> then\n if <[0] < (move)> then\n if <<not <(-x) < (x)>> and <(-x) < ((x) + (Xvel))>> then\n delete this clone\n end\n else\n if <<not <(x) < (+x)>> and <((x) + (Xvel)) < (+x)>> then\n delete this clone\n end\n end\n end\nelse\n if <(entitytype) = [10]> then\n if <<<(-y) < ((y) + (24))> and <((y) + (24)) < (+y)>> or <<(-y) < (y)> and <(y) < (+y)>>> then\n if <[0] < (move)> then\n if <<not <(-x) < ((x) + (12))>> and <(-x) < (((x) + (Xvel)) + (12))>> then\n set [x v] to ((-x) - (12))\n set [xvel v] to ((Xvel) * (-1))\n end\n else\n if <<not <((x) - (12)) < (+x)>> and <(((x) + (Xvel)) - (12)) < (+x)>> then\n set [x v] to ((+x) + (12))\n set [xvel v] to ((Xvel) * (-1))\n end\n end\n end\n else\n if <(entitytype) = [0]> then\n if <<<(-y) < ((y) + (16))> and <((y) + (16)) < (+y)>> or <<(-y) < (y)> and <(y) < (+y)>>> then\n if <[0] < (move)> then\n if <<not <(-x) < ((x) + (8))>> and <(-x) < (((x) + (Xvel)) + (8))>> then\n set [x v] to ((-x) - (8))\n set [xvel v] to ((Xvel) * (-1))\n end\n else\n if <<not <((x) - (8)) < (+x)>> and <(((x) + (Xvel)) - (8)) < (+x)>> then\n set [x v] to ((+x) + (8))\n set [xvel v] to ((Xvel) * (-1))\n end\n end\n end\n else\n if <<<(-y) < ((y) + (32))> and <((y) + (32)) < (+y)>> or <<(-y) < ((y) - (32))> and <((y) - (32)) < (+y)>>> then\n if <[0] < (move)> then\n if <<not <(-x) < ((x) + (32))>> and <(-x) < (((x) + (Xvel)) + (32))>> then\n set [x v] to ((-x) - (32))\n set [xvel v] to ((Xvel) * (-1))\n rotation to movement (#) (Yvel) [3]\n end\n else\n if <<not <((x) - (32)) < (+x)>> and <(((x) + (Xvel)) - (32)) < (+x)>> then\n set [x v] to ((+x) + (32))\n set [xvel v] to ((Xvel) * (-1))\n rotation to movement (#) (Yvel) [1]\n end\n end\n end\n end\n end\nend\n\nset [miny v] to [1]\nwait until <key (space v) pressed?>\nset [x v] to [-100]\nset [y v] to [100]\nset [xvel v] to [6]\nset [yvel v] to [8]\nset [# v] to ((pick random (0) to (4)) / (201.06))\nset [entitytype v] to [8]\nset [maxy v] to [100]\ncreate clone of (_myself_ v)\nset [miny v] to [0]\n\nwhen I start as a clone\nif <(entitytype) = [9]> then\n set [# v] to [0]\n forever\n if <(Paused?) = [0]> then\n collisions\n Get Direction ((charX) - (x)) (((charY) - (y)) + (12))\n if <([abs v] of ((((((maxy) - (miny)) mod (360)) + (180)) mod (360)) - (180)) ) < [3]> then\n set [# v] to ((#) * (0.9))\n change [miny v] by (#)\n set [xvel v] to (((Xvel) * (0.2)) + (([sin v] of (miny) ) * (3)))\n set [yvel v] to (((Yvel) * (0.2)) + (([cos v] of (miny) ) * (3)))\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n end\n show\n set rotation style [all around v]\n point in direction (90)\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n switch costume to (bullet bill v)\n point in direction (miny)\n end\nelse\n if <(entitytype) = [10]> then\n set [miny v] to [0]\n set [maxy v] to [0]\n set [# v] to [0]\n forever\n show\n set rotation style [left-right v]\n if <(miny) = [1]> then\n point in direction (([abs v] of ((charX) - (x)) ) / ((charX) - (x)))\n else\n point in direction (Xvel)\n end\n switch costume to (full v)\n go to x: ((x) - (camX)) y: (((y) - (camY)) + (12))\n goomba costume\n if <(Paused?) = [0]> then\n if <([abs v] of ((charX) - (x)) ) < [12]> then\n if <<<(charY) < ((y) + (12))> and <(charYvel) < [0]>> and <<([abs v] of ((charX) - (x)) ) < [10]> and <([abs v] of ((charY) - (y)) ) < [24]>>> then\n switch costume to (55 v)\n set [charyvel v] to ((charYvel) * (-1))\n set [inair? v] to [1]\n set [jumpt v] to [0]\n repeat (20)\n go to x: ((x) - (camX)) y: (((y) - (camY)) + (12))\n end\n set [entitytype v] to [0]\n change [y v] by (12)\n set [yvel v] to [6]\n set [xvel v] to [0]\n create clone of (_myself_ v)\n delete this clone\n else\n if <<<(y) < ((charY) + (24))> and <not <(y) < (charY)>>> or <<((y) + (8)) < ((charY) + (24))> and <not <((y) + (8)) < (charY)>>>> then\n set [charxvel v] to ((((charX) - (x)) / ([abs v] of ((charX) - (x)) )) * (4))\n set [charyvel v] to [3]\n set [inair? v] to [1]\n set [jumpt v] to [0]\n set [maxy v] to [250]\n broadcast (hit v)\n end\n end\n end\n goomba behavior\n set [entground v] to [0]\n collisions\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n end\n end\n end\nend\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [maxy v] to [90]\n else\n set [maxy v] to [-90]\n end\nelse\n set [maxy v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [maxy v] by (180)\n else\n if <(dx) < [0]> then\n change [maxy v] by (-180)\n else\n set [maxy v] to [180]\n end\n end\n end\nend\n\nset [miny v] to (maxy)\n\ndefine goomba behavior\nif <(entground) = [0]> then\n set [ent-inair? v] to [1]\nelse\n set [ent-inair? v] to [0]\nend\nif <(miny) = [1]> then\n change [maxy v] by (1)\nend\nif <(ent-inair?) = [1]> then\n change [yvel v] by (-0.5)\n set [yvel v] to ((Yvel) * (0.9))\nelse\n set [yvel v] to [0]\n if <(miny) = [1]> then\n if <(maxy) = [3]> then\n set [yvel v] to [3]\n set [ent-inair? v] to [1]\n end\n if <[20] < (maxy)> then\n change [xvel v] by ((([abs v] of ((charX) - (x)) ) / ((charX) - (x))) / (5))\n set [xvel v] to ((Xvel) * (0.95))\n end\n else\n set [xvel v] to ((([abs v] of (Xvel) ) / (Xvel)) * (0.7))\n if <(([abs v] of (Xvel) ) / (Xvel)) = (([abs v] of ((charX) - (x)) ) / ((charX) - (x)))> then\n if <<([abs v] of ((charX) - (x)) ) < [80]> and <([abs v] of ((charY) - (y)) ) < [40]>> then\n if <(maxy) = [0]> then\n set [# v] to [0]\n set [miny v] to [1]\n set [xvel v] to [0]\n end\n else\n set [maxy v] to [0]\n end\n else\n set [maxy v] to [0]\n end\n end\n if <[200] < (maxy)> then\n set [miny v] to [0]\n end\nend\n\nset [x v] to (pick random (-110) to (-90))\nset [y v] to [50]\nset [miny v] to [0]\nset [entitytype v] to [9]\ncreate clone of (_myself_ v)\n\ndefine goomba costume\nif <(ent-inair?) = [1]> then\n switch costume to (0020 v)\nelse\n if <(Paused?) = [0]> then\n change [# v] by (1)\n end\n if <(miny) = [1]> then\n if <(maxy) < [20]> then\n switch costume to ((102) + ([floor v] of ((maxy) / (2)) ))\n else\n switch costume to ((113) + (([floor v] of ((#) / (2)) ) mod (4)))\n end\n else\n switch costume to ((89) + (([floor v] of ((#) / (2.5)) ) mod (12)))\n end\nend\n\ndefine spawn goomba (x) (y) (xvel)\nset [x v] to (x)\nset [y v] to (y)\nset [entitytype v] to [10]\nset [xvel v] to (xvel)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [entity? v] to [0]\n\nwhen I start as a clone\nif <(entitytype) = [7]> then\n set volume to (0) %\n forever\n set volume to (0) %\n wait until <<([abs v] of ((x) - (charX)) ) < [200]> and <([abs v] of ((y) - (charY)) ) < [200]>>\n set volume to ((#2) * (3)) %\n wait (0.05) seconds\n end\nend\n\nwhen I receive [zoomout v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@music\n\ndefine animate\ngo to [front v] layer\nset [# v] to [500]\nset [#2 v] to [1]\nrepeat (60)\n set [# v] to ((2500) * ((#2) * (#2)))\n switch costume to (costume1 v)\n if <[100] < (#)> then\n set size to (#) %\n switch costume to (bowser close v)\n else\n if <[25] < (#)> then\n set size to ((#) * (4)) %\n switch costume to (bowser far v)\n else\n if <[6.25] < (#)> then\n set size to ((#) * (16)) %\n switch costume to (bowser very far v)\n else\n set size to (100) %\n switch costume to (black v)\n end\n end\n end\n show\n if <[0] < (#2)> then\n change [#2 v] by (-0.022)\n end\nend\n\nwait (0.8) seconds\nplay sound [Super Mario Galaxy 2 music - Game Over v] until done\n\nwhen I receive [game v]\nset volume to (75) %\nwait (0.1) seconds\nif <(level) = [1]> then\n forever\n play sound [Toy Time Galaxy - Super Mario Galaxy Music v] until done\n end\nelse\n if <(level) = [2]> then\n forever\n play sound [Gusty Garden Galaxy Theme - Super Mario Galaxy v] until done\n end\n else\n if <(level) = [3]> then\n forever\n play sound [Spin-Dig Galaxy - Super Mario Galaxy 2 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nset volume to (100) %\nif <[0] < (lives)> then\n set [#3 v] to [0]\n create clone of (_myself_ v)\n set [#3 v] to [1]\n create clone of (_myself_ v)\n start sound [Super Mario Galaxy 2 music - Game Over v]\n change [lives v] by (-1)\n wait (1.3) seconds\n show\n animate\n wait (3) seconds\n broadcast (game v)\n stop [this script v]\nelse\n hide\n start sound [Super Mario Galaxy 2 music - Game Over2 v]\n wait (0.45) seconds\n show\n animate 3\n set [#3 v] to [2]\n create clone of (_myself_ v)\n wait (3) seconds\n set [#3 v] to [3]\n create clone of (_myself_ v)\n wait (1) seconds\n switch costume to (black v)\n stop [all v]\nend\n\nwhen I receive [fadeout v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [front v] layer\nswitch costume to (black v)\nshow\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nwait (0.5) seconds\nbroadcast (game v)\n\nwhen I receive [game v]\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstart sound [Super Mario Galaxy 2 Music - Power Star Get! v]\nwait (6.5) seconds\nswitch costume to (costume1 v)\nset size to (100) %\nanimate 2\nswitch costume to (black v)\nwait (1) seconds\nbroadcast (zoomout v)\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\ndefine animate 2\ngo to [front v] layer\nset [# v] to [500]\nset [#2 v] to [1]\nrepeat (36)\n set [# v] to ((1000) * ((#2) * (#2)))\n switch costume to (costume1 v)\n if <[100] < (#)> then\n set size to (#) %\n switch costume to (circle med v)\n else\n if <[25] < (#)> then\n set size to ((#) * (4)) %\n switch costume to (circle small v)\n else\n if <[6.25] < (#)> then\n set size to ((#) * (16)) %\n switch costume to (circle smaller v)\n else\n set size to (100) %\n switch costume to (black v)\n end\n end\n end\n show\n change [#2 v] by (-0.03)\nend\n\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nstop [all v]\n\nwhen I receive [game v]\nforever\n wait until <(Paused?) = [1]>\n repeat (12)\n change volume by (-5)\n end\n wait until <(Paused?) = [0]>\n repeat (12)\n change volume by (5)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(#3) = [3]> then\n switch costume to (costume1 v)\n set size to (100) %\n go to [front v] layer\n switch costume to (black v)\n show\n set [ghost v] effect to (100)\n repeat (40)\n change [ghost v] effect by (-5)\n end\n wait (8) seconds\nend\nif <(#3) = [2]> then\n go [backward v] (1) layers\n switch costume to (yellow v)\n show\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (8) seconds\nend\nif <(#3) = [0]> then\n switch costume to (black v)\n set size to (100) %\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-3)\n end\n wait (7) seconds\nend\nif <(#3) = [1]> then\n set size to (120) %\n set [# v] to [0]\n set [#2 v] to [80]\n switch costume to (too bad! v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (0) y: ([abs v] of (([cos v] of (#) ) * (#2)) )\n change [# v] by (9)\n end\n set [#2 v] to [40]\n repeat (15)\n change [ghost v] effect by (-10)\n go to x: (0) y: ([abs v] of (([cos v] of (#) ) * (#2)) )\n change [# v] by (12)\n end\n set [#2 v] to [20]\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (0) y: ([abs v] of (([cos v] of (#) ) * (#2)) )\n change [# v] by (18)\n end\n set [#2 v] to [10]\n repeat (6)\n change [ghost v] effect by (-10)\n go to x: (0) y: ([abs v] of (([cos v] of (#) ) * (#2)) )\n change [# v] by (30)\n end\n set [#2 v] to [4]\n repeat (5)\n change [ghost v] effect by (-10)\n go to x: (0) y: ([abs v] of (([cos v] of (#) ) * (#2)) )\n change [# v] by (36)\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nshow\nanimate\n\ngo to [front v] layer\nset [# v] to [2000]\nset [#2 v] to [1]\nrepeat (50)\n switch costume to (costume1 v)\n if <[100] < (#)> then\n set size to (#) %\n switch costume to (bowser close v)\n else\n if <[25] < (#)> then\n set size to ((#) * (4)) %\n switch costume to (bowser far v)\n else\n if <[6.25] < (#)> then\n set size to ((#) * (16)) %\n switch costume to (bowser very far v)\n else\n switch costume to (black v)\n stop [this script v]\n end\n end\n end\n change [#2 v] by (-0.02)\n set [# v] to ((2000) * ((#2) * (#2)))\nend\n\nwhen I receive [game v]\ndelete this clone\n\nswitch costume to (yellow v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-3)\nend\n\ndefine animate 3\nset [ghost v] effect to (100)\ngo to [front v] layer\nset [# v] to [500]\nset [#2 v] to [1]\nrepeat (50)\n change [ghost v] effect by (-5)\n set [# v] to ((1000) * ((#2) * (#2)))\n switch costume to (costume1 v)\n if <[100] < (#)> then\n point in direction ((((#) - (100)) / (3)) + (90))\n set size to (#) %\n else\n point in direction (90)\n set size to (100) %\n end\n switch costume to (game over v)\n show\n if <[0] < (#2)> then\n change [#2 v] by (-0.02)\n end\nend\n\nwhen I receive [return to map v]\nwait (0.5) seconds\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\n\n@sound effects\n\nwhen I receive [coin v]\nif <((coins) mod (50)) = [0]> then\n broadcast (1up v)\nelse\n if <(#) = [0]> then\n start sound [Super Mario Galaxy Gold Coin Pickup Sound v]\n set [# v] to [1]\n else\n if <(#) = [1]> then\n start sound [Super Mario Galaxy Gold Coin Pickup Sound2 v]\n set [# v] to [2]\n else\n start sound [Super Mario Galaxy Gold Coin Pickup Sound3 v]\n set [# v] to [0]\n end\n end\nend\n\nbroadcast (game v)\n\nwhen I receive [death v]\nif <(black hole?) = [1]> then\n start sound [The Sounds of the Black Hole \(from mario galaxy\) v]\nend\n\nwhen I receive [1up v]\nstart sound [Super Mario Galaxy 1-UP Mushroom Pickup Sound v]\nchange [lives v] by (1)\n\nwhen I receive [death v]\nwait (3) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\n@ui\n\nwhen I start as a clone\nshow\nif <(id) = [0]> then\n forever\n show\n set size to (100) %\n switch costume to (lives3 v)\n end\nelse\n if <(id) = [1]> then\n forever\n show\n switch costume to ((37) + (letter (1) of (lives)))\n end\n else\n if <(id) = [2]> then\n forever\n if <[1] < (length of (lives))> then\n show\n switch costume to ((37) + (letter (2) of (lives)))\n else\n hide\n end\n end\n else\n if <(id) = [3]> then\n forever\n if <[2] < (length of (lives))> then\n show\n switch costume to ((37) + (letter (3) of (lives)))\n else\n hide\n end\n end\n else\n if <(id) = [4]> then\n switch costume to (coins3 v)\n set size to (100) %\n forever\n show\n set x to ((170) - ((28) * ((length of (coins)) - (1))))\n end\n else\n if <(id) = [5]> then\n forever\n show\n switch costume to ((37) + (letter (1) of (coins)))\n set x to ((214) - ((28) * ((length of (coins)) - (1))))\n end\n else\n if <(id) = [6]> then\n forever\n if <[1] < (length of (coins))> then\n show\n switch costume to ((37) + (letter (2) of (coins)))\n set x to ((214) - ((28) * ((length of (coins)) - (2))))\n else\n hide\n end\n end\n else\n if <(id) = [7]> then\n forever\n if <[2] < (length of (coins))> then\n show\n switch costume to ((37) + (letter (3) of (coins)))\n set x to ((214) - ((28) * ((length of (coins)) - (3))))\n else\n hide\n end\n end\n else\n if <(id) = [9]> then\n forever\n show\n set size to (100) %\n switch costume to (stars v)\n end\n else\n if <(id) = [10]> then\n forever\n show\n switch costume to ((37) + (letter (1) of (stars)))\n end\n else\n if <(id) = [11]> then\n forever\n if <[1] < (length of (stars))> then\n show\n switch costume to ((37) + (letter (2) of (stars)))\n else\n hide\n end\n end\n else\n if <(id) = [12]> then\n forever\n if <[2] < (length of (stars))> then\n show\n switch costume to ((37) + (letter (3) of (stars)))\n else\n hide\n end\n end\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game v]\neval stars\nset [id v] to [0]\nswitch costume to (lives v)\ngo to x: (-184) y: (-140)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nswitch costume to (0 v)\nset y to (-144)\nchange x by (48)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nchange x by (28)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nchange x by (28)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nswitch costume to (coins v)\ngo to x: (170) y: (-140)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nset y to (-144)\nchange x by (44)\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ngo to x: (180) y: (120)\nswitch costume to (powerempty v)\ncreate clone of (_myself_ v)\nset [id v] to [9]\nswitch costume to (lives v)\ngo to x: (-184) y: (140)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nswitch costume to (0 v)\nset y to (138)\nchange x by (44)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nchange x by (28)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nchange x by (28)\ncreate clone of (_myself_ v)\nset [hide lives? v] to [0]\nset [hidden timer v] to [100]\nforever\n if <(Paused?) = [1]> then\n set [hide lives? v] to [0]\n set [hidden timer v] to [100]\n else\n if <[0] < (hidden timer)> then\n change [hidden timer v] by (-1)\n else\n set [hide lives? v] to [1]\n set [hidden timer v] to [0]\n end\n end\nend\n\nwhen I receive [coin v]\nif <<[4] < (id)> and <(id) < [8]>> then\n set [# v] to [0]\n repeat (6)\n change [# v] by (30)\n set [brightness v] effect to (([sin v] of (#) ) * (50))\n set y to ((([sin v] of (#) ) * (6)) - (144))\n end\nend\n\nwhen I receive [1up v]\nif <<(id) < [4]> and <not <(id) = [0]>>> then\n set [hide lives? v] to [0]\n set [hidden timer v] to [100]\n wait (0.7) seconds\n set [# v] to [0]\n repeat (6)\n change [# v] by (30)\n set [brightness v] effect to (([sin v] of (#) ) * (50))\n set y to ((([sin v] of (#) ) * (6)) - (144))\n end\nend\n\nwhen I receive [death v]\ndelete this clone\n\nwhen flag clicked\nif <key (1 v) pressed?> then\n set [variant v] to [1]\nelse\n set [variant v] to [0]\nend\n\nwhen I start as a clone\nset [x v] to (x position)\nset [#2 v] to [0]\nif <<(id) < [4]> or <[8] < (id)>> then\n clear graphic effects\n forever\n set x to ((x) + ((([cos v] of ((4.5) * (#2)) ) - (1)) * (90)))\n if <(hide lives?) = [1]> then\n if <(#2) < [20]> then\n change [#2 v] by (1)\n change [ghost v] effect by (10)\n else\n set [#2 v] to [20]\n end\n else\n if <[0] < (#2)> then\n change [#2 v] by (-1)\n change [ghost v] effect by (-10)\n else\n set [#2 v] to [0]\n end\n end\n end\nend\n\nset [#2 v] to [0]\n\nwhen I start as a clone\nif <(id) = [8]> then\n set [x v] to (x position)\n set [#2 v] to [0]\n show\n clear graphic effects\n forever\n switch costume to (full v)\n set x to ((x) + (((1) - ([cos v] of ((9) * (#2)) )) * (90)))\n if <(health) = [3]> then\n switch costume to (full2 v)\n else\n if <(health) = [2]> then\n switch costume to (med v)\n else\n switch costume to (low v)\n end\n end\n if <<(hide lives?) = [1]> and <(health) = [3]>> then\n if <(#2) < [20]> then\n change [#2 v] by (1)\n change [ghost v] effect by (10)\n else\n set [#2 v] to [20]\n end\n else\n if <[0] < (#2)> then\n change [#2 v] by (-1)\n change [ghost v] effect by (-10)\n else\n set [#2 v] to [0]\n end\n end\n end\nend\n\nif <(health) = [1]> then\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\ndefine eval stars\nset [stars v] to [0]\nset [# v] to [0]\nrepeat (length of [stars v])\n change [# v] by (1)\n change [stars v] by (item (#) of [stars v])\nend\n\nwhen I receive [zoomout v]\ndelete this clone\n\nwhen I receive [return to map v]\nstop [other scripts in sprite v]\n\n@world map\n\nwhen I receive [world map v]\nset volume to (100) %\nforever\n \nend\n\nwhen I receive [game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine movement <left> <right> <up> <down>\nif <(<right> - <left>) = [0]> then\n if <([abs v] of (<up> - <down>) ) = [1]> then\n set [l/r? v] to (<right> - <left>)\n end\nelse\n set [l/r? v] to (<right> - <left>)\nend\nif <(<up> - <down>) = [0]> then\n if <([abs v] of (<right> - <left>) ) = [1]> then\n set [u/d v] to (<up> - <down>)\n end\nelse\n set [u/d v] to (<up> - <down>)\nend\nif <(inair?) = [0]> then\n change [charxvel v] by (<right> - <left>)\n change [charyvel v] by (<up> - <down>)\n if <((<right> + <left>) + (<up> + <down>)) = [0]> then\n set [charxvel v] to ((charXvel) * (0.8))\n set [charyvel v] to ((charYvel) * (0.8))\n else\n set [charxvel v] to ((charXvel) * (0.85))\n set [charyvel v] to ((charYvel) * (0.85))\n end\nend\nset [charx' v] to (charX)\nset [chary' v] to (charY)\nchange [charx v] by (charXvel)\nchange [chary v] by (charYvel)\n\nwhen I receive [zoomout v]\nhide\nclear graphic effects\nswitch costume to (empty v)\nset size to (140) %\nswitch costume to (mapbg v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nset [id v] to [0]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nset [inair? v] to [2]\nset [cam2x v] to [0]\nset [cam2y v] to [0]\nrepeat until <not <(inair?) = [2]>>\n erase all\n if <(start?) = [0]> then\n set [cam2x v] to ((((cam2x) * (2)) + ((mouse x) * (0.2))) / (3))\n set [cam2y v] to ((((((cam2y) - (40)) * (2)) + ((mouse y) * (0.2))) / (3)) + (40))\n end\n go to x: ((cam2x) / (2)) y: (((cam2y) - (40)) / (2))\n stamp\nend\n\nwhen I start as a clone\nset [level set? v] to [0]\nset rotation style [don't rotate v]\nif <(id) = [0]> then\n switch costume to (galaxy info plate v)\n forever\n go to x: (0) y: (12)\n set size to (100) %\n if <(level) = [1]> then\n if <(item (1) of [stars v]) = [1]> then\n switch costume to (galaxy info plate star v)\n else\n switch costume to (galaxy info plate v)\n end\n end\n show\n end\nelse\n if <(id) = [1]> then\n switch costume to (empty v)\n forever\n go to x: (0) y: (12)\n set size to (100) %\n show\n if <(level) = [1]> then\n switch costume to (tutorial plate v)\n end\n end\n else\n if <(id) = [2]> then\n set [# v] to [0]\n set [clicked? v] to [0]\n forever\n draw streak [2] [180] [180] [100] [1]\n change [# v] by (0.2)\n set [x v] to (([sin v] of (#) ) * (180))\n set [y v] to (([cos v] of (#) ) * (100))\n go to x: ((x) - (cam2x)) y: ((y) - (cam2y))\n switch costume to (full v)\n set size to ((((2) + (mouse?)) / (3)) * (120)) %\n switch costume to (planet v)\n if <(level set?) = [0]> then\n set [mouse? v] to ((((<touching (mouse-pointer v)?> * ((1) - (clicked?))) + ((3) * (clicked?))) + (mouse?)) / (2))\n if <touching (mouse-pointer v)?> then\n set [level v] to [1]\n if <mouse down?> then\n set [clicked? v] to [1]\n set [level set? v] to [1]\n end\n end\n end\n if <(clicked?) = [1]> then\n set [cam2x v] to ((((cam2x) * (9)) + (x)) / (10))\n set [cam2y v] to ((((cam2y) * (9)) + (y)) / (10))\n end\n end\n else\n if <(id) = [3]> then\n set [# v] to [40]\n set [clicked? v] to [0]\n forever\n draw streak [2] [180] [110] [80] [0.8]\n change [# v] by (0.3)\n set [x v] to (([sin v] of (#) ) * (110))\n set [y v] to (([cos v] of (#) ) * (80))\n go to x: ((x) - ((cam2x) * (0.8))) y: ((y) - ((cam2y) * (0.8)))\n switch costume to (full v)\n set size to ((((2) + (mouse?)) / (3)) * (100)) %\n switch costume to (extraplan v)\n if <(item (1) of [stars v]) = [1]> then\n if <(level set?) = [0]> then\n set [mouse? v] to (((<touching (mouse-pointer v)?> * ((1) - (clicked?))) + (mouse?)) / (2))\n if <touching (mouse-pointer v)?> then\n set [level v] to [2]\n if <mouse down?> then\n set [clicked? v] to [1]\n set [level set? v] to [1]\n end\n end\n end\n if <(clicked?) = [1]> then\n set [cam2x v] to ((((cam2x) * (9)) + (x)) / (10))\n set [cam2y v] to ((((cam2y) * (9)) + (y)) / (10))\n end\n else\n set [mouse? v] to (((<touching (mouse-pointer v)?> * ((1) - (clicked?))) + (mouse?)) / (2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mouse? v] to ((mouse?) * (0.5))\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nset [start? v] to [0]\nwait until <(clicked?) = [1]>\nset [start? v] to [1]\nwait (0.5) seconds\nbroadcast (fadeout v)\n\ndefine draw streak (res) (distance) (width) (height) (m)\nset pen size to (3)\nset pen color to (#3d8eff)\nset pen (transparency v) to (40)\nrepeat (2)\n switch costume to (full v)\n change [# v] by (((distance) * (res)) * (-1))\n repeat (distance)\n go to x: ((([sin v] of (#) ) * (width)) - ((cam2x) * (m))) y: ((([cos v] of (#) ) * (height)) - ((cam2y) * (m)))\n pen down\n change [# v] by (res)\n end\n pen up\n set pen size to (1)\n set pen color to (#79ffff)\n set pen (transparency v) to (0)\nend\n\nwhen I receive [fadeout v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [@get direction v] to [90]\n else\n set [@get direction v] to [-90]\n end\nelse\n set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [@get direction v] by (180)\n else\n if <(dx) < [0]> then\n change [@get direction v] by (-180)\n else\n set [@get direction v] to [180]\n end\n end\n end\nend\n\nwhen I receive [zoomout v]\nset volume to (100) %\nforever\n play sound [Super Mario Galaxy 2 Soundtrack - World 1/2 v] until done\nend\n\n@level\n\ndefine draw block (x-shift) (y-shift) (tilex) (tiley) (costume)\nset [costume v] to (costume)\nset [x v] to ((x-shift) + ((480) * (tilex)))\nset [y v] to ((y-shift) + ((360) * (tiley)))\ncreate clone of (_myself_ v)\n\ndefine create level (x-shift) (y-shift)\nif <(level) = [1]> then\n draw block (x-shift) (y-shift) [0] [0] [4]\n draw block (x-shift) (y-shift) [1] [0] [5]\n draw block (x-shift) (y-shift) [2] [0] [6]\n draw block (x-shift) (y-shift) [1] [1] [7]\n draw block (x-shift) (y-shift) [2] [1] [8]\n draw block (x-shift) (y-shift) [3] [1] [9]\n draw block (x-shift) (y-shift) [4] [1] [10]\nelse\n draw block (x-shift) (y-shift) [0] [0] [17]\n draw block (x-shift) (y-shift) [1] [0] [18]\n draw block (x-shift) (y-shift) [3] [2] [19]\n draw block (x-shift) (y-shift) [4] [2] [20]\n draw block (x-shift) (y-shift) [5] [2] [21]\n draw block (x-shift) (y-shift) [7] [1] [22]\n draw block (x-shift) (y-shift) [8] [1] [23]\nend\n\nwhen I receive [game v]\nerase all\nif <(level) = [1]> then\n create level [190] [80]\nelse\n if <(level) = [2]> then\n create level [100] [-40]\n end\nend\nforever\n hide\n if <(level) = [1]> then\n erase all\n render bg [3] [0.2]\n else\n if <(level) = [2]> then\n erase all\n render bg [14] [0.1]\n render bg [15] [0.2]\n end\n end\nend\n\nrender bg [13] []\n\nrender bg [13] []\n\nwhen I start as a clone\nforever\n hide\n if <([abs v] of ((x) - (camX)) ) < [480]> then\n if <([abs v] of ((y) - (camY)) ) < [360]> then\n show\n switch costume to (empty v)\n set size to (100) %\n switch costume to (full v)\n go to x: ((x) - (camX)) y: ((y) - (camY))\n end\n end\n switch costume to (costume)\nend\n\ndefine render bg (#) (offset)\npoint in direction (90)\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (full v)\ngo to x: (([floor v] of ((camX) * ((offset) * (-1))) ) mod (480)) y: (0)\nswitch costume to (#)\nstamp\nswitch costume to (full v)\ngo to x: ((([floor v] of ((camX) * ((offset) * (-1))) ) mod (480)) - (480)) y: (0)\nswitch costume to (#)\nstamp\n\nwhen I receive [death v]\nif <[0] < (lives)> then\n wait (3) seconds\n delete this clone\nend\n\nwhen I receive [win v]\nwait (8) seconds\ndelete this clone\n\nwhen I receive [zoomout v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@mario\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [@get direction v] to [90]\n else\n set [@get direction v] to [-90]\n end\nelse\n set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [@get direction v] by (180)\n else\n if <(dx) < [0]> then\n change [@get direction v] by (-180)\n else\n set [@get direction v] to [180]\n end\n end\n end\nend\n\ndefine select costume\nset rotation style [left-right v]\npoint in direction ((l/r?) * (90))\nset [prevstate v] to (state)\nif <(squashed?) = [1]> then\n set [state v] to [squashed]\nelse\n if <(inair?) = [1]> then\n if <<(launch star?) = [0]> or <(launch star?) = [2]>> then\n if <([abs v] of (onwall?) ) = [1]> then\n set [state v] to [wallslide]\n else\n if <(jumpt) = [0]> then\n set [state v] to [jump]\n else\n if <(jumpt) = [2]> then\n set [state v] to [longjump]\n else\n if <(jumpt) = [1]> then\n set [state v] to [highjump]\n else\n if <(jumpt) = [5]> then\n set [state v] to [spinair]\n else\n set [state v] to [fall]\n end\n end\n end\n end\n end\n else\n set [state v] to [launch]\n end\n else\n if <key (s v) pressed?> then\n set [state v] to [crouch]\n else\n if <([abs v] of (charXvel) ) < [1]> then\n set [state v] to [stand]\n else\n set [state v] to [run]\n end\n end\n end\nend\nif <not <(state) = (prevstate)>> then\n set [# v] to [0]\n if <(prevstate) = [launch]> then\n start sound [B70kawa_4 v]\n end\nend\nif <(state) = [squashed]> then\n switch costume to (0108 v)\nelse\n if <(state) = [crouch]> then\n switch costume to (0034 v)\n else\n if <(state) = [stand]> then\n change [# v] by (0.5)\n switch costume to ((63) + (([floor v] of (#) ) mod (29)))\n else\n if <(state) = [run]> then\n change [# v] by (([abs v] of (charXvel) ) / (6))\n if <(#) < [16]> then\n if <([abs v] of (charXvel) ) < [3]> then\n switch costume to ((3) + (([floor v] of (#) ) mod (16)))\n else\n switch costume to ((18) + (([floor v] of (#) ) mod (16)))\n end\n else\n switch costume to ((18) + (([floor v] of (#) ) mod (16)))\n end\n else\n if <(state) = [wallslide]> then\n point in direction ((onwall?) * (-90))\n switch costume to (0059 v)\n else\n if <(state) = [jump]> then\n switch costume to (0033 v)\n else\n if <(state) = [longjump]> then\n if <[20] < (#)> then\n switch costume to (0058 v)\n else\n switch costume to ((48) + (((#) * (2)) / (3)))\n change [# v] by (1)\n end\n else\n if <(state) = [highjump]> then\n if <(#) < [8]> then\n switch costume to ((38) + (((#) * (2)) / (3)))\n else\n if <[12] < (#)> then\n if <(#) < [18]> then\n switch costume to ((37) + ((((#) - (4)) * (2)) / (3)))\n change [# v] by (-0.5)\n else\n switch costume to (0043 v)\n end\n end\n end\n change [# v] by (1)\n else\n if <(state) = [launch]> then\n Get Direction (charXvel) (charYvel)\n point in direction (@Get Direction)\n set rotation style [all around v]\n change [# v] by (1)\n if <(#) < [12]> then\n switch costume to ((145) + ((#) mod (6)))\n else\n switch costume to ((129) + (((#) / (1.5)) mod (16)))\n end\n else\n if <(state) = [spinair]> then\n if <(#) < [17]> then\n switch costume to ((93) + (#))\n else\n switch costume to (0107 v)\n end\n change [# v] by (1)\n else\n if <(state) = [spingnd]> then\n if <(#) < [17]> then\n switch costume to ((112) + (#))\n else\n set [state v] to [stand]\n end\n change [# v] by (1)\n else\n switch costume to (0043 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game v]\nset [prevstate v] to [jump]\nset [state v] to [jump]\nset volume to (30) %\nforever\n if <(Paused?) = [0]> then\n switch costume to (full v)\n go to x: ((charX) - (camX)) y: ((((charY) - (camY)) + (18)) + ((gravity) * (-12)))\n switch costume to (prevcostume)\n select costume\n set [prevcostume v] to (costume [number v])\n end\nend\n\nwhen I receive [death v]\nwait (3) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\nwait (0.2) seconds\ngo to [front v] layer\ngo [backward v] (5) layers\n\nswitch costume to ((costume [number v]) + ((gravity) * (-46)))\nswitch costume to ((costume [number v]) + ((gravity) * (46)))\n\n\n switch costume to (0028 v)\nelse\n if <[8] < (#)> then\n if <[11] < (#)> then\n switch costume to ((20) + ((((#) - (2)) * (2)) / (3)))\n end\n change [# v] by (0.5)\n end\nend\n\nwhen I receive [zoomout v]\nhide\nstop [other scripts in sprite v]\n\nif <([abs v] of (charXvel) ) < [4]> then\n change [# v] by ((5) / ([abs v] of (charXvel) ))\nelse\n change [# v] by (([abs v] of (charXvel) ) / (4))\nend\nswitch costume to ((18) + (([floor v] of (#) ) mod (16)))\n\nif <not <(state) = [spingnd]>> then\n if <key (space v) pressed?> then\n set [state v] to [spingnd]\n end\nend\n\n@level manager\n\ndefine object | id (id) | position (-x) (-y) (+x) (+y) | extras (move) (walljump)\ndelete all of [collider v]\nif <(id) = [0]> then\n add (id) to [collider v]\n expand value (-x)\n add (#) to [collider v]\n expand value (-y)\n add (#) to [collider v]\n expand value (+x)\n add (#) to [collider v]\nelse\n if <(id) = [1]> then\n add (id) to [collider v]\n expand value (-x)\n add (#) to [collider v]\n expand value (-y)\n add (#) to [collider v]\n expand value (+x)\n add (#) to [collider v]\n expand value (+y)\n add (#) to [collider v]\n set [# v] to ([abs v] of (move) )\n if <(move) < [0]> then\n set [# v] to (join [-] (#))\n else\n set [# v] to (join [0] (#))\n end\n add (#) to [collider v]\n add (walljump) to [collider v]\n else\n if <(id) = [2]> then\n add (id) to [collider v]\n expand value (-x)\n add (#) to [collider v]\n expand value (-y)\n add (#) to [collider v]\n expand value (+x)\n add (#) to [collider v]\n else\n if <(id) = [3]> then\n add (id) to [collider v]\n expand value (-x)\n add (#) to [collider v]\n expand value (-y)\n add (#) to [collider v]\n expand value (+x)\n add (#) to [collider v]\n add (+y) to [collider v]\n else\n if <(id) = [4]> then\n add (id) to [collider v]\n expand value (-x)\n add (#) to [collider v]\n expand value (-y)\n add (#) to [collider v]\n expand value (+x)\n add (#) to [collider v]\n expand value (+y)\n add (#) to [collider v]\n end\n end\n end\n end\nend\nadd (collider) to [level collisions v]\n\ndefine expand value (x)\nset [# v] to ([abs v] of (x) )\nrepeat (4)\n if <(length of (#)) < [4]> then\n set [# v] to (join [0] (#))\n end\nend\nif <(x) < [0]> then\n set [# v] to (join [-] (#))\nelse\n set [# v] to (join [0] (#))\nend\n\nwhen I receive [game v]\nif <(level) = [2]> then\n delete all of [level collisions v]\n object | id [3] | position [-50] [0] [-30] [2] | extras [] []\n object | id [0] | position [-10] [78] [0] [] | extras [] []\n object | id [0] | position [52] [69] [4] [] | extras [] []\n object | id [0] | position [64] [76] [8] [] | extras [] []\n object | id [0] | position [58] [72] [12] [] | extras [] []\n object | id [1] | position [-10] [-12] [-7] [0] | extras [1] [1]\n object | id [1] | position [75] [-18] [78] [0] | extras [-1] [1]\n object | id [0] | position [134] [154] [78] [] | extras [] []\n object | id [1] | position [151] [70] [154] [78] | extras [-1] [1]\n object | id [1] | position [134] [70] [137] [78] | extras [1] [1]\n object | id [0] | position [162] [172] [80] [] | extras [] []\n object | id [0] | position [172] [180] [84] [] | extras [] []\n object | id [0] | position [180] [200] [72] [] | extras [] []\n object | id [0] | position [200] [220] [64] [] | extras [] []\n object | id [0] | position [220] [230] [66] [] | extras [] []\n object | id [1] | position [162] [64] [165] [80] | extras [1] [1]\n object | id [1] | position [172] [80] [175] [84] | extras [1] [1]\n object | id [1] | position [177] [72] [180] [84] | extras [-1] [1]\n object | id [1] | position [197] [64] [200] [72] | extras [-1] [1]\n object | id [1] | position [220] [63] [223] [66] | extras [1] [0]\n object | id [1] | position [227] [60] [230] [66] | extras [-1] [1]\n object | id [0] | position [326] [342] [38] [] | extras [] []\n object | id [0] | position [342] [354] [34] [] | extras [] []\n object | id [0] | position [354] [366] [36] [] | extras [] []\n object | id [0] | position [366] [378] [32] [] | extras [] []\n object | id [0] | position [378] [386] [34] [] | extras [] []\n object | id [0] | position [386] [398] [38] [] | extras [] []\n object | id [1] | position [326] [22] [329] [38] | extras [1] [1]\n object | id [1] | position [339] [22] [342] [38] | extras [-1] [1]\n object | id [1] | position [354] [24] [357] [36] | extras [1] [0]\n object | id [1] | position [363] [34] [366] [36] | extras [-1] [1]\n object | id [1] | position [378] [26] [381] [34] | extras [1] [0]\n object | id [1] | position [386] [28] [389] [38] | extras [1] [1]\n object | id [1] | position [395] [28] [398] [38] | extras [-1] [1]\nend\n\nwhen I receive [game v]\nif <(level) = [1]> then\n delete all of [level collisions v]\n object | id [3] | position [-20] [0] [-30] [2] | extras [] []\n object | id [0] | position [-5] [5] [0] [] | extras [] []\n object | id [0] | position [2] [28] [-2] [] | extras [] []\n object | id [0] | position [25] [33] [2] [] | extras [] []\n object | id [0] | position [33] [75] [0] [] | extras [] []\n object | id [0] | position [73] [85] [2] [] | extras [] []\n object | id [0] | position [85] [99] [6] [] | extras [] []\n object | id [0] | position [95] [103] [10] [] | extras [] []\n object | id [0] | position [91] [99] [14] [] | extras [] []\n object | id [0] | position [79] [95] [16] [] | extras [] []\n object | id [0] | position [103] [111] [18] [] | extras [] []\n object | id [0] | position [107] [113] [22] [] | extras [] []\n object | id [0] | position [89] [109] [24] [] | extras [] []\n object | id [0] | position [53] [93] [28] [] | extras [] []\n object | id [0] | position [75] [89] [44] [] | extras [] []\n object | id [0] | position [85] [105] [48] [] | extras [] []\n object | id [0] | position [103] [115] [46] [] | extras [] []\n object | id [0] | position [113] [213] [44] [] | extras [] []\n object | id [0] | position [125] [143] [46] [] | extras [] []\n object | id [0] | position [153] [171] [46] [] | extras [] []\n object | id [0] | position [181] [199] [46] [] | extras [] []\n object | id [0] | position [209] [227] [46] [] | extras [] []\n object | id [0] | position [221] [235] [50] [] | extras [] []\n object | id [0] | position [215] [229] [54] [] | extras [] []\n object | id [0] | position [223] [233] [58] [] | extras [] []\n object | id [0] | position [45] [55] [54] [] | extras [] []\n object | id [2] | position [-5] [33] [-6] [] | extras [] []\n object | id [2] | position [85] [99] [-8] [] | extras [] []\n object | id [2] | position [45] [55] [22] [] | extras [] []\n object | id [2] | position [75] [89] [38] [] | extras [] []\n object | id [2] | position [88] [105] [40] [] | extras [] []\n object | id [2] | position [210] [227] [36] [] | extras [] []\n object | id [1] | position [-5] [-6] [-3] [0] | extras [1] [1]\n object | id [1] | position [3] [-6] [5] [0] | extras [-1] [1]\n object | id [1] | position [25] [-4] [27] [2] | extras [1] [1]\n object | id [1] | position [31] [-6] [33] [2] | extras [-1] [1]\n object | id [1] | position [73] [-6] [75] [2] | extras [1] [1]\n object | id [1] | position [85] [-6] [87] [6] | extras [1] [1]\n object | id [1] | position [85] [-8] [99] [6] | extras [-1] [1]\n object | id [1] | position [53] [22] [55] [54] | extras [-1] [1]\n object | id [1] | position [45] [22] [47] [54] | extras [1] [1]\n object | id [1] | position [75] [38] [77] [44] | extras [1] [1]\n object | id [1] | position [87] [38] [89] [44] | extras [-1] [1]\n object | id [1] | position [85] [43] [90] [48] | extras [1] [1]\n object | id [1] | position [103] [43] [105] [48] | extras [-1] [1]\n object | id [1] | position [113] [36] [115] [46] | extras [-1] [1]\n object | id [1] | position [101] [36] [103] [42] | extras [1] [1]\n object | id [1] | position [125] [42] [127] [46] | extras [1] [1]\n object | id [1] | position [141] [42] [143] [46] | extras [-1] [1]\n object | id [1] | position [153] [42] [155] [46] | extras [1] [1]\n object | id [1] | position [169] [42] [171] [46] | extras [-1] [1]\n object | id [1] | position [181] [42] [183] [46] | extras [1] [1]\n object | id [1] | position [197] [42] [199] [46] | extras [-1] [1]\n object | id [1] | position [209] [42] [211] [46] | extras [1] [1]\n object | id [1] | position [225] [36] [227] [46] | extras [-1] [1]\nend\n\nwhen flag clicked\ndelete all of [stars v]\nadd [0] to [stars v]\n\nwhen I receive [win v]\nif <(level) = [1]> then\n replace item (1) of [stars v] with [1]\nend\n\nset [launch star? v] to [0]\nset [charx v] to [3340]\nset [chary v] to [380]\n\nwhen flag clicked\nforever\n set [mousex v] to (round (((mouse x) + (camX)) / (10)))\n set [mousey v] to (round (((mouse y) + (camY)) / (10)))\nend\n\nwhen I receive [game v]\nif <(level) = [0]> then\n delete all of [level collisions v]\n object | id [0] | position [-200] [200] [0] [] | extras [] []\nend\n\nwhen I receive [game v]\nif <(level) = [3]> then\n delete all of [level collisions v]\n object | id [0] | position [-20] [40] [10] [] | extras [] []\n object | id [2] | position [48] [70] [10] [] | extras [] []\n object | id [0] | position [30] [80] [0] [] | extras [] []\n object | id [0] | position [-20] [10] [0] [] | extras [] []\n object | id [0] | position [10] [30] [-10] [] | extras [] []\n object | id [0] | position [30] [70] [-14] [] | extras [] []\n object | id [1] | position [48] [10] [51] [30] | extras [1] [1]\n object | id [1] | position [-13] [-2] [-10] [30] | extras [-1] [1]\n object | id [1] | position [7] [-12] [10] [0] | extras [-1] [1]\n object | id [1] | position [27] [-16] [30] [-10] | extras [-1] [1]\nend\n\nobject | id [4] | position [2] [12] [0] [10] | extras [] []\n\n@large entities\n\nwhen I start as a clone\nif <(#) = [0]> then\n forever\n go to [front v] layer\n show\n switch costume to (full v)\n if <(((lavaY) - (135)) - (camY)) < [180]> then\n go to x: (([floor v] of ((camX) * (-1)) ) mod (480)) y: ([floor v] of (((lavaY) - (135)) - (camY)) )\n switch costume to (weird floor top v)\n else\n go to x: (([floor v] of ((camX) * (-1)) ) mod (480)) y: (([floor v] of (((lavaY) - (135)) - (camY)) ) mod (360))\n if <([floor v] of (((lavaY) - (135)) - (camY)) ) = (([floor v] of (((lavaY) - (135)) - (camY)) ) mod (360))> then\n switch costume to (weird floor top v)\n else\n switch costume to (weird floor loop v)\n end\n end\n end\nelse\n if <(#) = [1]> then\n forever\n go to [front v] layer\n show\n switch costume to (full v)\n if <((lavaY) - (45)) < (camY)> then\n go to x: ((([floor v] of ((camX) * (-1)) ) mod (480)) - (480)) y: ([floor v] of (((lavaY) - (135)) - (camY)) )\n switch costume to (weird floor top v)\n else\n go to x: ((([floor v] of ((camX) * (-1)) ) mod (480)) - (480)) y: (([floor v] of (((lavaY) - (135)) - (camY)) ) mod (360))\n if <([floor v] of (((lavaY) - (135)) - (camY)) ) = (([floor v] of (((lavaY) - (135)) - (camY)) ) mod (360))> then\n switch costume to (weird floor top v)\n else\n switch costume to (weird floor loop v)\n end\n end\n end\n end\nend\n\nset [# v] to [0]\ncreate clone of (_myself_ v)\nset [# v] to [1]\ncreate clone of (_myself_ v)\nset [lavay v] to [60]\n\n@pause menu\n\nwhen I receive [game v]\nhide\nforever\n wait until <(Paused?) = [1]>\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [0]\n create clone of (_myself_ v)\n start sound [pause v]\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n switch costume to (pause tint v)\n repeat (10)\n change [ghost v] effect by (-7)\n end\n wait until <(Paused?) = [0]>\n start sound [unpause v]\n reset timer\n repeat (10)\n change [ghost v] effect by (7)\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [game v]\nset volume to (50) %\nwait (1) seconds\nwait until <not <key (p v) pressed?>>\nforever\n wait until <key (p v) pressed?>\n set [paused? v] to [1]\n wait until <<(Paused?) = [0]> or <not <key (p v) pressed?>>>\n wait until <<(Paused?) = [0]> or <key (p v) pressed?>>\n set [paused? v] to [0]\n wait until <not <key (p v) pressed?>>\nend\n\nwhen I receive [zoomout v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nwait until <(Paused?) = [0]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nif <<(id) = [0]> or <(id) = [1]>> then\n go to [front v] layer\n go to x: (0) y: (0)\n if <(id) = [0]> then\n switch costume to (back v)\n else\n switch costume to (return to map v)\n end\n show\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (12)\n change [ghost v] effect by (-10)\n end\n if <(id) = [0]> then\n forever\n if <touching (mouse-pointer v)?> then\n change [# v] by (1)\n if <mouse down?> then\n set [paused? v] to [0]\n end\n end\n end\n else\n forever\n if <touching (mouse-pointer v)?> then\n change [# v] by (1)\n if <mouse down?> then\n start sound [press v]\n broadcast (return to map v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(id) = [0]> or <(id) = [1]>> then\n set [# v] to [0]\n forever\n set [brightness v] effect to ((#) * (4))\n set [# v] to ((#) * (0.8))\n end\nend\n\nwhen I start as a clone\nif <<(id) = [0]> or <(id) = [1]>> then\n wait (0.1) seconds\n forever\n wait until <touching (mouse-pointer v)?>\n start sound [hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [return to map v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [return to map v]\nwait (0.2) seconds\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nset [paused? v] to [0]\nswitch costume to (full v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nbroadcast (zoomout v)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nclear graphic effects\nhide\n\n@retro minigame\n\n
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『ice platformer』dragon! Ver1.22
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nforever\n\n@プレイヤー\n\ndefine 動作\nset [x v] to (x position)\nset [y v] to (y position)\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x_1 v] by (1)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x_1 v] by (-1)\nend\nset [x_1 v] to ((x_1) * (0.88))\nchange x by (x_1)\nif <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by (-6)\n change x by ((0) - (x_1))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <[0] < (x_1)> then\n set [x_1 v] to [-10]\n else\n set [x_1 v] to [10]\n end\n start sound [壁キック v]\n set [y_1 v] to [15]\n else\n set [x_1 v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y_1 v] by (-1)\nchange y by (y_1)\nif <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n change y by ((0) - (y_1))\n set [y_1 v] to [0]\nend\nchange y by (-1.1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<touching color (#00ffec)?> or <touching (ステージ v)?>> then\n start sound [壁キック v]\n set [y_1 v] to [15]\n end\nend\nchange y by (1.1)\nif <[245] < (x position)> then\n broadcast (NEXT v)\n set [動いていい? v] to [0]\nend\n\ndefine 傾き\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n turn right (((120) - (direction)) / (15)) degrees\nelse\n turn right (((90) - (direction)) / (15)) degrees\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n turn right (((60) - (direction)) / (15)) degrees\nelse\n turn right (((90) - (direction)) / (15)) degrees\nend\n\nchange x by (((X) - (x position)) / (2))\n\nset x to ((x_2) - (x position))\n\nwhen I receive [スタート v]\nset [動いていい? v] to [1]\n初期位置\nset [ステージ v] to [1]\nforever\n switch costume to (costume)\n if <(動いていい?) = [1]> then\n go to [front v] layer\n 動作\n 傾き\n if <<touching (氷塊 v)?> or <(y position) < [-160]>> then\n set [y_2 v] to [15]\n broadcast (死 v)\n repeat until <(y position) < [-183]>\n turn right (15) degrees\n change y by (y_2)\n change [y_2 v] by (-1)\n end\n 初期位置\n end\n if <(ドラゴン:種類) = [ice]> then\n go to x: (([x position v] of [ドラゴン v]) + (63)) y: (([y position v] of [ドラゴン v]) + (12))\n if <key (space v) pressed?> then\n set [ドラゴン:種類 v] to []\n set [x_1 v] to [0]\n set [y_1 v] to [0]\n broadcast (降りろ v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 初期位置\npoint in direction (90)\ngo to x: (-208) y: (138)\nset [x_1 v] to [0]\nset [y_1 v] to [0]\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [next v]\n初期位置\nwait (1) seconds\nchange [ステージ v] by (1)\n\nwhen I receive [スタート v]\nhide variable [タイム v]\nset [タイム v] to [0]\nhide variable [☁ タイム v]\nrepeat until <(ステージ) = [13]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nshow variable [タイム v]\nshow variable [☁ タイム v]\nif <(タイム) < (☁ タイム)> then\n set [☁ タイム v] to (タイム)\nend\n\nset [costume v] to [1]\n\nwhen I receive [スタート v]\nforever\n play sound [tonight-mountaineer-main-version-02-26-8479 v] until done\nend\n\nwhen flag clicked\nhide variable [タイム v]\nhide variable [☁ タイム v]\n\nset [☁ タイム v] to [100]\n\nwait (0.5) seconds\n\n\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n switch costume to (ステージ)\nend\n\n@鳥\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I start as a clone\nforever\n show\n go to x: (pick random (241) to (214)) y: (pick random (-45) to (-13))\n glide (pick random (8) to (10)) secs to x: (-266) y: (100)\n hide\n wait (1) seconds\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\nrepeat (3)\n create clone of (_myself_ v)\nend\n\ngo to x: (-258) y: (100)\n\n@雪\n\nwhen I start as a clone\nshow\nrepeat until <<touching (ステージ v)?> or <(y position) < [-175]>>\n change x by ([cos v] of (x position) )\n change y by (-4)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nhide\nforever\n wait (0.8) seconds\n go to x: (pick random (240) to (-240)) y: (180)\n create clone of (_myself_ v)\nend\n\n@イントロ\n\nwhen flag clicked\npoint in direction (90)\nhide\n雫\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\nset size to (10) %\nrepeat until <[99] < (size)>\n change size by (((100) - (size)) / (10))\nend\nパン\n\ndefine 雫\nswitch backdrop to (背景2 v)\npoint in direction (90)\nset pen color to (#000000)\nset pen size to (5)\npen down\ngo to x: (0) y: (204)\nset [等加速運動 v] to [0]\nrepeat until <(y position) < [16]>\n change [等加速運動 v] by (-1)\n change y by (等加速運動)\n change pen size by (1)\n erase all\n pen down\nend\nset [等加速運動 v] to [12]\nrepeat until <(y position) < [6]>\n change [等加速運動 v] by (-1)\n change y by (等加速運動)\n erase all\n pen down\nend\nrepeat (20)\n erase all\n change pen size by (30)\n pen down\nend\nbroadcast (枠 v)\npen up\nerase all\nswitch backdrop to (背景2 v)\n\ndefine パン\nset size to (100) %\nset [ゆーらゆーら v] to [0]\nset [do v] to [0]\nrepeat (5)\n point in direction (-45)\n クラッカー\n set [ok? v] to [1]\n repeat (46)\n set [do v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (do) degrees\n set [ok? v] to [0]\n end\nend\nset [nannkaime v] to [1]\ngo to x: (0) y: (0)\nhide\nset size to (100) %\nswitch backdrop to (背景4 v)\nbroadcast (終 v)\nset pen size to (550)\npen down\nrepeat (20)\n erase all\n change pen size by (-25)\n pen down\nend\nset [等加速運動 v] to [13]\nrepeat until <(y position) < [-210]>\n change pen size by (-1)\n erase all\n change y by (等加速運動)\n change [等加速運動 v] by (-1)\n pen down\nend\nbroadcast (終わり v)\nerase all\nbroadcast (ボタン v)\nswitch backdrop to (背景4 v)\n\nwait (1) seconds\n\ndefine クラッカー\nset size to (50) %\nrepeat (64)\n go to x: (pick random (70) to (-70)) y: (-160)\n switch costume to (pick random (2) to (4))\n create clone of (_myself_ v)\nend\nset size to (100) %\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nset [e v] to (pick random (15) to (25))\nrepeat until <(y position) < [-170]>\n change x by ([sin v] of (x position) )\n change [e v] by (-1)\n change y by (e)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nswitch costume to (コスチューム5 v)\n\nswitch backdrop to (背景3 v)\n\ngo to x: (-71) y: (-29)\n\nset [nannkaime v] to [1]\n\ndefine 中とろ\n\nrepeat (46)\n set [do v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (do) degrees\n set [ok? v] to [0]\nend\n\nwhen flag clicked\nplay sound [New Soul v] until done\n\nwhen I receive [ボタン v]\nhide\nswitch backdrop to (背景4 v)\nerase all\nstop [other scripts in sprite v]\n\n@飾り\n\nwhen flag clicked\nhide\n\nwhen I receive [枠 v]\nrepeat (30)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (240) to (-240)) y: (pick random (180) to (-180))\nset size to (50) %\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (250)\n turn right (5) degrees\n move (0.5) steps\nend\ndelete this clone\n\nwhen I receive [終わり v]\nswitch backdrop to (背景4 v)\nhide\nswitch backdrop to (背景4 v)\n\nwhen I receive [ボタン v]\nhide\nstop [other scripts in sprite v]\n\n@スタート\n\nwhen I receive [ボタン v]\nset size to (50) %\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (10))\n else\n change size by (((50) - (size)) / (10))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (スタート v)\nswitch backdrop to (背景1 v)\nhide\n\n@?\n\nwhen I receive [ボタン v]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (10))\n else\n change size by (((50) - (size)) / (10))\n end\nend\n\nwhen flag clicked\nshow list [explanation v]\nhide\n\nwhen this sprite clicked\ndelete all of [explanation v]\nadd [Method of operation,] to [explanation v]\nadd [Use the arrow keys or WASD keys to navigate.] to [explanation v]\nadd [Press Space to go back one page.] to [explanation v]\nadd [] to [explanation v]\nadd [What not to do] to [explanation v]\nadd [Touch a needle or lava, or go into turbo mode. and modify the game.] to [explanation v]\nadd [] to [explanation v]\nhide list [explanation v]\nforever\n if <key (space v) pressed?> then\n show list [explanation v]\n end\nend\n\nbroadcast (スタート v)\nswitch backdrop to (背景1 v)\nhide\n\nwhen I receive [スタート v]\nhide\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\ngo to x: (-166) y: (200)\nrepeat (4)\n switch costume to (コスチューム1 v)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n end\n create clone of (_myself_ v)\n change x by (162)\nend\nwait (0) seconds\ngo to x: (510) y: (-131)\nrepeat (4)\n switch costume to (コスチューム6 v)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n end\n create clone of (_myself_ v)\n change y by (126)\nend\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (60)\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n change y by (((-20) - (y position)) / (20))\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((-20) - (y position)) / (15))\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go [backward v] (2) layers\n change y by (((-20) - (y position)) / (10))\n else\n if <(costume [number v]) = [5]> then\n go [backward v] (3) layers\n go to [back v] layer\n change y by (((-20) - (y position)) / (5))\n else\n if <(costume [number v]) = [6]> then\n go to [front v] layer\n change x by (((-20) - (x position)) / (20))\n else\n if <(costume [number v]) = [7]> then\n go to [front v] layer\n go [backward v] (1) layers\n change x by (((-20) - (x position)) / (15))\n else\n if <(costume [number v]) = [8]> then\n go to [front v] layer\n go [backward v] (2) layers\n change x by (((-20) - (x position)) / (10))\n else\n if <(costume [number v]) = [9]> then\n go to [back v] layer\n go [backward v] (999) layers\n change x by (((-20) - (x position)) / (5))\n end\n end\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n go to x: (369) y: (0)\n repeat until <(x position) < [0]>\n go to [front v] layer\n change x by (((-10) - (x position)) / (10))\n end\n repeat until <(x position) < [-350]>\n go to [front v] layer\n change x by (((-400) - (x position)) / (10))\n end\n set [動いていい? v] to [1]\n delete this clone\nend\n\n@影\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n set [ghost v] effect to (30)\n go to (プレイヤー v)\n go to [back v] layer\nend\n\n@氷塊\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@ライト\n\nwhen flag clicked\nhide\n\nwhen I receive [枠 v]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (50)\nset [brightness v] effect to (50)\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [1]> then\n repeat until <[210] < (x position)>\n change x by (((220) - (x position)) / (20))\n end\n repeat until <(x position) < [-200]>\n change x by (((-210) - (x position)) / (20))\n end\n else\n if <(costume [number v]) = [2]> then\n repeat until <[-200] > (x position)>\n change x by (((-210) - (x position)) / (20))\n end\n repeat until <[210] < (x position)>\n change x by (((220) - (x position)) / (20))\n end\n end\n end\nend\n\nwhen I receive [終 v]\nhide\n\nwhen I receive [ボタン v]\nhide\nstop [other scripts in sprite v]\n\n@タイトル\n\nwhen flag clicked\nhide\n\nwhen I receive [ボタン v]\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (-999)\nrepeat until <[123] < (y position)>\n change y by (((129) - (y position)) / (10))\nend\nforever\n repeat until <[135] < (y position)>\n change y by (((145) - (y position)) / (20))\n end\n repeat until <(y position) < [115]>\n change y by (((105) - (y position)) / (20))\n end\nend\n\nwhen I receive [スタート v]\nhide\n\n\n\n@アウトロ\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nbroadcast (サムネ v)\nswitch backdrop to (背景2 v)\nwait (1) seconds\nhide\n\nswitch costume to (コスチューム1 v)\nrepeat (6)\n point in direction (90)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\ngo to x: (0) y: (0)\n\nwhen I start as a clone\n\npoint in direction (90)\ngo to [front v] layer\nshow\n\nrepeat (200)\n if <(costume [number v]) = [1]> then\n point in direction (90)\n go to x: (0) y: (0)\n else\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (100)\n point in direction (75)\n repeat (46)\n set [7 v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (7) degrees\n end\n else\n if <(costume [number v]) = [3]> then\n go to x: (-113) y: (-21)\n point in direction (45)\n repeat (46)\n set [7 v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (7) degrees\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (114) y: (-14)\n point in direction (45)\n repeat (46)\n set [7 v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (7) degrees\n end\n else\n if <(costume [number v]) = [5]> then\n go to x: (-45) y: (-104)\n point in direction (45)\n repeat (46)\n set [7 v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (7) degrees\n end\n else\n if <(costume [number v]) = [6]> then\n go to x: (81) y: (-104)\n point in direction (45)\n repeat (46)\n set [7 v] to (((do) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (7) degrees\n end\n end\n end\n end\n end\n end\n end\nend\n\npoint in direction (45)\n\nwhen [timer v] > (0)\nforever\n play sound [Jackpot--TheFatRat v] until done\nend\n\nwhen I receive [サムネ v]\n\n@サムネ\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 [サムネ v]\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nset size to (100) %\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-50)\nshow\nrepeat until <[-1] < (y position)>\n change y by (((10) - (y position)) / (10))\nend\n\n@costume\n\nwhen flag clicked\nhide\n\nwhen I receive [ボタン v]\ngo to x: (107) y: (-25)\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\nset [costume v] to [1]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [スタート v]\ngo to x: (999) y: (999)\nhide\n\n@ドラゴン\n\nwhen flag clicked\nset [ドラゴン:種類 v] to []\nset [ステージ v] to [1]\nhide\nforever\n wait (0.035) seconds\n change y by (0.3)\n next costume\n if <[8] < (costume [number v])> then\n wait (0.03) seconds\n repeat (8)\n wait (0.035) seconds\n change y by (-0.3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ドラゴン v]\nshow\nset [ghost v] effect to (100)\ngo to x: (([x position v] of [プレイヤー v]) - (63)) y: (([y position v] of [プレイヤー v]) - (12))\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n set [ドラゴン:上下 v] to ((ドラゴン:上下) * (0.88))\n change y by (ドラゴン:上下)\n if <key (up arrow v) pressed?> then\n change [ドラゴン:上下 v] by (1)\n end\n if <not <touching (ステージ v)?>> then\n if <key (down arrow v) pressed?> then\n change [ドラゴン:上下 v] by (-1)\n end\n else\n change y by (2)\n end\n point in direction (90)\n set [ドラゴン:左右 v] to ((ドラゴン:左右) * (0.88))\n change x by (ドラゴン:左右)\n if <key (right arrow v) pressed?> then\n change [ドラゴン:左右 v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [ドラゴン:左右 v] by (-1)\n end\n if <touching (ステージ v)?> then\n change x by ((0) - (ドラゴン:左右))\n end\nend\n\nset [ドラゴン:上下 v] to [0]\n\nset [☁ タイム v] to [0]\n\nwhen I receive [ドラゴン v]\nforever\n\nwhen I receive [ドラゴン v]\nforever\n if <key (right arrow v) pressed?> then\n turn right (((105) - (direction)) / (20)) degrees\n else\n turn right (((90) - (direction)) / (20)) degrees\n end\n if <key (left arrow v) pressed?> then\n turn right (((75) - (direction)) / (20)) degrees\n else\n turn right (((90) - (direction)) / (20)) degrees\n end\nend\n\npoint in direction (75)\n\nwhen I receive [next v]\nwait (1) seconds\nrepeat (10)\n go to x: (-235) y: (-23)\nend\n\ndefine 死\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ドラゴン:種類 v] to []\n\ngo to [front v] layer\n\nwhen I receive [降りろ v]\nhide\n\nwhen I receive [死 v]\nwait (1) seconds\ngo to x: (-235) y: (-23)\n\n@アイスドラゴン\n\nwhen flag clicked\ngo to x: (190) y: (141)\nhide\n\nwhen I receive [スタート v]\nforever\n if <[10] < (ステージ)> then\n show\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (ドラゴン v)\n wait (0.1) seconds\n set [ドラゴン:種類 v] to [ice]\n end\n end\nend\n\n@息\n\nwhen flag clicked\nhide\nforever\n if <<(ドラゴン:種類) = [ice]> and <mouse down?>> then\n go to [front v] layer\n go to x: (([x position v] of [ドラゴン v]) + (120)) y: (([y position v] of [ドラゴン v]) - (20))\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset [表示する? v] to [YES]\nshow\npoint towards (mouse-pointer v)\nrepeat until <<touching (ステージ v)?> or <touching color (#00ffec)?>>\n move (20) steps\nend\nrepeat (10)\n wait (1) seconds\n if <(表示する?) = [NO]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [next v]\nset [表示する? v] to [NO]\n\n@スプライト1\n\n@SKIP\n\nwhen flag clicked\ngo to x: (202) y: (152)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (ボタン v)\nhide\n\nwhen I receive [ボタン v]\nhide\n\n
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自分を地面に⁉︎-プラットフォーマー Put yourself on the ground!? - Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (80) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (9)\n change [brightness v] effect by (3)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<<touching (降るとげ v)?> or <<touching (spike v)?> or <(y position) < [-183]>>> or <touching (降るとげ2 v)?>> or <touching (降るとげ3 v)?>> then\n start sound [crashed oof v]\n set [やられ場所x v] to (x position)\n set [やられ場所y v] to (y position)\n create clone of (やられた主人公 v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (地面 v)?> or <touching (やられた主人公 v)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n go to x: (-216) y: (50)\n end\nend\n\nwhen flag clicked\n\n@地面\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n set [背景 v] to (costume [number v])\nend\n\nwhen flag clicked\nhide variable [デス記録 v]\nset [デス記録 v] to (デス記録)\nforever\n if <(背景) = [15]> then\n show variable [デス記録 v]\n if <(デス記録) > (タイム)> then\n set [デス記録 v] to (タイム)\n end\n end\nend\n\n\n\n@spike\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@やられた主人公\n\nwhen flag clicked\nhide\nset size to (80) %\ndelete this clone\n\nwhen I start as a clone\nchange [☁ デス記録 v] by (1)\nshow\ngo to x: (やられ場所X) y: (やられ場所Y)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen [r v] key pressed\nstart sound [Connect v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [やられたああああ v]\nstart sound [Connect v]\ndelete this clone\n\n@サムネ詐欺の被害者的なやつというかもはや被害者みたいなアイスクリーム食べたい何処か(そこにもいそう)なおっさん臭がする虫の形をしたサムネイル\n\nwhen flag clicked\nshow\nrepeat (25)\n change [ghost v] effect by (4)\nend\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (100)\n\n@降るとげ\n\nwhen flag clicked\nhide\nforever\n if <(背景) = [1]> then\n hide\n end\n if <(背景) = [2]> then\n hide\n end\n if <(背景) = [3]> then\n hide\n end\n if <(背景) = [4]> then\n hide\n end\n if <(背景) = [5]> then\n hide\n end\n if <(背景) = [6]> then\n hide\n end\n if <(背景) = [7]> then\n show\n glide (1) secs to (random position v)\n end\n if <(背景) = [8]> then\n hide\n stop [this script v]\n end\nend\n\n@降るとげ2\n\nwhen flag clicked\nhide\nforever\n if <(背景) = [1]> then\n hide\n end\n if <(背景) = [2]> then\n hide\n end\n if <(背景) = [3]> then\n hide\n end\n if <(背景) = [4]> then\n hide\n end\n if <(背景) = [5]> then\n hide\n end\n if <(背景) = [6]> then\n hide\n end\n if <(背景) = [7]> then\n hide\n end\n if <(背景) = [8]> then\n show\n turn right (45) degrees\n repeat (10)\n change size by (3)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-3)\n end\n end\n if <(背景) = [9]> then\n hide\n stop [this script v]\n end\nend\n\n@リセット\n\nwhen flag clicked\nshow\nforever\n go to x: (-180) y: (-75)\nend\n\nwhen this sprite clicked\nbroadcast (やられたああああ v)\nstop [this script v]\n\n@世界やられ大会優勝者\n\nwhen flag clicked\nshow\nshow variable [☁ デス記録 v]\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n stop [all v]\n end\nend\n\n
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新作→https://scratch.mit.edu/projects/759957938/\nゲーム人気2P⁉︎(゚∀゚)\n人気8P⁉︎\nYoutubeで実況されました!\n参照数40000ありがとう!\nハート1000ありがとう!\n☆1000ありがとう!\n日本語は下です\nえ⁉︎コミュリミだとぉ⁉︎(嬉しい)\nみんなコメントを_gobo_と_meow_で埋め尽くせー!\n今日誕生日だからフォローして!(11/3)\nメモとクレジットの下の方見て\n2→https://scratch.mit.edu/projects/720169711/\n\nYou can operate with arrow keys or screen tap\nYou can come out and use it as a foothold when you are hit where you were hit.\nYou can erase the scaffolding when you are killed with the R key or ↩️\nUse yourself well and clear!\nIf you find it interesting, hearts and stars, please follow me! ! ! \n\n矢印キー又は画面タップで操作できます\n自分がやられた所にやられた時の自分が出てきて足場にすることができます\nRキー又は↩️でやられた時の足場を消すことができます\n自分をうまく使ってクリアして下さい!\n面白かったら,ハートと星,フォローお願い!!!!\n
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Winter Platformer DEMO! #game #all
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@Stage\n\nwhen I receive [next stage v]\nif <(ステージ) = [16]> then\n switch backdrop to (背景2 v)\nelse\n switch backdrop to (背景13 v)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n show variable [☁ world record v]\n show variable [time v]\n set [time v] to (timer)\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\nend\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nset [ステージ v] to [0]\nbroadcast (game start v)\nbroadcast (NEXT STAGE v)\nforever\n play sound [Xylo2 v] until done\nend\n\nwhen I receive [frozen v]\nstop [other scripts in sprite v]\n\n@PLATFORMER\n\nwhen I receive [next stage v]\nforever\n ステージ移動 [0] [-240] [0] [1]\n ステージ移動 [1] [-240] [0] [2]\n ステージ移動 [2] [-240] [0] [3]\n ステージ移動 [3] [-240] [0] [4]\n ステージ移動 [4] [-240] [0] [5]\n ステージ移動 [5] [-240] [0] [6]\n ステージ移動 [6] [-240] [0] [7]\n ステージ移動 [7] [-240] [0] [8]\n ステージ移動 [8] [-240] [0] [9]\n ステージ移動 [9] [-240] [0] [10]\n ステージ移動 [10] [-240] [0] [11]\n ステージ移動 [11] [-240] [-20] [12]\n ステージ移動 [12] [-240] [0] [13]\n ステージ移動 [13] [-240] [0] [14]\n ステージ移動 [14] [-220] [200] [15]\n ステージ移動 [15] [-240] [0] [16]\n ステージ移動 [16] [-240] [-90] [17]\n ステージ移動 [17] [-240] [0] [18]\n ステージ移動 [18] [-240] [0] [19]\n ステージ移動 [19] [-240] [20] [20]\n ステージ移動 [20] [-240] [-80] [21]\n ステージ移動 [21] [-240] [-80] [22]\n ステージ移動 [22] [-240] [0] [23]\n ステージ移動 [23] [-240] [0] [24]\n ステージ移動 [24] [-240] [0] [25]\n ステージ移動 [25] [-240] [0] [26]\n ステージ移動 [26] [-240] [0] [27]\n ステージ移動 [27] [-240] [0] [28]\n ステージ移動 [28] [-240] [0] [29]\n ステージ移動 [29] [-240] [0] [30]\n ステージ移動 [30] [-240] [0] [31]\nend\n\nwhen flag clicked\nhide\n\ndefine 動き x (x) y (y) 大きさ (大きさ)\nset size to (大きさ) %\nshow\npoint in direction (90)\nswitch costume to (通常 v)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (x)\n switch costume to (通常2 v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by ((x) * (-1))\n switch costume to (通常3 v)\nend\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (1)\n if <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (1)\n if <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (1)\n if <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (1)\n if <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (1)\n if <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (1)\n if <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by (-5)\n change x by ((0) - (x))\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<(size) = [100]> and <touching (地面 v)?>> or <<(size) = [50]> and <touching (奥 v)?>>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<<[23] = (ステージ)> or <[29] = (ステージ)>> and <touching (みぞれ v)?>> then\n set [y v] to [3]\n else\n set [y v] to (y)\n end\n end\n change y by (1)\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (通常5 v)\nend\nif <touching (バネ v)?> then\n set [y v] to [20]\nend\nif <[-185] > (y position)> then\n 初期化\nend\nif <touching (針 v)?> then\n 初期化\nend\n\nwhen I receive [game start v]\ngo to x: (-210) y: (13)\nset rotation style [left-right v]\nset size to (100) %\nswitch costume to (通常 v)\npoint in direction (90)\nshow\nset [stage v] to [1]\nhide variable [x v]\nhide variable [y v]\nset [動き v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <[0] = (動き)> then\n 動き x [0.6] y [18] 大きさ [100]\n else\n if <[2] = (動き)> then\n go to [back v] layer\n 動き x [0.3] y [14] 大きさ [50]\n else\n if <[3] = (動き)> then\n show\n set [y v] to [0]\n else\n set [x v] to [0]\n set [y v] to [0]\n hide\n change [温度 v] by (-2)\n end\n end\n end\nend\n\ndefine ステージ移動 (ステージ) (x) (y) (next)\nif <(ステージ) = (ステージ)> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to (next)\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n set [復活地 x v] to (x)\n set [復活地 y v] to (y)\n go to x: (x) y: (y)\n stop [this script v]\n end\nend\n\ndefine 初期化\nset [y v] to [0]\nswitch costume to (通常4 v)\nset [x v] to [0]\nset rotation style [left-right v]\nrepeat (10)\n switch costume to (通常4 v)\n change [ghost v] effect by (10)\nend\ngo to x: (復活地 x) y: (復活地 y)\nswitch costume to (通常 v)\nset [platformer: 変数 v] to [0]\nrepeat (10)\n switch costume to (通常 v)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game start v]\nset x to (250)\n\nwhen I receive [easy 26 前 v]\nset size to (50) %\nif <(ステージ) = [26]> then\n go to x: (-172) y: (-85)\nelse\n go to x: (170) y: (-85)\nend\nrepeat until <(x) < [1]>\n change x by (x)\n set [x v] to ((x) * (0.92))\nend\nset [動き v] to [2]\n\nwhen I receive [easy 26 奥 v]\nset size to (100) %\nif <(ステージ) = [26]> then\n go to x: (80) y: (-96)\nelse\n go to x: (-135) y: (-96)\nend\nrepeat until <[-1] < (x)>\n set [x v] to ((x) * (0.92))\n change x by (x)\nend\nset [動き v] to [0]\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n repeat (10)\n set [動き v] to [0]\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n set [動き v] to [0]\nend\n\nwhen flag clicked\nset [無敵 v] to [0]\nforever\n if <(無敵) = [1]> then\n repeat (4)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n set [無敵 v] to [0]\n end\nend\n\nwhen I receive [frozen v]\nswitch costume to (通常4 v)\nstop [other scripts in sprite v]\n\n@地面\n\ndefine 表示 ステージ (ステージ) コスチューム (コスチューム)\nif <(ステージ) = (ステージ)> then\n show\n switch costume to (コスチューム)\nend\n\nwhen I receive [next stage v]\n表示 ステージ [1] コスチューム [1]\n表示 ステージ [2] コスチューム [2]\n表示 ステージ [3] コスチューム [3]\n表示 ステージ [4] コスチューム [1]\n表示 ステージ [5] コスチューム [4]\n表示 ステージ [6] コスチューム [5]\n表示 ステージ [7] コスチューム [1]\n表示 ステージ [8] コスチューム [1]\n表示 ステージ [9] コスチューム [6]\n表示 ステージ [10] コスチューム [1]\n表示 ステージ [11] コスチューム [1]\n表示 ステージ [12] コスチューム [7]\n表示 ステージ [13] コスチューム [1]\n表示 ステージ [14] コスチューム [8]\n表示 ステージ [15] コスチューム [9]\n表示 ステージ [16] コスチューム [10]\n表示 ステージ [17] コスチューム [11]\n表示 ステージ [18] コスチューム [12]\n表示 ステージ [19] コスチューム [13]\n表示 ステージ [20] コスチューム [14]\n表示 ステージ [21] コスチューム [15]\n表示 ステージ [22] コスチューム [16]\n表示 ステージ [23] コスチューム [1]\n表示 ステージ [24] コスチューム [13]\n表示 ステージ [25] コスチューム [1]\n表示 ステージ [26] コスチューム [1]\n表示 ステージ [27] コスチューム [1]\n表示 ステージ [28] コスチューム [13]\n表示 ステージ [29] コスチューム [17]\n表示 ステージ [30] コスチューム [1]\n表示 ステージ [31] コスチューム [18]\n\nwhen flag clicked\nhide\n\n@奥\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\n表示 ステージ [1] コスチューム [1]\n表示 ステージ [2] コスチューム [2]\n表示 ステージ [3] コスチューム [3]\n表示 ステージ [4] コスチューム [4]\n表示 ステージ [5] コスチューム [1]\n表示 ステージ [6] コスチューム [1]\n表示 ステージ [7] コスチューム [1]\n表示 ステージ [8] コスチューム [1]\n表示 ステージ [9] コスチューム [5]\n表示 ステージ [10] コスチューム [1]\n表示 ステージ [11] コスチューム [1]\n表示 ステージ [12] コスチューム [6]\n表示 ステージ [13] コスチューム [1]\n表示 ステージ [14] コスチューム [8]\n表示 ステージ [15] コスチューム [9]\n表示 ステージ [16] コスチューム [10]\n表示 ステージ [17] コスチューム [11]\n表示 ステージ [18] コスチューム [12]\n表示 ステージ [19] コスチューム [1]\n表示 ステージ [20] コスチューム [13]\n表示 ステージ [21] コスチューム [14]\n表示 ステージ [22] コスチューム [16]\n表示 ステージ [23] コスチューム [15]\n表示 ステージ [24] コスチューム [1]\n表示 ステージ [25] コスチューム [1]\n表示 ステージ [26] コスチューム [1]\n表示 ステージ [27] コスチューム [1]\n表示 ステージ [28] コスチューム [1]\n表示 ステージ [29] コスチューム [17]\n表示 ステージ [30] コスチューム [1]\n表示 ステージ [31] コスチューム [1]\n\ndefine 表示 ステージ (ステージ) コスチューム (コスチューム)\nif <(ステージ) = (ステージ)> then\n show\n switch costume to (コスチューム)\nend\n\ndefine 隠す (ステージ)\nif <(ステージ) = (ステージ)> then\n hide\nend\n\nwhen I receive [next stage v]\nforever\n go to [back v] layer\nend\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\ndelete this clone\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n set size to (100) %\n switch costume to (コスチューム2 v)\n if <touching (platformer v)?> then\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I start as a clone\n生成 x [0] y [-88] clone [1]\n生成 x [50] y [-80] clone [2]\n\ndefine clone 回数 (回数) stage (stage) clone (clone)\nif <[コスチューム1] = (costume [name v])> then\n if <(stage) = (ステージ)> then\n set [clone v] to (clone)\n repeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next stage v]\nclone 回数 [1] stage [8] clone [0]\nclone 回数 [1] stage [16] clone [1]\n\ndefine 生成 x (x) y (y) clone (clone)\nif <(clone) = (clone)> then\n show\n go to x: (x) y: (y)\n switch costume to (コスチューム2 v)\n go to [front v] layer\nend\n\n@障害物\n\nadd (x position) to [x v]\nadd (y position) to [y v]\nadd (costume [number v]) to [コスチューム v]\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (item (clone) of [x v]) y: (item (clone) of [y v])\nswitch costume to (item (clone) of [コスチューム v])\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\ndefine clone 回数 (回数) stage (stage) clone (clone)\nif <[調整] = (costume [name v])> then\n if <(stage) = (ステージ)> then\n set [clone v] to (clone)\n repeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next stage v]\ndelete this clone\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n if <(ステージ) = [16]> then\n forever\n turn left (3) degrees\n end\n else\n forever\n point in direction (90)\n wait (2) seconds\n repeat (20)\n turn right (30) degrees\n end\n point in direction (90)\n repeat (2)\n repeat (14)\n switch costume to (snowflake 回転 v)\n wait (0.03) seconds\n switch costume to (snowflake 回転2 v)\n wait (0.03) seconds\n end\n 雪の結晶 [-4] [4]\n end\n repeat (15)\n switch costume to (snowflake 回転 v)\n wait (0.03) seconds\n switch costume to (snowflake 回転2 v)\n wait (0.03) seconds\n end\n switch costume to (snowflake v)\n repeat (10)\n turn right (30) degrees\n end\n end\n end\nend\n\ndefine 雪の結晶 (clone) (回数)\nset [clone v] to (clone)\nset [snow x v] to (x position)\nset [snow y v] to (y position)\nrepeat (回数)\n create clone of (_myself_ v)\n change [clone v] by (1)\nend\n\nwhen I start as a clone\nif <<[-5] < (clone)> and <(clone) < [0]>> then\n go to x: (snow x) y: (snow y)\n switch costume to (snowflake 先端 v)\n show\n if <[-4] = (clone)> then\n point in direction (45)\n else\n if <[-3] = (clone)> then\n point in direction (135)\n else\n if <[-2] = (clone)> then\n point in direction (-135)\n else\n point in direction (-45)\n end\n end\n end\n repeat (100)\n 結晶 コスチューム\n end\n delete this clone\nend\n\ndefine 結晶 コスチューム\nswitch costume to (調整 v)\nmove (10) steps\nswitch costume to (snowflake 先端 v)\n\ndefine 雪玉 コスチューム (x) (y) (コスチューム) (角度)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (調整 v)\nturn left (角度) degrees\nchange x by (x)\nchange y by (y)\nswitch costume to (コスチューム)\n\nwhen I receive [next stage v]\nclone 回数 [2] stage [4] clone [0]\nclone 回数 [2] stage [5] clone [2]\nclone 回数 [1] stage [6] clone [4]\nclone 回数 [1] stage [7] clone [5]\nclone 回数 [3] stage [8] clone [6]\nclone 回数 [6] stage [10] clone [9]\nclone 回数 [2] stage [12] clone [16]\nclone 回数 [3] stage [13] clone [18]\nclone 回数 [1] stage [17] clone [24]\nclone 回数 [2] stage [18] clone [25]\nclone 回数 [5] stage [19] clone [27]\nclone 回数 [4] stage [21] clone [32]\nclone 回数 [2] stage [23] clone [36]\nclone 回数 [3] stage [24] clone [38]\nclone 回数 [6] stage [27] clone [49]\nclone 回数 [39] stage [28] clone [63]\nclone 回数 [2] stage [16] clone [103]\n\nwhen I receive [next stage v]\nif <(ステージ) = [11]> then\n forever\n clone 回数 [1] stage [11] clone [15]\n wait (2) seconds\n end\nend\nif <(ステージ) = [20]> then\n forever\n clone 回数 [1] stage [20] clone [15]\n wait (2) seconds\n end\nend\nif <(ステージ) = [25]> then\n forever\n clone 回数 [1] stage [25] clone (pick random (41) to (48))\n wait (0.75) seconds\n end\nend\n\nwhen I start as a clone\nscroll clone [16] x制限 [-290] x [-5] y [] コスチューム [雪玉] 角度 [20]\nscroll clone [22] x制限 [-300] x [-2] y [] コスチューム [3] 角度 [3]\nscroll clone [23] x制限 [-300] x [-2] y [] コスチューム [21] 角度 []\nscroll clone [24] x制限 [-300] x [-3] y [] コスチューム [8] 角度 [12]\nscroll clone [56] x制限 [-330] x [-2] y [] コスチューム [25] 角度 []\nscroll clone [57] x制限 [-330] x [-2] y [] コスチューム [26] 角度 []\nscroll clone [57] x制限 [-330] x [-2] y [] コスチューム [27] 角度 []\nscroll clone [58] x制限 [-330] x [-2] y [] コスチューム [28] 角度 []\nscroll clone [59] x制限 [-330] x [-2] y [] コスチューム [29] 角度 []\nscroll clone [60] x制限 [-330] x [-2] y [] コスチューム [30] 角度 []\nscroll clone [61] x制限 [-330] x [-2] y [] コスチューム [31] 角度 []\nscroll clone [62] x制限 [-330] x [-2] y [] コスチューム [32] 角度 []\nscroll clone [63] x制限 [-330] x [-2] y [] コスチューム [33] 角度 []\nif <(costume [number v]) = [9]> then\n forever\n set [ghost v] effect to (0)\n if <touching (platformer v)?> then\n if <[0] = (動き)> then\n set [動き v] to [1]\n switch costume to (凍結 v)\n set [凍結 v] to [20]\n 雪の結晶 [-5] [1]\n start sound [凍結 v]\n else\n set [ghost v] effect to (50)\n end\n end\n end\nend\n氷柱 clone [39] x [-200] 秒 []\n氷柱 clone [40] x [-200] 秒 [0.2]\n氷柱 clone [41] x [-200] 秒 [0.4]\n氷柱 clone [64] x [-300] 秒 [0.75]\n氷柱 clone [65] x [-300] 秒 [0.8]\n氷柱 clone [66] x [-300] 秒 [0.85]\n氷柱 clone [67] x [-300] 秒 [0.9]\n氷柱 clone [68] x [-300] 秒 [0.95]\n氷柱 clone [69] x [-300] 秒 [1]\n氷柱 clone [70] x [-300] 秒 [1.05]\n氷柱 clone [71] x [-300] 秒 [1.1]\n氷柱 clone [72] x [-300] 秒 [1.15]\n氷柱 clone [73] x [-300] 秒 [1.2]\n氷柱 clone [74] x [-300] 秒 [1.25]\n氷柱 clone [75] x [-300] 秒 [1.3]\n氷柱 clone [76] x [-300] 秒 [1.35]\n氷柱 clone [77] x [-300] 秒 [1.4]\n氷柱 clone [78] x [-300] 秒 [1.45]\n氷柱 clone [79] x [-300] 秒 [1.5]\n氷柱 clone [80] x [-300] 秒 [1.55]\n氷柱 clone [81] x [-300] 秒 [1.6]\n氷柱 clone [82] x [-300] 秒 [1.65]\n氷柱 clone [83] x [-300] 秒 [1.7]\n氷柱 clone [84] x [-300] 秒 [1.75]\n氷柱 clone [85] x [-300] 秒 [1.8]\n氷柱 clone [86] x [-300] 秒 [1.85]\n氷柱 clone [87] x [-300] 秒 [1.9]\n氷柱 clone [88] x [-300] 秒 [1.95]\n氷柱 clone [89] x [-300] 秒 [2]\n氷柱 clone [90] x [-300] 秒 [2.05]\n氷柱 clone [91] x [-300] 秒 [2.1]\n氷柱 clone [92] x [-300] 秒 [2.15]\n氷柱 clone [93] x [-300] 秒 [2.2]\n氷柱 clone [94] x [-300] 秒 [2.25]\n氷柱 clone [95] x [-300] 秒 [2.3]\n氷柱 clone [96] x [-300] 秒 [2.35]\n氷柱 clone [97] x [-300] 秒 [2.4]\n氷柱 clone [98] x [-300] 秒 [2.45]\n氷柱 clone [99] x [-300] 秒 [2.5]\n氷柱 clone [100] x [-300] 秒 [2.55]\n氷柱 clone [101] x [-300] 秒 [2.6]\n氷柱 clone [102] x [-300] 秒 [2.65]\n\nreplace item (16) of [コスチューム v] with [25]\nreplace item (22) of [コスチューム v] with [25]\nreplace item (23) of [コスチューム v] with [25]\n\nwhen I start as a clone\nif <(clone) = [-5]> then\n go to [front v] layer\n go to x: (snow x) y: ((snow y) + (40))\n set size to (70) %\n switch costume to (click v)\n show\n set [障害物: 変数 v] to [0]\n forever\n if <(凍結) = [0]> then\n delete this clone\n else\n change [障害物: 変数 v] by (5)\n change size by ([sin v] of (障害物: 変数) )\n end\n end\nend\n氷 [15] [2] [-5] [-9]\n氷 [16] [-2] [-5] [-8]\n氷 [17] [4] [-5] [-7]\n氷 [18] [-4] [-5] [-6]\nif <(clone) = [-11]> then\n go to [front v] layer\n go to x: (snow x) y: (snow y)\n switch costume to (氷柱-分裂 v)\n show\n repeat until <(x position) < [-300]>\n 雪玉 コスチューム [-15] [] [氷柱-分裂] []\n end\nend\nif <(clone) = [-10]> then\n go to [front v] layer\n go to x: (snow x) y: (snow y)\n switch costume to (氷柱-分裂2 v)\n show\n repeat until <[300] < (x position)>\n 雪玉 コスチューム [15] [] [氷柱-分裂2] []\n end\nend\n\nwhen this sprite clicked\nif <<[9] < (costume [number v])> and <(costume [number v]) < [15]>> then\n start sound [凍結 v]\n change [凍結 v] by (-1)\n broadcast (凍結 v)\n if <(凍結) = [0]> then\n set [動き v] to [0]\n 雪の結晶 [-9] [4]\n delete this clone\n else\n if <<[0] < (凍結)> and <(凍結) < [5]>> then\n switch costume to (凍結5 v)\n else\n if <<[4] < (凍結)> and <(凍結) < [9]>> then\n switch costume to (凍結4 v)\n else\n if <<[8] < (凍結)> and <(凍結) < [13]>> then\n switch costume to (凍結3 v)\n else\n if <<[12] < (凍結)> and <(凍結) < [17]>> then\n switch costume to (凍結2 v)\n else\n switch costume to (凍結 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [凍結 v]\nif <[19] = (costume [number v])> then\n if <(凍結) = [0]> then\n delete this clone\n else\n switch costume to (click2 v)\n wait (0.05) seconds\n switch costume to (click v)\n end\nend\n\ndefine 氷 (コスチューム) (x) (y) (clone)\nif <(clone) = (clone)> then\n go to [front v] layer\n go to x: (snow x) y: (snow y)\n set size to (100) %\n switch costume to (コスチューム)\n show\n repeat until <(y position) < [-200]>\n 雪玉 コスチューム (x) (y) (コスチューム) ((x) * (-4))\n end\n delete this clone\nend\n\nwhen I receive [scroll v]\nset [scroll 16 v] to [0]\nrepeat (36)\n change [scroll 16 v] by (1)\n wait until <(item (scroll 16) of [scroll 16 v]) < (scroll speed)>\n set [clone v] to (item (scroll 16) of [コスチューム 16 v])\n create clone of (_myself_ v)\nend\n\nset [clone v] to [23]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone) = [0]> then\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <<<(ステージ) = [12]> or <(ステージ) = [21]>> or <(ステージ) = [26]>> then\n stop [other scripts in sprite v]\nend\n\ndefine 氷柱 clone (clone) x (x) 秒 (秒)\nif <(clone) = (clone)> then\n go to [back v] layer\n wait until <(x) < ([x position v] of [platformer v])>\n wait (秒) seconds\n repeat (5)\n change x by (1)\n wait (0.01) seconds\n change y by (1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\n change y by (-1)\n wait (0.01) seconds\n end\n repeat (13)\n change y by (-10)\n end\n 雪の結晶 [-11] [2]\n delete this clone\nend\n\ndefine 雪玉(回転) y (y) 明るさ (明るさ) 大きさ (大きさ) 角度 (角度)\nchange y by (y)\nchange [brightness v] effect by (明るさ)\nchange size by (大きさ)\nturn right (角度) degrees\n\nwhen I start as a clone\nif <<[41] < (clone)> and <(clone) < [50]>> then\n go to [back v] layer\n point in direction (90)\n set size to (5) %\n set y to (-94)\n set [brightness v] effect to (-95)\n repeat (35)\n 雪玉(回転) y [0.5] 明るさ [2.5] 大きさ [2.5] 角度 [5]\n end\n repeat (3)\n 雪玉(回転) y [0.5] 明るさ [2.5] 大きさ [2.5] 角度 [5]\n ダメージ\n end\n repeat (3)\n 雪玉(回転) y [0.5] 明るさ [] 大きさ [2.5] 角度 [5]\n go to [front v] layer\n ダメージ\n end\n repeat (7)\n 雪玉(回転) y [0.5] 明るさ [] 大きさ [2.5] 角度 [5]\n go to [front v] layer\n end\n repeat (23)\n 雪玉(回転) y [-8] 明るさ [-4] 大きさ [2.5] 角度 [5]\n go to [front v] layer\n end\n delete this clone\nend\nif <<[49] < (clone)> and <(clone) < [53]>> then\n forever\n go to [back v] layer\n set [brightness v] effect to (-50)\n set size to (50) %\n if <(動き) = [2]> then\n ダメージ\n end\n end\nend\n\ndefine scroll clone (clone) x制限 (x制限) x (x) y (y) コスチューム (コスチューム) 角度 (角度)\nif <(clone) = (clone)> then\n repeat until <(x position) < (x制限)>\n 雪玉 コスチューム (x) (y) (コスチューム) (角度)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [氷柱-分裂]> or <(costume [name v]) = [氷柱-分裂2]>> then\n forever\n if <(ステージ) = [29]> then\n delete this clone\n end\n end\nend\n\ndefine ダメージ\nif <<(無敵) = [0]> and <touching (platformer v)?>> then\n start sound [Crunch v]\n change [温度 v] by (-50)\n set [無敵 v] to [1]\nend\n\nwhen I start as a clone\nif <not <<<(ステージ) = [27]> or <(costume [number v]) = [9]>> or <<<(costume [number v]) = [8]> and <(ステージ) = [25]>> or <<[14] < (costume [number v])> and <(costume [number v]) < [21]>>>>> then\n forever\n ダメージ\n end\nend\n\n@スプライト1\n\nwhen I receive [game start v]\nshow\ngo to x: (-155) y: (-152)\nset [温度 v] to [150]\nforever\n if <<[30] < (温度)> and <(温度) < [100]>> then\n switch costume to (コスチューム17 v)\n else\n if <<[130] < (温度)> and <(温度) < [200]>> then\n switch costume to (コスチューム16 v)\n else\n if <<[230] < (温度)> and <(温度) < [300]>> then\n switch costume to (コスチューム15 v)\n else\n if <<[330] < (温度)> and <(温度) < [400]>> then\n switch costume to (コスチューム14 v)\n else\n if <<[430] < (温度)> and <(温度) < [500]>> then\n switch costume to (コスチューム13 v)\n else\n if <<[530] < (温度)> and <(温度) < [600]>> then\n switch costume to (コスチューム12 v)\n else\n if <<[630] < (温度)> and <(温度) < [700]>> then\n switch costume to (コスチューム11 v)\n else\n if <<[730] < (温度)> and <(温度) < [800]>> then\n switch costume to (コスチューム10 v)\n else\n if <<[830] < (温度)> and <(温度) < [900]>> then\n switch costume to (コスチューム9 v)\n else\n if <<[930] < (温度)> and <(温度) < [1000]>> then\n switch costume to (コスチューム8 v)\n else\n if <<[1030] < (温度)> and <(温度) < [1100]>> then\n switch costume to (コスチューム7 v)\n else\n if <<[1130] < (温度)> and <(温度) < [1200]>> then\n switch costume to (コスチューム6 v)\n else\n if <<[1230] < (温度)> and <(温度) < [1300]>> then\n switch costume to (コスチューム5 v)\n else\n if <<[1330] < (温度)> and <(温度) < [1400]>> then\n switch costume to (コスチューム4 v)\n else\n if <<[1430] < (温度)> and <(温度) < [1500]>> then\n switch costume to (コスチューム3 v)\n else\n if <<[1530] < (温度)> and <(温度) < [1600]>> then\n switch costume to (コスチューム2 v)\n else\n if <<[0] < (温度)> and <(温度) < [31]>> then\n switch costume to (コスチューム18 v)\n wait (0.1) seconds\n switch costume to (コスチューム17 v)\n wait (0.1) seconds\n else\n if <<[99] < (温度)> and <(温度) < [131]>> then\n switch costume to (コスチューム17 v)\n wait (0.1) seconds\n switch costume to (コスチューム16 v)\n wait (0.1) seconds\n else\n if <<[199] < (温度)> and <(温度) < [231]>> then\n switch costume to (コスチューム16 v)\n wait (0.1) seconds\n switch costume to (コスチューム15 v)\n wait (0.1) seconds\n else\n if <<[299] < (温度)> and <(温度) < [331]>> then\n switch costume to (コスチューム15 v)\n wait (0.1) seconds\n switch costume to (コスチューム14 v)\n wait (0.1) seconds\n else\n if <<[399] < (温度)> and <(温度) < [431]>> then\n switch costume to (コスチューム14 v)\n wait (0.1) seconds\n switch costume to (コスチューム13 v)\n wait (0.1) seconds\n else\n if <<[499] < (温度)> and <(温度) < [531]>> then\n switch costume to (コスチューム13 v)\n wait (0.1) seconds\n switch costume to (コスチューム12 v)\n wait (0.1) seconds\n else\n if <<[599] < (温度)> and <(温度) < [631]>> then\n switch costume to (コスチューム12 v)\n wait (0.1) seconds\n switch costume to (コスチューム11 v)\n wait (0.1) seconds\n else\n if <<[699] < (温度)> and <(温度) < [731]>> then\n switch costume to (コスチューム11 v)\n wait (0.1) seconds\n switch costume to (コスチューム10 v)\n wait (0.1) seconds\n else\n if <<[799] < (温度)> and <(温度) < [831]>> then\n switch costume to (コスチューム10 v)\n wait (0.1) seconds\n switch costume to (コスチューム9 v)\n wait (0.1) seconds\n else\n if <<[899] < (温度)> and <(温度) < [931]>> then\n switch costume to (コスチューム9 v)\n wait (0.1) seconds\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n else\n if <<[999] < (温度)> and <(温度) < [1031]>> then\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n switch costume to (コスチューム7 v)\n wait (0.1) seconds\n else\n if <<[1099] < (温度)> and <(温度) < [1131]>> then\n switch costume to (コスチューム7 v)\n wait (0.1) seconds\n switch costume to (コスチューム6 v)\n wait (0.1) seconds\n else\n if <<[1199] < (温度)> and <(温度) < [1231]>> then\n switch costume to (コスチューム6 v)\n wait (0.1) seconds\n switch costume to (コスチューム5 v)\n wait (0.1) seconds\n else\n if <<[1299] < (温度)> and <(温度) < [1331]>> then\n switch costume to (コスチューム5 v)\n wait (0.1) seconds\n switch costume to (コスチューム4 v)\n wait (0.1) seconds\n else\n if <<[1399] < (温度)> and <(温度) < [1431]>> then\n switch costume to (コスチューム4 v)\n wait (0.1) seconds\n switch costume to (コスチューム3 v)\n wait (0.1) seconds\n else\n if <<[1499] < (温度)> and <(温度) < [1531]>> then\n switch costume to (コスチューム3 v)\n wait (0.1) seconds\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n change [温度 v] by (-1)\n wait (0.01) seconds\nend\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\n if <<(温度) < [100]> or <[1500] < (温度)>> then\n point in direction (96)\n repeat until <not <<(温度) < [100]> or <[1500] < (温度)>>>\n set size to (120) %\n change [角度 v] by (30)\n turn left (([sin v] of (角度) ) * (3.2)) degrees\n end\n else\n set size to (100) %\n set [角度 v] to [0]\n point in direction (90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n if <(温度) < [1]> then\n stop [other scripts in sprite v]\n broadcast (frozen v)\n set size to (100) %\n stop all sounds\n point in direction (90)\n switch costume to (コスチューム1 v)\n go to x: (0) y: (350)\n repeat (14)\n change y by (-25)\n end\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n stop [all v]\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n stop [other scripts in sprite v]\nend\n\n@スプライト2\n\nwhen I receive [next stage v]\nif <(ステージ) = [16]> then\n set [scroll v] to [0]\nend\n\nwhen I start as a clone\nshow\nクローン [1] コスチューム [針葉樹] x [295] y [-44]\nクローン [2] コスチューム [針葉樹2] x [295] y [-44]\nクローン [3] コスチューム [針葉樹3] x [295] y [-44]\nクローン [4] コスチューム [針葉樹4] x [295] y [-44]\nクローン [5] コスチューム [針葉樹5] x [295] y [-44]\nクローン [6] コスチューム [針葉樹6] x [295] y [-44]\nクローン [7] コスチューム [❤] x [295] y [-124]\nクローン [8] コスチューム [⭐] x [295] y [-124]\nクローン [9] コスチューム [Follow] x [295] y [-135]\nクローン [10] コスチューム [Follow2] x [295] y [-139]\nクローン [11] コスチューム [Follow3] x [295] y [-139]\nクローン [12] コスチューム [針葉樹7] x [295] y [-44]\nクローン [13] コスチューム [宣伝] x [295] y [-44]\nクローン [14] コスチューム [click] x [295] y [200]\n\ndefine 移動 (コスチューム)\nswitch costume to (調整 v)\nchange x by (-2)\nswitch costume to (コスチューム)\n\nwhen I receive [scroll v]\nif <(ステージ) = [16]> then\n repeat (19)\n change [scroll 16 v] by (1)\n wait until <(item (scroll 16) of [背景 16 v]) < (scroll speed)>\n set [clone v] to (item (scroll 16) of [背景コス 16 v])\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [scroll v]\nif <(ステージ) = [16]> then\n set [scroll v] to [1]\n set [scroll speed v] to [0]\n forever\n set [clone v] to (pick random (1) to (6))\n create clone of (_myself_ v)\n repeat (27)\n change [scroll speed v] by (2)\n end\n set [clone v] to [12]\n create clone of (_myself_ v)\n repeat (28)\n change [scroll speed v] by (2)\n end\n end\nend\n\ndefine クローン (クローン) コスチューム (コスチューム) x (x) y (y)\nif <[コスチューム1] = (costume [name v])> then\n if <(クローン) = (clone)> then\n switch costume to (調整 v)\n go to x: (x) y: (y)\n forever\n if <[1] = (scroll)> then\n repeat until <(x position) < [-300]>\n 移動 (コスチューム)\n end\n delete this clone\n end\n end\n end\nend\n\ndefine 落下 (落下) コスチューム (コスチューム)\nswitch costume to (調整 v)\nchange y by (落下)\nswitch costume to (コスチューム)\n\nwhen I start as a clone\nif <[針葉樹7] = (costume [name v])> then\n forever\n go to [back v] layer\n end\nelse\n if <<(costume [number v]) < [7]> or <[針葉樹7] = (costume [name v])>> then\n go to [back v] layer\n else\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nbroadcast (scroll v)\n\nwhen I receive [scroll v]\nswitch costume to (コスチューム1 v)\nset [scroll 16 v] to [0]\n\ninsert [0] at (1) of [背景 16 v] \n\nset [clone v] to [14]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone) = [14]> then\n wait until <(x position) < [100]>\n repeat (13)\n 落下 [-26] コスチューム [click]\n end\nend\n\nwhen I start as a clone\nif <[-1] = (clone)> then\n delete this clone\nend\n\nbroadcast (scroll v)\n\n@みぞれ\n\nwhen flag clicked\nhide\n\ndefine clone 回数 (回数) stage (stage) clone (clone)\nif <[調整] = (costume [name v])> then\n if <(stage) = (ステージ)> then\n set [clone v] to (clone)\n repeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (item (clone) of [x v]) y: (item (clone) of [y v])\nswitch costume to (item (clone) of [コスチューム v])\ngo to [front v] layer\nイグルー clone [3] 大きさ [70] 角度 [90] platformer [0] x [3] 前か後 [前]\nイグルー clone [4] 大きさ [30] 角度 [-90] platformer [2] x [-5] 前か後 [後ろ]\nイグルー clone [5] 大きさ [30] 角度 [90] platformer [2] x [3] 前か後 [後ろ]\nイグルー clone [6] 大きさ [70] 角度 [-90] platformer [0] x [-5] 前か後 [前]\n\nwhen I receive [next stage v]\ndelete this clone\n\nwhen I receive [next stage v]\nclone 回数 [2] stage [23] clone [0]\nclone 回数 [2] stage [26] clone [2]\nclone 回数 [2] stage [27] clone [4]\nclone 回数 [2] stage [29] clone [7]\n\ndefine イグルー clone (clone) 大きさ (大きさ) 角度 (角度) platformer (platformer) x (x) 前か後 (前か後)\nif <(clone) = (clone)> then\n set size to (大きさ) %\n point in direction (角度)\n if <(前か後) = [前]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\n forever\n if <(前か後) = [前]> then\n go to [front v] layer\n else\n go to [back v] layer\n go [forward v] (1) layers\n end\n set [ghost v] effect to (0)\n if <touching (platformer v)?> then\n if <(platformer) = (動き)> then\n set [動き v] to [1]\n wait (0.7) seconds\n if <(前か後) = [前]> then\n broadcast (easy 26 前 v)\n else\n broadcast (easy 26 奥 v)\n end\n set [動き v] to [3]\n set [x v] to (x)\n else\n if <not <(前か後) = [後ろ]>> then\n set [ghost v] effect to (50)\n end\n end\n end\n end\nend\n\nadd (x position) to [x v]\nadd (y position) to [y v]\nadd (costume [number v]) to [コスチューム v]\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nshow\ngo to x: (item (clone) of [x v]) y: (item (clone) of [y v])\nswitch costume to (item (clone) of [コスチューム v])\n\n@スプライト3\n\ndefine clone 回数 (回数) stage (stage) clone (clone)\nif <[調整] = (costume [name v])> then\n if <(stage) = (ステージ)> then\n set [clone v] to (clone)\n repeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nadd (x position) to [x v]\nadd (y position) to [y v]\nadd (costume [number v]) to [コスチューム v]\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [next stage v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to x: (item (clone) of [x v]) y: (item (clone) of [y v])\nswitch costume to (item (clone) of [コスチューム v])\ngo to [back v] layer\nset [item v] to [0]\nforever\n change [item v] by (10)\n change y by (([sin v] of (item) ) * (0.5))\nend\n\nwhen I receive [next stage v]\nclone 回数 [8] stage [1] clone [0]\nclone 回数 [9] stage [2] clone [8]\nclone 回数 [9] stage [3] clone [17]\nclone 回数 [9] stage [4] clone [26]\nclone 回数 [6] stage [5] clone [35]\nclone 回数 [7] stage [6] clone [41]\nclone 回数 [16] stage [7] clone [48]\nclone 回数 [12] stage [8] clone [64]\nclone 回数 [16] stage [9] clone [76]\nclone 回数 [3] stage [10] clone [93]\nclone 回数 [8] stage [11] clone [0]\nclone 回数 [29] stage [12] clone [96]\nclone 回数 [16] stage [13] clone [125]\nclone 回数 [18] stage [14] clone [141]\nclone 回数 [32] stage [15] clone [159]\nclone 回数 [11] stage [17] clone [217]\nclone 回数 [12] stage [18] clone [228]\nclone 回数 [19] stage [19] clone [240]\nclone 回数 [12] stage [20] clone [259]\nclone 回数 [15] stage [22] clone [271]\nclone 回数 [10] stage [23] clone [286]\nclone 回数 [8] stage [24] clone [296]\nclone 回数 [10] stage [25] clone [304]\nclone 回数 [12] stage [26] clone [314]\nclone 回数 [13] stage [27] clone [326]\nclone 回数 [12] stage [28] clone [339]\nclone 回数 [6] stage [29] clone [351]\nclone 回数 [1] stage [30] clone [357]\n\nswitch costume to (調整 v)\n\nwhen I receive [game start v]\nswitch costume to (調整 v)\n\nchange x by (-40)\nchange y by (-50)\n\nchange x by (40)\nchange y by (50)\n\nchange x by (40)\nchange y by (-50)\n\nchange y by (40)\n\nset [clone v] to [217]\n\nchange [clone v] by (-1)\n\nchange y by (-100)\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [カイロ]> and <<touching (platformer v)?> and <not <(動き) = [2]>>>> then\n start sound [Coin v]\n change [温度 v] by (15)\n delete this clone\n end\nend\n\ngo to x: (-150) y: (-90)\n\ncreate clone of (_myself_ v)\n\nchange x by (30)\n\nchange x by (40)\n\nwhen I start as a clone\nif <[16] = (ステージ)> then\n set x to (3000)\n switch costume to (調整 v)\n repeat until <(x position) < [-239]>\n 移動 [1]\n end\n delete this clone\nend\n\ndefine 移動 (コスチューム)\nswitch costume to (調整 v)\ngo to [front v] layer\nchange x by (-2)\nswitch costume to (コスチューム)\n\nbroadcast (scroll v)\n\nwhen I receive [scroll v]\nif <(ステージ) = [16]> then\n set [カイロ v] to [0]\n repeat (100)\n change [カイロ v] by (1)\n wait until <(item (カイロ) of [カイロ x v]) < (scroll speed)>\n set [clone v] to (item (カイロ) of [カイロ clone v])\n create clone of (_myself_ v)\n end\nend\n\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\nforever\n delete (327) of [コスチューム v]\nend\n\nwhen I start as a clone\nforever\n if <<(動き) = [2]> and <touching (platformer v)?>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nchange y by (20)\n\nchange y by (-20)\n\nchange y by (-40)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n switch costume to (カイロ2 v)\n repeat (5)\n next costume\n if <touching (platformer v)?> then\n broadcast (end v)\n end\n end\n end\nend\n\nwhen I receive [end v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (www v)\nstop [all v]\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
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[English]\n○How to play\nOperate with cross keys\n○Body temperature\nThere is a thermometer at the bottom left of the screen, and you need to reach the goal before you get hypothermia. You can keep your body temperature by collecting warmers.\nThere are 30 stages in total, and there are various gimmicks such as ice that freezes when you touch it and sleet that prevents you from jumping when you step on it.\nIf you touch obstacles, your body temperature will drop, so avoid them and reach the goal as quickly as possible!\n\n[日本語]\n○遊び方\n十字キーで操作\n○体温\n画面左下には体温計があり、あなたは低体温症になる前にゴールする必要があります。カイロを集めることによって体温を保つことができます。\n全30ステージあり、触れると凍ってしまう氷や、踏むとジャンプできなくなるみぞれなど、様々なギミックがあります。\n障害物に触れると、体温が下がってしまうため、うまく避けながら、できるだけ早くゴールしましょう!\n
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list scrolling platformer v.0.1
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@Stage\n\nwhen flag clicked\nhide list [list based scrolling platformer | levitm v]\nset [coins v] to [0]\nsetup\nset [# v] to [play]\nforever\n set [timer v] to (timer)\n broadcast (tick v) and wait\n set [fps v] to ((1) / ((timer) - (timer)))\nend\n\nwhen I receive [tick v]\nclear graphic effects\nif <(#) = [play]> then\n player\n update list\nelse\n if <(☁ highscore :\)) > (time)> then\n set [☁ highscore :\) v] to (time)\n encode username\n wait (0.1) seconds\n set [☁ highscore by me v] to (encoded)\n end\n over\n stop [all v]\nend\n\ndefine get (x) (y) | (number or text)\nif <<<(y) > [99]> or <[0] > (y)>> or <<(x) > [99]> or <[0] > (x)>>> then\n set [output v] to (item (1) of [characters v])\nelse\n if <(number or text) = [1]> then\n set [output v] to (item ((((y) * (100)) + (x)) + (1)) of [list v])\n else\n set [output v] to (item ((((y) * (100)) + (x)) + (1)) of [whole list v])\n end\nend\n\ndefine set (x) (y) | (...) | (square?)\nif <not <<<(y) > [99]> or <[0] > (y)>> or <<(x) > [99]> or <[0] > (x)>>>> then\n replace item ((((y) * (100)) + (x)) + (1)) of [whole list v] with (...)\n if <(square?) = [1]> then\n replace item ((((y) * (100)) + (x)) + (1)) of [list v] with (...)\n end\nend\n\ndefine setup\nspawn\ndelete all of [whole list v]\nrepeat (10000)\n add (item (1) of [characters v]) to [whole list v]\nend\ndelete all of [list v]\nrepeat (10000)\n add (item (1) of [characters v]) to [list v]\nend\nsquare [0] [40] to [15] [45] [2]\nsquare [0] [40] to [0] [51] [2]\nsquare [20] [39] to [30] [42] [2]\nsquare [8] [42] to [10] [45] [4]\nset [13] [46] | (item (5) of [characters v]) | [1]\nset [25] [43] | (item (5) of [characters v]) | [1]\nset [23] [43] | (item (5) of [characters v]) | [1]\nset [27] [43] | (item (5) of [characters v]) | [1]\nsquare [35] [50] to [40] [0] [2]\nsquare [33] [45] to [36] [43] [2]\nset [36] [52] | (item (5) of [characters v]) | [1]\nset [38] [52] | (item (5) of [characters v]) | [1]\nsquare [47] [51] to [43] [53] [2]\nsquare [56] [0] to [50] [56] [2]\nset [54] [58] | (item (5) of [characters v]) | [1]\nset [52] [57] | (item (5) of [characters v]) | [1]\nset [50] [56] | (item (5) of [characters v]) | [1]\nsquare [52] [55] to [55] [55] [6]\nsquare [57] [64] to [64] [0] [2]\nset [58] [66] | (item (5) of [characters v]) | [1]\nset [60] [66] | (item (5) of [characters v]) | [1]\nset [62] [66] | (item (5) of [characters v]) | [1]\nsquare [66] [99] to [80] [20] [2]\nsquare [64] [18] to [84] [0] [2]\nsquare [90] [18] to [83] [0] [4]\nsquare [90] [18] to [99] [0] [2]\nsquare [92] [18] to [95] [18] [6]\nsquare [99] [0] to [99] [100] [2]\nsquare [99] [27] to [95] [27] [2]\nsquare [94] [32] to [97] [32] [2]\nsquare [92] [37] to [89] [37] [2]\nsquare [80] [38] to [85] [38] [2]\nsquare [83] [43] to [99] [45] [2]\nsquare [80] [43] to [80] [43] [2]\nsquare [85] [44] to [88] [44] [6]\nsquare [89] [44] to [99] [44] [4]\nsquare [95] [50] to [99] [50] [2]\nsquare [88] [55] to [70] [55] [2]\nsquare [81] [56] to [81] [60] [7]\nsquare [81] [58] to [84] [60] [7]\nset [97] [29] | (item (5) of [characters v]) | [1]\nset [95] [34] | (item (5) of [characters v]) | [1]\nset [91] [39] | (item (5) of [characters v]) | [1]\nset [81] [40] | (item (5) of [characters v]) | [1]\nset [83] [40] | (item (5) of [characters v]) | [1]\nset [96] [52] | (item (5) of [characters v]) | [1]\nset [87] [57] | (item (5) of [characters v]) | [1]\nset [85] [57] | (item (5) of [characters v]) | [1]\n\ndefine update list\ndelete all of [list based scrolling platformer | levitm v]\nset [iy v] to ((scroll y) + (6))\nset [i# v] to [0]\nrepeat (13)\n change [i# v] by (1)\n set [ix v] to ((scroll x) - (13))\n delete all of [row v]\n if <[10] > (i#)> then\n add [ ] to [row v]\n end\n set [i## v] to [0]\n repeat (21)\n change [i## v] by (1)\n change [ix v] by (1)\n get (ix) (iy) | []\n if <not <<(i##) > [19]> and <(i#) = [1]>>> then\n if <not <<(i##) > [19]> and <(i#) = [2]>>> then\n if <not <<(i##) > [19]> and <(i#) = [3]>>> then\n add (output) to [row v]\n end\n end\n end\n end\n if <(i#) = [1]> then\n add (join (row) (join [| fps ] ([ceiling v] of (fps) ))) to [list based scrolling platformer | levitm v]\n else\n if <(i#) = [2]> then\n add (join (row) (join (join [|] (item (5) of [characters v])) (join [: ] (coins)))) to [list based scrolling platformer | levitm v]\n else\n if <(i#) = [3]> then\n add (join (row) (join (join [|] [ time ]) (round (timer)))) to [list based scrolling platformer | levitm v]\n else\n add (row) to [list based scrolling platformer | levitm v]\n end\n end\n end\n change [iy v] by (-1)\nend\n\ndefine player\nset [ye? v] to ((<(ye?) = [3]> * (1)) + ((<(ye?) = [1]> * (2)) + (<(ye?) = [2]> * (3))))\nif <(ye?) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <(sy) = [0]> then\n change [scroll y v] by (-1)\n collision\n set [sy v] to ((item (1) of [collision v]) * (6))\n change [scroll y v] by (1)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [scroll x v] by (1)\n collision\n change [scroll x v] by (() - (item (1) of [collision v]))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [scroll x v] by (-1)\n collision\n change [scroll x v] by (item (1) of [collision v])\n end\n if <(sy) > [0]> then\n change [sy v] by (-1)\n change [scroll y v] by (1)\n collision\n change [scroll y v] by (() - (item (1) of [collision v]))\n set [sy v] to ((sy) - ((item (1) of [collision v]) * (sy)))\n end\n if <(sy) = [0]> then\n change [scroll y v] by (-1)\n collision\n change [scroll y v] by (item (1) of [collision v])\n end\n if <<<(scroll y) > [99]> or <[0] > (scroll y)>> or <<(scroll x) > [99]> or <[0] > (scroll x)>>> then\n spawn\n end\n collision\n if <(item (2) of [collision v]) = [1]> then\n spawn\n end\n change [scroll y v] by (-1)\n collision\n if <(item (2) of [collision v]) = [1]> then\n spawn\n end\n change [scroll y v] by (1)\n if <(item (3) of [collision v]) = [1]> then\n set [sy v] to [10]\n end\n change [scroll y v] by (-1)\n collision\n if <(item (3) of [collision v]) = [1]> then\n set [sy v] to [10]\n end\n change [scroll y v] by (1)\n set (item (1) of [last pos v]) (item (2) of [last pos v]) | (item (9) of [last pos v]) | []\n replace item (1) of [last pos v] with (scroll x)\n replace item (2) of [last pos v] with (scroll y)\n set (item (3) of [last pos v]) (item (4) of [last pos v]) | (item (10) of [last pos v]) | []\n replace item (3) of [last pos v] with ((scroll x) + (1))\n replace item (4) of [last pos v] with (scroll y)\n set (item (5) of [last pos v]) (item (6) of [last pos v]) | (item (11) of [last pos v]) | []\n replace item (5) of [last pos v] with (scroll x)\n replace item (6) of [last pos v] with ((scroll y) + (1))\n set (item (7) of [last pos v]) (item (8) of [last pos v]) | (item (12) of [last pos v]) | []\n replace item (7) of [last pos v] with ((scroll x) + (1))\n replace item (8) of [last pos v] with ((scroll y) + (1))\n set (scroll x) (scroll y) | (item (3) of [characters v]) | []\n get (scroll x) (scroll y) | [1]\n replace item (9) of [last pos v] with (output)\n set ((scroll x) + (1)) (scroll y) | (item (3) of [characters v]) | []\n get ((scroll x) + (1)) (scroll y) | [1]\n replace item (10) of [last pos v] with (output)\n set (scroll x) ((scroll y) + (1)) | (item (3) of [characters v]) | []\n get (scroll x) ((scroll y) + (1)) | [1]\n replace item (11) of [last pos v] with (output)\n set ((scroll x) + (1)) ((scroll y) + (1)) | (item (3) of [characters v]) | []\n get ((scroll x) + (1)) ((scroll y) + (1)) | [1]\n replace item (12) of [last pos v] with (output)\nend\n\ndefine square (x1) (y1) to (x2) (y2) (e)\nset [ix v] to (x1)\nrepeat (([abs v] of ((x1) - (x2)) ) + <([abs v] of ((x1) - (x2)) ) = [0]>)\n set [iy v] to (y1)\n repeat (([abs v] of ((y1) - (y2)) ) + <([abs v] of ((y1) - (y2)) ) = [0]>)\n set (ix) (iy) | (item (e) of [characters v]) | [1]\n change [iy v] by ((1) - (<(y1) > (y2)> * (2)))\n end\n change [ix v] by ((1) - (<(x1) > (x2)> * (2)))\nend\n\ndefine collision\nreplace item (3) of [collision v] with [0]\nreplace item (2) of [collision v] with [0]\nreplace item (1) of [collision v] with [0]\nget (scroll x) ((scroll y) + (1)) | []\nif <(output) = (item (2) of [characters v])> then\n replace item (1) of [collision v] with [1]\nend\nif <(output) = (item (4) of [characters v])> then\n replace item (2) of [collision v] with [1]\nend\nif <(output) = (item (6) of [characters v])> then\n replace item (3) of [collision v] with [1]\nend\nif <(output) = (item (7) of [characters v])> then\n set [# v] to [end]\n broadcast (game over v)\n stop [this script v]\nend\nif <(output) = (item (5) of [characters v])> then\n set (scroll x) ((scroll y) + (1)) | (item (1) of [characters v]) | [1]\n change [coins v] by (1)\nend\nget ((scroll x) + (1)) ((scroll y) + (1)) | []\nif <(output) = (item (2) of [characters v])> then\n replace item (1) of [collision v] with [1]\nend\nif <(output) = (item (4) of [characters v])> then\n replace item (2) of [collision v] with [1]\nend\nif <(output) = (item (6) of [characters v])> then\n replace item (3) of [collision v] with [1]\nend\nif <(output) = (item (7) of [characters v])> then\n set [# v] to [end]\n broadcast (game over v)\n stop [this script v]\nend\nif <(output) = (item (5) of [characters v])> then\n set ((scroll x) + (1)) ((scroll y) + (1)) | (item (1) of [characters v]) | [1]\n change [coins v] by (1)\nend\nget (scroll x) (scroll y) | []\nif <(output) = (item (2) of [characters v])> then\n replace item (1) of [collision v] with [1]\nend\nif <(output) = (item (4) of [characters v])> then\n replace item (2) of [collision v] with [1]\nend\nif <(output) = (item (6) of [characters v])> then\n replace item (3) of [collision v] with [1]\nend\nif <(output) = (item (7) of [characters v])> then\n set [# v] to [end]\n broadcast (game over v)\n stop [this script v]\nend\nif <(output) = (item (5) of [characters v])> then\n set (scroll x) (scroll y) | (item (1) of [characters v]) | [1]\n change [coins v] by (1)\nend\nget ((scroll x) + (1)) (scroll y) | []\nif <(output) = (item (2) of [characters v])> then\n replace item (1) of [collision v] with [1]\nend\nif <(output) = (item (4) of [characters v])> then\n replace item (2) of [collision v] with [1]\nend\nif <(output) = (item (6) of [characters v])> then\n replace item (3) of [collision v] with [1]\nend\nif <(output) = (item (7) of [characters v])> then\n set [# v] to [end]\n broadcast (game over v)\n stop [this script v]\nend\nif <(output) = (item (5) of [characters v])> then\n set ((scroll x) + (1)) (scroll y) | (item (1) of [characters v]) | [1]\n change [coins v] by (1)\nend\n\ndefine spawn\nreset timer\nset [scroll x v] to [2]\nset [scroll y v] to [50]\nset [sy v] to [0]\n\ndefine over\ndecode\ndelete all of [list based scrolling platformer | levitm v]\nadd (join [your time: ] (time)) to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [ GAME OVER] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd (join (join [ Highscore: ] (☁ highscore :\))) (join [ by: ] (highscore by))) to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd [] to [list based scrolling platformer | levitm v]\nadd (join [🟨: ] (join (coins) [/20])) to [list based scrolling platformer | levitm v]\n\nwhen I receive [game over v]\nset [time v] to (timer)\n\ndefine decode\nset [highscore by v] to []\nset [letter# v] to [1]\nrepeat ((length of (☁ highscore by me)) / (2))\n set [highscore by v] to (join (highscore by) (item (join (letter (letter#) of (☁ highscore by me)) (letter ((letter#) + (1)) of (☁ highscore by me))) of [aplhabet v]))\n change [letter# v] by (2)\nend\n\ndefine encode username\nset [letter# v] to [1]\nset [encoded v] to []\nrepeat (length of (username))\n set [encoded v] to (join (encoded) (item # of (letter (letter#) of (username)) in [aplhabet v]))\n change [letter# v] by (1)\nend\n\n
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PEN VERSION: https://scratch.mit.edu/projects/718813722\n\n0 SPRITES! Owo\n\narrow keys / WAD\n\ngreean - platform\nred - lava\nyellow - coin\nbrown - jumppad\nwhite - flag\n\nhave been working on this for a few days, it was a break from a big project im currently working on...\n\n\n\noh and #games and #list\n\n
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«Uɴᴅᴇʀɢʀᴏᴜɴᴅ» ᴀ Pʟᴀᴛғᴏʀᴍᴇʀ #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@Objeto1\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)\n if <(costume [name v]) = [a7]> then\n change y by (0.5)\n wait (0.1) seconds\n change y by (1)\n wait (0.1) seconds\n change y by (2)\n wait (0.1) seconds\n change y by (3)\n wait (0.1) seconds\n change y by (-0.5)\n wait (0.1) seconds\n change y by (-1)\n wait (0.1) seconds\n change y by (-2)\n wait (0.1) seconds\n change y by (-3)\n else\n go to x: (69) y: (-30)\n end\nend\n\n\n\n@Restart\n\nwhen flag clicked\nhide\nshow\nforever\n go to [front v] layer\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@Objeto3\n\nwhen flag clicked\nset size to (500) %\ngo to [front v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n wait () seconds\n change size by (0.5)\n end\n repeat (10)\n wait () seconds\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\nswitch costume to (red v)\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Objeto2\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nforever\n go to (objeto3 v)\nend\n\nwhen flag clicked\nswitch costume to (red v)\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n
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«Uɴᴅᴇʀɢʀᴏᴜɴᴅ» ᴘʟᴀᴛғᴏʀᴍᴇʀ\n\na game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/718620444/\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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||#4 騙されるな!騙しプラットフォーマー!Don't be fooled! Deception platformer!
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@Stage\n\nwhen I receive [game start v]\nforever\n play sound [Time To Leaf v] until done\nend\n\n@トゲ\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nset [上下 v] to [0]\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [メッセージ1 v]\n\nrepeat (30)\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\nend\nrepeat (30)\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\nend\n\n@地面\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\nhide\nwait (0) seconds\nshow\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [game start v]\n\nwhen I receive [game start v]\nforever\n if <(ステージ) = [3]> then\n show variable [time v]\n repeat until <(ステージ) = [9]>\n wait (1) seconds\n change [time v] by (1)\n end\n end\nend\n\nwhen flag clicked\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\n\nshow\ngo to [back v] layer\ngo to x: (215) y: (159)\nforever\n set size to ((100) + ((7) * ([sin v] of ((timer) * (300)) ))) %\nend\n\n@矢印\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@地面2\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\n\n switch costume to (ステージ)\n if <touching (player v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [メッセージ1 v]\nclear graphic effects\n\n@スプライト1\n\nwhen flag clicked\nreset timer\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (intro v)\n\nwhen [timer v] > (0)\nhide variable [☁ 世界記録/world records v]\nhide variable [time v]\n\n@スプライト4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\nset size to ((100) + ((2) * ([sin v] of ((timer) * (300)) ))) %\n\nwhen I receive [game start v]\nforever\n repeat (30)\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\n repeat (30)\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <touching (prayer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (20)\n end\nend\n\n@スプライト5\n\nwhen this sprite clicked\nchange [ステージ v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nif <(ステージ) = [3]> then\n show\n repeat until <(ステージ) = [8]>\n show\n set size to ((100) + ((2) * ([sin v] of ((timer) * (300)) ))) %\n end\nend\n\nrepeat (30)\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\nend\nrepeat (30)\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\nend\n\n@地面3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\n\n switch costume to (ステージ)\n if <touching (player v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\n@地面4\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\n\n switch costume to (ステージ)\n if <touching (player v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\n@player\n\ndefine 初期設定プログラム\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (stand v)\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (しゃがむクローン v)\n repeat (4)\n change size by (-4)\n change [ghost v] effect by (1.34)\n end\n delete this clone\nelse\n switch costume to (止まるクローン v)\n repeat (4)\n change size by (-4)\n change [ghost v] effect by (1.34)\n end\n delete this clone\nend\n\nwhen I receive [game start v]\nforever\n switch costume to (止まる v)\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (しゃがむ v)\n end\nend\n\nwhen I receive [game start v]\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[240] < (x position)> then\n broadcast (メッセージ1 v)\n hide\n wait (0) seconds\n 初期設定プログラム\n end\n if <<touching (トゲ v)?> or <(y position) < [-171]>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\n if <touching (ジャンプ台 v)?> then\n if <not <(y) = [0]>> then\n set [y v] to [18.5]\n start sound [Whiz v]\n end\n end\n if <touching (水 v)?> then\n set [x v] to ((x) / (1.3))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (4)\n else\n change [y v] by (-2)\n end\n end\n if <(ステージ) = [19]> then\n change [x v] by (0.7)\n end\nend\n\n@intro\n\nwhen flag clicked\n初期化\nset [intro:color v] to (pick random (0) to (120))\nstart sound [Free intro no text v]\nID [点] X座標 [0] Y座標 [0] 向き [90] 大きさ [1] 見た目 [点]\n待つ [1]\nID [name] X座標 [0] Y座標 [0] 向き [90] 大きさ [250] 見た目 [name]\nID [回転] X座標 [0] Y座標 [0] 向き [90] 大きさ [150] 見た目 [回転]\nID [背景] X座標 [0] Y座標 [0] 向き [90] 大きさ [150] 見た目 [背景]\nID [数字管理] X座標 [0] Y座標 [0] 向き [0] 大きさ [0] 見た目 [無]\nID [上] X座標 [0] Y座標 [190] 向き [90] 大きさ [100] 見た目 [1]\nID [下] X座標 [0] Y座標 [-190] 向き [90] 大きさ [100] 見た目 [1]\n待つ [3.1]\nID [どん] X座標 [0] Y座標 [0] 向き [90] 大きさ [100] 見た目 [どん]\nID [〇] X座標 [0] Y座標 [0] 向き [90] 大きさ [300] 見た目 [〇]\n小\n待つ [4.4]\nID [どん2] X座標 [100] Y座標 [-100] 向き [-90] 大きさ [120] 見た目 [どん2-1]\nID [どん2] X座標 [-100] Y座標 [100] 向き [90] 大きさ [120] 見た目 [どん2-1]\nID [〇] X座標 [-150] Y座標 [100] 向き [90] 大きさ [300] 見た目 [〇]\nID [〇] X座標 [150] Y座標 [100] 向き [90] 大きさ [300] 見た目 [〇]\n小\n待つ [4.55]\nID [どん2] X座標 [100] Y座標 [100] 向き [180] 大きさ [120] 見た目 [どん2-1]\nID [どん2] X座標 [-100] Y座標 [-100] 向き [0] 大きさ [120] 見た目 [どん2-1]\nID [〇] X座標 [-150] Y座標 [-100] 向き [90] 大きさ [300] 見た目 [〇]\nID [〇] X座標 [150] Y座標 [-100] 向き [90] 大きさ [300] 見た目 [〇]\n小\n待つ [5.9]\n小\nID [〇] X座標 [-150] Y座標 [0] 向き [90] 大きさ [400] 見た目 [〇]\nID [〇] X座標 [150] Y座標 [0] 向き [90] 大きさ [400] 見た目 [〇]\n待つ [6.4]\nID [〇2] X座標 [0] Y座標 [0] 向き [90] 大きさ [400] 見た目 [〇]\n小\n待つ [6.8]\nID [どん] X座標 [-150] Y座標 [0] 向き [90] 大きさ [100] 見た目 [どん]\nID [〇] X座標 [-150] Y座標 [0] 向き [90] 大きさ [300] 見た目 [〇]\n待つ [7]\nID [どん] X座標 [150] Y座標 [0] 向き [90] 大きさ [100] 見た目 [どん]\nID [〇] X座標 [150] Y座標 [0] 向き [90] 大きさ [300] 見た目 [〇]\n待つ [7.8]\nID [どん] X座標 [-230] Y座標 [110] 向き [90] 大きさ [60] 見た目 [どん]\nID [どん] X座標 [230] Y座標 [110] 向き [90] 大きさ [60] 見た目 [どん]\nID [どん] X座標 [-230] Y座標 [-110] 向き [90] 大きさ [60] 見た目 [どん]\nID [どん] X座標 [230] Y座標 [-110] 向き [90] 大きさ [60] 見た目 [どん]\n待つ [9]\nID [end] X座標 [-300] Y座標 [0] 向き [90] 大きさ [100] 見た目 [end]\n待つ [9.35]\nID [end2] X座標 [300] Y座標 [0] 向き [90] 大きさ [100] 見た目 [end]\n待つ [9.8]\nset [intro1 v] to [1]\nset [intro:end v] to [1]\n待つ [9.95]\nset [intro:end v] to [2]\n待つ [12]\nbroadcast (Game start v)\n\nwhen I start as a clone\nshow\nset [color v] effect to (intro:color)\nif <(ID) = [丸]> then\n go to [front v] layer\n go [backward v] (2) layers\n set [intro2 v] to (x position)\n repeat (39)\n change x by ((intro2) / (-25))\n change y by (([sin v] of (intro3) ) * (2))\n change [intro3 v] by (30)\n end\n delete this clone\nend\nif <(ID) = [上]> then\n go to [front v] layer\n repeat until <(intro:end) = [1]>\n change y by (-40)\n repeat until <(intro1) = [1]>\n x [0] y [190] 向き [90] 共通数値 [5]\n end\n end\n delete this clone\nend\nif <(ID) = [下]> then\n go to [front v] layer\n repeat until <(intro:end) = [1]>\n change y by (40)\n repeat until <(intro1) = [1]>\n x [0] y [-190] 向き [90] 共通数値 [5]\n end\n end\n delete this clone\nend\nif <(ID) = [点]> then\n go to [front v] layer\n repeat (30)\n 大きさ [4000] 大きさの数値 [6]\n end\n 待つ [1.5]\n set [intro2 v] to [-1.5]\n repeat (30)\n switch costume to (座標用 v)\n 大きさ [1] 大きさの数値 [7]\n change y by (intro2)\n set [intro2 v] to ((intro2) * (1.1))\n switch costume to (点 v)\n end\n delete this clone\nend\nif <(ID) = [回転]> then\n go to [back v] layer\n repeat until <(intro:end) = [1]>\n set [intro2 v] to [10]\n repeat until <(intro1) = [1]>\n turn right (intro2) degrees\n set [intro2 v] to ((intro2) / (1.2))\n end\n end\n delete this clone\nend\nif <(ID) = [name]> then\n repeat until <(intro:end) = [1]>\n set size to (450) %\n repeat until <(intro1) = [1]>\n x [0] y [0] 向き (direction) 共通数値 [10]\n 大きさ [250] 大きさの数値 [7]\n end\n end\n delete this clone\nend\nif <(ID) = [数字管理]> then\n hide\n ドン [3]\n ドン [4.3]\n ドン [4.5]\n ドン [5.8]\n ドン [6.4]\n ドン [6.8]\n ドン [7]\n ドン [7.7]\n delete this clone\nend\nif <(ID) = [〇]> then\n set [intro2 v] to [15]\n repeat (17)\n set [intro2 v] to ((intro2) * (1.5))\n change [fisheye v] effect by (intro2)\n end\n delete this clone\nend\nif <(ID) = [〇2]> then\n change [mosaic v] effect by (5)\n set [intro2 v] to [15]\n repeat (20)\n set [intro2 v] to ((intro2) * (1.5))\n change [fisheye v] effect by (intro2)\n end\n delete this clone\nend\nif <(ID) = [↑]> then\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[170] < (y position)>\n set [intro2 v] to [20]\n repeat until <(intro1) = [1]>\n if <[270] < (y position)> then\n delete this clone\n else\n switch costume to (座標用 v)\n change y by (intro2)\n set [intro2 v] to ((intro2) / (1.15))\n switch costume to (↑ v)\n end\n end\n end\n delete this clone\nend\nif <(ID) = [f]> then\n go to [front v] layer\n go [backward v] (2) layers\n repeat (17)\n change [ghost v] effect by (5.5)\n end\n delete this clone\nend\nif <(ID) = [小]> then\n go to [back v] layer\n go [forward v] (2) layers\n set [intro2 v] to (pick random (-20) to (20))\n set [intro3 v] to (pick random (5) to (20))\n show\n repeat until <touching (_edge_ v)?>\n change x by (intro2)\n change y by (intro3)\n set [intro2 v] to ((intro2) / (1.1))\n change [intro3 v] by (-1)\n end\n delete this clone\nend\nif <(ID) = [どん]> then\n set [brightness v] effect to (-30)\n repeat (11)\n next costume\n change size by (5)\n end\n delete this clone\nend\nif <(ID) = [どん2]> then\n set [brightness v] effect to (-30)\n repeat (17)\n next costume\n end\n delete this clone\nend\nif <(ID) = [背景]> then\n go to [back v] layer\n wait until <(intro:end) = [1]>\n delete this clone\nend\nif <(ID) = [end]> then\n repeat until <(intro:end) = [2]>\n x [-145] y [0] 向き [90] 共通数値 [4.5]\n end\n repeat (20)\n x [-400] y [0] 向き [90] 共通数値 [5.5]\n end\n delete this clone\nend\nif <(ID) = [end2]> then\n repeat until <(intro:end) = [2]>\n x [145] y [0] 向き [90] 共通数値 [4.5]\n end\n repeat (20)\n x [400] y [0] 向き [90] 共通数値 [5.5]\n end\n delete this clone\nend\n\ndefine 大きさ (大きさ) 大きさの数値 (大きさの数値)\nset [costume v] to (costume [name v])\nswitch costume to (無 v)\nchange size by (((round (大きさ)) - (round (size))) / (round (大きさの数値)))\nswitch costume to (costume)\n\ndefine x (x) y (y) 向き (向き) 共通数値 (共通数値)\nchange x by (((round (x)) - (round (x position))) / (round (共通数値)))\nchange y by (((round (y)) - (round (y position))) / (round (共通数値)))\nturn right (((round (向き)) - (round (direction))) / (round (共通数値))) degrees\n\ndefine 待つ (待つ)\nwait until <<(待つ) < (timer)> or <(timer) = (待つ)>>\n\ndefine ID (id) X座標 (x座標) Y座標 (y座標) 向き (向き) 大きさ (大きさ) 見た目 (見た目)\nswitch costume to (座標用 v)\ngo to x: (x座標) y: (y座標)\npoint in direction (向き)\nswitch costume to (見た目)\nset size to (大きさ) %\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\ndefine 初期化\nreset timer\nswitch costume to (無 v)\nhide\nclear graphic effects\nset volume to (100) %\nset [intro1 v] to [0]\nset [intro2 v] to [0]\nset [intro3 v] to [0]\nset [intro:end v] to [0]\nset [intro:color v] to [0]\nset [costume v] to [0]\nset [id v] to [0]\n\ndefine 小\nrepeat (pick random (7) to (13))\n ID [小] X座標 [0] Y座標 [0] 向き (pick random (0) to (360)) 大きさ (pick random (80) to (110)) 見た目 (pick random (10) to (14))\nend\n\nwhen I start as a clone\nif <(ID) = [name]> then\n forever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n end\nend\n\ndefine ドン (待つ)\n待つ (待つ)\nID [f] X座標 [0] Y座標 [0] 向き [90] 大きさ [100] 見た目 [f]\nset [intro1 v] to [1]\nwait (0) seconds\nset [intro1 v] to [0]\n\nwhen flag clicked\n待つ [6.6]\nrepeat (13)\n ID [丸] X座標 ((300) - (intro3)) Y座標 [120] 向き [90] 大きさ [180] 見た目 [丸の]\n ID [丸] X座標 ((-300) + (intro3)) Y座標 [-120] 向き [90] 大きさ [180] 見た目 [丸の]\n change [intro3 v] by (-3)\nend\n\nwhen I receive [game start v]\nstop [other scripts in sprite v]\ndelete this clone\n\n
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みなさんこんにちは!@Shibatan_Gamesです。\nHello everyone! This is @shibatan_Games.\n今回は騙しプラットフォーマーを作りました!\nThis time, I made a deception platformer!\n遊び方とメモの所をみてから遊んでください!\nPlease see how to play and the memo before you play!\n◆◆◆◆◆◆◆<遊び方/How to play>◆◆◆◆◆◆◆\n矢印キーorタップで動かします。\nMove it with an arrow key or tap.\n針に当たらないように進みましょう!\nLet's proceed so as not to hit the needle!\n◆<プラットフォーマーの内容/Platformer content>◆\nこの、プラットフォーマーは騙し要素があります!\nThis platformer has a trick!\n騙されないように注意してください!\nBe careful not to be deceived!\nそれでは、頑張って下さい。\nThen, please do your best.\n
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地面を描けるPlatformer!!
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@Stage\n\nwhen flag clicked\nshow variable [表示タイム v]\nhide variable [time v]\nset [time v] to [0]\nset [表示タイム v] to [0]\nforever\n repeat until <([costume # v] of [背景 v]) = [12]>\n wait (1) seconds\n change [表示タイム v] by (1)\n end\n if <([costume # v] of [背景 v]) = [12]> then\n set [time v] to (表示タイム)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [背景 v]) = [12]> then\n broadcast (終了 v)\n wait (1) seconds\n show variable [time v]\n show variable [☁ 世界記録 v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nset volume to (60) %\nforever\n play sound [空色ブルーム v] until done\nend\n\nwhen I receive [終了 v]\nif <(表示タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (表示タイム)\nend\n\nset [☁ 世界記録 v] to [100]\n\n@本体\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nshow\nset [y v] to [0]\nset [速さ v] to [0]\nforever\n switch costume to (コスチューム1 v)\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [速さ v] by (-0.99)\n end\n if <key (right arrow v) pressed?> then\n change [速さ v] by (0.99)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム2 v)\n end\n set [速さ v] to ((速さ) * (0.9))\n change x by (速さ)\n if <<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> then\n change y by (-1)\n end\n if <<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> then\n change y by (-1)\n end\n if <<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> then\n change y by (-1)\n end\n if <<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> then\n change y by (-1)\n end\n if <<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> then\n change y by (4)\n change x by ((速さ) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <(速さ) > [0]> then\n set [速さ v] to [-10]\n else\n set [速さ v] to [10]\n end\n else\n set [速さ v] to [0]\n end\n end\n change y by (-1)\n if <<<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> and <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n change y by (y)\n if <<<touching (背景 v)?> or <touching color (#00ff2d)?>> and <not <touching (障害物 v)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <(x position) > [215]>> then\n go to x: (-200) y: (0)\n set [y v] to [0]\n set [速さ v] to [0]\n broadcast (次のステージ v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <[-159] > (y position)>> then\n go to x: (-200) y: (0)\n set [y v] to [0]\n set [速さ v] to [0]\n start sound [crashed oof v]\n broadcast (4 v)\n end\nend\n\n@背景\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\n@地面\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset pen size to (10)\nset [インク v] to [300]\npen up\nerase all\nforever\n set pen color to (#00ff2d)\n go to (mouse-pointer v)\n if <<mouse down?> and <not <(インク) = [0]>>> then\n pen down\n change [インク v] by (-1)\n else\n pen up\n end\nend\n\nif then\n repeat until \n end\nend\nif <not <mouse down?>> then\nend\n\nwhen I receive [次のステージ v]\nset [インク v] to [300]\nerase all\n\nwhen I receive [4 v]\nset [インク v] to [300]\nerase all\n\nerase all\n\nwhen I receive [消し v]\nerase all\n\n@消す\n\nwhen this sprite clicked\nbroadcast (消し v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@障害物\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@NEXT\n\nwhen I receive [次のステージ v]\nshow\nswitch costume to (コスチューム1 v)\nstart sound [Connect v]\nrepeat (25)\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@サムネ\n\nwhen [q v] key pressed\nshow\nforever\n forever\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen flag clicked\nhide\n\n
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新作↓\nhttps://scratch.mit.edu/projects/753100082/\n(How to operate/操作方法)\n矢印キーで操作/Use the arrow keys to control\nクリックで地面を描く/Draw the ground with a click\n\n(Not mobile supported/モバイル非対応)\n\nバグがあったらコメントお願いします。\nモバイルは、非対応です。すいません。\nもしおもしろいと思ったら☆と♡お願いします。\n拡散してくれたらマジでうれしいです。
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LOST (PLATFORMER)
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@Stage\n\nwhen flag clicked\nforever\n play sound [01 - 夢追い人の物語 v] until done\nend\n\n@Player\n\ndefine Y Collision\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to [0]\nend\n\ndefine X Collision\nrepeat (8)\n if <touching (level v)?> then\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(XV) < [0]> then\n set [xv v] to ((Speed) * (6))\n else\n set [xv v] to ((Speed) * (-6))\n end\n set [yv v] to ((Jump Height) - (3))\n else\n set [xv v] to [0]\n end\nend\n\ndefine Jump Height Variation\nif <<(YV) > [0]> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n change [yv v] by (-0.9)\nend\n\nwhen flag clicked\nset [lvl v] to [1]\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\ngo to x: (-200) y: (-85)\nset [xv v] to [0]\nset [yv v] to [0]\nrepeat until <<key (space v) pressed?> or <mouse down?>>\n say [Where Am I? \(Click Or Press Space To Continue\)] for (0.01) seconds\nend\nglide (3) secs to x: (55) y: (-1)\nrepeat until <<key (space v) pressed?> or <mouse down?>>\n say [I Must Be Deep Underground] for (0.01) seconds\nend\nwait (0.3) seconds\nrepeat until <<key (space v) pressed?> or <mouse down?>>\n say [I Need To Get To The Surface] for (0.01) seconds\nend\nwait (0.3) seconds\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (Speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by ((Speed) * (-1))\n end\n set [xv v] to ((XV) * (Friction))\n change x by (XV)\n X Collision\n change [yv v] by ((Gravity) * (-1))\n change y by (YV)\n Y Collision\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 [yv v] to (Jump Height)\n end\n change y by (1)\n Jump Height Variation\n if <touching (progression v)?> then\n change [lvl v] by (1)\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> then\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [speed v] to [2]\nset [friction v] to [0.8]\nset [jump height v] to [15]\nset [gravity v] to [1]\n\nwhen flag clicked\nwait until <(Lvl) = [10]>\nsay [It Think I Can See The End Of This Cave] for (4) seconds\nwait until <(Lvl) = [11]>\nsay [Where Am I Now?] for (100000) seconds\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Lvl)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n go to x: (0) y: (([sin v] of ((timer) * (100)) ) * (6))\nend\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Toenail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Progression\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\nshow\ngo to x: (300) y: (0)\n\n
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-INSTRUCTIONS- \nUse Arrow Keys, WAD, Your Mouse, Or Finger To Move And Advance To The Next Level
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Scroll platformer!!! スクロールプラットフォーマー!!! scrollplatformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (now loading... v)\n\nwhen I receive [読み込み完了 v]\nswitch backdrop to (朝 v)\nforever\n wait (30) seconds\n switch backdrop to (昼 v)\n wait (30) seconds\n switch backdrop to (夕方 v)\n wait (30) seconds\n switch backdrop to (夜 v)\n wait (30) seconds\n switch backdrop to (朝 v)\nend\n\n@主人公\n\ndefine 着地\nrepeat until <not <<touching color (#b87d00)?> or <<touching color (#10fd00)?> or <touching color (#f2ff66)?>>>>\n change y by (1)\nend\n\nwhen I receive [読み込み完了 v]\nforever\n if <touching (バネ v)?> then\n change [speedy v] by (20)\n end\n if <<touching color (#b77803)?> or <<touching color (#f3ff72)?> or <touching color (#b87e03)?>>> then\n バク修正\n end\nend\n\nwhen flag clicked\nrepeat (100)\n set [goal v] to [0]\n set [key v] to [0]\n set [scroll v] to [0]\n reset timer\n set [speedy v] to [0]\n go to x: (-170) y: (34)\n set size to (100) %\n switch costume to (1 v)\n set [speedx v] to [0]\n set [リスポーン地点 v] to [1]\n hide\n point in direction (90)\n show list [world ranking 世界ランキング v]\nend\n\ndefine バク修正\nrepeat until <not <<touching color (#b77803)?> or <<touching color (#f3ff72)?> or <touching color (#b87e03)?>>>>\n set [speedy v] to [0]\n change y by (-3)\nend\n\nwhen I receive [読み込み完了 v]\nreset timer\nset [speedy v] to [0]\ngo to x: (-170) y: (34)\nshow\nwait (0.000001) seconds\nbroadcast (再開 v)\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [読み込み完了 v]\nshow\nforever\n change y by (speedy)\n change [speedy v] by (-1)\n if <<touching color (#f2ff66)?> or <<touching color (#b87d00)?> or <<touching color (#10fd00)?> or <<touching color (#b87d00)?> and <key (up arrow v) pressed?>>>>> then\n set [speedy v] to [0]\n end\n 着地\nend\n\nwhen I receive [読み込み完了 v]\nforever\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n change y by (-1)\n if <<touching color (#b87d00)?> or <<touching color (#f2ff66)?> or <<touching (バネ v)?> or <touching color (#10fd00)?>>>> then\n start sound [ニュッ2 v]\n change [speedy v] by (15)\n end\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n change [color v] effect by (10)\nend\n\nwhen I receive [読み込み完了 v]\ngo to x: (-120) y: (-93)\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [speedx v] by (1.2)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [speedx v] by (-1.2)\n end\n if <(speedx) > [12]> then\n set [speedx v] to [12]\n end\n set [speedx v] to ((speedx) / (1.1))\n change x by (speedx)\n if <touching color (#b87d00)?> then\n change x by (((0) - (speedx)) * (3))\n set [speedx v] to [0]\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ニュッ2 v]\n set [speedy v] to [13]\n set [speedx v] to ((speedx) - (5))\n else\n set [speedx v] to [0]\n end\n end\n if <<touching color (#ff0000)?> or <(y position) < [-171]>> then\n start sound [「うっ!」 v]\n hide\n broadcast (OUT v) and wait\n broadcast (復活 v)\n show\n set [speedx v] to [0]\n go to x: (-30) y: (0)\n end\nend\n\nwhen I receive [読み込み完了 v]\nwait (0.1) seconds\nforever\n if <[0] < (x position)> then\n change [scroll v] by (x position)\n set x to (0)\n end\nend\n\n@地面\n\nwhen flag clicked\nrepeat (100)\n go to x: (0) y: (0)\n hide\n switch costume to (コスチューム1 v)\n hide variable [time v]\n set [screen v] to [0]\n set [計算 v] to [0]\n set [out v] to [0]\n set [スクロールy v] to [0]\n delete all of [リスポーン地点 v]\n add [0] to [リスポーン地点 v]\n add [0] to [リスポーン地点 v]\n add [0] to [リスポーン地点 v]\n delete all of [world ranking 世界ランキング v]\nend\n\nwhen I start as a clone\nswitch costume to ((screen) + (1))\nshow\nforever\n set x to (((480) * (screen)) - (scroll))\n set [計算 v] to (((480) * (screen)) - (scroll))\n if <(計算) < [-480]> then\n delete this clone\n end\n if <(OUT) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [読み込み完了 v]\nset [screen v] to [0]\ncreate clone of (_myself_ v)\nforever\n if <(screen) < ([ceiling v] of ((scroll) / (480)) )> then\n change [screen v] by (1)\n create clone of (_myself_ v)\n end\n set [screen2 v] to (screen)\nend\n\nwhen I receive [out v]\nhide\nset [out v] to [1]\nrepeat (10)\n set [speedy v] to [0]\n go to x: (0) y: (0)\n set [scroll v] to (item (1) of [リスポーン地点 v])\n set [screen v] to (item (2) of [リスポーン地点 v])\n set [計算 v] to (item (3) of [リスポーン地点 v])\nend\ncreate clone of (_myself_ v)\nset [out v] to [0]\n\n@広告\n\nwhen I receive [読み込み完了 v]\nforever\n show\n go to x: (159) y: (196)\n wait (pick random (5) to (10)) seconds\n repeat (4)\n change y by (-6.5)\n end\n repeat (4)\n change y by (-3.5)\n end\n repeat (6)\n change y by (0.4)\n end\n start sound [ポップ v]\n repeat (4)\n change y by (-0.7)\n end\n wait (4) seconds\n repeat (8)\n change y by (1.5)\n end\n repeat (6)\n change y by (3.5)\n end\n go to [front v] layer\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n set [time2 v] to (timer)\nend\n\nwhen [timer v] > (time2)\nshow\ngo to [front v] layer\n\nwhen I receive [読み込み完了 v]\nwait (1) seconds\nrepeat until <(screen2) = [20]>\n set [time v] to (round (timer))\nend\nset [goal v] to [1]\nbroadcast (ユーザー名数値化 v) and wait\nshow variable [time v]\nif <not <(username) = [koguss]>> then\n if <(time) < (☁ No.1 記録)> then\n repeat (3)\n set [☁ no.5 ユーザー名 v] to (☁ No.4 ユーザー名)\n set [☁ no.5 記録 v] to (☁ No.4 記録)\n set [☁ no.4 ユーザー名 v] to (☁ No.3 ユーザー名)\n set [☁ no.4 記録 v] to (☁ No.3 記録)\n set [☁ no.3 ユーザー名 v] to (☁ No.2 ユーザー名)\n set [☁ no.3 記録 v] to (☁ No.2 記録)\n set [☁ no.2 ユーザー名 v] to (☁ World record 世界記録 No.1 ユーザー名)\n set [☁ no.2 記録 v] to (☁ No.1 記録)\n set [☁ world record 世界記録 no.1 ユーザー名 v] to (ユーザー名)\n set [☁ no.1 記録 v] to (time)\n end\n ランキング作成\n end\n if <<(time) < (☁ No.2 記録)> and <(☁ No.1 記録) < (time)>> then\n repeat (3)\n set [☁ no.5 ユーザー名 v] to (☁ No.4 ユーザー名)\n set [☁ no.5 記録 v] to (☁ No.4 記録)\n set [☁ no.4 ユーザー名 v] to (☁ No.3 ユーザー名)\n set [☁ no.4 記録 v] to (☁ No.3 記録)\n set [☁ no.3 ユーザー名 v] to (☁ No.2 ユーザー名)\n set [☁ no.3 記録 v] to (☁ No.2 記録)\n set [☁ no.2 ユーザー名 v] to (ユーザー名)\n set [☁ no.2 記録 v] to (time)\n end\n ランキング作成\n end\n if <<(time) < (☁ No.3 記録)> and <(☁ No.2 記録) < (time)>> then\n repeat (3)\n set [☁ no.5 ユーザー名 v] to (☁ No.4 ユーザー名)\n set [☁ no.5 記録 v] to (☁ No.4 記録)\n set [☁ no.4 ユーザー名 v] to (☁ No.3 ユーザー名)\n set [☁ no.4 記録 v] to (☁ No.3 記録)\n set [☁ no.3 ユーザー名 v] to (ユーザー名)\n set [☁ no.3 記録 v] to (time)\n end\n ランキング作成\n end\n if <<(time) < (☁ No.4 記録)> and <(☁ No.3 記録) < (time)>> then\n repeat (3)\n set [☁ no.5 ユーザー名 v] to (☁ No.4 ユーザー名)\n set [☁ no.5 記録 v] to (☁ No.4 記録)\n set [☁ no.4 ユーザー名 v] to (ユーザー名)\n set [☁ no.4 記録 v] to (time)\n end\n ランキング作成\n end\n if <<(time) < (☁ No.5 記録)> and <(☁ No.4 記録) < (time)>> then\n repeat (3)\n set [☁ no.5 ユーザー名 v] to (ユーザー名)\n set [☁ no.5 記録 v] to (time)\n end\n ランキング作成\n end\nend\nランキング作成\n\ndefine ランキング作成\ndelete all of [world ranking 世界ランキング v]\nset [復元するユーザー名 v] to (☁ World record 世界記録 No.1 ユーザー名)\nbroadcast (ユーザー名復元 v) and wait\nadd (join (join (join (join (☁ No.1 記録) [ ]) [...]) [ ]) (復元したユーザー名)) to [world ranking 世界ランキング v]\nset [復元するユーザー名 v] to (☁ No.2 ユーザー名)\nbroadcast (ユーザー名復元 v) and wait\nadd (join (join (join (join (☁ No.2 記録) [ ]) [...]) [ ]) (復元したユーザー名)) to [world ranking 世界ランキング v]\nset [復元するユーザー名 v] to (☁ No.3 ユーザー名)\nbroadcast (ユーザー名復元 v) and wait\nadd (join (join (join (join (☁ No.3 記録) [ ]) [...]) [ ]) (復元したユーザー名)) to [world ranking 世界ランキング v]\nset [復元するユーザー名 v] to (☁ No.4 ユーザー名)\nbroadcast (ユーザー名復元 v) and wait\nadd (join (join (join (join (☁ No.4 記録) [ ]) [...]) [ ]) (復元したユーザー名)) to [world ranking 世界ランキング v]\nset [復元するユーザー名 v] to (☁ No.5 ユーザー名)\nbroadcast (ユーザー名復元 v) and wait\nadd (join (join (join (join (☁ No.5 記録) [ ]) [...]) [ ]) (復元したユーザー名)) to [world ranking 世界ランキング v]\nhide list [world ranking 世界ランキング v]\nwait (1) seconds\nstop [this script v]\n\n@第4種ターボ対策ソフト2\n\nwhen I receive [読み込み完了 v]\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [読み込み完了 v]\nforever\n set [tabo v] to (timer)\n wait (0) seconds\n if <(tabo) = (timer)> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@Now Loading...\n\nwhen flag clicked\ngo to x: (-150) y: (-100)\nrepeat (2)\n erase all\nend\npen down\nset pen color to (#9e9e9e)\nset pen size to (40)\ngo to x: (150) y: (-100)\npen up\ngo to x: (-145) y: (-100)\npen down\nset pen color to (#58f017)\nset pen size to (30)\nglide (1) secs to x: (145) y: (-100)\nwait (0.2) seconds\nerase all\nbroadcast (読み込み完了 v)\n\n@中間\n\nwhen I receive [読み込み完了 v]\ncreate clone of (_myself_ v)\nforever\n if <(screen) < ([ceiling v] of ((scroll) / (480)) )> then\n change [screen v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to ((screen) + (1))\nif <not <[整理 v] contains (costume [number v])?>> then\n show\nend\nforever\n set x to (((480) * (screen)) - (scroll))\n set [計算 v] to (((480) * (screen)) - (scroll))\n if <(計算) < [-480]> then\n delete this clone\n end\n if <(OUT) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [out v]\nhide\nset [out v] to [1]\nif <(リスポーン地点) = [1]> then\n repeat (10)\n set [scroll v] to [0]\n set [screen v] to [0]\n set [計算 v] to [0]\n go to x: (0) y: (0)\n end\n create clone of (_myself_ v)\nend\nset [out v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (主人公 v)?> then\n add (costume [number v]) to [整理 v]\n delete all of [リスポーン地点 v]\n start sound [成功音 v]\n hide\n add (scroll) to [リスポーン地点 v]\n add (screen) to [リスポーン地点 v]\n add (計算) to [リスポーン地点 v]\n delete this clone\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n delete all of [整理 v]\n set [screen v] to [0]\nend\n\n@地面2\n\nwhen flag clicked\nhide\n\nwhen I receive [out v]\nshow\ngo to [front v] layer\nswitch costume to (screen2)\n\nwhen I receive [復活 v]\nhide\n\n@ユーザー名復元\n\nwhen I receive [ユーザー名数値化 v]\nrepeat (3)\n set [数 v] to [1]\n set [数値化仮 v] to []\n repeat (length of (username))\n switch costume to (letter (数) of (username))\n if <(length of (costume [number v])) = [2]> then\n set [数値化仮 v] to (join (数値化仮) (costume [number v]))\n else\n set [数値化仮 v] to (join (数値化仮) (join [0] (costume [number v])))\n end\n change [数 v] by (1)\n end\n set [ユーザー名 v] to (数値化仮)\nend\n\nwhen I receive [ユーザー名復元 v]\nrepeat (3)\n set [復元用 v] to []\n set [復元数 v] to [1]\n set [復元したユーザー名 v] to []\n repeat ((length of (復元するユーザー名)) / (2))\n set [復元用 v] to (letter (復元数) of (復元するユーザー名))\n change [復元数 v] by (1)\n set [復元用 v] to (join (復元用) (letter (復元数) of (ユーザー名)))\n switch costume to (復元用)\n set [復元したユーザー名 v] to (join (復元したユーザー名) (costume [name v]))\n change [復元数 v] by (1)\n set [復元用 v] to []\n end\nend\n\n
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日本語は下\n\n English\n Must press the flag twice\n【Method of operation】\ncomputer\n- Operate with arrow keys\n・Hip drop by pressing the up arrow key and the down arrow key in order\n\nmobile\nkey replacement\n・Upward arrow key ➡Press above the character\n・Down arrow key ➡Press below the character\n・Right arrow key ➡ Press right from character\n・Left arrow key ➡ Press left from character\n・Hip drop is not allowed\n\n【clear】\n・It is clear when you go to the end\n\n 日本語\n 旗2回押し必須\n【操作方法】\nPC\n・矢印キーで操作\n・上向き矢印キーと下向き矢印キーを順番に押すとヒップドロップ\n\nモバイル\nキーの置き換え\n・上向き矢印キー➡キャラより上を押す\n・下向き矢印キー➡キャラより下を押す\n・右向き矢印キー➡キャラより右を押す\n・左向き矢印キー➡キャラより左を押す\n・ヒップドロップはできません\n\n【クリア】\n・一番奥まで行くとクリアです
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[online platformer]オンラインプラットフォーマー
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@Stage\n\nwhen flag clicked\nforever\n if <<(34) < [5]> and <key (space v) pressed?>> then\nend\n\nchange [34 v] by (1)\nstop all sounds\n\nwhen I receive [start v]\nforever\n play sound [BGM v] until done\nend\n\nif <(34) = [1]> then\n play sound [Time To Leaf v] until done\nend\nif <(34) = [2]> then\n play sound [Water \(1\) \(1\) v] until done\nend\n\nif <(34) = [3]> then\n\nif <(34) = [4]> then\n play sound [Alone For Now v] until done\nend\n\nif <(34) = [5]> then\n\n@障害物\n\nwhen flag clicked\n\ninsert [sorry//ごめん] at (14) of [chat v] \n\nwhen flag clicked\nhide variable [ホイ国 v]\n\nwhen I receive [start v]\nshow variable [ホイ国 v]\nset [ホイ国 v] to [旗を2回押して//press the flag twice]\nwait (5) seconds\nhide variable [ホイ国 v]\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n配置 ((1920) + (3000)) [300] [11]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\n@チャット\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [チャット表示 v] to [0]\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [チャット v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (t v) pressed?>> then\n start sound [Muted Conga v]\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [24]>> then\n set [チャット v] to (answer)\n broadcast (チャット v)\n else\n show variable [ホイ国 v]\n set [ホイ国 v] to [そのチャットは存在しません。]\n wait (4) seconds\n hide variable [ホイ国 v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n if <(チャット表示) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\nset [ghost v] effect to (0)\n\nadd [You are amazi ng!//君すごいね!] to [chat v]\ndelete (18) of [chat v]\n\n@スプライト1\n\nwhen I receive [軽量化 v]\n\nwhen I receive [start v]\ngo to [front v] layer\n\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@地面\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n配置 (((1920) + (1150)) + (1500)) [250] [11]\n配置 (((1920) + (1150)) + (2000)) [250] [12]\n\n@てき\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n point in direction ((90) + (モンスターx))\n go to x: (((1) + (+X)) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = (((1) + (+X)) - (スクロールx))> and <<(OK?) = [0]> and <(y position) = ((2) - (スクロールy))>>> then\n show\n else\n if <[0] < (OK?)> then\n broadcast (678 v)\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3))\n if <[0] < (モンスターx)> then\n switch costume to ((3) + (2))\n else\n switch costume to ((3) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [モンスターx v] to [0]\nforever\n repeat (+)\n change [モンスターx v] by (1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [モンスターx v] by (-1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (プレーヤー v)?> then\n if <(y) < [0]> then\n start sound [つぶれる v]\n set [y v] to [18]\n set [モンコx v] to ((1) + (+X))\n set [モンコy v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen flag clicked\nhide\n配置 [850] [-35] [1] [40]\n配置 [3250] [100] [1] [20]\n配置 [3750] [100] [1] [40]\n\n@はた\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム3 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n set [vui v] to [1]\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n stop [all v]\n end\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\nwhen flag clicked\nset [vui v] to [0]\nhide\n配置 [4500] [130] [1]\n\n@はた2\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nforever\n show\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\nend\n\n配置 [4100] [110] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n start sound [game-effect013 v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n forever\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n wait (0.04) seconds\n switch costume to (コスチューム5 v)\n wait (0.04) seconds\n switch costume to (コスチューム6 v)\n wait (0.04) seconds\n switch costume to (コスチューム5 v)\n wait (0.04) seconds\n switch costume to (コスチューム4 v)\n wait (0.04) seconds\n switch costume to (コスチューム7 v)\n wait (0.04) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n配置 [1450] [260] [1]\n配置 [3050] [150] [1]\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nstop [this script v]\n\nswitch costume to ((1) + (3))\n\n@プレーヤー2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールx)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールy))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nforever\n point in direction (90)\nend\n\nwhen [left arrow v] key pressed\npoint in direction (90)\nforever\n point in direction (90)\nend\n\nwhen I receive [start v]\nforever\n point in direction (90)\nend\n\nset [tui v] to []\nhide variable [tui v]\n\nwhen flag clicked\n\n@プレーヤー\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n if <(チャット) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (チャット) of [chat v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1.3)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1.3)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (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 end\n end\n end\n end\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change [スクロールx v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(スクロールx) < [0]> or <[4500] < (スクロールx)>>>))\n if <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\n end\n if <[4500] < (スクロールx)> then\n set [スクロールx v] to [4500]\n end\n change [スクロールy v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(スクロールy) < [0]>>))\n if <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\nif <(!) = [0]> then\n\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((スクロールy) - (YY)) ) < [3]> and <([abs v] of ((スクロールx) - (XX)) ) < [3]>>\n change [スクロールx v] by (round (((XX) - (スクロールx)) / (5)))\n change [スクロールy v] by (round (((YY) - (スクロールy)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (地面 v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n start sound [壁キック v]\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n start sound [Jump v]\n if <(cf) < [2]> then\n set [y v] to [20]\n else\n set [y v] to [23]\n end\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [スクロールx v] to [0]\nset [スクロールy v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (コスチューム6 v)\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム4 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム5 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen [timer v] > (タイム)\nhide\n\nwhen this sprite clicked\nchange [color v] effect by (20)\n\nwhen I receive [vftuod v]\nbroadcast (オンライン v)\nbroadcast (START v)\n\nwhen I receive [hjlfk-^------ v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nforever\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\nend\n\nstart sound [壁キック v]\n\nwhen I receive [軽量化 v]\nif <touching (水 v)?> then\n set [y v] to ([cos v] of (0.1) )\n go to [back v] layer\nelse\n go to [front v] layer\nend\nif <<touching (水 v)?> and <<key (up arrow v) pressed?> or <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>> then\n set [y v] to [5]\nend\n\n\n\nwhen I receive [軽量化 v]\npoint in direction (90)\n\nforever\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwhen I receive [軽量化 v]\n\nwhen [timer v] > (0)\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide variable [☁ こp v]\n\nshow variable [☁ こp v]\nset [☁ こp v] to []\nset [☁ こp v] to (join (username) [ participated])\nwait (2) seconds\nset [☁ こp v] to []\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (x position)\nend\n\n@サムネ\n\nwhen flag clicked\nset [vui v] to [0]\nhide\n\nshow\n\nforever\n\ngo to [front v] layer\n\nbroadcast (終わり v)\n\nwhen I receive [tftu v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ruyi v] to [0]\nwait (0.1) seconds\nset volume to (100) %\ngo to [front v] layer\nset size to (60) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-140)\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n change y by ([cos v] of ((動きの) + (3)) )\nend\nstart sound [選択 v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nwait (0.5) seconds\nset [ruyi v] to [1]\nhide\nbroadcast (vftuod v)\nset volume to (0) %\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\n\nrepeat (10)\n\nplay sound [ホーム v] until done\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nbroadcast (軽量化 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n show\n change [動きの v] by (0.1)\n change y by ([cos v] of (動きの) )\n end\n if <(ruyi) = [1]> then\n hide\n end\n if <(ruyi) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nif <(costume [number v]) = [2]> then\n show\n change [動きの v] by (4)\n change y by ([sin v] of (動きの) )\nend\nif <(costume [number v]) = [3]> then\n show\n change [動きの v] by (10)\n change y by ([cos v] of (動きの) )\nend\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <<(OK?) = [0]> and <(y position) = ((2) - (スクロールy))>>> then\n show\n else\n hide\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [コイン v] by (1)\n end\nend\n\nwhen flag clicked\nset [コイン v] to [0]\n\nwhen I receive [monster coin v]\nwait (0.5) seconds\nif <(costume [number v]) = [1]> then\n set [monster coin? v] to [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\nwhen flag clicked\nset [コインでty v] to [0]\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\nset [monster coin? v] to [0]\n配置 [120] [15] [1]\n配置 [70] [15] [1]\n配置 [340] [130] [1]\n配置 [390] [130] [1]\n配置 [630] [-25] [1]\n配置 [680] [-25] [1]\n配置 [730] [-25] [1]\n配置 [1200] [80] [1]\n配置 [2050] [90] [1]\n配置 [2200] [90] [1]\n配置 [2400] [200] [1]\n配置 [2630] [200] [1]\n配置 [3100] [150] [1]\n配置 [3380] [150] [1]\n配置 [3500] [150] [1]\n\nswitch costume to ((1) + (3))\n\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.03) seconds\n if <touching (プレーヤー v)?> then\n start sound [coin001 v]\n change [コインの数 v] by (1)\n delete this clone\n end\nend\n\n配置 (モンコx) ((モンコy) + (10)) [1]\n\nwhen flag clicked\nset [コインの数 v] to [0]\n\n@スプライト4\n\nwhen flag clicked\nstart sound [ホーム v]\nset [ruyi v] to [0]\nwait (0.1) seconds\nset volume to (100) %\nset size to (60) %\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-50)\nforever\n change y by ([cos v] of ((動きの) + (3)) )\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (操作方法 v)\n play sound [選択 v] until done\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (25533) y: (-500400)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@スプライト5\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [操作方法 v]\nshow\ngo to x: (0) y: (-5)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n go to [front v] layer\nend\nhide\n\nwait (0.5) seconds\n\nwhen I receive [vftuod v]\nhide\n\nwhen I receive [start v]\ngo to x: (-49221) y: (-5255)\n\n@水\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\nshow\n\nwhen flag clicked\nshow\nset [チャット v] to []\n配置 [2400] [-20] [1]\n\nwhen I receive [軽量化 v]\nswitch costume to (なし v)\ngo to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\nshow\nswitch costume to (3)\n\nwhen I receive [軽量化 v]\nset [ghost v] effect to (30)\nset [5て v] to [0]\nif <touching (プレーヤー v)?> then\n play sound [水1 v] until done\n set [5て v] to [1]\nend\nif <<touching (プレーヤー v)?> and <(5て) = [1]>> then\n play sound [水1 v] until done\n set [5て v] to [0]\nend\n\n@感謝\n\nwhen flag clicked\nbroadcast (♡&☆ 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 I receive [♡&☆ v]\nwait until <not <(♡&☆) = [11]>>\ngo to x: (-15) y: (0)\nswitch costume to (はーと v)\ncreate clone of (_myself_ v)\nswitch costume to (星 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\n@スプライト8\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\n\nif <not <(username) = [hayatiburusu]>> then\n show\n broadcast (tftu v)\n go to [front v] layer\n stop [all v]\nend\n\nwhen I receive [start v]\n\n@スプライト7\n\n@スプライト9\n\n@スプライト11\n\nwhen flag clicked\nswitch costume to (コスチューム16 v)\ngo to x: (-63) y: (140)\n\nwhen I receive [軽量化 v]\nswitch costume to ((コインの数) + (1))\n\n@スプライト10\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-122) y: (161)\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1pかな? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [1]\n set [☁ p1 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [2]\n set [☁ p2 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [3]\n set [☁ p3 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [4]\n set [☁ p4 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [5]\n set [☁ p5 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [6]\n set [☁ p6 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [7]\n set [☁ p7 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [8]\n set [☁ p8 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [9]\n set [☁ p9 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [10]\n set [☁ p10 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [プレーヤー v] to [0]\nset [プレーヤー2 v] to []\nrepeat (length of (username))\n change [プレーヤー v] by (1)\n switch costume to (letter (プレーヤー) of (username))\n set [プレーヤー2 v] to (join (プレーヤー2) (costume [number v]))\nend\nrepeat ((40) - (length of (プレーヤー2)))\n set [プレーヤー2 v] to (join (プレーヤー2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [フー v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((フー) + (1)) of (item (%) of [p1〜10 v])) (letter ((フー) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [フー v] by (2)\n switch costume to (join (letter ((フー) - (1)) of (item (%) of [p1〜10 v])) (letter (フー) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\nwhen I receive [軽量化 v]\nbroadcast (軽量化 v)\n\n@スプライト12\n\n@スプライト13\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <(costume [number v]) = [2]> then\n change [〜 v] by (6.5)\n point in direction ((([sin v] of (vui) ) * (6)) + (90))\n end\nend\n\nwhen I receive [軽量化 v]\nif <(vui) = [1]> then\n show\n point in direction (90)\n set [ghost v] effect to (30)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (14) y: (-4)\nend\n\npoint in direction (90)\nrepeat (20)\n turn left ([cos v] of (vui) ) degrees\nend\n\ngo to x: (3) y: (-4)\n\ngo to [front v] layer\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <(costume [number v]) = [2]> then\nend\n\nwhen I receive [軽量化 v]\nif <(vui) = [1]> then\n set [ghost v] effect to (0)\n show\nend\n\npoint in direction (90)\nrepeat (20)\n turn left ([cos v] of (vui) ) degrees\nend\n\ngo to x: (3) y: (-4)\n\nwhen [timer v] > ()\nforever\n go to [front v] layer\n change [78 v] by (6.5)\n point in direction ((([sin v] of (78) ) * (6)) + (90))\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n show\n change [動きの v] by (4)\n change y by ([sin v] of (動きの) )\nend\n\nif <(costume [number v]) = [3]> then\n show\n change [動きの v] by (10)\n change y by ([cos v] of (動きの) )\nend\n\nwhen I receive [軽量化 v]\nif <(ruyi) = [1]> then\n hide\nend\nif <(ruyi) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@地面2\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n配置 (((1920) + (1150)) + (1500)) [250] [11]\n配置 (((1920) + (1150)) + (2000)) [250] [12]\n\n@音響2\n\nwhen I receive [start v]\n\nplay sound [BGM \(1\) v] until done\n\nwhen flag clicked\nwait (0.02) seconds\nplay sound [ホーム \(1\) v] until done\n\nwhen I receive [start v]\nstop all sounds\n\nwait (0.05) seconds\nforever\nend\n\nwhen flag clicked\nforever\nend\n\nrepeat (20)\n change [pan left/right v] effect by (10)\nend\nrepeat (20)\n change [pan left/right v] effect by (-10)\nend\n\n@スプライト15\n\nwhen flag clicked\nwait (0.02) seconds\ngo to [front v] layer\nhide\ngo to x: (0) y: (110)\nswitch costume to (コスチューム3 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n change [動きの v] by (10)\n change y by ([cos v] of (動きの) )\nend\n\nwhen I receive [軽量化 v]\nif <(ruyi) = [1]> then\n hide\nend\nif <(ruyi) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@スプライト16\n\nwhen I receive [vftuod v]\nrepeat (10)\n broadcast (START v)\nend\nstop [this script v]\n\n
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@hayatiburusu follow me! ! \n星とハートを押したら感謝の文字が出ます。\nlanguage:English or japanese.\nIf you press the star and heart, a letter of thanks will appear.\nーーーーーーー日本語は下ーーーーーーーーーーーーー\nPlease leave a comment!\nEarphones or headphones recommended\nChange the sound with the space bar. But other people change too.\nVersions change. Currently version 16\nIf it is heavy, push the flag twice. Flag push twice recommended\nBasic operation arrow keys, mobile compatible.\nFree speech is turned off because there is a fear of fighting\nIf you have any harassment, please write in the comment section.\nーーーーーーーーーーーーーーーーーーーーーーーー\nイヤホン推奨\n旗二回押して。追加してほしい言葉言ってください。\n重い場合旗を二回押す。旗押し二回推奨\n基本操作矢印キー、モバイル対応です。\n自由発言は、喧嘩の恐れがあるためOFFにしています\n嫌がらせ等ありましたらお知らせください\nchatボタンまたはTキーでチャット会話\nーーーーーーーーーーーーーーーーーーーーーー
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-[Cᴜʙᴇ's]- Aᴅᴠᴇɴᴛᴜʀᴇ #all #games #platformer #trending
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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 flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\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\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 [name v]) = [10]> 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 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@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: (223) y: (163)\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@Objeto2\n\n@Ground2\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@descarga (11)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
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-[Cᴜʙᴇ's]- Aᴅᴠᴇɴᴛᴜʀᴇ\n\na game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/714995300/\n\n-ᴜsᴇ ᴛʜᴇ ᴀʀʀᴏᴡs ᴛᴏ ᴍᴏᴠᴇ\n-ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ sᴘɪᴋᴇs\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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ESCAPE-PLATFORMER
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@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n play sound [Goodbye2 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n if <(背景) = [11]> then\n switch backdrop to (背景2 v)\n stop [this script v]\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n wait (pick random (10) to (45)) seconds\n switch costume to (コスチューム1 v)\n wait (15) seconds\n switch costume to (player v)\nend\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nswitch costume to (player v)\nset size to (80) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (9)\n change [brightness v] effect by (3)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<touching (レーザー v)?> or <(y position) < [-183]>> or <touching (ポリ公ここまでおーいで v)?>> then\n change [ライフ v] by (-1)\n create clone of (やられた主人公 v)\n if <touching (レーザー v)?> then\n start sound [トラップ反応 v]\n end\n if <touching (ポリ公ここまでおーいで v)?> then\n start sound [うわあああああああ v]\n end\n if <(y position) < [-183]> then\n start sound [落とす v]\n end\n repeat (10)\n change [pixelate v] effect by (10)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (地面 v)?> or <touching (レーザー麓 v)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n go to x: (-216) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n start sound [神武器キターーー! v]\n repeat (3)\n change [ライフ v] by (1)\n end\n wait until <not <(costume [number v]) = [3]>>\n end\nend\n\n@地面\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nforever\n set [背景 v] to (costume [number v])\nend\n\n@レーザー麓\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to (65) %\nshow\n\nwhen I receive [next v]\nnext costume\n\n@レーザー\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nforever\n set size to (75) %\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [brightness v] effect to (10)\nforever\n change [color v] effect by (0.5)\nend\n\n@ポリ公ここまでおーいで\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n switch costume to (コスチューム1 v)\n if <<(背景) = [5]> or <(背景) = [8]>> then\n show\n set rotation style [left-right v]\n point in direction (-90)\n glide (1.5) secs to x: (-148) y: (-32)\n wait (0.3) seconds\n point in direction (90)\n glide (1.9) secs to x: (148) y: (-32)\n end\n if <(背景) = [10]> then\n show\n go to x: (120) y: (-40)\n set size to (80) %\n end\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n if <not <(背景) = [10]>> then\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(背景) = [10]> or <<(背景) = [5]> or <(背景) = [8]>>>> then\n hide\n end\nend\n\n@Ha-to\n\nwhen flag clicked\nshow\nshow variable [ライフ v]\nset [ライフ v] to [7]\nforever\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n if <(ライフ) = [0]> then\n broadcast (あ,終わったねw v)\n stop [all v]\n end\n if <(背景) = [11]> then\n hide\n hide variable [ライフ v]\n end\nend\n\n@サムネ脱獄失敗w乙泥\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [あ,終わったねw v]\nshow\nstart sound [F1 v]\nhide variable [ライフ v]\n\n@サムネ詐欺\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n
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新作→https://scratch.mit.edu/projects/759957938/\n日本語は下です\nみんなハートがいくつ残ったか教えてー\n作者は最高6\n\nEnglish:\nYou can operate with the arrow keys.\nDon't get hit by lasers or police (guards).\nThere are 7 lives, and if you touch the ↑ one, it will decrease by one,\nWhen it reaches 0, it starts over. You have 7 lives.\nWhen the player's eyes are red, they gain 3 lives.\nGood luck with your jailbreak!\n\n日本語:\n矢印キーで操作ができます。\nレーザーや警察(看守)に当たらないでください。\nライフは7あって,↑のものに触れると一減ってゆき、\n0になるとやり直しです。ライフは7あります。\nプレイヤーの目が赤い時は,ライフが3増えます。\n頑張って脱獄して下さい!
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Write the ground platformer 地面を書くプラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nset volume to (100) %\nchange volume by (-70)\nforever\n play sound [Starship v] until done\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nset pen color to (#00e01d)\n\n@当たったら死ぬやつ\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ \n\nwhen flag clicked\nswitch costume to (止まる v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<not <(書いてる?) = [書いてる]>> and <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (左 v)\n change [x2 v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <<not <(書いてる?) = [書いてる]>> and <<(x position) < (mouse x)> and <mouse down?>>>> then\n switch costume to (右 v)\n change [x2 v] by (0.9)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (止まる v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (地面 v)?> or <touching color (#00e01d)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00e01d)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00e01d)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00e01d)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00e01d)?>> then\n change y by (1.0)\n if <<touching (地面 v)?> or <touching color (#00e01d)?>> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<not <(書いてる?) = [書いてる]>> and <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#00e01d)?> or <<touching (地面 v)?> or <touching (動く地面 v)?>>> then\n if <<not <(書いてる?) = [書いてる]>> and <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching color (#00e01d)?> or <<touching (地面 v)?> or <touching (動く地面 v)?>>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (次 v)\n hide\n erase all\n set [x2 v] to [0]\n go to x: (-201) y: (-100)\n show\n end\n if <<touching (動く当たったら死ぬやつ2 v)?> or <<touching (動くちっちゃい当たったら死ぬやつ v)?> or <<<touching (当たったら死ぬやつ v)?> or <(y position) < [-174]>> or <touching (動く当たったら死ぬやつ v)?>>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nif <touching color (#00e01d)?> then\n repeat until <not <touching color (#00e01d)?>>\n change y by (1)\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <(ステージ) = [9]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@えんぺぃつ\n\nwhen flag clicked\nerase all\n\nwhen flag clicked\nhide\nset [書く? v] to []\n\nforever\nend\n\nerase all\n\nwhen I receive [書く v]\nif <(書いてる?) = [書いていない]> then\n set [書いてる? v] to [書いてる]\n forever\n show\n go to (mouse-pointer v)\n if <mouse down?> then\n set pen size to (5)\n set pen color to (#00e01d)\n pen down\n else\n pen up\n end\n end\nelse\n hide\nend\n\nwhen I receive [書かない v]\nstop [other scripts in sprite v]\nhide\nset [書いてる? v] to [書いていない]\n\n@スプライト1\n\nwhen this sprite clicked\nif <(書いてる?) = [書いていない]> then\n broadcast (書く v)\nend\nif <(書いてる?) = [書いてる]> then\n broadcast (書かない v)\nend\n\nwhen flag clicked\nset [書いてる? v] to [書いていない]\nforever\n go to [front v] layer\nend\n\n@スプライト3\n\nwhen this sprite clicked\nwait (0.1) seconds\nerase all\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(書いてる?) = [書いてる]> then\n show\n else\n hide\n end\nend\n\n@動く当たったら死ぬやつ\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [8]> then\n show\n end\nend\n\nwhen I receive [レーザー消える v]\nstop [other scripts in sprite v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nforever\n if <(ステージ) = [8]> then\n show\n end\n if <touching ( v)?> then\n switch costume to (コスチューム2 v)\n broadcast (レーザー消える v)\n end\n if <(ステージ) = [9]> then\n hide\n end\nend\n\n@♡\n\nwhen flag clicked\nset [♡ v] to [0]\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n if <(♡) = [1]> then\n set [♡ v] to [0]\n else\n set [♡ v] to [1]\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nshow\n\n@☆\n\nwhen flag clicked\nset [☆ v] to [0]\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n if <(☆) = [1]> then\n set [☆ v] to [0]\n else\n set [☆ v] to [1]\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nshow\n\n@言葉\n\nwhen flag clicked\nset [☆ v] to [0]\nhide\ngo to x: (0) y: (187)\nforever\n go to [front v] layer\n if <((変数) + (☆)) = [2]> then\n show\n switch costume to (thank you!! v)\n glide (1) secs to x: (0) y: (157)\n wait (1) seconds\n glide (1) secs to x: (0) y: (200)\n hide\n set [☆ v] to [0]\n end\nend\n\n
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地面を書いているときは動けません\nYou can't move when you are writing on the ground.\n鉛筆のボタンをもう一度押すと動けます\nPress the pencil button again to move.\n矢印キーで動かします\nUse the arrow keys to move it.\n進みたい方向をタップしても動かせます\nYou can also move it by tapping in the direction you want to go.\nトゲに触れてはいけません\nDo not touch spikes or Lava!\n
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☁️ Biome - platformer creator
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@Stage\n\nwhen flag clicked\nforever\n if <[menu v] contains (page)?> then\n if <(length of [platformers v]) = [0]> then\n if <(dark mode) = [1]> then\n switch backdrop to (menu4 v)\n else\n switch backdrop to (menu3 v)\n end\n else\n if <(dark mode) = [1]> then\n switch backdrop to (menu2 v)\n else\n switch backdrop to (menu v)\n end\n end\n else\n switch backdrop to (join [b] (Biome))\n end\nend\n\n@Blank\n\n@Blocks\n\ndefine Blocks (?) x (??)\nset [block id v] to [0]\ngo to x: (-220) y: (160)\ndelete all of [block x v]\ndelete all of [block y v]\ndelete all of [block y+ v]\nswitch costume to (0 v)\nset [brightness v] effect to (0)\nrepeat (??)\n repeat (?)\n change [block id v] by (1)\n add (x position) to [block x v]\n add (y position) to [block y v]\n add [0] to [block y+ v]\n create clone of (_myself_ v)\n change x by (40)\n end\n change y by (-40)\n set x to (-220)\nend\n\nwhen I start as a clone\nset size to (250) %\nshow\nforever\n go to x: (item (Block id) of [block x v]) y: ((item (Block id) of [block y v]) + (item (Block id) of [block y+ v]))\n Looks\n switch costume to (item (Block id) of [blocks v])\n if <(page) = [creative]> then\n Create\n end\n Block (item (Block id) of [blocks v])\nend\n\nwhen flag clicked\nset [page v] to [home]\nforever\n wait until <[block pages v] contains (page)?>\n set [tot v] to [0]\n Blocks [12] x [9]\n wait until <not <[block pages v] contains (page)?>>\nend\n\ndefine Brightness\nset [list+ v] to [0]\nset [brightness v] effect to (0)\nrepeat until <<[no hitbox blocks v] contains (item ((Block id) + (list+)) of [blocks v])?> = [true]>\n change [list+ v] by (-12)\n change [brightness v] effect by (-2)\nend\n\ndefine Looks\nBrightness\n\ndefine Block (id)\ngo [backward v] (1) layers\nif <(id) = [0]> then\n point in direction (90)\n if <(Biome) = [1]> then\n switch costume to (0 v)\n else\n if <(Biome) = [2]> then\n switch costume to (0 b2 v)\n else\n if <(Biome) = [3]> then\n switch costume to (0 b3 v)\n else\n if <(Biome) = [4]> then\n switch costume to (0 b4 v)\n end\n end\n end\n end\nelse\n if <(id) = [01]> then\n point in direction (90)\n if <(Biome) = [1]> then\n if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (-12)) of [blocks v]) = [0]>>>> then\n point in direction (90)\n switch costume to (01v3 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (-12)) of [blocks v]) = [0]>>>> then\n point in direction (0)\n switch costume to (01v4 v)\n else\n if <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <<(item ((Block id) + (12)) of [blocks v]) = [1]> and <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <(item ((Block id) + (-12)) of [blocks v]) = [0]>>>> then\n go to [front v] layer\n go [backward v] (5) layers\n point in direction (90)\n switch costume to (01v4 v)\n else\n if <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n point in direction (180)\n switch costume to (01v4 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n point in direction (-90)\n switch costume to (01v4 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n go to [front v] layer\n go [backward v] (5) layers\n point in direction (90)\n switch costume to (01v2 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n go to [front v] layer\n go [backward v] (5) layers\n point in direction (-90)\n switch costume to (01v2 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n go to [front v] layer\n go [backward v] (5) layers\n point in direction (0)\n switch costume to (01v2 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [1]>>>> then\n go to [front v] layer\n go [backward v] (5) layers\n point in direction (180)\n switch costume to (01v2 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [1]> and <<(item ((Block id) + (-12)) of [blocks v]) = [0]> and <<(item ((Block id) + (-1)) of [blocks v]) = [1]> and <(item ((Block id) + (12)) of [blocks v]) = [0]>>>> then\n point in direction (90)\n switch costume to (01v5 v)\n else\n if <<(item ((Block id) + (1)) of [blocks v]) = [0]> and <<(item ((Block id) + (-12)) of [blocks v]) = [1]> and <<(item ((Block id) + (-1)) of [blocks v]) = [0]> and <(item ((Block id) + (12)) of [blocks v]) = [1]>>>> then\n point in direction (180)\n switch costume to (01v5 v)\n else\n if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n point in direction (90)\n switch costume to (1 v)\n else\n if <(item ((Block id) + (12)) of [blocks v]) = [0]> then\n point in direction (-90)\n switch costume to (1 v)\n else\n if <(item ((Block id) + (1)) of [blocks v]) = [0]> then\n point in direction (180)\n switch costume to (1 v)\n else\n if <(item ((Block id) + (-1)) of [blocks v]) = [0]> then\n point in direction (0)\n switch costume to (1 v)\n else\n go to [back v] layer\n point in direction (90)\n switch costume to (2 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(Biome) = [2]> then\n if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n point in direction (90)\n switch costume to (01b2 v)\n else\n point in direction (90)\n switch costume to (02b2 v)\n end\n else\n if <(Biome) = [3]> then\n if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n point in direction (90)\n switch costume to (01b3 v)\n else\n point in direction (90)\n switch costume to (02b3 v)\n end\n else\n if <(Biome) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n end\n else\n if <(id) = [02]> then\n point in direction (90)\n if <(Biome) = [1]> then\n switch costume to (2 v)\n else\n if <(Biome) = [2]> then\n switch costume to (03 desert v)\n else\n if <(Biome) = [3]> then\n if <(item ((Block id) + (-12)) of [blocks v]) = [0]> then\n switch costume to (03 snow v)\n else\n switch costume to (03 snow under v)\n end\n if <touching (character v)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.5)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.5)\n end\n end\n end\n else\n if <(Biome) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n end\n else\n if <(id) = [03]> then\n point in direction (90)\n if <<<(Biome) = [1]> or <(Biome) = [3]>> or <(Biome) = [4]>> then\n switch costume to (3 v)\n else\n if <(Biome) = [2]> then\n switch costume to (03 desert v)\n end\n end\n else\n if <(id) = [04]> then\n point in direction (90)\n if <<<(Biome) = [1]> or <(Biome) = [2]>> or <(Biome) = [3]>> then\n if <(item ((Block id) + (-12)) of [blocks v]) = [4]> then\n switch costume to (04 under v)\n else\n switch costume to (4 v)\n end\n else\n if <(Biome) = [4]> then\n if <(item ((Block id) + (-12)) of [blocks v]) = [4]> then\n switch costume to (04 lava2 v)\n else\n switch costume to (04 lava v)\n end\n end\n end\n else\n if <(id) = [05]> then\n if <<(Biome) = [1]> or <(Biome) = [4]>> then\n switch costume to (5 v)\n if <<[blank v] contains (item ((Block id) + (1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-12)) of [blocks v])?> and <[blank v] contains (item ((Block id) + (12)) of [blocks v])?>>>> then\n switch costume to (rotary thorn v)\n turn right (2) degrees\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n point in direction (90)\n if <<(item ((Block id) + (-12)) of [blocks v]) = [5]> and <(item ((Block id) + (-12)) of [block dir v]) = (direction)>> then\n switch costume to (05 under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n point in direction (-90)\n if <<(item ((Block id) + (12)) of [blocks v]) = [5]> and <(item ((Block id) + (12)) of [block dir v]) = (direction)>> then\n switch costume to (05 under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n point in direction (0)\n if <<(item ((Block id) + (-1)) of [blocks v]) = [5]> and <(item ((Block id) + (-1)) of [block dir v]) = (direction)>> then\n switch costume to (05 under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n point in direction (180)\n if <<(item ((Block id) + (1)) of [blocks v]) = [5]> and <(item ((Block id) + (1)) of [block dir v]) = (direction)>> then\n switch costume to (05 under v)\n end\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (24)) of [blocks v])?>> and <(item ((Block id) + (12)) of [blocks v]) = [5]>> then\n switch costume to (05 up v)\n point in direction (90)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (-24)) of [blocks v])?>> and <(item ((Block id) + (-12)) of [blocks v]) = [5]>> then\n switch costume to (05 up v)\n point in direction (-90)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (2)) of [blocks v])?>> and <(item ((Block id) + (1)) of [blocks v]) = [5]>> then\n switch costume to (05 up v)\n point in direction (0)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (-2)) of [blocks v])?>> and <(item ((Block id) + (-1)) of [blocks v]) = [5]>> then\n switch costume to (05 up v)\n point in direction (180)\n else\n point in direction (90)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(Biome) = [2]> then\n switch costume to (05 desert v)\n if <<[blank v] contains (item ((Block id) + (1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-12)) of [blocks v])?> and <[blank v] contains (item ((Block id) + (12)) of [blocks v])?>>>> then\n switch costume to (rotary thorn3 v)\n turn right (2) degrees\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n point in direction (90)\n if <<(item ((Block id) + (-12)) of [blocks v]) = [5]> and <(item ((Block id) + (-12)) of [block dir v]) = (direction)>> then\n switch costume to (05 desert under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n point in direction (-90)\n if <<(item ((Block id) + (12)) of [blocks v]) = [5]> and <(item ((Block id) + (12)) of [block dir v]) = (direction)>> then\n switch costume to (05 desert under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n point in direction (0)\n if <<(item ((Block id) + (-1)) of [blocks v]) = [5]> and <(item ((Block id) + (-1)) of [block dir v]) = (direction)>> then\n switch costume to (05 desert under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n point in direction (180)\n if <<(item ((Block id) + (1)) of [blocks v]) = [5]> and <(item ((Block id) + (1)) of [block dir v]) = (direction)>> then\n switch costume to (05 desert under v)\n end\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (24)) of [blocks v])?>> and <(item ((Block id) + (12)) of [blocks v]) = [5]>> then\n switch costume to (05 desert up v)\n point in direction (90)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (-24)) of [blocks v])?>> and <(item ((Block id) + (-12)) of [blocks v]) = [5]>> then\n switch costume to (05 desert up v)\n point in direction (-90)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (2)) of [blocks v])?>> and <(item ((Block id) + (1)) of [blocks v]) = [5]>> then\n switch costume to (05 desert up v)\n point in direction (0)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (-2)) of [blocks v])?>> and <(item ((Block id) + (-1)) of [blocks v]) = [5]>> then\n switch costume to (05 desert up v)\n point in direction (180)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(Biome) = [3]> then\n switch costume to (05 snow v)\n if <<[blank v] contains (item ((Block id) + (1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-1)) of [blocks v])?> and <<[blank v] contains (item ((Block id) + (-12)) of [blocks v])?> and <[blank v] contains (item ((Block id) + (12)) of [blocks v])?>>>> then\n switch costume to (rotary thorn2 v)\n turn right (2) degrees\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n point in direction (90)\n if <<(item ((Block id) + (-12)) of [blocks v]) = [5]> and <(item ((Block id) + (-12)) of [block dir v]) = (direction)>> then\n switch costume to (05 snow under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n point in direction (-90)\n if <<(item ((Block id) + (12)) of [blocks v]) = [5]> and <(item ((Block id) + (12)) of [block dir v]) = (direction)>> then\n switch costume to (05 snow under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n point in direction (0)\n if <<(item ((Block id) + (-1)) of [blocks v]) = [5]> and <(item ((Block id) + (-1)) of [block dir v]) = (direction)>> then\n switch costume to (05 snow under v)\n end\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n point in direction (180)\n if <<(item ((Block id) + (1)) of [blocks v]) = [5]> and <(item ((Block id) + (1)) of [block dir v]) = (direction)>> then\n switch costume to (05 snow under v)\n end\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (24)) of [blocks v])?>> and <(item ((Block id) + (12)) of [blocks v]) = [5]>> then\n switch costume to (05 snow up v)\n point in direction (90)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (-24)) of [blocks v])?>> and <(item ((Block id) + (-12)) of [blocks v]) = [5]>> then\n switch costume to (05 snow up v)\n point in direction (-90)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (2)) of [blocks v])?>> and <(item ((Block id) + (1)) of [blocks v]) = [5]>> then\n switch costume to (05 snow up v)\n point in direction (0)\n else\n if <<not <[no hitbox blocks v] contains (item ((Block id) + (-2)) of [blocks v])?>> and <(item ((Block id) + (-1)) of [blocks v]) = [5]>> then\n switch costume to (05 snow up v)\n point in direction (180)\n else\n point in direction (90)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(id) = [06]> then\n if <not <[no hitbox blocks v] contains (item ((Block id) + (12)) of [blocks v])?>> then\n point in direction (90)\n switch costume to (6 v)\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-12)) of [blocks v])?>> then\n point in direction (-90)\n switch costume to (6 v)\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (1)) of [blocks v])?>> then\n point in direction (0)\n switch costume to (6 v)\n else\n if <not <[no hitbox blocks v] contains (item ((Block id) + (-1)) of [blocks v])?>> then\n point in direction (180)\n switch costume to (6 v)\n else\n point in direction (90)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Create\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(tot) = [0]>> then\n if <not <(Block id) = (character block)>> then\n if <(Selected Block) = [7]> then\n replace item (item # of [6] in [blocks v]) of [blocks v] with [0]\n switch costume to (Selected Block)\n replace item (Block id) of [blocks v] with (costume [name v])\n else\n switch costume to (Selected Block)\n replace item (Block id) of [blocks v] with (costume [name v])\n end\n end\nend\n\nwhen I start as a clone\nforever\n replace item (Block id) of [block dir v] with (direction)\nend\n\nwhen I start as a clone\nforever\n if <<(item (Block id) of [blocks v]) = [4]> or <(item (Block id) of [blocks v]) = [5]>> then\n if <touching (character v)?> then\n broadcast (reset x-y v)\n end\n else\n if <(item (Block id) of [blocks v]) = [6]> then\n if <touching (character v)?> then\n set [finish? v] to [1]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <[block pages v] contains (page)?>> then\n delete this clone\n end\nend\n\ndelete all of [block y v]\n\n@Block hitboxs\n\ndefine Blocks (?) x (??)\nset [twin block id v] to [0]\nrepeat (?)\n repeat (??)\n change [twin block id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<not <(page) = [test]>> and <not <(page) = [play]>>> then\n delete this clone\n else\n set [ghost v] effect to (100)\n switch costume to (item (twin Block id) of [blocks v])\n go to x: (item (twin Block id) of [block x v]) y: ((item (twin Block id) of [block y v]) + (item (twin Block id) of [block y+ v]))\n point in direction (item (twin Block id) of [block dir v])\n go to [front v] layer\n if <[no hitbox blocks v] contains (item (twin Block id) of [blocks v])?> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <<(page) = [test]> or <(page) = [play]>>\n wait (0) seconds\n Blocks [12] x [9]\n wait until <<not <(page) = [test]>> and <not <(page) = [play]>>>\nend\n\nwhen I start as a clone\nforever\n if <<(item (twin Block id) of [blocks v]) = [2]> and <<(item ((twin Block id) + (12)) of [blocks v]) = [0]> and <(item ((twin Block id) + (-12)) of [blocks v]) = [0]>>> then\n wait until <touching (character v)?>\n wait (0.1) seconds\n repeat until <(item (twin Block id) of [block y+ v]) = [0]>\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(item (twin Block id) of [blocks v]) = [2]> and <<(item ((twin Block id) + (12)) of [blocks v]) = [0]> and <(item ((twin Block id) + (-12)) of [blocks v]) = [0]>>> then\n if <touching (character v)?> then\n repeat until <touching (_edge_ v)?>\n replace item (twin Block id) of [block y+ v] with ((item (twin Block id) of [block y+ v]) + (-10))\n end\n replace item (twin Block id) of [block y+ v] with ((item (twin Block id) of [block y+ v]) + (-10))\n end\n end\nend\n\n@İnventory\n\ndefine Create Twins (?) (group)\nset [twin id v] to [0]\nset [? v] to (?)\nset [group v] to (group)\nrepeat (?)\n change [twin id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n set [ghost v] effect to (0)\n forever\n set x to (((Twin id) + (((?) / (2)) * (-1))) * (25))\n end\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n forever\n if <(y position) = [-150]> then\n if <[9] < (Twin id)> then\n if <<<key ((letter (1) of (Twin id)) v) pressed?> and <key ((letter (2) of (Twin id)) v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [selected block v] to (Twin id)\n end\n else\n if <<key ((Twin id) v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [selected block v] to (Twin id)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n switch costume to (join [i] (Twin id))\n set y to (-150)\n forever\n if <(Selected Block) = (Twin id)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-10)\n end\n end\nend\n\nwhen I start as a clone\nif <(group) = [1]> then\n forever\n switch costume to (xy v)\n if <(ihb) = [1]> then\n if <not <(y position) = [-150]>> then\n change y by (15)\n end\n else\n if <not <(y position) = [-210]>> then\n change y by (-15)\n end\n end\n switch costume to (join [i] (Twin id))\n end\nend\n\nwhen I start as a clone\nset [tot v] to [0]\nforever\n if <<(group) = [1]> or <<(group) = [2]> or <(group) = [3]>>> then\n wait until <touching (mouse-pointer v)?>\n change [tot v] by (1)\n wait until <not <touching (mouse-pointer v)?>>\n change [tot v] by (-1)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(group) = [2]> then\n switch costume to (join [b] (Biome))\n go to x: (-170) y: (-150)\n forever\n switch costume to (join [b] (Biome))\n if <(y position) = [-150]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [biome v] by (1)\n if <(Biome) = [5]> then\n set [biome v] to [1]\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nif <(group) = [2]> then\n forever\n switch costume to (xy v)\n if <(ihb) = [1]> then\n if <not <(y position) = [-150]>> then\n change y by (15)\n end\n else\n if <not <(y position) = [-210]>> then\n change y by (-15)\n end\n end\n switch costume to (join [b] (Biome))\n end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n forever\n if <(finish?) = [1]> then\n go to [front v] layer\n set y to (-30)\n set size to (90) %\n else\n set size to (100) %\n switch costume to (xy v)\n if <(ihb) = [1]> then\n if <not <(y position) = [150]>> then\n change y by (-15)\n end\n else\n if <not <(y position) = [210]>> then\n change y by (15)\n end\n end\n end\n if <(page) = [play]> then\n if <(Twin id) = [3]> then\n switch costume to (bu3-2 v)\n else\n if <(Twin id) = [4]> then\n switch costume to (bu4-2 v)\n else\n switch costume to (join [bu] (Twin id))\n end\n end\n else\n switch costume to (join [bu] (Twin id))\n end\n end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n if <(Twin id) = [1]> then\n go to x: (-150) y: (150)\n else\n if <(Twin id) = [2]> then\n go to x: (-50) y: (150)\n else\n if <(Twin id) = [3]> then\n go to x: (50) y: (150)\n else\n if <(Twin id) = [4]> then\n go to x: (150) y: (150)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(group) = [3]> or <(group) = [2]>> then\n forever\n if <(costume [number v]) = [20]> then\n if <(like or dislike on?) = [0]> then\n set [brightness v] effect to (-10)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(costume [number v]) = [19]> then\n if <(like or dislike on?) = [0]> then\n set [brightness v] effect to (-10)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(costume [number v]) = [18]> then\n if <(platformer on?) = [0]> then\n set [brightness v] effect to (-10)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n forever\n if <<(y position) = [150]> or <(y position) = [-30]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Twin id) = [1]> then\n wait until <not <mouse down?>>\n if <<(page) = [test]> or <(page) = [play]>> then\n broadcast (reset x-y v)\n else\n broadcast (reset x-y v)\n set [page v] to [test]\n end\n else\n if <(Twin id) = [2]> then\n wait until <not <mouse down?>>\n set [page v] to [home]\n else\n if <(Twin id) = [3]> then\n wait until <not <mouse down?>>\n if <(costume [number v]) = [19]> then\n broadcast (like v) and wait\n broadcast (leaderboard v) and wait\n else\n set [page v] to [creative]\n end\n else\n if <(Twin id) = [4]> then\n wait until <not <mouse down?>>\n if <(costume [number v]) = [20]> then\n broadcast (dislike v) and wait\n broadcast (leaderboard v) and wait\n else\n if <(platformer on?) = [1]> then\n ask [Platformer Name? \(max 4\)] and wait\n set [platformer name v] to (answer)\n broadcast (reset x-y v)\n set [page v] to [test]\n repeat until <<(finish?) = [1]> or <not <(page) = [test]>>>\n say [finish the level to share the platform] for (0.1) seconds\n end\n if <<(finish?) = [1]> and <(page) = [test]>> then\n broadcast (create new platformer v) and wait\n broadcast (leaderboard v) and wait\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\nforever\n if <<(group) = [1]> or <(group) = [2]>> then\n if <[creative v] contains (page)?> then\n if <<<(ihb) = [1]> and <(tot) = [0]>> and <mouse down?>> then\n hide\n else\n show\n end\n else\n hide\n end\n else\n if <<<(ihb) = [1]> and <(tot) = [0]>> and <mouse down?>> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (hitbox v)\nforever\n wait until <[block pages v] contains (page)?>\n set [selected block v] to [1]\n Create Twins [7] [1]\n Create Twins [1] [2]\n Create Twins [4] [3]\n Create Twins [1] [4]\n repeat until <not <[block pages v] contains (page)?>>\n if <<(tot) = [0]> and <mouse down?>> then\n set [ihb v] to [0]\n wait until <not <mouse down?>>\n else\n if <touching (mouse-pointer v)?> then\n set [ihb v] to [1]\n else\n set [ihb v] to [0]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <[block pages v] contains (page)?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<(group) = [1]> or <<(group) = [2]> or <(group) = [3]>>> then\n if <(ihb) = [0]> then\n set [tot v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[play v] contains (page)?>> then\n set [finish? v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(group) = [4]> then\n forever\n go to [front v] layer\n go [backward v] (4) layers\n switch costume to (finish v)\n if <(finish?) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n forever\n wait until <(finish?) = [1]>\n wait until <not <(finish?) = [1]>>\n set y to (150)\n end\nend\n\nwhen I start as a clone\nif <(group) = [3]> then\n forever\n if <(Twin id) = [1]> then\n if <<(page) = [test]> or <(page) = [play]>> then\n switch costume to (bu1-2 v)\n else\n switch costume to (bu1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@character\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n if <(page) = [play]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (. v)\n go to x: (round ([x position v] of (join [characte] [r]))) y: (round ([y position v] of (join [characte] [r])))\n if <(finish?) = [0]> then\n point towards (mouse-pointer v)\n else\n end\n if <[block pages v] contains (page)?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (6) layers\n switch costume to (character v)\n if <[play v] contains (page)?> then\n if <(finish?) = [0]> then\n show\n physics\n else\n show\n end\n else\n if <(page) = [creative]> then\n reset x-y\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(page) = [creative]>\n set [character block v] to [50]\n repeat until <not <(page) = [creative]>>\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(item ((character block) + (-12)) of [blocks v]) = [0]> then\n change [character block v] by (-12)\n wait (0.1) seconds\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(item ((character block) + (12)) of [blocks v]) = [0]> then\n change [character block v] by (12)\n wait (0.1) seconds\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(item ((character block) + (1)) of [blocks v]) = [0]> then\n change [character block v] by (1)\n wait (0.1) seconds\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(item ((character block) + (-1)) of [blocks v]) = [0]> then\n change [character block v] by (-1)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\nend\n\ndefine physics\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.75)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.75)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (block hitboxs v)?> then\n change y by (2)\n if <touching (block hitboxs v)?> then\n change y by (2)\n if <touching (block hitboxs v)?> then\n change y by (2)\n if <touching (block hitboxs v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (block hitboxs v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<touching (block hitboxs v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [16]\nend\nchange y by (-1)\n\nwhen I receive [reset x-y v]\nreset x-y\n\ndefine reset x-y\ngo to x: (item (character block) of [block x v]) y: (item (character block) of [block y v])\nset [xv v] to [0]\nset [yv v] to [0]\nset [finish? v] to [0]\ndelete all of [block y+ v]\nrepeat (108)\n add [0] to [block y+ v]\nend\n\nwhen flag clicked\nforever\n if <[-179] > (y position)> then\n broadcast (reset x-y v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <[blocks v] contains [6]?>> then\n if <(x position) > [229]> then\n set [finish? v] to [1]\n end\n end\nend\n\n@ ☁️\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n change [. v] by (1)\n repeat (10)\n change [contain numbers? v] by (1)\n if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n change [not v] by (1)\n end\n end\n if <(not) = [10]> then\n set [synchronized v] to []\n stop [this script v]\n end\n set [contain numbers? v] to [-1]\n set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n set [gaps v] to []\n repeat ((length) - (length of (synchronize)))\n set [gaps v] to (join (set) (gaps))\n end\n set [synchronized v] to (join (synchronize) (gaps))\nelse\n if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n set [synchronized v] to (synchronize)\n else\n if <(length of (synchronize)) > (length)> then\n set [. v] to [0]\n set [... v] to []\n repeat (length)\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [synchronized v] to (...)\n set [. v] to (length)\n set [... v] to []\n repeat ((length of (synchronize)) - (length))\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [cut off v] to (...)\n end\n end\nend\n\ndefine convert l: (letters)\ndelete all of [letters v]\nswitch costume to (q v)\nrepeat (123)\n add (costume [name v]) to [letters v]\n next costume\nend\nset [..... v] to [0]\nset [3 v] to []\nset [letter value v] to []\nrepeat ((length of (letters)) / (3))\n repeat (3)\n change [..... v] by (1)\n if <not <(letter (.....) of (letters)) = [0]>> then\n set [3 v] to (join (3) (letter (.....) of (letters)))\n end\n end\n switch costume to (item (3) of [letters v])\n set [letter value v] to (join (letter value) (costume [name v]))\n set [3 v] to []\nend\n\ndefine convert n: (numbers)\nset [.... v] to [0]\nset [number value v] to []\nrepeat (length of (numbers))\n change [.... v] by (1)\n switch costume to (letter (....) of (numbers))\n if <(length of (costume [number v])) = [1]> then\n set [number value v] to (join (number value) (join (costume [number v]) [00]))\n else\n if <(length of (costume [number v])) = [2]> then\n set [number value v] to (join (number value) (join (costume [number v]) [0]))\n else\n if <(length of (costume [number v])) = [3]> then\n set [number value v] to (join (number value) (costume [number v]))\n end\n end\n end\nend\n\ndefine save (wct?) (value)\nif <(wct?) = [1]> then\n if <((length of (☁ profile)) + (length of (value))) < [251]> then\n set [☁ profile v] to (join (☁ profile) (join (value) [118]))\n else\n if <((length of (☁ profile 2)) + (length of (value))) < [251]> then\n set [☁ profile 2 v] to (join (☁ profile 2) (join (value) [118]))\n else\n if <((length of (☁ profile 3)) + (length of (value))) < [251]> then\n set [☁ profile 3 v] to (join (☁ profile 3) (join (value) [118]))\n end\n end\n end\nelse\n if <(wct?) = [2]> then\n if <((length of (☁ platformer 1)) + (length of (value))) < [251]> then\n set [☁ platformer 1 v] to (value)\n else\n if <((length of (☁ platformer 2)) + (length of (value))) < [251]> then\n set [☁ platformer 2 v] to (value)\n else\n if <((length of (☁ platformer 3)) + (length of (value))) < [251]> then\n set [☁ platformer 3 v] to (value)\n else\n if <((length of (☁ platformer 4)) + (length of (value))) < [251]> then\n set [☁ platformer 4 v] to (value)\n else\n if <((length of (☁ platformer 5)) + (length of (value))) < [251]> then\n set [☁ platformer 5 v] to (value)\n else\n if <((length of (☁ platformer 6)) + (length of (value))) < [251]> then\n set [☁ platformer 6 v] to (value)\n end\n end\n end\n end\n end\n end\n else\n if <(wct?) = [3]> then\n if <((length of (☁ Others)) + (length of (value))) < [251]> then\n set [☁ others v] to (join (☁ Others) (value))\n end\n end\n end\nend\n\ndefine profile\ndelete all of [profils v]\ndelete all of [profile all v]\nadd (profile+) to [profile all v]\ninterest (profile all) [ ]\nconvert l: (inserted)\ninsert2 (letter value) [|]\nset [itemm v] to [0]\nrepeat (length of [inserted v])\n change [itemm v] by (1)\n add (item (itemm) of [inserted v]) to [profils v]\nend\ndelete all of [profile all v]\nadd (Cloud list) to [profile all v]\nset [itemm v] to [0]\nrepeat (length of [cloud list v])\n change [itemm v] by (1)\n if <<(length of (item (itemm) of [cloud list v])) > [19]> and <[25] > (length of (item (itemm) of [cloud list v]))>> then\n add (item (itemm) of [cloud list v]) to [profils v]\n end\nend\n\nwhen flag clicked\nforever\n set [ocl v] to (length of [cloud list v])\n set [op v] to (home page)\n set [op2 v] to (page)\n if <[play v] contains (page)?> then\n profile\n platformers\n others\n others 2\n end\n if <(page) = [home]> then\n if <(home page) = [1]> then\n profile\n platformers\n others\n others 2\n twbr\n new\n else\n if <(home page) = [2]> then\n profile\n platformers\n others\n others 2\n trending\n twbr\n new\n else\n if <(home page) = [3]> then\n profile\n platformers\n others\n others 2\n twbr\n rank\n else\n if <(home page) = [4]> then\n profile\n platformers\n others\n others 2\n twbr\n rank\n end\n end\n end\n end\n end\n wait until <<<not <(ocl) = (length of [cloud list v])>> or <not <(op) = (home page)>>> or <not <(op2) = (page)>>>\nend\n\nsave [1] (number value)\n\ndefine interest (who) (what)\nset [.1 v] to [0]\nset [inserted v] to []\nrepeat (length of (who))\n change [.1 v] by (1)\n if <not <(letter (.1) of (who)) = (what)>> then\n set [inserted v] to (join (inserted) (letter (.1) of (who)))\n end\nend\n\ndefine insert2 (who) (what)\nset [.2 v] to [0]\nset [inserted 2 v] to []\ndelete all of [inserted v]\nrepeat (length of (who))\n change [.2 v] by (1)\n if <(letter (.2) of (who)) = (what)> then\n add (inserted 2) to [inserted v]\n set [inserted 2 v] to []\n else\n set [inserted 2 v] to (join (inserted 2) (letter (.2) of (who)))\n end\nend\n\nwhen I receive [+ v]\nif <not <(☁ Others) = []>> then\n add (☁ Others) to [other+ v]\nend\nif <not <(☁ platformer 1) = []>> then\n add (☁ platformer 1) to [platformer+ v]\nend\nif <not <(☁ platformer 2) = []>> then\n add (☁ platformer 2) to [platformer+ v]\nend\nif <not <(☁ platformer 3) = []>> then\n add (☁ platformer 3) to [platformer+ v]\nend\nif <not <(☁ platformer 4) = []>> then\n add (☁ platformer 4) to [platformer+ v]\nend\nif <not <(☁ platformer 5) = []>> then\n add (☁ platformer 5) to [platformer+ v]\nend\nif <not <(☁ platformer 6) = []>> then\n add (☁ platformer 6) to [platformer+ v]\nend\nif <not <(☁ profile) = []>> then\n add (☁ profile) to [profile+ v]\nend\nif <not <(☁ profile 2) = []>> then\n add (☁ profile 2) to [profile+ v]\nend\nif <not <(☁ profile 3) = []>> then\n add (☁ profile 3) to [profile+ v]\nend\nreset clouds\n\ndefine reset clouds\nif <not <(☁ Others) = []>> then\n set [☁ others v] to []\n wait (0.1) seconds\nend\nif <not <(☁ platformer 1) = []>> then\n set [☁ platformer 1 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ platformer 2) = []>> then\n set [☁ platformer 2 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ platformer 3) = []>> then\n set [☁ platformer 3 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ platformer 4) = []>> then\n set [☁ platformer 4 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ platformer 5) = []>> then\n set [☁ platformer 5 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ platformer 6) = []>> then\n set [☁ platformer 6 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ profile) = []>> then\n set [☁ profile v] to []\n wait (0.1) seconds\nend\nif <not <(☁ profile 2) = []>> then\n set [☁ profile 2 v] to []\n wait (0.1) seconds\nend\nif <not <(☁ profile 3) = []>> then\n set [☁ profile 3 v] to []\nend\n\nconvert n: (join (join (join (item # of (n) in [profils v]) [|]) (join (Biome) [|])) (join (join (synchronized) [|]) (join (character block) [|])))\nsave [2] (join (inserted) (number value))\n\nconvert n: (join (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|])) [-])\nsave [3] (number value)\n\nconvert n: (join (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|])) [-])\nsave [3] (number value)\n\nwhen I receive [finish v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [4] [|]))?>> then\n convert n: []\n save [3] (number value)\nend\n\ndefine platformers\ndelete all of [platformers v]\ndelete all of [platformer biome v]\ndelete all of [platformer name v]\ndelete all of [platformer profile v]\ndelete all of [platformer chracter block v]\nset [itemm v] to [0]\nrepeat (length of [platformer+ v])\n change [itemm v] by (1)\n (item (itemm) of [platformer+ v]) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n interest (item (item (1) of [inserted v]) of [profils v]) [ ]\n if <[9] < (length of (inserted))> then\n (inserted) length [9] set []\n add (join (synchronized) [...]) to [platformer profile v]\n else\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n end\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nset [itemm v] to [0]\nrepeat (length of [cloud list v])\n change [itemm v] by (1)\n if <[108] < (length of (item (itemm) of [cloud list v]))> then\n (item (itemm) of [cloud list v]) length [108] set [ ]\n add (synchronized) to [platformers v]\n insert2 (cut off) [|]\n interest (item (item (1) of [inserted v]) of [profils v]) [ ]\n if <[9] < (length of (inserted))> then\n (inserted) length [9] set []\n add (join (synchronized) [...]) to [platformer profile v]\n else\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n end\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\n end\nend\n\nif <not <(☁ platformer 1) = []>> then\n (☁ platformer 1) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 2) = []>> then\n (☁ platformer 2) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 3) = []>> then\n (☁ platformer 3) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 4) = []>> then\n (☁ platformer 4) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 5) = []>> then\n (☁ platformer 5) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\nif <not <(☁ platformer 6) = []>> then\n (☁ platformer 6) length [108] set [ ]\n add (synchronized) to [platformers v]\n convert l: (cut off)\n insert2 (letter value) [|]\n if <[8] < (length of (item (item (1) of [inserted v]) of [profils v]))> then\n (item (item (1) of [inserted v]) of [profils v]) length [8] set []\n add (join (synchronized) [...]) to [platformer profile v]\n else\n add (item (item (1) of [inserted v]) of [profils v]) to [platformer profile v]\n end\n add (item (2) of [inserted v]) to [platformer biome v]\n add (item (3) of [inserted v]) to [platformer name v]\n add (item (4) of [inserted v]) to [platformer chracter block v]\nend\n\ndefine others\ndelete all of [others v]\ndelete all of [others all v]\nadd (other+) to [others all v]\ninterest (others all) [ ]\nconvert l: (inserted)\ninsert2 (letter value) [-]\nset [itemm v] to [0]\nrepeat (length of [inserted v])\n change [itemm v] by (1)\n add (item (itemm) of [inserted v]) to [others v]\nend\ndelete all of [others all v]\nadd (Cloud List2) to [others all v]\ninterest (others all) [ ]\nconvert l: (inserted)\ninsert2 (letter value) [-]\nset [itemm v] to [0]\nrepeat (length of [cloud list v])\n change [itemm v] by (1)\n if <[19] > (length of (item (itemm) of [cloud list v]))> then\n add (item (itemm) of [cloud list v]) to [others v]\n end\nend\n\ndefine others 2\ndelete all of [wiew v]\ndelete all of [like v]\ndelete all of [dislike v]\ndelete all of [finish v]\ndelete all of [trending v]\nrepeat (length of [platformers v])\n add [0] to [wiew v]\n add [0] to [like v]\n add [0] to [dislike v]\n add [0] to [finish v]\n add [0] to [trending v]\nend\nset [itemm v] to [0]\nrepeat (length of [others v])\n change [itemm v] by (1)\n insert2 (item (itemm) of [others v]) [|]\n if <(item (3) of [inserted v]) = [1]> then\n replace item (item (2) of [inserted v]) of [wiew v] with ((item (item (2) of [inserted v]) of [wiew v]) + (1))\n else\n if <(item (3) of [inserted v]) = [2]> then\n replace item (item (2) of [inserted v]) of [like v] with ((item (item (2) of [inserted v]) of [like v]) + (1))\n if <(item (1) of [inserted v]) = [1]> then\n replace item (item (2) of [inserted v]) of [trending v] with [1]\n end\n else\n if <(item (3) of [inserted v]) = [3]> then\n replace item (item (2) of [inserted v]) of [dislike v] with ((item (item (2) of [inserted v]) of [dislike v]) + (1))\n else\n if <(item (3) of [inserted v]) = [4]> then\n replace item (item (2) of [inserted v]) of [finish v] with ((item (item (2) of [inserted v]) of [finish v]) + (1))\n end\n end\n end\n end\nend\n\ndefine rank\ndelete all of [platformers v]\ndelete all of [platformer biome v]\ndelete all of [platformer name v]\ndelete all of [platformer profile v]\ndelete all of [like v]\ndelete all of [dislike v]\ndelete all of [wiew v]\ndelete all of [platformer chracter block v]\nrepeat (length of [twbr v])\n add [] to [platformer name v]\n add [] to [platformer biome v]\n add [] to [platformer profile v]\n add [] to [dislike v]\n add [] to [wiew v]\n add [] to [platformers v]\n add [] to [like v]\n add [] to [platformer chracter block v]\nend\nset [i1 v] to [0]\nrepeat (length of [twbr v])\n change [i1 v] by (1)\n set [i2 v] to [0]\n repeat (length of [twbr v])\n change [i2 v] by (1)\n if <(home page) = [3]> then\n if <(item (i1) of [like v]) < (item (i2) of [twbr \(like\) v])> then\n replace item (i1) of [platformers v] with (item (i2) of [twbr v])\n replace item (i1) of [platformer biome v] with (item (i2) of [twbr \(biome\) v])\n replace item (i1) of [platformer name v] with (item (i2) of [twbr \(names\) v])\n replace item (i1) of [platformer profile v] with (item (i2) of [twbr \(profile\) v])\n replace item (i1) of [like v] with (item (i2) of [twbr \(like\) v])\n replace item (i1) of [dislike v] with (item (i2) of [twbr \(dislike\) v])\n replace item (i1) of [wiew v] with (item (i2) of [twbr \(wiew\) v])\n replace item (i1) of [platformer chracter block v] with (item (i2) of [twbr \(character block\) v])\n end\n else\n if <(home page) = [4]> then\n if <(item (i1) of [wiew v]) < (item (i2) of [twbr \(wiew\) v])> then\n replace item (i1) of [platformers v] with (item (i2) of [twbr v])\n replace item (i1) of [platformer biome v] with (item (i2) of [twbr \(biome\) v])\n replace item (i1) of [platformer name v] with (item (i2) of [twbr \(names\) v])\n replace item (i1) of [platformer profile v] with (item (i2) of [twbr \(profile\) v])\n replace item (i1) of [like v] with (item (i2) of [twbr \(like\) v])\n replace item (i1) of [dislike v] with (item (i2) of [twbr \(dislike\) v])\n replace item (i1) of [wiew v] with (item (i2) of [twbr \(wiew\) v])\n replace item (i1) of [platformer chracter block v] with (item (i2) of [twbr \(character block\) v])\n end\n end\n end\n end\n delete (item # of (item (i1) of [platformers v]) in [twbr v]) of [twbr v]\n delete (item # of (item (i1) of [platformer biome v]) in [twbr \(biome\) v]) of [twbr \(biome\) v]\n delete (item # of (item (i1) of [dislike v]) in [twbr \(dislike\) v]) of [twbr \(dislike\) v]\n delete (item # of (item (i1) of [like v]) in [twbr \(like\) v]) of [twbr \(like\) v]\n delete (item # of (item (i1) of [platformer name v]) in [twbr \(names\) v]) of [twbr \(names\) v]\n delete (item # of (item (i1) of [platformer profile v]) in [twbr \(profile\) v]) of [twbr \(profile\) v]\n delete (item # of (item (i1) of [wiew v]) in [twbr \(wiew\) v]) of [twbr \(wiew\) v]\n delete (item # of (item (i1) of [platformer chracter block v]) in [twbr \(character block\) v]) of [twbr \(character block\) v]\nend\n\ndefine twbr\ndelete all of [twbr v]\ndelete all of [twbr \(biome\) v]\ndelete all of [twbr \(names\) v]\ndelete all of [twbr \(profile\) v]\ndelete all of [twbr \(like\) v]\ndelete all of [twbr \(dislike\) v]\ndelete all of [twbr \(wiew\) v]\ndelete all of [twbr \(character block\) v]\nset [k v] to [0]\nrepeat (length of [platformers v])\n change [k v] by (1)\n add (item (k) of [platformer name v]) to [twbr \(names\) v]\n add (item (k) of [platformer biome v]) to [twbr \(biome\) v]\n add (item (k) of [platformer profile v]) to [twbr \(profile\) v]\n add (item (k) of [dislike v]) to [twbr \(dislike\) v]\n add (item (k) of [wiew v]) to [twbr \(wiew\) v]\n add (item (k) of [platformers v]) to [twbr v]\n add (item (k) of [like v]) to [twbr \(like\) v]\n add (item (k) of [platformer chracter block v]) to [twbr \(character block\) v]\nend\n\ndefine trending\nset [.3 v] to [1]\nrepeat until <not <[trending v] contains [0]?>>\n if <(item (.3) of [trending v]) = [1]> then\n change [.3 v] by (1)\n else\n delete (.3) of [platformers v]\n delete (.3) of [platformer biome v]\n delete (.3) of [dislike v]\n delete (.3) of [like v]\n delete (.3) of [platformer name v]\n delete (.3) of [platformer profile v]\n delete (.3) of [wiew v]\n delete (.3) of [trending v]\n delete (.3) of [platformer chracter block v]\n end\nend\n\nwhen flag clicked\nforever\n interest (Blocks) [ ]\n (username) length [20] set [ ]\n set [n v] to (synchronized)\n if <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\n set [like or dislike on? v] to [1]\n else\n set [like or dislike on? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n interest (Blocks) [ ]\n if <[platformers v] contains (inserted)?> then\n set [platformer on? v] to [0]\n else\n set [platformer on? v] to [1]\n end\nend\n\ndefine new\ndelete all of [platformers v]\ndelete all of [platformer biome v]\ndelete all of [platformer name v]\ndelete all of [platformer profile v]\ndelete all of [like v]\ndelete all of [dislike v]\ndelete all of [wiew v]\ndelete all of [platformer chracter block v]\nset [i1 v] to (length of [twbr v])\nrepeat (length of [twbr v])\n add (item (i1) of [twbr v]) to [platformers v]\n add (item (i1) of [twbr \(biome\) v]) to [platformer biome v]\n add (item (i1) of [twbr \(names\) v]) to [platformer name v]\n add (item (i1) of [twbr \(profile\) v]) to [platformer profile v]\n add (item (i1) of [twbr \(like\) v]) to [like v]\n add (item (i1) of [twbr \(dislike\) v]) to [dislike v]\n add (item (i1) of [twbr \(wiew\) v]) to [wiew v]\n add (item (i1) of [twbr \(character block\) v]) to [platformer chracter block v]\n change [i1 v] by (-1)\nend\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\nif <not <[platformers v] contains (inserted)?>> then\n (username) length [20] set [ ]\n set [n v] to (synchronized)\n (platformer name) length [10] set [ ]\nend\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\nend\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>>> then\nend\n\nbroadcast (Refresh v) and wait\n(username) length [20] set [ ]\nconvert n: (synchronized)\nif <not <[profils v] contains (synchronized)?>> then\nend\n\nwhen flag clicked\nwait (3) seconds\nprofile\n(username) length [20] set [ ]\nif <not <[profils v] contains (synchronized)?>> then\n set [profile id v] to (item # of (synchronized) in [profils v])\n broadcast (create new profile v)\nend\n\nwhen flag clicked\nset [old v] to (☁ TO_HOST)\nbroadcast (show v)\nbroadcast (leaderboard v) and wait\nbroadcast (hide v)\nforever\n wait (10) seconds\n broadcast (leaderboard v) and wait\nend\n\nwait until <<<<not <(ocl) = (length of [cloud list v])>> or <not <(op) = (home page)>>> or <not <(op2) = (page)>>> or <<not <(touching hitbox) = [0]>> and <[play v] contains (page)?>>>\nrepeat until <not <(length of [cloud list v]) = [0]>>\nend\n\nwait until <not <(old) = (☁ TO_HOST)>>\nset [old v] to (☁ TO_HOST)\n\n@home\n\ndefine Create Twins (?)\nset [twin id v] to [0]\nset [? v] to (?)\nrepeat (?)\n change [twin id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (Twin id)\nshow\nforever\n if <(Twin id) = [1]> then\n if <(dark mode) = [1]> then\n switch costume to (1/2 v)\n else\n switch costume to (1/ v)\n end\n go to x: (-175) y: (100)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [home page v] to (Twin id)\n set [scrol v] to [1]\n else\n set [brightness v] effect to (-10)\n end\n else\n if <(home page) = (Twin id)> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(Twin id) = [2]> then\n if <(dark mode) = [1]> then\n switch costume to (2/2 v)\n else\n switch costume to (2/ v)\n end\n go to x: (-60) y: (100)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [home page v] to (Twin id)\n set [scrol v] to [1]\n else\n set [brightness v] effect to (-10)\n end\n else\n if <(home page) = (Twin id)> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(Twin id) = [3]> then\n if <(dark mode) = [1]> then\n switch costume to (3/2 v)\n else\n switch costume to (3/ v)\n end\n go to x: (60) y: (100)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [home page v] to (Twin id)\n set [scrol v] to [1]\n else\n set [brightness v] effect to (-10)\n end\n else\n if <(home page) = (Twin id)> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(Twin id) = [4]> then\n if <(dark mode) = [1]> then\n switch costume to (4/2 v)\n else\n switch costume to (4/ v)\n end\n go to x: (175) y: (100)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [home page v] to (Twin id)\n set [scrol v] to [1]\n else\n set [brightness v] effect to (-10)\n end\n else\n if <(home page) = (Twin id)> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(Twin id) = [5]> then\n if <(item ((scrol) + (0)) of [platformers v]) = []> then\n hide\n else\n set [ghost v] effect to (100)\n show\n switch costume to (5 v)\n go to x: (0) y: (50)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n load (item ((scrol) + (0)) of [platformers v]) []\n broadcast (wiew v) and wait\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(Twin id) = [6]> then\n if <(item ((scrol) + (1)) of [platformers v]) = []> then\n hide\n else\n show\n set [ghost v] effect to (100)\n switch costume to (5 v)\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n load (item ((scrol) + (1)) of [platformers v]) []\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n stamp\n end\n else\n if <(Twin id) = [6]> then\n delete this clone\n else\n if <(Twin id) = [7]> then\n if <(item ((scrol) + (2)) of [platformers v]) = []> then\n hide\n else\n show\n set [ghost v] effect to (100)\n switch costume to (5 v)\n go to x: (0) y: (-50)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n load (item ((scrol) + (2)) of [platformers v]) []\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n stamp\n end\n else\n if <(Twin id) = [8]> then\n if <(item ((scrol) + (3)) of [platformers v]) = []> then\n hide\n else\n show\n set [ghost v] effect to (100)\n switch costume to (5 v)\n go to x: (0) y: (-100)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n load (item ((scrol) + (3)) of [platformers v]) []\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n stamp\n end\n else\n if <(Twin id) = [9]> then\n delete this clone\n else\n if <(Twin id) = [10]> then\n if <(dark mode) = [1]> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (join [b] (item ((scrol) + (0)) of [platformer biome v]))\n go to x: (-215) y: (50)\n set size to (200) %\n if <(item ((scrol) + (0)) of [platformers v]) = []> then\n hide\n else\n show\n end\n else\n if <(Twin id) = [11]> then\n if <(dark mode) = [1]> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (join [b] (item ((scrol) + (1)) of [platformer biome v]))\n go to x: (-215) y: (0)\n set size to (200) %\n if <(item ((scrol) + (1)) of [platformers v]) = []> then\n hide\n else\n show\n end\n else\n if <(Twin id) = [12]> then\n if <(dark mode) = [1]> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (join [b] (item ((scrol) + (2)) of [platformer biome v]))\n go to x: (-215) y: (-50)\n set size to (200) %\n if <(item ((scrol) + (2)) of [platformers v]) = []> then\n hide\n else\n show\n end\n else\n if <(Twin id) = [13]> then\n if <(dark mode) = [1]> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (join [b] (item ((scrol) + (3)) of [platformer biome v]))\n go to x: (-215) y: (-100)\n set size to (200) %\n if <(item ((scrol) + (3)) of [platformers v]) = []> then\n hide\n else\n show\n end\n else\n if <(Twin id) = [14]> then\n go to x: (0) y: (-150)\n switch costume to (a v)\n else\n if <(Twin id) = [15]> then\n if <(dark mode) = [1]> then\n switch costume to (create2 v)\n else\n switch costume to (create v)\n end\n go to x: (-75) y: (155)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (reset blocks v)\n set [page v] to [creative]\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n else\n if <(Twin id) = [16]> then\n if <(dark mode) = [1]> then\n switch costume to (dark2 v)\n else\n switch costume to (dark v)\n end\n go to x: (200) y: (155)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [dark mode v] to (((<(dark mode) = [0]> + (1)) * (1)) + (-1))\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n else\n if <(Twin id) = [17]> then\n if <(dark mode) = [1]> then\n switch costume to (search2 v)\n else\n switch costume to (search v)\n end\n go to x: (-5) y: (155)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n ask [What Do You Want To Search?] and wait\n broadcast (leaderboard v) and wait\n search (answer)\n set [scrol v] to [1]\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [home page v] to [1]\nCreate Twins [17]\nforever\n wait until <[block pages v] contains (page)?>\n wait until <not <[block pages v] contains (page)?>>\n Create Twins [17]\nend\n\nwhen I start as a clone\nforever\n if <[block pages v] contains (page)?> then\n delete this clone\n end\nend\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n if <(page) = [home]> then\n if <not <(scrol) < [2]>> then\n change [scrol v] by (-0.0625)\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n if <(page) = [home]> then\n if <((length of [platformers v]) + (-3)) > (scrol)> then\n change [scrol v] by (0.0625)\n end\n end\nend\n\ndefine load (?) (biome)\nset [p v] to [0]\nrepeat (length of (?))\n change [p v] by (1)\n replace item (p) of [blocks v] with (letter (p) of (?))\nend\nset [character block v] to (item (item # of (Blocks) in [platformers v]) of [platformer chracter block v])\nbroadcast (reset x-y v)\nset [page v] to [play]\n\nwhen flag clicked\nforever\n if <[block pages v] contains (page)?> then\n hide\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(dark mode) = [1]> then\n switch costume to (tr.piliapp.com/instagram/fonts/2 v)\n else\n switch costume to (tr.piliapp.com/instagram/fonts/ v)\n end\nend\n\nwhen I receive [reset blocks v]\nload 2 (nothing) [1]\nset [page v] to [creative]\nset [platformer name v] to (join [P-] ((length of [platformers v]) + (1)))\nset [biome v] to [1]\n\ndefine load 2 (?) (biome)\nset [biome v] to (biome)\nset [p v] to [0]\nrepeat (length of (?))\n change [p v] by (1)\n replace item (p) of [blocks v] with (letter (p) of (?))\nend\n\nwhen flag clicked\nforever\n if <(page) = [play]> then\n set [biome v] to (item (item # of (Blocks) in [platformers v]) of [platformer biome v])\n set [character block v] to (item (item # of (Blocks) in [platformers v]) of [platformer chracter block v])\n end\nend\n\nwhen flag clicked\nforever\n wait until <(page) = [play]>\n wait (1) seconds\n broadcast (wiew v) and wait\n broadcast (leaderboard v) and wait\n wait until <not <(page) = [play]>>\nend\n\ndefine search (?)\nrepeat (10)\n set [on v] to [profile]\n interest (?) [ ]\n if <<(letter (1) of (inserted)) = [@]> or <<(letter (1) of (inserted)) = [b]> and <(letter (2) of (inserted)) = [y]>>> then\n set [pn v] to [0]\n repeat (length of [platformer name v])\n change [pn v] by (1)\n if <<(letter (1) of (inserted)) = [b]> and <(letter (2) of (inserted)) = [y]>> then\n (inserted) length [2] set []\n else\n if <(letter (1) of (inserted)) = [@]> then\n (inserted) length [1] set []\n end\n end\n set [co2 v] to (cut off)\n (cut off) length [20] set [ ]\n if <[platformer profile v] contains (synchronized)?> then\n if <not <(item (pn) of [platformer profile v]) = (synchronized)>> then\n delete (pn) of [platformers v]\n delete (pn) of [platformer biome v]\n delete (pn) of [dislike v]\n delete (pn) of [like v]\n delete (pn) of [platformer name v]\n delete (pn) of [platformer profile v]\n delete (pn) of [wiew v]\n delete (pn) of [platformer chracter block v]\n end\n else\n if <not < (item (pn) of [platformer profile v]) contains (co2)?>> then\n delete (pn) of [platformers v]\n delete (pn) of [platformer biome v]\n delete (pn) of [dislike v]\n delete (pn) of [like v]\n delete (pn) of [platformer name v]\n delete (pn) of [platformer profile v]\n delete (pn) of [wiew v]\n delete (pn) of [platformer chracter block v]\n end\n end\n end\n else\n set [on v] to [search]\n set [pn v] to [0]\n repeat (length of [platformer name v])\n change [pn v] by (1)\n if <not < (item (pn) of [platformer name v]) contains (?)?>> then\n delete (pn) of [platformers v]\n delete (pn) of [platformer biome v]\n delete (pn) of [dislike v]\n delete (pn) of [like v]\n delete (pn) of [platformer name v]\n delete (pn) of [platformer profile v]\n delete (pn) of [wiew v]\n delete (pn) of [platformer chracter block v]\n end\n end\n end\nend\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n change [. v] by (1)\n repeat (10)\n change [contain numbers? v] by (1)\n if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n change [not v] by (1)\n end\n end\n if <(not) = [10]> then\n set [synchronized v] to []\n stop [this script v]\n end\n set [contain numbers? v] to [-1]\n set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n set [gaps v] to []\n repeat ((length) - (length of (synchronize)))\n set [gaps v] to (join (set) (gaps))\n end\n set [synchronized v] to (join (synchronize) (gaps))\nelse\n if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n set [synchronized v] to (synchronize)\n else\n if <(length of (synchronize)) > (length)> then\n set [. v] to [0]\n set [... v] to []\n repeat (length)\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [synchronized v] to (...)\n set [. v] to (length)\n set [... v] to []\n repeat ((length of (synchronize)) - (length))\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [cut off v] to (...)\n end\n end\nend\n\ndefine interest (who) (what)\nset [.1 v] to [0]\nset [inserted v] to []\nrepeat (length of (who))\n change [.1 v] by (1)\n if <not <(letter (.1) of (who)) = (what)>> then\n set [inserted v] to (join (inserted) (letter (.1) of (who)))\n end\nend\n\nif <(Twin id) = [9]> then\n if <(item ((scrol) + (4)) of [platformers v]) = []> then\n hide\n else\n show\n set [ghost v] effect to (100)\n switch costume to (5 v)\n go to x: (0) y: (-150)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n load (item ((scrol) + (4)) of [platformers v]) []\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (0)\n end\n stamp\n end\nend\n\nif <(Twin id) = [14]> then\n if <(dark mode) = [1]> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (join [b] (item ((scrol) + (4)) of [platformer biome v]))\n go to x: (-215) y: (-150)\n set size to (200) %\n if <(item ((scrol) + (4)) of [platformers v]) = []> then\n hide\n else\n show\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\nend\n\n@writer\n\ndefine (write) w (second) wait (y) y (x) x (o?) o? (c) c (b) b (g) g (p) p (bi) bi\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [ghost v] effect to (g)\nset [pixelate v] effect to (p)\nset size to (bi) %\nif <(o?) = [y]> then\n switch costume to (x and y v)\n set x to (round ((((length of (write)) * ((size) / (8))) / (2)) * (-1)))\nelse\n switch costume to (x and y v)\n set x to (x)\nend\nswitch costume to (x and y v)\nset y to (y)\nset [writer2: ... v] to [0]\nset [.... v] to [0]\nset [line change v] to [0]\nrepeat (length of (write))\n change [.... v] by (1)\n change [line change v] by (1)\n if <(line change) = [-1]> then\n change y by (-25)\n if <(o?) = [y]> then\n set size to (bi) %\n set x to (round ((((length of (write)) * ((size) / (8))) / (2)) * (-1)))\n else\n set x to (x)\n end\n set [line change v] to [0]\n end\n set [writer2: ... v] to (letter (....) of (write))\n switch costume to (x and y v)\n set size to (bi) %\n change x by ((size) / (8))\n switch costume to (writer2: ...)\n set [w v] to (w2)\n stamp\n wait (second) seconds\nend\n\nwhen flag clicked\nforever\n erase all\n if <not <[block pages v] contains (page)?>> then\n if <(page) = [home]> then\n writer\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait (0.01) seconds\ndelete this clone\n\ndefine writer\nif <not <(item (scrol) of [platformer name v]) = []>> then\n if << (item (scrol) of [platformer name v]) contains [ez]?> or < (item (scrol) of [platformer name v]) contains [easy]?>> then\n (item (scrol) of [platformer name v]) w [] wait [50] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if << (item (scrol) of [platformer name v]) contains [hard]?> or < (item (scrol) of [platformer name v]) contains [imp]?>> then\n (item (scrol) of [platformer name v]) w [] wait [50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if < (item (scrol) of [platformer name v]) contains [sus]?> then\n (join [ < ] (item (scrol) of [platformer name v])) w [] wait [50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n (item (scrol) of [platformer name v]) w [] wait [50] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n end\n end\n end\nend\nif <not <(item ((scrol) + (1)) of [platformer name v]) = []>> then\n if << (item ((scrol) + (1)) of [platformer name v]) contains [ez]?> or < (item ((scrol) + (1)) of [platformer name v]) contains [easy]?>> then\n (item ((scrol) + (1)) of [platformer name v]) w [] wait [0] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if << (item ((scrol) + (1)) of [platformer name v]) contains [hard]?> or < (item ((scrol) + (1)) of [platformer name v]) contains [imp]?>> then\n (item ((scrol) + (1)) of [platformer name v]) w [] wait [0] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if < (item ((scrol) + (1)) of [platformer name v]) contains [sus]?> then\n (join [ < ] (item ((scrol) + (1)) of [platformer name v])) w [] wait [0] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n (item ((scrol) + (1)) of [platformer name v]) w [] wait [0] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n end\n end\n end\nend\nif <not <(item ((scrol) + (2)) of [platformer name v]) = []>> then\n if << (item ((scrol) + (2)) of [platformer name v]) contains [ez]?> or < (item ((scrol) + (2)) of [platformer name v]) contains [easy]?>> then\n (item ((scrol) + (2)) of [platformer name v]) w [] wait [-50] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if << (item ((scrol) + (2)) of [platformer name v]) contains [hard]?> or < (item ((scrol) + (2)) of [platformer name v]) contains [imp]?>> then\n (item ((scrol) + (2)) of [platformer name v]) w [] wait [-50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if < (item ((scrol) + (2)) of [platformer name v]) contains [sus]?> then\n (join [ < ] (item ((scrol) + (2)) of [platformer name v])) w [] wait [-50] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n (item ((scrol) + (2)) of [platformer name v]) w [] wait [-50] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n end\n end\n end\nend\nif <not <(item ((scrol) + (3)) of [platformer name v]) = []>> then\n if << (item ((scrol) + (3)) of [platformer name v]) contains [ez]?> or < (item ((scrol) + (3)) of [platformer name v]) contains [easy]?>> then\n (item ((scrol) + (3)) of [platformer name v]) w [] wait [-100] y [-200] x [n] o? [60] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if << (item ((scrol) + (3)) of [platformer name v]) contains [hard]?> or < (item ((scrol) + (3)) of [platformer name v]) contains [imp]?>> then\n (item ((scrol) + (3)) of [platformer name v]) w [] wait [-100] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n if < (item ((scrol) + (3)) of [platformer name v]) contains [sus]?> then\n (join [ < ] (item ((scrol) + (3)) of [platformer name v])) w [] wait [-100] y [-200] x [n] o? [0] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n else\n (item ((scrol) + (3)) of [platformer name v]) w [] wait [-100] y [-200] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\n end\n end\n end\nend\nif <not <(item (scrol) of [platformer profile v]) = []>> then\n (join [by ] (item (scrol) of [platformer profile v])) w [] wait [50] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (1)) of [platformer profile v]) = []>> then\n (join [by ] (item ((scrol) + (1)) of [platformer profile v])) w [] wait [0] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (2)) of [platformer profile v]) = []>> then\n (join [by ] (item ((scrol) + (2)) of [platformer profile v])) w [] wait [-50] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (3)) of [platformer profile v]) = []>> then\n (join [by ] (item ((scrol) + (3)) of [platformer profile v])) w [] wait [-100] y [-75] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item (scrol) of [like v]) = []>> then\n (join [/ ] (item (scrol) of [like v])) w [] wait [50] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (1)) of [like v]) = []>> then\n (join [/ ] (item ((scrol) + (1)) of [like v])) w [] wait [0] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (2)) of [like v]) = []>> then\n (join [/ ] (item ((scrol) + (2)) of [like v])) w [] wait [-50] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (3)) of [like v]) = []>> then\n (join [/ ] (item ((scrol) + (3)) of [like v])) w [] wait [-100] y [175] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\n\nif <not <(item (scrol) of [wiew v]) = []>> then\n (join [{ ] (item (scrol) of [wiew v])) w [] wait [50] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (1)) of [wiew v]) = []>> then\n (join [{ ] (item ((scrol) + (1)) of [wiew v])) w [] wait [0] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (2)) of [wiew v]) = []>> then\n (join [{ ] (item ((scrol) + (2)) of [wiew v])) w [] wait [-50] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\nif <not <(item ((scrol) + (3)) of [wiew v]) = []>> then\n (join [{ ] (item ((scrol) + (3)) of [wiew v])) w [] wait [-100] y [105] x [n] o? [120] c ((<(dark mode) = [1]> * (75)) + (25)) b [] g [] p [90] bi\nend\n\n@cover\n\nwhen flag clicked\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\nforever\n go to [front v] layer\n show\nend\n\n@cloud2\n\ndefine _ Encode (input)\nset [//output v] to []\nset [\[requests\] _i v] to [0]\nrepeat (length of (input))\n change [\[requests\] _i v] by (1)\n switch costume to (join [=] (letter (\[requests\] _i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\ndefine _ Decode (input)\ndelete all of [response v]\nset [//output v] to []\nset [\[requests\]\[encoder\] _temp output v] to []\nset [\[requests\] _i v] to [0]\nset [\[requests\]\[decoder\] _connected letters v] to [0]\nrepeat ((length of (input)) / (2))\n change [\[requests\] _i v] by (2)\n switch costume to (join (letter ((\[requests\] _i) - (1)) of (input)) (letter (\[requests\] _i) of (input)))\n if <(costume [name v]) = [new line]> then\n set [\[requests\]\[decoder\] _connected letters v] to [0]\n add (//output) to [response v]\n set [//output v] to []\n else\n change [\[requests\]\[decoder\] _connected letters v] by (1)\n set [//output v] to (join (//output) (letter (2) of (costume [name v])))\n end\nend\nif <not <(//output) = []>> then\n add (//output) to [response v]\nend\n\ndefine _ 🌩️ Request data (list_id)\nset [\[requests\] tick v] to [0]\nset [\[requests\] raw response output v] to []\nset [_request status v] to [LOADING]\nset [\[requests\] id v] to (join [.] (join (pick random (10000) to (99999)) [1]))\nset [☁ to_host v] to (join (list_id) (\[requests\] id))\ndelete all of [parsed responses v]\nset [\[requests\] tick v] to [0]\nbroadcast (_tick v)\nrepeat until <<(_request status) = [DONE]> or <(\[requests\] tick) > (@timeout_after)>>\n _ Check cloud variable (☁ FROM_HOST_1)\n _ Check cloud variable (☁ FROM_HOST_2)\n _ Check cloud variable (☁ FROM_HOST_3)\n _ Check cloud variable (☁ FROM_HOST_4)\n _ Check cloud variable (☁ FROM_HOST_5)\n _ Check cloud variable (☁ FROM_HOST_6)\n _ Check cloud variable (☁ FROM_HOST_7)\n _ Check cloud variable (☁ FROM_HOST_8)\n _ Check cloud variable (☁ FROM_HOST_9)\nend\nif <(\[requests\] tick) > (@timeout_after)> then\n set [_request status v] to [TIMEOUT]\nend\n\ndefine _ Decode Response (response)\nif <(letter (length of (response)) of (response)) = [2]> then\n if <(letter ((length of (response)) - (1)) of (response)) = [2]> then\n if <(letter ((length of (response)) - (2)) of (response)) = [2]> then\n if <(letter ((length of (response)) - (3)) of (response)) = [2]> then\n add (join [=] (response)) to [parsed responses v]\n set [_request status v] to [DONE]\n end\n end\n end\nelse\n repeat until <(length of [parsed responses v]) > (join (letter ((length of (response)) - (2)) of (response)) (letter ((length of (response)) - (1)) of (response)))>\n add [] to [parsed responses v]\n end\n replace item (join (letter ((length of (response)) - (2)) of (response)) (letter ((length of (response)) - (1)) of (response))) of [parsed responses v] with (join [=] (response))\nend\n\ndefine _ Check cloud variable (var)\nif < (var) contains (\[requests\] id)?> then\n if <not <[parsed responses v] contains (join [=] (var))?>> then\n _ Decode Response (var)\n end\nend\n\ndefine _ Read responses\nset [\[requests\] _i v] to [0]\nrepeat (length of [parsed responses v])\n change [\[requests\] _i v] by (1)\n set [\[requests\] _ii v] to [2]\n if < (item (\[requests\] _i) of [parsed responses v]) contains [.]?> then\n repeat until <(letter (\[requests\] _ii) of (item (\[requests\] _i) of [parsed responses v])) = [.]>\n set [\[requests\] raw response output v] to (join (\[requests\] raw response output) (letter (\[requests\] _ii) of (item (\[requests\] _i) of [parsed responses v])))\n change [\[requests\] _ii v] by (1)\n end\n end\nend\n\ndefine Send request | request name: (\[request name\]) and wait\ndelete all of [response v]\nset [_request v] to (\[request name\])\n_ Encode (\[request name\])\n_ 🌩️ Request data (//output)\n_ Read responses\n_ Decode (\[requests\] raw response output)\n\ndefine Send Request | request name: (\[request name\]) argument1: (\[arg1\]) and wait\nset [_request v] to (\[request name\])\ndelete all of [response v]\n_ Encode (join (\[request name\]) (join [&] (\[arg1\])))\n_ 🌩️ Request data (//output)\n_ Read responses\nif <not <[108] < (length of (\[arg1\]))>> then\n _ Decode (\[requests\] raw response output)\nend\n\nif <[108] < (length of (\[arg1\]))> then\n _ Encode (join (\[request name\]) [&])\n _ 🌩️ Request data (join (//output) (\[arg1\]))\nelse\nend\n\ndefine Send request | request name: (\[request name\]) argument1: (\[arg1\]) argument2: (\[arg2\]) and wait\ndelete all of [response v]\nset [_request v] to (\[request name\])\n_ Encode (join (\[request name\]) (join [&] (join (\[arg1\]) (join [&] (\[arg2\])))))\n_ 🌩️ Request data (//output)\n_ Read responses\n_ Decode (\[requests\] raw response output)\n\nwhen I receive [_tick v]\nforever\n change [\[requests\] tick v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nset [_request status v] to []\nset [_request v] to []\nset [\[requests\] id v] to []\ndelete all of [response v]\n\nwhen I receive [leaderboard v]\ndelete all of [cloud list2 v]\nset [__lbpage v] to [1]\nset [@timeout_after v] to [20]\nforever\n delete (length of [cloud list2 v]) of [cloud list2 v]\n delete (length of [cloud list2 v]) of [cloud list2 v]\n Send Request | request name: [leaderboard_page] argument1: (__lbpage) and wait\n if <(_request status) = [TIMEOUT]> then\n delete all of [cloud list2 v]\n copy list\n stop [this script v]\n else\n delete (length of [cloud list2 v]) of [cloud list2 v]\n Parse leaderboard\n copy list\n stop [this script v]\n end\nend\n\ndefine Parse leaderboard\nset [i v] to [0]\nrepeat (length of [response v])\n change [i v] by (1)\n add (item (i) of [response v]) to [cloud list2 v]\nend\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n change [. v] by (1)\n repeat (10)\n change [contain numbers? v] by (1)\n if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n change [not v] by (1)\n end\n end\n if <(not) = [10]> then\n set [synchronized v] to []\n stop [this script v]\n end\n set [contain numbers? v] to [-1]\n set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n set [gaps v] to []\n repeat ((length) - (length of (synchronize)))\n set [gaps v] to (join (set) (gaps))\n end\n set [synchronized v] to (join (synchronize) (gaps))\nelse\n if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n set [synchronized v] to (synchronize)\n else\n if <(length of (synchronize)) > (length)> then\n set [. v] to [0]\n set [... v] to []\n repeat (length)\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [synchronized v] to (...)\n set [. v] to (length)\n set [... v] to []\n repeat ((length of (synchronize)) - (length))\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [cut off v] to (...)\n end\n end\nend\n\nwhen I receive [create new platformer v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\nif <not <[platformers v] contains (inserted)?>> then\n (username) length [20] set [ ]\n set [n v] to (synchronized)\n (platformer name) length [4] set [ ]\n set [@timeout_after v] to [20]\n Send Request | request name: [set] argument1: (join (inserted) (join (join (join (item # of (n) in [profils v]) [|]) (join (Biome) [|])) (join (join (synchronized) [|]) (join (character block) [|])))) and wait\nend\n\n_ Encode []\nset [o2 v] to (//output)\n\nwhen I receive [like v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\n set [@timeout_after v] to [20]\n Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|])) and wait\nend\n\nwhen I receive [dislike v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <<not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [2] [|]))?>> and <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|]))?>>> then\n Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [3] [|])) and wait\nend\n\nwhen I receive [create new profile v]\nbroadcast (Refresh v) and wait\n(username) length [20] set [ ]\nif <not <[profils v] contains (synchronized)?>> then\n Send Request | request name: [set] argument1: (synchronized) and wait\nend\n\ndefine interest (who) (what)\nset [.1 v] to [0]\nset [inserted v] to []\nrepeat (length of (who))\n change [.1 v] by (1)\n if <not <(letter (.1) of (who)) = (what)>> then\n set [inserted v] to (join (inserted) (letter (.1) of (who)))\n end\nend\n\ndefine copy list\ndelete all of [cloud list v]\nset [li v] to [0]\nrepeat (length of [cloud list2 v])\n change [li v] by (1)\n add (item (li) of [cloud list2 v]) to [cloud list v]\nend\n\nwhen I receive [wiew v]\n\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [1] [|]))?>> then\n set [@timeout_after v] to [20]\n Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [1] [|])) and wait\nend\n\n_ Decode (\[requests\] raw response output)\n\n\n\nSend request | request name: [set] argument1: [] argument2: [] and wait\n\nSend request | request name: [set] argument1: [test] argument2: [2] and wait\n\nSend Request | request name: [set] argument1: (join (inserted) (//output)) and wait\n\n_ Decode []\n\nif <[108] < (length of (input))> then\n\n\n\nwhen I receive [finish v]\nbroadcast (Refresh v) and wait\ninterest (Blocks) [ ]\n(username) length [20] set [ ]\nset [n v] to (synchronized)\nif <not <[others v] contains (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [4] [|]))?>> then\n Send Request | request name: [set] argument1: (join (join (join (item # of (n) in [profils v]) [|]) (join (item # of (inserted) in [platformers v]) [|])) (join [4] [|])) and wait\nend\n\nbroadcast (leaderboard v)\n\n@...\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\n
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乃|〇川巳\n Imagine, Create, Share\n=======================================\n [beta]\nPlease report any bugs you find to the producer in the comments.\n\nREFRESH THE PAGE IF YOU DON'T SEE THE PROCESS YOU MADE\n\nPLATFORMERS İS NOT IMPOSSIBLE\n\nNAMES ARE BEING CHECKED, PLEASE DO NOT WRITE A BAD NAME\n\nPLEASE DO PLATFORMER ON THIS PROJECT\n=======================================\n⭐+❤️ for more updates\n\nupcoming updates\n• Messages ❌\n• profile ❌\n• new biomes ❌\n• breaking blocks ✔️\n• trampoline ❌\n• decoration (such as snowman, grass, flower) ❌\n• dark mode ✔️\n• search ✔️ (beta)\n• mobile ❌\n•scratchattach ✔️\n•easter egg ✔️\n•my stuff ❌\n=======================================\n How to use\n\n•Create And Share\n \nWith the WASD ↑←↓→ keys, you can change the player's spawn location.\n\nYou can get a block with the number keys or by clicking on the inventory, you can put it by clicking\n\nClick the share button to share, enter a name (it should be a maximum of 4 long, do not enter a bad word) then it will be shared after you finish the platform you made\n\nIf you don't put a flag, the platform ends when you touch the right edge.\n\n•Play\n\nMove with WASD or ↑←↓→ keys, you will finish when you touch the flag, but if there is no flag, you will finish if you touch the right edge.\n\nClick on the platformer you want to play, use the mouse wheel to scroll down the page\n\nif you like the platform it plays, you can press the like button if you don't like it (dislikes are kept secret)\n=======================================\n How To Trend\n\nif @lotofgame likes your platform you will be trending\n=======================================
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Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1]\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 [13]\n end\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n end\n if <key (left 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 (#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\nforever\n if <touching color (#ff0000)?> then\n go to x: (-150) y: (-94)\n change [lives v] by (-1)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (costume8 v)\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n go to x: (-150) y: (-94)\n next backdrop\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n play sound [Remix-Maker v] until done\nend\n\nwhen flag clicked\nset [lives v] to [10]\n\nwhen flag clicked\nforever\n if <(Lives) < [1]> then\n switch backdrop to (scene11 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <mouse down?> then\n hide\n switch backdrop to (scene1 v)\n wait (99999999999999999999999999) seconds\n end\nend\n\nwhen flag clicked\nshow\n\n
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Arrow keys to move! 10 ❤️ & ⭐ for part two\n\nTake your time, the game is super hard!
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never die platformer! #games #all
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [lovelyflower v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [小鼓(こつづみ) v]\n set [x v] to [10]\n else\n start sound [小鼓(こつづみ) v]\n set [x v] to [-10]\n end\n set [y v] to [15]\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 (助けてくれる 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <<touching (地面 v)?> or <touching (助けてくれる v)?>> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <not <(ステージ) = [12]>> then\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n end\n if <<(y position) < [-180]> or <touching (マグマ v)?>> then\n if <not <(ステージ) = [12]>> then\n 初期設定プログラム\n end\n end\n if <(ステージ) = [12]> then\n if <(y position) < [-180]> then\n set y to (180)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (ネクスト v)\n hide\n wait (1.3) seconds\n show\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [11]> then\n show variable [time v]\n show variable [☁ world record v]\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\n@地面\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [スタート v]\nshow\ngo to [front v] layer\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\nset [大きさ v] to [0]\nforever\n change [大きさ v] by (5)\nend\n\nwhen I receive [スタート v]\nshow\nset size to (100) %\ngo to x: (217) y: (159)\nforever\n change size by ([cos v] of (大きさ) )\nend\n\n@助けてくれる\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\nforever\n if <(ステージ) = [3]> then\n if <([y position v] of [プレイヤー v]) < [-100]> then\n show\n else\n hide\n end\n end\n if <(ステージ) = [4]> then\n if <([y position v] of [プレイヤー v]) < [-80]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [5]> then\n go to x: (0) y: (0)\n if <(distance to [プレイヤー v]) < [120]> then\n repeat (20)\n change y by (-17)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [6]> then\n go to x: (0) y: (0)\n if <(distance to [プレイヤー v]) < [160]> then\n repeat (20)\n change y by (-17)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [7]> then\n go to x: (0) y: (0)\n if <(distance to [プレイヤー v]) < [80]> then\n repeat (14)\n change y by (-15)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\nforever\n if <(ステージ) = [9]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [スタート v]\nshow\nforever\n if <(ステージ) = [14]> then\n go to x: (0) y: (0)\n if <(distance to [プレイヤー v]) < [170]> then\n repeat (11)\n change x by (12)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\nforever\n if <(ステージ) = [10]> then\n go to x: (0) y: (0)\n if <(distance to [プレイヤー v]) < [78]> then\n repeat (7)\n change y by (8)\n end\n stop [this script v]\n end\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@ダッシュ板\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\n if <touching (プレイヤー v)?> then\n change [x v] by (1.5)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\nshow\ngo to [front v] layer\ngo to x: (481) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.3) secs to x: (-481) y: (0)\nhide\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nglide (1) secs to x: (36) y: (60)\nwait (2) seconds\nglide (1) secs to x: (36) y: (31)\nhide\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n stop [all v]\n end\nend\n\n
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========================================\nhello!\nWelcome to my platformer!\nhave fun.\n\n▼Description\nOperate with the arrow keys.\nIt's a game that lives up to its title.\nPlease try playing!\n========================================\nこんにちは!\n僕のプラットフォーマーへようこそ!\n楽しんでください。\n\n▼説明\n矢印キーで操作します。\n\n絶対に死ねないプラットフォームです。\nぜひ遊んでみてください!
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Platformer World v15.2
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@Stage\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nbroadcast (gomusic v)\nstop all sounds\nhide\n\nwhen I receive [change scene v]\nif <<(mode) = [DM]> or <(mode) = [CTM]>> then\n switch backdrop to (cave v)\n stop [this script v]\nend\nif <(SCENE #) = [-195]> then\n switch backdrop to (scratchy's bedroom v)\n stop [this script v]\nend\nif <<(SCENE #) < [-496]> and <(SCENE #) > [-701]>> then\n switch backdrop to (cave v)\nelse\n switch backdrop to (orange background v)\nend\n\nwhen I receive [gomusic v]\nif <(Music?) = [0]> then\n stop [this script v]\nend\nif <(mode) = [CTM]> then\n forever\n play sound [Raldi's Crackhouse - Crackhouse Trouble! v] until done\n end\nend\nif <(mode) = [TM]> then\n forever\n play sound [Mus_boss v] until done\n end\nend\nif <(mode) = [DM]> then\n forever\n play sound [Yiruma+-+Kiss+the+Rain+이루마+PIANO+COVER v] until done\n end\nend\nforever\n play sound (pick random (2) to (15)) until done\nend\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nforever\n play sound [Baldi Elevator Music v] until done\nend\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (60) %\n\nwhen I receive [gomusic v]\nset [timer v] to [480]\nif <(mode) = [CTM]> then\n set [timer v] to [360]\nend\nif <<(mode) = [CTM]> or <(mode) = [TM]>> then\n show variable [timer v]\nelse\n hide variable [timer v]\n stop [this script v]\nend\nforever\n wait (1) seconds\n change [timer v] by (-1)\n if <(Timer) < [1]> then\n broadcast (Lose Life v)\n set [lives v] to [0]\n end\n if <<(SCENE #) = [100]> or <(SCENE #) = [2612]>> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [timer v] to [480]\nhide variable [timer v]\n\nwhen I receive [20 seconds left warning v]\nrepeat until <<(Timer) > [10]> or <(Timer) < [1]>>\n play sound [SFX - Time Warning2 v] until done\nend\n\nwhen I receive [gomusic v]\nforever\n if <(Timer) < [10]> then\n broadcast (20 seconds left warning v)\n stop [this script v]\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nset [timer v] to [480]\nhide variable [timer v]\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check 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\ndefine Check Touching Solid\nif <<touching (drop through v)?> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(jumping) = [0]>>> then\n set [touching v] to [0]\n stop [this script v]\nelse\n set [touching v] to [1]\nend\nif <<<<touching (level v)?> or <touching (platform v)?>> or <<touching (platform2 v)?> or <touching (platform3 v)?>>> or <<<touching (falling platforms v)?> or <touching color (#00269a)?>> or <<touching (transparent blocks v)?> or <<touching (blocked v)?> or <touching (drop through 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\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 - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (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 if <touching (water v)?> then\n change [frame v] by (0.7)\n else\n change [frame v] by (1)\n end\nend\nif <touching (water v)?> then\n set [speed x v] to ((speed x) * (WATER RESISTANCE))\n stop [this script v]\nelse\n set [speed x v] to ((speed x) * (RESISTANCE))\nend\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x,y (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (direction) to [my values to send v]\n add (SCENE #) to [my values to send v]\n broadcast (Cloud : Tick v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\ngo to [front v] layer\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x,y [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x,y [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x,y [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x,y [] [180]\nend\nif <<<<touching (danger v)?> or <touching (danger2 v)?>> or <touching (moving spikes v)?>> and <(INVULNERABLE) = [0]>> 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 (Exiting current 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 (direction)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\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 [0]\nset [platform dy v] to [0]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.1))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Celling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [oof v] to [1]\nset [invulnerable v] to [1]\nstart sound [Oops v]\nstop [other scripts in sprite 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)\nchange x by (CONVEYOR DX)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find closest space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find closest space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nFind closest space to (x position) (y position) max [100]\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (water v)?> then\n if <<(falling) > [0]> or <(falling) = [0]>> then\n set [speed y v] to [5]\n if <not <touching (water v)?>> then\n set [speed y v] to [10]\n end\n stop [this script v]\n end\n end\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [wall 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 [7]\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\nelse\n set [jumping v] to [0]\nend\nif <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\nend\nchange [speed y v] by (GRAVITY)\nif <<touching (water v)?> and <(speed y) < [2]>> then\n set [speed y v] to ((speed y) * (WATER RESISTANCE))\nend\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\nwhen flag clicked\nbroadcast (Cloud : Setup v) and wait\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nshow\nset size to (40) %\nset [gravity v] to [-1.2]\nif <(mode) = [TM]> then\n set [acceleration v] to [3]\nelse\n if <(mode) = [CTM]> then\n set [acceleration v] to [4.5]\n else\n set [acceleration v] to [1.5]\n end\nend\nset [jump force v] to [13.5]\nset [jump duration v] to [4]\nset [acceleration v] to [1.5]\nset [water resistance v] to [0.7]\nbroadcast (reset game v) and wait\nbroadcast (Setup v) and wait\nset [oof v] to [0]\nset [lives v] to [22]\nset [spawn scene v] to [0]\nset [spawn x v] to [-106]\nset [spawn y v] to [70]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\nwhen I receive [player bounce higher v]\nset [speed y v] to [25]\n\nwhen I receive [trampoline v]\nset [speed y v] to [25]\n\nwhen I receive [trampoline2 v]\nset [speed x v] to [40]\nset [speed y v] to [5]\n\nwhen I receive [exit v]\nrepeat (50)\n stop [other scripts in sprite v]\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nshow\nerase all\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [scene # v] to [68]\ngo to x: (-198) y: (50)\nbroadcast (Game Loop v)\nbroadcast (Change Scene v)\nset size to (40) %\n\nwhen I receive [you win! v]\nrepeat (50)\n stop [other scripts in sprite v]\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nbroadcast (Win Screen v)\n\nwhen I receive [player hit boss v]\nset [speed y v] to [20]\n\nwhen I receive [teleportation v]\nstop [other scripts in sprite v]\nif <<(SCENE #) = [308]> or <(SCENE #) = [416]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to [back v] layer\n wait (2) seconds\n if <(SCENE #) = [416]> then\n set [scene # v] to [308]\n else\n set [scene # v] to [416]\n end\n broadcast (Exiting current scene v)\n broadcast (Change Scene v)\n if <(SCENE #) = [308]> then\n go to x: (79) y: (36)\n else\n go to x: (55) y: (-135)\n end\n broadcast (stamp them v)\n wait (0.5) seconds\n broadcast (open door v)\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n go to [front v] layer\n broadcast (Game Loop v)\nend\n\nwhen I receive [stop player from moving v]\nstop [other scripts in sprite v]\n\n@Level\n\ndefine Stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp outline\nset 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 shadow\nStamp outline\n\nwhen flag clicked\nclear graphic effects\nwait (0.5) seconds\ngo to x: (0) y: (0)\n\nwhen I receive [exiting current scene v]\nerase all\n\nset [scene # v] to [418]\n\nwhen I receive [rm v]\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [nm v]\nclear graphic effects\n\n@Platform\n\ndefine Door at (x) (y) key (key name)\npoint in direction (90)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [-261]> then\n point in direction (0)\n switch costume to (squisher \(big boy\) v)\n show\n HWEEJE9D\nend\nif <(SCENE #) = [320]> then\n switch costume to (big plank2 v)\n show\n LOOOOOOOOOOOOOP\nend\nif <(SCENE #) = [1705]> then\n point in direction (0)\n switch costume to (squisher \(big boy\) v)\n show\n Animate SUPER\nend\nif <(SCENE #) = [307]> then\n switch costume to (repeating platforms v)\n show\n Animate Loop2\nend\nif <(SCENE #) = [37]> then\n switch costume to (repeating platforms v)\n show\n Animate Loop\nend\nif <(SCENE #) = [219]> then\n switch costume to (light blue platform v)\n show\n Animate 701XS\nend\nif <(SCENE #) = [-200]> then\n switch costume to (platform \(diagonal\) v)\n show\n Animate smooth diagonal\nend\nif <(SCENE #) = [329]> then\n switch costume to (platform \(mixed\) v)\n show\n Animate 32T\nend\nif <(SCENE #) = [40]> then\n switch costume to (platform \(horizontal\) v)\n show\n Animate smooth 2\nend\nif <(SCENE #) = [-203]> then\n switch costume to (platform \(horizontal\) v)\n show\n animate smooth\nend\nif <(SCENE #) = [-96]> then\n switch costume to (squisher v)\n show\n Animate-96\nend\nif <(SCENE #) = [-4]> then\n switch costume to (platform \(vertical\) v)\n show\n Animate -4\nend\nif <(SCENE #) = [415]> then\n switch costume to (big plank v)\n show\n Animate Big\nend\nif <(SCENE #) = [-102]> then\n switch costume to (platform \(mixed\)3 v)\n show\n Animate Tri\nend\nif <(SCENE #) = [1]> then\n switch costume to (platform \(mixed\)2 v)\n show\n Animate Platform\nend\nif <(SCENE #) = [102]> then\n switch costume to (platform \(horizontal\) v)\n show\n Animate 3\nend\nif <(SCENE #) = [132]> then\n switch costume to (platform \(mixed\)2 v)\n show\n animate mixed\nend\nif <(SCENE #) = [3]> then\n point in direction (0)\n switch costume to (squisher v)\n show\n Animate [99] [28] [99] [-26] [2] [0.5] spawn x [99] spawn y [-24]\nend\nif <(SCENE #) = [5]> then\n point in direction (90)\n switch costume to (key 2 v)\n Door at [-163] [-104] key [Key 2]\nend\nif <(SCENE #) = [20]> then\n switch costume to (platform \(diagonal\) v)\n show\n animate 6\nend\nif <(SCENE #) = [25]> then\n switch costume to (platform \(mixed\)3 v)\n show\n Animate mixed 3\nend\nif <(SCENE #) = [221]> then\n switch costume to (platform \(vertical\) v)\n show\n Animate221\nend\nif <(SCENE #) = [28]> then\n switch costume to (platform \(vertical\) v)\n show\n Animate 7\nend\nif <(SCENE #) = [31]> then\n switch costume to (platform \(horizontal\) v)\n show\n Animate special\nend\nif <(SCENE #) = [35]> then\n switch costume to (squisher \(big boy\) v)\n show\n ANIMATE DA BIG BOY\nend\nif <(SCENE #) = [228]> then\n switch costume to (close n open v)\n show\n animate42\nend\nif <(SCENE #) = [202]> then\n switch costume to (platform \(horizontal\) v)\n show\n Animate202\nend\nif <(SCENE #) = [251]> then\n switch costume to (platform \(mixed\) v)\n show\n Animate251\nend\nif <(SCENE #) = [308]> then\n switch costume to (moving gate v)\n show\n Animate 4\nend\nif <(SCENE #) = [1706]> then\n switch costume to (platform \(diagonal\) v)\n show\n Animate troll\nend\n\ndefine Animate Platform\ngo to x: (52) y: (-56)\npoint in direction (90)\nforever\n glide (2) secs to x: (52) y: (65)\n wait (0.8) seconds\n glide (2) secs to x: (133) y: (7)\n wait (0.8) seconds\n glide (2) secs to x: (52) y: (-57)\n wait (0.8) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [platform: last x v] to (x position)\nset [platform: last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Platform: last y)> then\n change y by (1)\nelse\n set y to ((Platform: last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to (((new x) - (Platform: last x)) * (DX cancel))\n set [platform dy v] to (((new y) - (Platform: last y)) * (DY cancel))\n set [dx cancel v] to [1]\n set [dy cancel v] to [1]\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 3\ngo to x: (85) y: (-48)\npoint in direction (90)\nforever\n glide (2) secs to x: (-64) y: (-48)\n wait (1) seconds\n glide (2) secs to x: (85) y: (-48)\n wait (1) seconds\nend\n\ndefine Animate 4\ngo to x: (-122) y: (-34)\npoint in direction (0)\nforever\n glide (0.9) secs to x: (-122) y: (-126)\n wait (1) seconds\n glide (3) secs to x: (-122) y: (-34)\n wait (1) seconds\nend\n\ndefine animate 6\npoint in direction (90)\ngo to x: (-93) y: (-75)\nforever\n glide (4) secs to x: (146) y: (-20)\n wait (1) seconds\n glide (4) secs to x: (-93) y: (-75)\n wait (1) seconds\nend\n\ndefine Animate 7\ngo to x: (179) y: (-101)\npoint in direction (90)\nforever\n glide (3) secs to x: (179) y: (60)\n wait (1) seconds\n glide (3) secs to x: (179) y: (-101)\n wait (1) seconds\nend\n\ndefine Animate special\ngo to x: (-119) y: (60)\npoint in direction (90)\nwait (3) seconds\nforever\n glide (4) secs to x: (121) y: (60)\n wait (1) seconds\n glide (4) secs to x: (-119) y: (60)\n wait (1) seconds\nend\n\ndefine ANIMATE DA BIG BOY\ngo to x: (-54) y: (-120)\npoint in direction (180)\nforever\n glide (4) secs to x: (-54) y: (-439)\n wait (1) seconds\n glide (2) secs to x: (-54) y: (-120)\n start sound [Crunch v]\n wait (1) seconds\nend\n\ndefine animate42\npoint in direction (90)\ngo to x: (-118) y: (12)\nforever\n glide (5) secs to x: (118) y: (12)\n wait (1) seconds\n glide (5) secs to x: (-118) y: (12)\n wait (1) seconds\nend\n\ndefine animate mixed\npoint in direction (90)\ngo to x: (-113) y: (-7)\nforever\n glide (3) secs to x: (154) y: (-31)\n wait (1) seconds\n glide (3) secs to x: (-113) y: (-80)\n wait (1) seconds\n glide (2) secs to x: (-113) y: (-7)\n wait (1) seconds\nend\n\ndefine Animate Tri\npoint in direction (90)\ngo to x: (102) y: (-77)\nforever\n glide (3) secs to x: (-65) y: (-77)\n wait (1) seconds\n glide (3) secs to x: (21) y: (77)\n wait (1) seconds\n glide (3) secs to x: (102) y: (-77)\n wait (1) seconds\nend\n\ndefine Animate troll\npoint in direction (90)\ngo to x: (179) y: (50)\nforever\n glide (0.6) secs to x: (-5) y: (-6)\n wait (1) seconds\n glide (0.6) secs to x: (179) y: (50)\n wait (1) seconds\nend\n\ndefine Animate mixed 3\npoint in direction (90)\ngo to x: (-155) y: (11)\nforever\n glide (2) secs to x: (22) y: (11)\n glide (2) secs to x: (171) y: (-21)\n wait (1) seconds\n glide (2) secs to x: (22) y: (11)\n glide (2) secs to x: (-155) y: (11)\n wait (1) seconds\nend\n\ndefine Animate221\npoint in direction (90)\ngo to x: (-86) y: (-71)\nwait (1) seconds\nforever\n glide (3) secs to x: (-86) y: (85)\n wait (1) seconds\n glide (3) secs to x: (-86) y: (-71)\n wait (1) seconds\nend\n\ndefine Animate251\npoint in direction (90)\ngo to x: (-75) y: (109)\nwait (1) seconds\nforever\n glide (3) secs to x: (-75) y: (-122)\n wait (1) seconds\n glide (3) secs to x: (55) y: (-122)\n wait (1) seconds\n glide (3) secs to x: (55) y: (109)\n wait (1) seconds\n glide (3) secs to x: (55) y: (-122)\n wait (1) seconds\n glide (3) secs to x: (-75) y: (-122)\n wait (1) seconds\n glide (3) secs to x: (-75) y: (109)\n wait (1) seconds\nend\n\ndefine Animate202\npoint in direction (90)\ngo to x: (38) y: (-48)\nforever\n glide (4) secs to x: (-130) y: (-48)\n wait (1) seconds\n glide (4) secs to x: (38) y: (-48)\n wait (1) seconds\nend\n\ndefine Animate Big\npoint in direction (90)\ngo to x: (-257) y: (-45)\nwait (1) seconds\nforever\n repeat until <(x position) > [229]>\n change x by (2)\n end\n set [dx cancel v] to [0]\n set x to (-257)\nend\n\ndefine Animate -4\npoint in direction (90)\ngo to x: (-45) y: (-116)\nforever\n glide (4) secs to x: (-45) y: (48)\n wait (1) seconds\n glide (4) secs to x: (-45) y: (-116)\n wait (1) seconds\nend\n\ndefine Animate-96\npoint in direction (0)\ngo to x: (1) y: (99)\nforever\n glide (0.5) secs to x: (1) y: (27)\n wait (0.5) seconds\n glide (2) secs to x: (1) y: (99)\n wait (1) seconds\nend\n\ndefine animate smooth\ngo to x: (0) y: (55)\npoint in direction (90)\nforever\n set x to (([sin v] of ((timer) * (50)) ) * (91))\nend\n\ndefine Animate smooth 2\ngo to x: (130) y: (55)\npoint in direction (90)\nforever\n set x to (([sin v] of ((timer) * (100)) ) * (130))\nend\n\ndefine Animate smooth diagonal\ngo to x: (0) y: (55)\npoint in direction (90)\nforever\n set y to (([sin v] of ((timer) * (50)) ) * (50))\n set x to (([sin v] of ((timer) * (50)) ) * (130))\nend\n\ndefine Animate 32T\npoint in direction (90)\ngo to x: (-142) y: (65)\nforever\n glide (1.5) secs to x: (-142) y: (-19)\n wait (1) seconds\n glide (3) secs to x: (89) y: (-19)\n wait (1) seconds\n glide (3) secs to x: (-142) y: (-19)\n wait (1) seconds\n glide (1.5) secs to x: (-142) y: (65)\n wait (1) seconds\nend\n\ndefine Animate (x) (y) (x2) (y2) (time) (time2) spawn x (spawn x) spawn y (spawn y)\ngo to x: (spawn x) y: (spawn y)\nforever\n glide (time) secs to x: (x) y: (y)\n wait (1) seconds\n glide (time2) secs to x: (x2) y: (y2)\n wait (1) seconds\nend\n\ndefine Animate 701XS\npoint in direction (90)\ngo to x: (-102) y: (-55)\nforever\n glide (1) secs to x: (-102) y: (0)\n glide (1) secs to x: (-102) y: (-55)\nend\n\ndefine Animate Loop\npoint in direction (90)\nif <([x position v] of [player v]) > [0]> then\n go to x: (128) y: (64)\n forever\n repeat (56)\n change y by (-2)\n end\n set [dy cancel v] to [0]\n set y to (64)\n end\nelse\n go to x: (128) y: (-64)\n forever\n repeat (56)\n change y by (2)\n end\n set [dy cancel v] to [0]\n set y to (-64)\n end\nend\n\ndefine Animate Loop2\npoint in direction (90)\ngo to x: (162) y: (64)\nforever\n repeat (56)\n change y by (-2)\n end\n set [dy cancel v] to [0]\n set y to (64)\nend\n\ndefine Animate SUPER\nset [speed y v] to [0]\ngo to x: (-47) y: (406)\nforever\n point in direction (0)\n repeat until <(y position) < [166]>\n change [speed y v] by (-1)\n change y by (speed y)\n end\n start sound [Crunch v]\n set [speed y v] to [0]\n glide (2) secs to x: (-47) y: (406)\nend\n\ndefine LOOOOOOOOOOOOOP\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-111) y: (-208)\nforever\n repeat (282)\n change y by (2)\n go to [back v] layer\n end\n go to [back v] layer\n set [dy cancel v] to [0]\n set y to (-208)\nend\n\ndefine HWEEJE9D\nset [speed y v] to [0]\ngo to x: (-88) y: (406)\nforever\n point in direction (0)\n repeat until <(y position) < [172]>\n change [speed y v] by (-1)\n change y by (speed y)\n end\n start sound [Crunch v]\n set [speed y v] to [0]\n glide (2) secs to x: (-88) y: (406)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\ngo to [back v] layer\ngo [forward v] (1) layers\nif <<<<<(SCENE #) = [215]> or <<(SCENE #) = [332]> or <<(SCENE #) = [112]> or <<(SCENE #) = [315]> or <<(SCENE #) = [333]> or <<(SCENE #) = [320]> or <(SCENE #) = [1202]>>>>>>> or <<(SCENE #) = [-359]> or <<(SCENE #) = [322]> or <(SCENE #) = [106]>>>> or <(SCENE #) = [-362]>> or <<<(SCENE #) = [21]> or <(SCENE #) = [25]>> or <<(SCENE #) = [26]> or <<<(SCENE #) = [20]> or <(SCENE #) = [14]>> or <<(SCENE #) = [13]> or <<<(SCENE #) = [28]> or <<(SCENE #) = [29]> or <<(SCENE #) = [27]> or <<<<(SCENE #) = [-3]> or <(SCENE #) = [3]>> or <<<(SCENE #) = [6]> or <(SCENE #) = [202]>> or <(SCENE #) = [210]>>> or <<<<(SCENE #) = [-498]> or <(SCENE #) = [-599]>> or <<(SCENE #) = [-92]> or <(SCENE #) = [-86]>>> or <<(SCENE #) = [219]> or <(SCENE #) = [-266]>>>>>>> or <<<(SCENE #) = [803]> or <<(SCENE #) = [802]> or <<<(SCENE #) = [804]> or <(SCENE #) = [1302]>> or <<(SCENE #) = [2512]> or <<<(SCENE #) = [1505]> or <(SCENE #) = [1303]>> or <<(SCENE #) = [1606]> or <(SCENE #) = [1405]>>>>>>> or <<(SCENE #) = [38]> or <<<(SCENE #) = [209]> or <(SCENE #) = [74]>> or <<<<(SCENE #) = [89]> or <(SCENE #) = [31]>> or <<(SCENE #) = [67]> or <(SCENE #) = [46]>>> or <<<(SCENE #) = [71]> or <(SCENE #) = [65]>> or <<<<<(SCENE #) = [304]> or <(SCENE #) = [235]>> or <<(SCENE #) = [306]> or <(SCENE #) = [232]>>> or <<<(SCENE #) = [408]> or <(SCENE #) = [314]>> or <<(SCENE #) = [603]> or <(SCENE #) = [605]>>>> or <<<(SCENE #) = [132]> or <(SCENE #) = [127]>> or <<<(SCENE #) = [120]> or <(SCENE #) = [118]>> or <<<(SCENE #) = [130]> or <(SCENE #) = [129]>> or <<(SCENE #) = [329]> or <(SCENE #) = [102]>>>>>>>>>>>>>>>>> then\n forever\n show\n go to [back v] layer\n set y to ((3) * ([sin v] of ((timer) * (380)) ))\n end\nend\n\n@Danger2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nif <(mode) = [HM]> then\n show\nelse\n hide\nend\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [131]> then\n forever\n go to [back v] layer\n set y to ((3) * ([sin v] of ((timer) * (380)) ))\n end\nend\n\n@Platform2\n\ndefine Door at (x) (y) key (key name)\npoint in direction (90)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [platform: last x v] to (x position)\nset [platform: last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Platform: last y)> then\n change y by (1)\nelse\n set y to ((Platform: last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Platform: last x))\n set [platform dy v] to ((new y) - (Platform: last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [1202]> then\n switch costume to (10 v)\n show\n Door at [-13] [108] Apples [10]\nend\nif <(SCENE #) = [205]> then\n switch costume to (6 v)\n show\n Door at [-152] [4] Apples [6]\nend\nif <(SCENE #) = [509]> then\n switch costume to (key 35s v)\n show\n Door at [145] [-61] key [Key 35S]\nend\nif <(SCENE #) = [-261]> then\n point in direction (0)\n switch costume to (squisher \(big boy\) v)\n show\n E\nend\nif <(SCENE #) = [-194]> then\n switch costume to (key 21a v)\n show\n Door at [-143] [65] key [Key 21A]\nend\nif <(SCENE #) = [320]> then\n go to [back v] layer\n switch costume to (big planks v)\n show\n LOOOOOOP\nend\nif <(SCENE #) = [219]> then\n switch costume to (darker blue platform v)\n show\n Animate 219-2\nend\nif <(SCENE #) = [-166]> then\n switch costume to (passport v)\n show\n Door at [85] [108] key [Passport]\nend\nif <(SCENE #) = [40]> then\n switch costume to (platform \(horizontal\) v)\n show\n Animate smooth\nend\nif <(SCENE #) = [-396]> then\n switch costume to (key 6 v)\n show\n Door at [-79] [-24] key [Key 6]\nend\nif <(SCENE #) = [-100]> then\n switch costume to (key 1 v)\n show\n Door at [160] [39] key [Key 1]\nend\nif <(SCENE #) = [221]> then\n switch costume to (key 1 v)\n show\n Door at [-144] [-38] key [Key 1]\nend\nif <(SCENE #) = [310]> then\n switch costume to (key 7 v)\n show\n Door at [-88] [-113] key [Key 7]\nend\nif <(SCENE #) = [65]> then\n switch costume to (platform \(diagonal\) v)\n show\n Animate 12.5\nend\nif <(SCENE #) = [99]> then\n Door at [159] [-46] key [Key 9]\nend\nif <(SCENE #) = [200]> then\n Door at [-66] [-93] key [Key 10]\nend\nif <(SCENE #) = [235]> then\n switch costume to (platform \(horizontal\) v)\n show\n animate 13.45\nend\nif <(SCENE #) = [1201]> then\n Door at [-78] [104] key [Key 3]\nend\nif <(SCENE #) = [2512]> then\n switch costume to (platform \(horizontal\) v)\n show\n Animate2512\nend\n\ndefine Hi\ngo to x: (56) y: (63)\nforever\n glide (4) secs to x: (-146) y: (63)\n wait (1) seconds\n glide (4) secs to x: (56) y: (63)\n wait (1) seconds\nend\n\ndefine Animate 12.5\ngo to x: (-47) y: (8)\nwait (4) seconds\nforever\n glide (4) secs to x: (146) y: (-85)\n wait (1) seconds\n glide (4) secs to x: (-47) y: (8)\n wait (1) seconds\nend\n\ndefine animate 13.45\ngo to x: (-85) y: (-31)\npoint in direction (90)\nforever\n glide (3) secs to x: (83) y: (-31)\n wait (1) seconds\n glide (3) secs to x: (-85) y: (-31)\n wait (1) seconds\nend\n\ndefine Animate2512\ngo to x: (-37) y: (75)\nforever\n glide (2) secs to x: (121) y: (75)\n wait (1) seconds\n glide (2) secs to x: (-37) y: (75)\n wait (1) seconds\nend\n\ndefine Animate smooth\ngo to x: (-130) y: (55)\nforever\n set x to (([sin v] of ((timer) * (100)) ) * (-130))\nend\n\ndefine Animate 219-2\ngo to x: (93) y: (-55)\nforever\n glide (0.9) secs to x: (93) y: (0)\n glide (0.9) secs to x: (93) y: (-55)\nend\n\ndefine Door at (x) (y) Apples (value)\npoint in direction (90)\nshow\nswitch costume to (value)\nset [targetted apples v] to (costume [name v])\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <(APPLES) > ((targetted apples) - (1))> 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 LOOOOOOP\npoint in direction (90)\ngo to x: (-5) y: (208)\nforever\n repeat (282)\n change y by (-2)\n go to [back v] layer\n end\n go to [back v] layer\n set [dy cancel v] to [0]\n set y to (208)\nend\n\ndefine E\nset [speed y v] to [0]\ngo to x: (120) y: (166)\nforever\n glide (2) secs to x: (120) y: (406)\n point in direction (0)\n repeat until <(y position) < [172]>\n change [speed y v] by (-1)\n change y by (speed y)\n end\n start sound [Crunch v]\n set [speed y v] to [0]\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (Collectable: my scene)> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nshow variable [apples v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nset [coin v] to [0]\nhide\nPlace [apple3] scene [-260] xy [83] [-70]\nPlace [Light Grey Flag] scene [-259] xy [46] [-74]\nPlace [Key 35S] scene [609] xy [113] [58]\nPlace [apple2] scene [1705] xy [-160] [98]\nPlace [Key 21A] scene [-197] xy [69] [69]\nPlace [Passport] scene [-196] xy [2] [-41]\nPlace [apple5] scene [-192] xy [176] [-95]\nPlace [Black Flag] scene [284] xy [-127] [-87]\nPlace [apple3] scene [-700] xy [85] [11]\nPlace [Key 6] scene [-295] xy [-46] [-14]\nPlace [apple] scene [-100] xy [166] [-84]\nPlace [apple2] scene [-94] xy [-162] [100]\nPlace [apple2] scene [-3] xy [-150] [101]\nPlace [apple] scene [0] xy [77] [-56]\nPlace [apple] scene [0] xy [115] [-56]\nPlace [Key 1] scene [0] xy [118] [38]\nPlace [apple] scene [1] xy [-171] [141]\nPlace [Green Flag] scene [2] xy [171] [15]\nPlace [Key 2] scene [4] xy [-216] [30]\nPlace [Red Flag2] scene [11] xy [52] [40]\nPlace [Yellow Flag] scene [20] xy [-182] [40]\nPlace [Blue flag] scene [30] xy [-179] [94]\nPlace [Green-yellow flag] scene [57] xy [-154] [-121]\nPlace [apple] scene [58] xy [-93] [-13]\nPlace [apple] scene [58] xy [-51] [17]\nPlace [apple] scene [58] xy [-96] [64]\nPlace [apple] scene [58] xy [-21] [-12]\nPlace [White Flag] scene [68] xy [10] [-20]\nPlace [Lives] scene [69] xy [109] [-85]\nPlace [apple] scene [100] xy [-89] [-108]\nPlace [apple2] scene [100] xy [-45] [-108]\nPlace [apple3] scene [100] xy [-2] [-108]\nPlace [Orange] scene [100] xy [41] [-108]\nPlace [apple] scene [101] xy [-9] [-18]\nPlace [bananas] scene [102] xy [-146] [-18]\nPlace [bananas] scene [103] xy [-167] [46]\nPlace [bananas] scene [103] xy [195] [-37]\nPlace [Orange] scene [109] xy [-169] [116]\nPlace [Key 10] scene [198] xy [-122] [134]\nPlace [Key 9] scene [200] xy [134] [109]\nPlace [apple2] scene [203] xy [-83] [64]\nPlace [Orange] scene [242] xy [-176] [21]\nPlace [apple2] scene [606] xy [176] [0]\nPlace [apple2] scene [804] xy [157] [92]\nPlace [apple2] scene [-199] xy [29] [-27]\nPlace [Purple flag] scene [201] xy [10] [-4]\nPlace [Red Flag] scene [213] xy [-130] [-10]\nPlace [Orange] scene [222] xy [-206] [36]\nPlace [Strange Flag] scene [225] xy [13] [59]\nPlace [apple3] scene [245] xy [76] [-93]\nPlace [Passport] scene [260] xy [-162] [-87]\nPlace [Key 7] scene [307] xy [-137] [89]\nPlace [Key 3] scene [1100] xy [37] [-24]\nPlace [apple4] scene [1204] xy [144] [-82]\nPlace [Pink Flag] scene [1302] xy [30] [-48]\nPlace [Light Blue Flag] scene [-266] xy [113] [124]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [collectable: my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [collectable: my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nif < (mode) contains [TM]?> then\n change [timer v] by (1)\nend\nset [collectable: my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <<(costume [name v]) = [Orange]> or <(costume [name v]) = [bananas]>> then\n start sound [Chomp v]\n else\n if < (costume [name v]) contains [apple2]?> then\n start sound [Wand v]\n change [apples v] by (5)\n else\n if < (costume [name v]) contains [apple3]?> then\n start sound [Wand v]\n change [apples v] by (25)\n else\n if < (costume [name v]) contains [apple4]?> then\n start sound [Wand v]\n change [apples v] by (100)\n else\n if < (costume [name v]) contains [The Goal]?> then\n start sound [SFX - Celebration v]\n else\n if << (costume [name v]) contains [Flag]?> or < (costume [name v]) contains [flag]?>> then\n start sound [Flag 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 start sound [Wand v]\n change [lives v] by (5)\n else\n if < (costume [name v]) contains [apple5]?> then\n start sound [Wand v]\n change [apples v] by (25)\n else\n start sound [Key v]\n add (costume [name v]) to [collected v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\n@Splash Screen\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (main menu1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [win screen v]\nbroadcast (Button v)\nswitch costume to (win screen v)\nshow\nplay sound [SFX - Celebration v] until done\n\nwhen I receive [settings v]\nswitch costume to (settings v)\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait until <key (enter v) pressed?>\nstart sound [coin 2 v]\nbroadcast (Settings2 v)\n\nwhen I receive [settings2 v]\nswitch costume to (settings2 v)\nstop [other scripts in sprite v]\n\nwhen I receive [announcements v]\nswitch costume to (announcements v)\n\n@Main Menu\n\nwhen flag clicked\nset [hide? v] to [false]\nhide\n\nwhen this sprite clicked\nif <(costume [name v]) = [Play]> then\n start sound [coin 2 v]\n hide\n set [hide? v] to [true]\n broadcast (Settings v)\nelse\n start sound [coin 2 v]\n hide\n set [hide? v] to [true]\n broadcast (Announcements v)\nend\n\nwhen I receive [main menu v]\nset size to (10) %\nswitch costume to (play v)\nwait (0.001) seconds\ngo to [front v] layer\nshow\ngo to x: (132) y: (-17)\nrepeat (30)\n change size by (((100) - (size)) / (5))\nend\nforever\n if <(can click?) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((135) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nbroadcast (Button2 v)\nstop all sounds\nstart sound [Candy Crush Intro2 v]\nset [hide? v] to [false]\nswitch costume to (retry v)\nwait (0.1) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (-65)\nset size to (10) %\nrepeat (30)\n change size by (((100) - (size)) / (5))\nend\nforever\n if <(can click?) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [main menu v]\nforever\n if <(hide?) = [true]> then\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [button2 v]\nwait (1) seconds\nforever\n if <(hide?) = [true]> then\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [button v]\nset [hide? v] to [false]\nshow\nswitch costume to (play again v)\ngo to [front v] layer\ngo to x: (0) y: (-65)\n\nwhen I receive [button v]\nwait (1) seconds\nforever\n if <(hide?) = [true]> then\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [more settings v]\nset [hide? v] to [true]\nhide\n\nwhen I receive [settings2 v]\nset [hide? v] to [true]\nhide\n\nwhen I receive [button3 v]\nwait (1) seconds\nforever\n if <(hide?) = [true]> then\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [announcements v]\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [change scene v]\nif <not <(mode) = [CTM]>> then\n if <(SCENE #) = [509]> then\n Spawn [Green] at [36] [-89] dir [-90]\n end\n if <(SCENE #) = [-360]> then\n Spawn [Grey] at [-50] [-136] dir [90]\n end\n if <(SCENE #) = [1402]> then\n Spawn [Grey] at [111] [-112] dir [-90]\n end\n if <(SCENE #) = [215]> then\n Spawn [Orange] at [-109] [52] dir [-90]\n end\n if <(SCENE #) = [-361]> then\n Spawn [White] at [106] [-84] dir [-90]\n end\n if <(SCENE #) = [42]> then\n Spawn [Red] at [159] [-125] dir [-90]\n end\n if <(SCENE #) = [214]> then\n Spawn [Red] at [-109] [-91] dir [-90]\n Spawn [Cyan] at [-81] [-91] dir [90]\n Spawn [Blue] at [88] [-91] dir [90]\n Spawn [Yellow] at [27] [-91] dir [-90]\n Spawn [Pink] at [27] [84] dir [-90]\n end\n if <(SCENE #) = [37]> then\n Spawn [Red] at [-154] [47] dir [90]\n Spawn [Cyan] at [20] [5] dir [-90]\n Spawn [Light Pink] at [-106] [-59] dir [-90]\n end\n if <(SCENE #) = [328]> then\n Spawn [Red] at [-34] [-89] dir [-90]\n Spawn [Blue] at [97] [14] dir [-90]\n Spawn [Red] at [48] [-89] dir [-90]\n end\n if <(SCENE #) = [183]> then\n Spawn [Light Pink] at [140] [-125] dir [-90]\n end\n if <(SCENE #) = [284]> then\n Spawn [Red] at [176] [-16] dir [-90]\n Spawn [Blue] at [115] [-28] dir [90]\n end\n if <(SCENE #) = [-98]> then\n Spawn [Pink] at [-60] [-102] dir [-90]\n Spawn [Blue] at [-45] [-102] dir [-90]\n Spawn [Pink] at [-13] [-102] dir [-90]\n Spawn [Blue] at [19] [-102] dir [-90]\n Spawn [Cyan] at [12] [-102] dir [-90]\n Spawn [Cyan] at [51] [-102] dir [-90]\n end\n if <(SCENE #) = [-102]> then\n Spawn [Pink] at [-29] [-106] dir [-90]\n end\n if <(SCENE #) = [213]> then\n Spawn [Cyan] at [-75] [-55] dir [-90]\n end\n if <(SCENE #) = [-201]> then\n Spawn [Orange] at [40] [-111] dir [90]\n Spawn [Orange] at [-52] [-111] dir [90]\n end\n if <(SCENE #) = [151]> then\n Spawn [Purple] at [-111] [0] dir [90]\n end\n if <(SCENE #) = [305]> then\n Spawn [Grey] at [112] [68] dir [-90]\n end\n if <(SCENE #) = [198]> then\n Spawn [Purple] at [-174] [-108] dir [90]\n end\n if <(SCENE #) = [302]> then\n Spawn [Yellow] at [25] [-24] dir [-90]\n end\n if <(SCENE #) = [2415]> then\n Spawn [Yellow] at [-85] [-133] dir [-90]\n Spawn [Yellow] at [85] [-133] dir [-90]\n end\n if <(SCENE #) = [15]> then\n Spawn [Cyan] at [4] [39] dir [-90]\n end\n if <(SCENE #) = [19]> then\n Spawn [Green] at [192] [-151] dir [-90]\n end\n if <(SCENE #) = [239]> then\n Spawn [Green] at [-129] [-128] dir [-90]\n end\n if <(SCENE #) = [-199]> then\n Spawn [Blue] at [80] [-59] dir [90]\n end\n if <(SCENE #) = [8]> then\n Spawn [Blue] at [11] [-57] dir [90]\n end\n if <(SCENE #) = [-299]> then\n Spawn [Blue] at [60] [-12] dir [-90]\n end\n if <(SCENE #) = [6]> then\n Spawn [Blue] at [-114] [61] dir [90]\n end\n if <(SCENE #) = [70]> then\n Spawn [Blue] at [159] [32] dir [-90]\n end\n if <(SCENE #) = [101]> then\n Spawn [Blue] at [73] [-24] dir [-90]\n end\n if <(SCENE #) = [-599]> then\n Spawn [Red] at [-85] [-59] dir [-90]\n end\n if <(SCENE #) = [2612]> then\n Spawn [Cyan] at [-69] [-71] dir [90]\n end\n if <(SCENE #) = [8]> then\n Spawn [Red] at [204] [-58] dir [-90]\n end\n if <(SCENE #) = [-398]> then\n Spawn [Red] at [-100] [-49] dir [-90]\n Spawn [Red] at [68] [-49] dir [-90]\n end\n if <(SCENE #) = [-99]> then\n Spawn [Red] at [-46] [-28] dir [-90]\n Spawn [Red] at [-163] [-98] dir [-90]\n Spawn [Red] at [-76] [-100] dir [-90]\n end\n if <(SCENE #) = [0]> then\n Spawn [Red] at [29] [-53] dir [-90]\n end\n if <(SCENE #) = [4]> then\n Spawn [Red] at [37] [-93] dir [-90]\n end\n if <(SCENE #) = [157]> then\n Spawn [Red] at [-58] [50] dir [-90]\n Spawn [Red] at [58] [50] dir [90]\n end\n if <(SCENE #) = [92]> then\n Spawn [Red] at [143] [57] dir [-90]\n Spawn [Red] at [-113] [43] dir [90]\n end\n if <(SCENE #) = [209]> then\n Spawn [Red] at [63] [-23] dir [-90]\n Spawn [Red] at [-67] [-27] dir [-90]\n end\n if <(SCENE #) = [211]> then\n Spawn [Red] at [81] [-92] dir [-90]\n Spawn [Red] at [-59] [-92] dir [90]\n end\n if <(SCENE #) = [1404]> then\n Spawn [Red] at [-58] [-24] dir [-90]\n Spawn [Red] at [-90] [-114] dir [90]\n Spawn [Blue] at [-74] [-110] dir [-90]\n Spawn [Blue] at [0] [-110] dir [-90]\n Spawn [Cyan] at [152] [-110] dir [-90]\n Spawn [Cyan] at [205] [-110] dir [-90]\n end\nend\n\nwhen I start as a clone\nshow\nset size to (140) %\nif <(enemy type) = [Red]> then\n set [health v] to [1]\nelse\n if <(enemy type) = [Blue]> then\n set [health v] to [3]\n else\n if <(enemy type) = [Yellow]> then\n set [health v] to [6]\n set size to (160) %\n else\n if <(enemy type) = [Pink]> then\n set [health v] to [4]\n else\n if <(enemy type) = [Purple]> then\n set [health v] to [18]\n set size to (250) %\n else\n if <(enemy type) = [Orange]> then\n set [health v] to [12]\n set size to (180) %\n else\n if <(enemy type) = [Cyan]> then\n set [health v] to [2]\n else\n if <(enemy type) = [White]> then\n set [health v] to [8]\n set size to (170) %\n else\n set [health v] to [5]\n set size to (150) %\n end\n end\n end\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (join (enemy type) [1])\n set rotation style [don't rotate v]\n Move - Left and Right\n Move - Down\n change [frame v] by (0.333)\n switch costume to (join (enemy type) ((1) + (([floor v] of (frame) ) mod (4))))\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player \n end\nend\n\nwhen I receive [exiting current 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)?>> or <touching (platform v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left and Right\nset rotation style [left-right v]\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <touching (safe zones v)?>> then\n if <not <touching (jump through v)?>> then\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nset rotation style [left-right v]\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player \nif <(INVINCIBILITY) = [1]> then\n stop [other scripts in sprite v]\n switch costume to (join (enemy type) [1])\n set rotation style [all around v]\n point in direction (-90)\n change y by (30)\n set [speed y v] to [0]\n set [speed x v] to [0]\n repeat (30)\n change [speed x v] by (0.1)\n change x by (speed x)\n change [speed y v] by (-1.5)\n change y by (speed y)\n end\n delete this clone\nend\nif <(enemy type) = [Grey]> then\n broadcast (Lose Life v)\n stop [this script v]\nend\nif <(enemy type) = [Green]> then\n if <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce Higher v)\n start sound [boing v]\n switch costume to (green squish v)\n wait (0.3) seconds\n stop [this script v]\n end\nelse\n if <([speed y v] of [player v]) < [-3]> then\n if <(mode) = [TM]> then\n change [timer v] by (3)\n end\n change [health v] by (-1)\n broadcast (Player - Bounce v)\n if <(Health) = [0]> then\n start sound [Squish Pop v]\n switch costume to (join (enemy type) (join [ ] [Squish]))\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n start sound [Pop v]\n if <(mode) = [TM]> then\n change [timer v] by (1)\n end\n switch costume to (join (enemy type) (join [ ] [hit]))\n wait (0.3) seconds\n stop [this script v]\n end\n end\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\nset [enemy type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = (join (enemy type) [1])> then\n play sound [blipp v] until done\n end\nend\n\n@Platform3\n\ndefine Door at (x) (y) key (key name)\npoint in direction (90)\nshow\nswitch costume to (lock v)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [platform: last x v] to (x position)\nset [platform: 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) > (Platform: last y)> then\n change y by (1)\n else\n set y to ((Platform: last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (Platform: last x))\n set [platform dy v] to ((new y) - (Platform: last y))\n end\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nset [turn v] to [0]\nset [id v] to [0]\nif <(SCENE #) = [508]> then\n Spawn [Cross] at [0] [54] dir [90] Turn [1.5]\nend\nif <(SCENE #) = [-260]> then\n Spawn [X] at [-140] [-21] dir [90] Turn [1]\n Spawn [X] at [32] [-21] dir [90] Turn [-1]\nend\nif <(SCENE #) = [1704]> then\n Spawn [X] at [85] [0] dir [90] Turn [1.5]\nend\nif <(SCENE #) = [320]> then\n Spawn [Square] at [102] [-32] dir [90] Turn [1]\nend\nif <(SCENE #) = [-358]> then\n Spawn [Triple Square] at [0] [5] dir [90] Turn [1.5]\nend\nif <(SCENE #) = [183]> then\n Spawn [Plank] at [0] [0] dir [90] Turn [1.5]\nend\nif <(SCENE #) = [327]> then\n Spawn [Square] at [0] [0] dir [90] Turn [1]\nend\nif <(SCENE #) = [219]> then\n switch costume to (dark blue platform v)\n show\n Animate 219-3\nend\nif <(SCENE #) = [85]> then\n Spawn [Rotating Circle2] at [7] [1] dir [27] Turn [1]\nend\nif <(SCENE #) = [331]> then\n Spawn [X] at [-158] [0] dir [-45] Turn [-1]\nend\nif <(SCENE #) = [52]> then\n Spawn [Square] at [-8] [-23] dir [90] Turn (pick random (-1) to (1))\nend\nif <(SCENE #) = [1301]> then\n Spawn [Double Cup] at [0] [0] dir [90] Turn [-0.5]\nend\nif <(SCENE #) = [-6]> then\n Spawn [Square] at [-49] [-10] dir [90] Turn [5]\nend\nif <(SCENE #) = [324]> then\n Spawn [X] at [0] [0] dir [90] Turn [1]\nend\nif <(SCENE #) = [-4]> then\n Spawn [Plank4] at [-151] [44] dir [90] Turn [1]\n Spawn [Plank4] at [-151] [-20] dir [90] Turn [-1]\n Spawn [Plank4] at [-151] [-84] dir [90] Turn [1]\nend\nif <(SCENE #) = [-495]> then\n Spawn [Square] at [-73] [-12] dir [90] Turn [-1]\n Spawn [Square] at [-73] [-12] dir [90] Turn [1]\n Spawn [Square] at [106] [-43] dir [90] Turn [1]\n Spawn [Square] at [106] [-43] dir [90] Turn [-1]\nend\nif <(SCENE #) = [-399]> then\n Spawn [Cup] at [3] [-2] dir [90] Turn [1]\nend\nif <(SCENE #) = [-303]> then\n Spawn [Square] at [-106] [38] dir [90] Turn [Wobble]\n Spawn [Rectangle] at [60] [-15] dir [90] Turn [Wobble]\nend\nif <(SCENE #) = [-302]> then\n Spawn [Square] at [96] [-48] dir [90] Turn [Wobble]\nend\nif <(SCENE #) = [-301]> then\n Spawn [????] at [-119] [28] dir [90] Turn [1]\nend\nif <(SCENE #) = [-92]> then\n Spawn [Square] at [7] [-10] dir [90] Turn [-0.5]\nend\nif <(SCENE #) = [-90]> then\n Spawn [Cross] at [4] [61] dir [90] Turn [0.9]\nend\nif <(SCENE #) = [-101]> then\n Spawn [Rectangle] at [-46] [-5] dir [90] Turn [1]\nend\nif <(SCENE #) = [40]> then\n Spawn [X] at [0] [-39] dir [90] Turn [1.5]\nend\nif <(SCENE #) = [-1]> then\n Spawn [Square] at [86] [28] dir [90] Turn [1]\n Spawn [Plank] at [-79] [-20] dir [90] Turn [-0.5]\nend\nif <(SCENE #) = [802]> then\n Spawn [Square] at [-41] [-38] dir [0] Turn [1]\n Spawn [Square] at [-41] [-38] dir [0] Turn [-1]\nend\nif <(SCENE #) = [-2]> then\n Spawn [Rotating Circle] at [13] [-137] dir [0] Turn [1]\nend\nif <(SCENE #) = [-3]> then\n Spawn [Plank2] at [17] [0] dir [0] Turn [-1]\nend\nif <(SCENE #) = [57]> then\n Spawn [Square] at [45] [-11] dir [0] Turn [1]\nend\nif <(SCENE #) = [75]> then\n Spawn [Rotating Circle] at [3] [-127] dir [0] Turn [1]\nend\nif <(SCENE #) = [83]> then\n Spawn [Rectangle] at [-84] [-10] dir [27] Turn [1]\n Spawn [Square] at [112] [-51] dir [90] Turn [1]\nend\nif <(SCENE #) = [86]> then\n Spawn [Plank4] at [-172] [0] dir [90] Turn [1]\n Spawn [Plank4] at [172] [0] dir [90] Turn [1]\nend\nif <(SCENE #) = [131]> then\n Spawn [Square] at [-120] [-22] dir [0] Turn [1]\n Spawn [Square] at [76] [-22] dir [0] Turn [1]\n Spawn [Platform \(Horizontal\)] at [-144] [-110] dir [0] Turn []\n Spawn [Platform \(Vertical\)] at [-24] [0] dir [0] Turn []\nend\nif <(SCENE #) = [134]> then\n Spawn [Cross] at [5] [-13] dir [0] Turn [1]\nend\nif <(SCENE #) = [149]> then\n Spawn [Plank] at [6] [119] dir [0] Turn [1]\nend\nif <(SCENE #) = [158]> then\n Spawn [Triple Square] at [-10] [32] dir [0] Turn [1]\nend\nif <(SCENE #) = [206]> then\n Spawn [Plank4] at [5] [-105] dir [0] Turn [1]\n Spawn [Plank4] at [5] [-40] dir [90] Turn [1]\n Spawn [Plank4] at [5] [15] dir [0] Turn [1]\n Spawn [Plank4] at [5] [75] dir [90] Turn [1]\nend\nif <(SCENE #) = [210]> then\n if <([x position v] of [player v]) > [0]> then\n Spawn [Plank4] at [-126] [-47] dir [150] Turn [-0.9]\n Spawn [Plank4] at [-34] [-47] dir [125] Turn [-0.9]\n Spawn [Plank4] at [58] [-47] dir [100] Turn [-0.9]\n Spawn [Plank4] at [150] [-47] dir [75] Turn [-0.9]\n else\n Spawn [Plank4] at [-126] [-47] dir [150] Turn [0.9]\n Spawn [Plank4] at [-34] [-47] dir [125] Turn [0.9]\n Spawn [Plank4] at [58] [-47] dir [100] Turn [0.9]\n Spawn [Plank4] at [150] [-47] dir [75] Turn [0.9]\n end\nend\nif <(SCENE #) = [229]> then\n Spawn [Square] at [-3] [18] dir [0] Turn [1]\nend\nif <(SCENE #) = [231]> then\n Spawn [Rotating Circle] at [-2] [-120] dir [0] Turn [1]\nend\nif <(SCENE #) = [230]> then\n Spawn [Double Cup] at [3] [8] dir [0] Turn [1]\nend\nif <(SCENE #) = [232]> then\n Spawn [Plank2] at [48] [12] dir [0] Turn [1]\nend\nif <(SCENE #) = [234]> then\n Spawn [Triple Square] at [5] [51] dir [0] Turn [1]\nend\nif <(SCENE #) = [240]> then\n Spawn [Triple Square] at [5] [-7] dir [0] Turn [1]\nend\nif <(SCENE #) = [319]> then\n Spawn [Double Cup2] at [-8] [73] dir [0] Turn [1]\nend\nif <(SCENE #) = [321]> then\n Spawn [Triple Square] at [-8] [73] dir [0] Turn [0.5]\nend\nif <(SCENE #) = [407]> then\n Spawn [Cup] at [0] [0] dir [0] Turn [1]\nend\nif <(SCENE #) = [903]> then\n Spawn [Plank] at [0] [0] dir [0] Turn [4]\nend\nif <(SCENE #) = [1303]> then\n Spawn [Square] at [24] [9] dir [0] Turn [1]\nend\nif <(SCENE #) = [-5]> then\n Spawn [Plank5] at [0] [0] dir [0] Turn [1]\n Spawn [Plank4] at [123] [10] dir [0] Turn [1]\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [exiting current 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\nshow\nif < (costume [name v]) contains [Lock]?> then\n Door at (x position) (y position) key [Key 1]\nend\nif <(costume [name v]) = [Platform \(Vertical\)]> then\n Animate 9\nend\nif <(costume [name v]) = [Plank3]> then\n thing\nend\nif <(Turn) > []> then\n show\n set rotation style [all around v]\n forever\n if <(Turn) = [Wobble]> then\n point in direction ((90) + (([sin v] of (((timer) - (1)) * (100)) ) * (10)))\n else\n turn right (Turn) degrees\n end\n end\nend\nAnimate Horizontal\n\nAnimate 9\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\ndefine Animate Horizontal\nshow\nforever\n glide (3) secs to x: ((x position) + (180)) y: (y position)\n wait (1) seconds\n glide (3) secs to x: ((x position) - (180)) y: (y position)\n wait (1) seconds\nend\n\ndefine Animate 219-3\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n glide (0.9) secs to x: (0) y: (-55)\n glide (0.9) secs to x: (0) y: (0)\nend\n\ndefine Animate 1\ngo to x: (87) y: (-134)\nforever\n glide (5) secs to x: (87) y: (134)\n wait (1) seconds\n glide (5) secs to x: (87) y: (-134)\n wait (1) seconds\nend\n\ndefine thing\nshow\ngo to x: (-116) y: (-59)\nforever\n glide (3) secs to x: (104) y: (-59)\n wait (1) seconds\n glide (3) secs to x: (-117) y: (-59)\n wait (1) seconds\nend\n\ndefine Animate 9\nswitch costume to (platform \(vertical\) v)\nshow\nforever\n glide (1) secs to x: (x position) y: ((y position) + (60))\n wait (1) seconds\n glide (1) secs to x: (x position) y: ((y position) - (60))\n wait (1) seconds\nend\n\ngo to x: (26) y: (-201)\nforever\n repeat (101)\n change y by (4)\n turn right (3) degrees\n end\n set y to (-201)\nend\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Jump Through\n\ndefine Stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp outline\nset 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)\nwait (1) seconds\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp shadow\nStamp outline\n\nwhen flag clicked\nclear graphic effects\nwait (0.5) seconds\ngo to x: (0) y: (0)\n\nset [scene # v] to [60]\n\n@Sawblades\n\nwhen I receive [change scene v]\nset [turn v] to [0]\ngo to [back v] layer\nhide\nif <(SCENE #) = [208]> then\n show\n Animate 12\nend\nif <(SCENE #) = [1404]> then\n show\n Animate 14\nend\nif <(SCENE #) = [-202]> then\n show\n Animate 15\nend\nif <(SCENE #) = [37]> then\n show\n Animate 16\nend\n\ndefine Animate 12\nset [turn v] to [-15]\ngo to x: (-100) y: (-38)\nforever\n glide (5) secs to x: (100) y: (-38)\n wait (1) seconds\n repeat (30)\n change [turn v] by (-1)\n end\n set [turn v] to [15]\n glide (5) secs to x: (-100) y: (-38)\n wait (1) seconds\n repeat (30)\n change [turn v] by (1)\n end\n set [turn v] to [-15]\nend\n\ndefine Animate 13\nset [turn v] to [-15]\ngo to x: (100) y: (-111)\nforever\n glide (5) secs to x: (-100) y: (-111)\n wait (1) seconds\n repeat (30)\n change [turn v] by (-1)\n end\n set [turn v] to [-15]\n glide (5) secs to x: (100) y: (-111)\n wait (1) seconds\n repeat (30)\n change [turn v] by (1)\n end\n set [turn v] to [15]\nend\n\ndefine Animate 14\nset [turn v] to [-15]\ngo to x: (146) y: (-126)\nforever\n glide (4) secs to x: (-119) y: (-126)\n wait (1) seconds\n repeat (30)\n change [turn v] by (-1)\n end\n set [turn v] to [-15]\n glide (4) secs to x: (146) y: (-126)\n wait (1) seconds\n repeat (30)\n change [turn v] by (1)\n end\n set [turn v] to [15]\nend\n\ndefine Animate 15\ngo to x: (179) y: (-114)\nset [turn v] to [-15]\nforever\n glide (3) secs to x: (10) y: (-114)\n wait (1) seconds\n repeat (30)\n change [turn v] by (1)\n end\n set [turn v] to [-15]\n glide (3) secs to x: (179) y: (-114)\n wait (1) seconds\n repeat (30)\n change [turn v] by (-1)\n end\n set [turn v] to [15]\nend\n\nwhen I receive [change scene v]\nforever\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n broadcast (Lose Life v)\n if <(turn) > [0]> then\n repeat until <(turn) = [0]>\n change [turn v] by (-1)\n end\n else\n repeat until <(turn) = [0]>\n change [turn v] by (1)\n end\n end\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [change scene v]\nforever\n turn right (turn) degrees\nend\n\ndefine Animate 16\ngo to x: (17) y: (-150)\nset [turn v] to [15]\nforever\n glide (3) secs to x: (-129) y: (-150)\n wait (1) seconds\n repeat (30)\n change [turn v] by (1)\n end\n set [turn v] to [-15]\n glide (3) secs to x: (17) y: (-150)\n wait (1) seconds\n repeat (30)\n change [turn v] by (-1)\n end\n set [turn v] to [15]\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (75) %\nhide\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [-259]> then\n Spawn [Trampoline2] at [-158] [18] dir [180]\n Spawn [Trampoline2] at [-158] [-76] dir [180]\nend\nif <(SCENE #) = [331]> then\n Spawn [Trampoline] at [-3] [-140] dir [90]\nend\nif <(SCENE #) = [40]> then\n Spawn [Trampoline2] at [-151] [-9] dir [181]\nend\nif <(SCENE #) = [310]> then\n Spawn [Trampoline2] at [-48] [89] dir [180]\nend\nif <(SCENE #) = [322]> then\n Spawn [Trampoline2] at [-161] [-19] dir [180]\nend\nif <(SCENE #) = [23]> then\n Spawn [Trampoline2] at [-192] [85] dir [179]\nend\nif <(SCENE #) = [-103]> then\n Spawn [Trampoline] at [-103] [-111] dir [90]\n Spawn [Trampoline] at [-27] [-111] dir [90]\nend\nif <(SCENE #) = [-95]> then\n Spawn [Trampoline] at [68] [-96] dir [90]\nend\nif <(SCENE #) = [33]> then\n Spawn [Trampoline] at [172] [-154] dir [90]\nend\nif <(SCENE #) = [93]> then\n Spawn [Trampoline] at [33] [-86] dir [90]\nend\nif <(SCENE #) = [102]> then\n Spawn [Trampoline] at [177] [-23] dir [90]\nend\nif <(SCENE #) = [2412]> then\n Spawn [Trampoline] at [207] [-135] dir [90]\n Spawn [Trampoline] at [-168] [-135] dir [90]\nend\n\ndefine Trampoline Animation\nif <(type) = [Trampoline]> then\n switch costume to (1 v)\n repeat (8)\n next costume\n end\nelse\n switch costume to (1a v)\n repeat (8)\n next costume\n end\nend\n\nwhen I receive [exiting current scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir)\nset [type v] to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(type) = [Trampoline]> then\n switch costume to (1 v)\nelse\n switch costume to (1a v)\nend\nforever\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n if <(type) = [Trampoline]> then\n start sound [boing v]\n broadcast (trampoline v)\n Trampoline Animation\n switch costume to (1 v)\n end\n end\n if <(type) = [Trampoline2]> then\n start sound [boing v]\n broadcast (trampoline2 v)\n Trampoline Animation\n switch costume to (1a v)\n end\n end\nend\n\n@Decoration\n\ndefine Stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp outline\nset 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)\nwait (0.001) seconds\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <not <(SCENE #) = [100]>> then\n Stamp shadow\n Stamp outline\nend\n\nwhen flag clicked\nclear graphic effects\nwait (0.5) seconds\ngo to x: (0) y: (0)\n\nset [scene # v] to [60]\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (30)\nshow\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Npc\n\ndefine speak (string)\nset [speech v] to []\nset [index v] to [1]\nrepeat (length of (string))\n switch costume to (join (npctype) [talk])\n set [speech v] to (join (Speech) (letter (Index) of (string)))\n say (Speech)\n start sound [recording1 v]\n if <(letter (Index) of (string)) = [,]> then\n wait (0.5) seconds\n end\n if < [.!?] contains (letter (Index) of (string))?> then\n wait (1) seconds\n end\n wait (0) seconds\n change [index v] by (1)\nend\nif <(letter (Index) of (string)) = [-]> then\nswitch costume to (npctype)\n\ndefine spawn (type) scene (scene#) X (x) Y (y) dir (direction)\nif <(SCENE #) = (scene#)> then\n switch costume to (type)\n set [npctype v] to (type)\n go to x: (x) y: (y)\n go to [back v] layer\n go [backward v] (1) layers\n point in direction (direction)\n create clone of (_myself_ v)\nend\n\nwhen I receive [change scene v]\nhide\nspawn [npc2] scene [-359] X [-160] Y [-22] dir [-90]\nspawn [npc2] scene [-362] X [-133] Y [-85] dir [-90]\nspawn [npc] scene [305] X [-113] Y [84] dir [-90]\nspawn [npc] scene [-365] X [99] Y [-81] dir [-90]\nspawn [npc] scene [326] X [-27] Y [-90] dir [-90]\nspawn [npc] scene [13] X [-184] Y [33] dir [-90]\nspawn [npc] scene [-94] X [-71] Y [97] dir [-90]\nspawn [npc] scene [-301] X [54] Y [-112] dir [-90]\nspawn [npc] scene [-95] X [17] Y [-97] dir [-90]\nspawn [npc] scene [1] X [-69] Y [-52] dir [-90]\nspawn [npc] scene [-99] X [-157] Y [12] dir [-90]\nspawn [npc] scene [0] X [-57] Y [27] dir [-90]\nspawn [npc] scene [3] X [-89] Y [-5] dir [-90]\nspawn [npc] scene [208] X [-169] Y [-26] dir [-90]\nspawn [npc] scene [-199] X [127] Y [-7] dir [-90]\nspawn [npc] scene [102] X [128] Y [-24] dir [90]\nspawn [npc] scene [-101] X [90] Y [-51] dir [90]\nspawn [npc] scene [302] X [162] Y [58] dir [-90]\nspawn [npc] scene [103] X [151] Y [-59] dir [-90]\nspawn [npc] scene [2415] X [23] Y [21] dir [-90]\nspawn [npc] scene [2] X [-172] Y [31] dir [-90]\nspawn [npc] scene [333] X [-184] Y [-75] dir [-90]\n\nwhen I start as a clone\nforever\n if <not <(mode) = [CTM]>> then\n show\n if <touching (player v)?> then\n say [press e to interact]\n if <key (e v) pressed?> then\n if <(SCENE #) = [-359]> then\n speak [This dimension is slightly harder]\n speak [So be careful]\n end\n if <(SCENE #) = [-362]> then\n speak [Yo what's up, I'm npc's step cousin]\n speak [npc2]\n speak [Our developer named us like this, don't ask why]\n speak [I'll be your guide for the snow dimension]\n speak [it's quite cold here, bring a jacket]\n end\n if <(SCENE #) = [305]> then\n speak [That grey enemy has a spike on it's head]\n speak [So you can't squish it]\n speak [This also means it's immortal]\n end\n if <(SCENE #) = [-365]> then\n speak [Welcome to the snow dimension!]\n end\n if <(SCENE #) = [206]> then\n speak [These are drop through platforms]\n speak [press the down key or S to drop through]\n end\n if <<<(SCENE #) = [-94]> or <(SCENE #) = [13]>> or <(SCENE #) = [333]>> then\n speak [These are shift-boxing platforms]\n speak [It is inspired by theapplesguy2]\n speak [press space to change it's state]\n speak [light blue is non-solid, dark blue is solid]\n end\n if <(SCENE #) = [2]> then\n speak [Just want to say, cyan enemies have 2 health]\n speak [They can be found in scene 213]\n end\n if <(SCENE #) = [326]> then\n speak [We are building 25 more scenes on the 3rd floor]\n end\n if <(SCENE #) = [-301]> then\n speak [I am the first one made in the game]\n end\n if <(SCENE #) = [1]> then\n speak [These are moving platforms]\n speak [and also be careful of the spikes]\n end\n if <(SCENE #) = [-99]> then\n speak [Hi friend]\n speak [there are lots of enemies here]\n end\n if <<(SCENE #) = [102]> or <(SCENE #) = [-95]>> then\n speak [These are trampolines]\n speak [Makes you jump higher]\n end\n if <(SCENE #) = [2415]> then\n speak [Yellow enemies belong here]\n end\n if <(SCENE #) = [0]> then\n speak [Welcome to platformer world]\n speak [There are lots of elements]\n speak [Jump on an enemy's head to kill it]\n speak [Avoid spikes and lava]\n speak [and also thanks for more than 1400 views!]\n end\n if <(SCENE #) = [3]> then\n speak [be careful of the lava!]\n end\n if <(SCENE #) = [103]> then\n speak [Hi, nothing much to say, but there are bananas]\n end\n if <(SCENE #) = [-199]> then\n speak [Ooh golden apples]\n speak [1 golden apple equals to 5 apples]\n speak [careful of the enemy tho]\n end\n if <(SCENE #) = [208]> then\n speak [Watch out for that sawblade!]\n end\n if <(SCENE #) = [-101]> then\n speak [This place is made for fun]\n speak [The developer just wanted to add more scenes]\n speak [They are scenes -101 -102 -103 -201 -202 -203 -301 -302 -303 -401 -402 -403]\n end\n if <(SCENE #) = [302]> then\n speak [That enemy has 6 health, while the blue one has 3]\n end\n end\n else\n say []\n end\n end\nend\n\nwhen I receive [exiting current scene v]\ndelete this clone\n\n@Portal\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [-366]> then\n switch costume to (portal2 v)\n show\n go to x: (-144) y: (23)\nend\nif <(SCENE #) = [100]> then\n switch costume to (portal v)\n show\n go to x: (129) y: (0)\nend\nif <(SCENE #) = [2612]> then\n switch costume to (portal v)\n show\n go to x: (-140) y: (7)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n if <(SCENE #) = [-366]> then\n broadcast (Exit v)\n stop [this script v]\n else\n broadcast (You Win! v)\n stop [this script v]\n end\n end\nend\n\n@Fun settings\n\nwhen this sprite clicked\nstart sound [coin 2 v]\nif <(costume [name v]) = [RM]> then\n broadcast (RM v)\nelse\n if <(costume [name v]) = [WM]> then\n broadcast (WM v)\n else\n if <(costume [name v]) = [DM]> then\n broadcast (DM v)\n else\n if <(costume [name v]) = [CTM]> then\n broadcast (CTM v)\n else\n broadcast (NM v)\n end\n end\n end\nend\nhide\nset [mode v] to (costume [name v])\nset [hide? v] to [true]\nbroadcast (Start game v)\n\nwhen I receive [settings v]\nforever\n if <(hide?) = [true]> then\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [settings v]\nSpawn [LM] [155] [-90]\nSpawn [HM] [155] [30]\nSpawn [NM] [-164] [30]\nSpawn [DM] [0] [-90]\nSpawn [RM] [0] [25]\nSpawn [TM] [-150] [-90]\n\nwhen I start as a clone\nswitch costume to (thing)\nset [hide? v] to [false]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\nforever\n if <(thing) = [RM]> then\n change [color v] effect by (5)\n end\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Spawn (thing) (x) (y)\nset [thing v] to (thing)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [start game v]\nhide\ndelete this clone\n\nwhen I receive [settings v]\nswitch costume to (rm v)\n\nwhen I receive [settings2 v]\nSpawn [CTM] [0] [0]\n\n@Music\n\nwhen this sprite clicked\nif <(costume [name v]) = [Yes]> then\n switch costume to (no v)\n set [music? v] to [0]\nelse\n switch costume to (yes v)\n set [music? v] to [1]\nend\n\nwhen flag clicked\nwait (0.0001) seconds\ngo to [front v] layer\nset [music? v] to [1]\nshow\n\nwhen I receive [open v]\nset [can click? v] to [0]\ngo to x: (0) y: (63)\nwait (0.58) seconds\nshow\nswitch costume to (yes v)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((230) - (size)))\n else\n change size by ((0.2) * ((200) - (size)))\n end\nend\n\nwhen I receive [go v]\nset [can click? v] to [1]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [more settings v]\nhide\n\nwhen I receive [settings2 v]\nhide\n\nwhen I receive [announcements v]\nhide\n\n@Light\n\nwhen I receive [dm v]\nshow\nswitch costume to (dot v)\nset size to (400) %\nswitch costume to (flashlight v)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [win screen v]\nhide\n\nwhen I receive [ctm v]\nshow\nswitch costume to (dot v)\nset size to (400) %\nswitch costume to (flashlight v)\nforever\n go to (player v)\nend\n\nwhen I receive [ctm v]\nforever\n go to [front v] layer\n wait (0.5) seconds\nend\n\nwhen I receive [dm v]\nforever\n go to [front v] layer\nend\n\n@Falling Platforms\n\ndefine Animate - Platform\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (my x) y: (my y)\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n if <<touching (player v)?> and <([y position v] of [player v]) > (y position)>> then\n repeat (15)\n go to x: (my x) y: (my y)\n change y by (pick random (-5) to (5))\n change x by (pick random (-5) to (5))\n wait (0) seconds\n end\n set [speed y v] to [0]\n go to x: (my x) y: (my y)\n repeat until <touching (_edge_ v)?>\n change y by (Speed Y)\n change [speed y v] by (-2)\n end\n hide\n wait (2) seconds\n go to x: (my x) y: (my y)\n if <(SCENE #) = (Dynamic Objects//Falling Platforms: my scene)> then\n set size to (0) %\n show\n repeat until <(size) = [100]>\n change size by (((100) - (size)) * (0.3))\n end\n end\n end\nend\n\ndefine Rotation math CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\ndefine Tick (new x) (new y)\nif <(Health) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation math CCW ((0) - (Health))\n end\nelse\n if <(new y) > (Dynamic Objects//Falling Platforms: last y)> then\n change y by (1)\n else\n set y to ((Dynamic Objects//Falling Platforms: last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to (((new x) - (Dynamic Objects//Falling Platforms: last x)) * (DX cancel))\n set [platform dy v] to (((new y) - (Dynamic Objects//Falling Platforms: last y)) * (Dynamic Objects//Falling Platforms: DY cancel))\n set [dynamic objects//falling platforms: dy cancel v] to [1]\n set [dx cancel v] to [1]\n end\nend\ngo to x: (new x) y: (new y)\n\nTick (x position) (y position)\nset [dynamic objects//falling platforms: last x v] to (x position)\nset [dynamic objects//falling platforms: last y v] to (y position)\n\nwhen I receive [change scene v]\nif <(SCENE #) = [315]> then\n Spawn [Platform2] [0] [-16] spawn scene [315]\nend\nif <(SCENE #) = [304]> then\n Spawn [Platform] [-85] [51] spawn scene [304]\n Spawn [Platform] [95] [51] spawn scene [304]\nend\nif <(SCENE #) = [216]> then\n Spawn [Platform] [17] [32] spawn scene [216]\n Spawn [Platform] [-99] [64] spawn scene [216]\n Spawn [Platform] [142] [14] spawn scene [216]\nend\nif <(SCENE #) = [-362]> then\n Spawn [Platform] [27] [-53] spawn scene [-362]\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\ndefine Spawn (item) (x) (y) spawn scene (scene)\nset [dynamic objects//falling platforms: my scene v] to (scene)\ngo to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\nswitch costume to (item)\ncreate clone of (_myself_ v)\nset [dynamic objects//falling platforms: my scene v] to []\n\nwhen I start as a clone\nAnimate - Platform\n\nwhen I receive [lose life v]\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\n@Shift-Boxing Platforms\n\ndefine Stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join (join [Scene] (SCENE #)) (join [ ] (id)))\nStamp shadow\nStamp outline\n\ndefine Stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to [back v] layer\nwait (1) seconds\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n set [id v] to [1]\n broadcast (change v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [id v] to [0]\n broadcast (change v)\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [change v]\ngo to [back v] layer\nswitch costume to (join (join [Scene] (SCENE #)) (join [ ] (id)))\n\n@Moving Spikes\n\nwhen I receive [change scene v]\nhide\ngo to [back v] layer\nif <(SCENE #) = [112]> then\n show\n switch costume to (moving spike 7 v)\n Animate Spike Loop\nend\nif <(SCENE #) = [42]> then\n show\n switch costume to (moving spike 7 v)\n Animate Spike Loop\nend\nif <(SCENE #) = [-359]> then\n show\n switch costume to (moving spike v)\n Animate Spike Loop 2\nend\nif <(SCENE #) = [310]> then\n show\n switch costume to (moving spike 7 v)\n Animate Spike Loop 3\nend\nif <(SCENE #) = [-70]> then\n show\n switch costume to (moving spike 7 v)\n Animate Spike Loop\nend\nif <(SCENE #) = [84]> then\n show\n switch costume to (moving spike 7 v)\n Animate Spike Loop\nend\nif <(SCENE #) = [309]> then\n Animate Spike [120] [38] [-120] [38] [3] [3] Spike Type [Moving Spike]\n Animate Spike [-120] [133] [120] [133] [3] [3] Spike Type [Moving Spike 4]\nend\nif <(SCENE #) = [-363]> then\n Animate Spike [-38] [-13] [139] [-13] [3] [3] Spike Type [Moving Spike 5]\n Animate Spike [139] [-13] [-38] [-13] [3] [3] Spike Type [Moving Spike 5]\nend\nif <(SCENE #) = [331]> then\n Animate Spike [-6] [-53] [-6] [45] [2] [2] Spike Type [Moving Spike 6]\nend\n\ndefine Animate Spike (x) (y) (x2) (y2) (time) (time2) Spike Type (spike type)\ngo to x: (x2) y: (y2)\nset [x v] to (x)\nset [x2 v] to (x2)\nset [y v] to (y)\nset [y2 v] to (y2)\nset [time v] to (time)\nset [time2 v] to (time2)\nset [spike type v] to (spike type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (spike type)\ngo to x: (x2) y: (y2)\nforever\n glide (time) secs to x: (x) y: (y)\n wait (1) seconds\n glide (time2) secs to x: (x2) y: (y2)\n wait (1) seconds\nend\n\nwhen I receive [exiting current scene v]\ndelete this clone\n\ndefine Animate Spike Loop\ngo to x: (0) y: (0)\nforever\n repeat (89)\n change y by (-2)\n go to [back v] layer\n end\n set y to (0)\nend\n\ndefine Animate Spike Loop 2\ngo to x: (0) y: (-4)\nforever\n repeat (72)\n change y by (2)\n end\n set y to (-4)\nend\n\ndefine Animate Spike Loop 3\ngo to x: (45) y: (0)\nforever\n repeat (89)\n change y by (-2)\n go to [back v] layer\n end\n set y to (0)\nend\n\n
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This game is basically just Griffpatch's classic platformer but with more scenes, more enemy types, sawblades, drop through platforms, npcs, modes that changes the game, and much more\n\nv15.3 spoilers: ULTIMATE SCENE REDESIGNS\nCredits\nGriffpatch\nApet2385\nTheapplesguy2
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Desert Platformer 砂漠のプラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset volume to (100) %\nchange volume by (-70)\nforever\n play sound [Inferno v] until done\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@当たったら死ぬやつ\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ \n\nwhen flag clicked\nswitch costume to (止まる v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x2 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x2 v] by (1)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (止まる v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\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 (1.0)\n if <touching (地面 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (次! v)\n hide\n wait (3) seconds\n set [x2 v] to [0]\n if <(ステージ) = [6]> then\n go to x: (-201) y: (100)\n show\n end\n if <not <(ステージ) = [6]>> then\n go to x: (-201) y: (-100)\n show\n end\n end\n if <<touching (動く当たったら死ぬやつ2 v)?> or <<touching (動くちっちゃい当たったら死ぬやつ v)?> or <<<touching (当たったら死ぬやつ v)?> or <(y position) < [-174]>> or <touching (動く当たったら死ぬやつ v)?>>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n if <(ステージ) = [6]> then\n go to x: (-201) y: (100)\n show\n end\n if <not <(ステージ) = [6]>> then\n go to x: (-201) y: (-100)\n show\n end\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwait (3) seconds\n\nwhen flag clicked\nforever\n change [x2 v] by (-0.3)\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <(ステージ) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@砂\n\nwhen flag clicked\ngo to x: (240) y: (0)\nforever\n wait (pick random (0.2) to (0.3)) seconds\n go to x: (230) y: (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\n delete this clone\nend\n\n@砂2\n\nwhen flag clicked\ngo to x: (240) y: (0)\nforever\n wait (pick random (0.2) to (0.3)) seconds\n go to x: (230) y: (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\n delete this clone\nend\n\n@砂3\n\nwhen flag clicked\ngo to x: (240) y: (0)\nforever\n wait (pick random (0.2) to (0.3)) seconds\n go to x: (230) y: (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\n delete this clone\nend\n\n@Next!\n\nwhen I receive [次! v]\ngo to [front v] layer\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\n@スプライト1\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n show\n end\nend\n\n
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矢印キーで動かします\nUse the arrow keys to move it.\n進みたい方向をタップしても動かせます\nYou can also move it by tapping in the direction you want to go.\nトゲに触れてはいけません\nDo not touch spikes or magma!
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UPDATED‼PLATFORMER 炎の勇者
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@Stage\n\nwhen flag clicked\nforever\n play sound [Reasoning-intro v] until done\n play sound [Reasoning v] until done\nend\n\n@スプライト2\n\ngo to x: (218) y: (151)\n\n@スプライト1\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n repeat (10)\n wait (0.1) seconds\n change y by (燃え上がる)\n end\n repeat (10)\n wait (0.1) seconds\n change y by (燃え上がる)\n end\nend\n\nwhen flag clicked\nset [燃え上がる v] to [0]\ngo to x: (-5) y: (15)\nrepeat (10)\n wait (0.1) seconds\n change [燃え上がる v] by (0.15)\nend\nforever\n repeat (20)\n wait (0.1) seconds\n change [燃え上がる v] by (-0.15)\n end\n wait (0.1) seconds\n repeat (20)\n wait (0.1) seconds\n change [燃え上がる v] by (0.15)\n end\n wait (0.1) seconds\nend\n\n@地面\n\nwhen flag clicked\nset [足場 v] to [11]\nwait (0) seconds\nset [足場 v] to [1]\n\nwhen flag clicked\nforever\n switch costume to (足場)\nend\n\n\n\nif <<<<(足場) = [9]> or <(足場) = [8]>> or <(足場) = [7]>> or <(足場) = [6]>> then\n show\nelse\n hide\nend\n\nforever\n\ngo to (random position v)\n\n@勇者\n\nwhen flag clicked\nset [足場 v] to [1]\nswitch costume to (止まる v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x2 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x2 v] by (1)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change y by (1)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change y by (1)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change y by (1)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change y by (1)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change y by (1.0)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [かたん v]\n set [y2 v] to [13]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching (cooltext417096862531607 v)?> or <<touching (cooltext417096787930556 v)?> or <<<touching (スプライト18 v)?> or <touching (スプライト17 v)?>> or <touching (地面 v)?>>>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (次 v)\n hide\n change [足場 v] by (1)\n set [x2 v] to [0]\n go to x: (-201) y: (-100)\n show\n end\n if <<<touching (スプライト7 v)?> or <touching (スプライト5 v)?>> or <<touching (障害物 v)?> or <<touching (とげ v)?> or <<touching (水 v)?> or <<touching (滴る水 v)?> or <<touching (teki v)?> or <touching (スプライト10 v)?>>>>>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen flag clicked\n\nif <touching (地面 v)?> then\n start sound [ジャンプの着地 \(1\) v]\nend\n\nstart sound [ジャンプの着地 \(1\) v]\n\ngo to [front v] layer\n\nforever\n\nrepeat until <not <key (down arrow v) pressed?>>\n\nif <(costume [name v]) = [右]> then\n switch costume to (右2 v)\nend\nif <(costume [name v]) = [左]> then\n switch costume to (左2 v)\nend\nif <<<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左2 v)\n change [x2 v] by (-1)\nend\nif <<<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右2 v)\n change [x2 v] by (1)\nend\nif <key (down arrow v) pressed?> then\n\nhide\n\n@Screenshot 2022-03-20 22\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nchange x by (10)\n\n@とげ\n\nwhen flag clicked\nswitch costume to (2本 v)\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(足場) = [5]> or <(足場) = [4]>> then\n show\n if <(足場) = [5]> then\n switch costume to (2本2 v)\n end\n else\n hide\n end\nend\n\nglide (0.3) secs to x: (0) y: (200)\nwait (0.5) seconds\nglide (0.3) secs to x: (0) y: (0)\nwait (0.5) seconds\n\ngo [backward v] (1) layers\n\n@スプライト5\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (20) layers\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-120)\nrepeat (10)\n wait (0.01) seconds\n change y by (20)\nend\nforever\n repeat (10)\n wait (0.01) seconds\n change y by (40)\n end\n repeat (10)\n wait (0.01) seconds\n change y by (-40)\n end\nend\n\ngo to [front v] layer\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <(足場) = [10]> then\n show\n else\n hide\n end\nend\n\nset size to (30) %\n\nchange x by (20)\n\nchange x by (20)\n\nchange x by (40)\n\nchange x by (-40)\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (hdy2hmzfjlfbmy81660019154_2 v)\npoint in direction (90)\nforever\n repeat (3)\n repeat (5)\n turn left (0.9) degrees\n wait (0.2) seconds\n end\n wait (0.5) seconds\n repeat (5)\n turn right (0.9) degrees\n wait (0.2) seconds\n end\n wait (0.5) seconds\n end\n switch costume to (hdy2hmzfjlfbmy81660019154_2 v)\n turn right (5) degrees\n wait (0.1) seconds\n switch costume to (hdy2hmzfjlfbmy81660019154_4 v)\n turn right (5) degrees\n wait (0.11) seconds\n switch costume to (hdy2hmzfjlfbmy81660019154_3 v)\n wait (0.4) seconds\n switch costume to (hdy2hmzfjlfbmy81660019154_4 v)\n wait (0) seconds\n repeat (5)\n turn left (2) degrees\n end\n repeat (10)\n switch costume to (hdy2hmzfjlfbmy81660019154_1660019274 v)\n wait (0.1) seconds\n switch costume to (hdy2hmzfjlfbmy81660019154_5 v)\n wait (0.1) seconds\n end\n switch costume to (hdy2hmzfjlfbmy81660019154_6 v)\n wait (0.15) seconds\n switch costume to (hdy2hmzfjlfbmy81660019154_2 v)\nend\n\n@勇者の剣\n\nset size to (25) %\n\nwhen flag clicked\nforever\n go to (勇者 v)\nend\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (マーティンの刃 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (マーティンの刃2 v)\n end\nend\n\npoint in direction (90)\n\nwait (0) seconds\n\nwhen [space v] key pressed\nset rotation style [all around v]\nif <([costume name v] of [勇者 v]) = [右]> then\n start sound [フォッ v]\n repeat (5)\n turn right (12) degrees\n end\n repeat (5)\n turn left (12) degrees\n end\nend\nif <([costume name v] of [勇者 v]) = [左]> then\n start sound [フォッ v]\n repeat (5)\n turn left (12) degrees\n end\n repeat (5)\n turn right (12) degrees\n end\nend\nset rotation style [left-right v]\n\npoint in direction (-90)\n\nplay sound [フォッ v] until done\n\nstart sound [フォッ v]\nrepeat (5)\n turn right (12) degrees\nend\nrepeat (5)\n turn left (12) degrees\nend\n\nstart sound [フォッ v]\nrepeat (5)\n turn left (12) degrees\nend\nrepeat (5)\n turn right (12) degrees\nend\n\n@炎の盾\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset size to (25) %\nforever\n go to (勇者 v)\nend\n\nset rotation style [left-right v]\n\nchange size by (10)\n\ngo to (スプライト9 v)\n\nwhen [down arrow v] key pressed\n\nset rotation style [left-right v]\nif <key (down arrow v) pressed?> then\n if <([costume name v] of [勇者 v]) = [右]> then\n point in direction (-90)\n end\n if <([costume name v] of [勇者 v]) = [左]> then\n point in direction (90)\n end\nelse\n if <([costume name v] of [勇者 v]) = [右]> then\n point in direction (90)\n end\n if <([costume name v] of [勇者 v]) = [左]> then\n point in direction (-90)\n end\nend\nset rotation style [left-right v]\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (down arrow v) pressed?> then\n if <([costume name v] of [勇者 v]) = [右]> then\n point in direction (-90)\n end\n if <([costume name v] of [勇者 v]) = [左]> then\n point in direction (90)\n end\n else\n if <([costume name v] of [勇者 v]) = [右]> then\n point in direction (90)\n end\n if <([costume name v] of [勇者 v]) = [左]> then\n point in direction (-90)\n end\n end\n set rotation style [left-right v]\nend\n\nset x to ((x position) + (10))\nset x to ((x position) + (-5))\n\nset x to ((x position) + (5))\nset x to ((x position) + (-5))\n\n@当たり判定\n\nwhen [space v] key pressed\nset rotation style [all around v]\nif <([costume name v] of [勇者 v]) = [右]> then\n point in direction (90)\nend\nif <([costume name v] of [勇者 v]) = [左]> then\n point in direction (-90)\nend\n\nwhen flag clicked\nshow\nhide\nset [ghost v] effect to (100)\nforever\n go to (勇者 v)\nend\n\nwhen [space v] key pressed\nshow\nif <<([costume name v] of [勇者 v]) = [左2]> or <([costume name v] of [勇者 v]) = [右2]>> then\n hide\n set [ghost v] effect to (100)\nelse\n show\n set [ghost v] effect to (99)\n wait (0.2) seconds\n hide\n set [ghost v] effect to (100)\n wait (0.08) seconds\nend\n\n@cooltext417096862531607\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nshow\n\nwhen flag clicked\nforever\n if <([costume name v] of [地面 v]) = [コスチューム11]> then\n show\n else\n hide\n end\nend\n\n@cooltext417096787930556\n\nwhen flag clicked\nforever\n if <([costume name v] of [地面 v]) = [コスチューム11]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\n@スプライト6\n\nwhen flag clicked\nforever\n if <([costume name v] of [地面 v]) = [コスチューム11]> then\n show\n else\n hide\n end\nend\n\n@バネ\n\nwhen flag clicked\nforever\n if <(足場) = [1]> then\n hide\n end\n if <(足場) = [2]> then\n hide\n end\n if <(足場) = [3]> then\n hide\n end\n if <(足場) = [4]> then\n hide\n end\n if <(足場) = [5]> then\n show\n go to x: (-150) y: (-100)\n end\n if <(足場) = [6]> then\n hide\n end\nend\n\nshow\ngo to x: (-150) y: (-90)\n\nwhen flag clicked\nforever\n if <touching (勇者 v)?> then\n wait until <not <touching (勇者 v)?>>\n repeat (5)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nchange x by (-10)\n\n@Saw1\n\nwhen flag clicked\nforever\n \nend\n\n@スプライト7\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (20) layers\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-120)\nrepeat (10)\n wait (0.01) seconds\n change y by (20)\nend\nforever\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change y by (40)\n end\n repeat (10)\n wait (0.01) seconds\n change y by (-40)\n end\nend\n\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <(足場) = [10]> then\n show\n else\n hide\n end\nend\n\nset size to (30) %\n\nchange x by (20)\n\nchange x by (20)\n\nchange x by (40)\n\nchange x by (-40)\n\n@スプライト8\n\nwhen flag clicked\nforever\n if <([costume name v] of [地面 v]) = [コスチューム11]> then\n show\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (99)\n end\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(足場) = [6]> then\n set [ghost v] effect to (99)\n end\nend\n\nhide\n\nshow\n\n@スプライト9\n\n@スプライト10\n\nchange y by (1)\n\nwhen flag clicked\ngo to x: (-50) y: (-190)\nset size to (72) %\nshow\nif <(足場) = [6]> then\n set y to (-99)\n show\nend\nchange y by (-10)\n\nchange size by (-1)\n\nchange y by (1)\n\nchange y by (-1)\n\nforever\n\nwhen flag clicked\nrepeat until <touching (当たり判定 v)?>\n point in direction (-90)\n repeat (50)\n change x by (5)\n end\n point in direction (90)\n repeat (50)\n change x by (-5)\n end\nend\n\nset rotation style [left-right v]\n\ndefine 判定触れた\n\nwhen flag clicked\nforever\n if <touching (当たり判定 v)?> then\n broadcast (幽霊 v)\n set y to (-190)\n hide\n end\nend\n\n判定触れた\nstop [this script v]\n\nwhen I receive [6 v]\n\nchange x by (-10)\n\n判定触れた\n判定触れた\n判定触れた\n判定触れた\n\nglide (1.5) secs to x: (170) y: (-99)\nglide (1.5) secs to x: (-54) y: (-99)\n\npoint in direction (-90)\n\nwait (0) seconds\n\nwait (0) seconds\nchange y by (-20)\n\nwhen flag clicked\nforever\n if <<touching (スプライト12 v)?> and <(足場) = [6]>> then\n set y to (-99)\n show\n end\n \nend\n\n\n\nset y to (-190)\nhide\n\n@スプライト11\n\nchange y by (1)\n\nwhen flag clicked\nset size to (72) %\nhide\nforever\n go to (スプライト10 v)\nend\n\nif <(足場) = [6]> then\nelse\nend\n\nshow\n\nchange y by (1)\n\nwhen I receive [幽霊 v]\ngo to (スプライト10 v)\nshow\nset [ghost v] effect to (20)\nglide (0.7) secs to x: ((x position) + (0)) y: (78)\n\nwhen I receive [幽霊 v]\nrepeat (8)\n change [ghost v] effect by (10)\n wait (0) seconds\nend\nhide\n\nbroadcast (幽霊 v)\n\n@スプライト12\n\nwhen flag clicked\nhide\n\nforever\n if <([costume name v] of [地面 v]) = [コスチューム11]> then\n show\n else\n end\nend\n\ngo [forward v] (1) layers\n\nset [ghost v] effect to (99)\n\nwhen flag clicked\nforever\n if <(足場) = [6]> then\n show\n set [ghost v] effect to (99)\n end\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [幽霊 v]\nhide\n\n@水\n\ngo [forward v] (1) layers\n\n@スプライト13\n\nwhen flag clicked\nif <(足場) = [50]> then\n\nwhen flag clicked\nforever\n if <<<<(足場) = [9]> or <(足場) = [8]>> or <(足場) = [7]>> or <(足場) = [6]>> then\n show\n else\n hide\n end\nend\n\n@滴る水\n\nwhen flag clicked\nhide\nforever\n if <(足場) = [8]> then\n show\n else\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (盾オーラ v)?> or <touching (炎の盾 v)?>> then\n hide\n else\n end\nend\n\nwait (1) seconds\n\nshow\n\ngo to [front v] layer\n\ngo to [back v] layer\n\ngo to [back v] layer\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(足場) = [9]> then\n hide\n end\nend\n\n@スプライト15\n\nwhen flag clicked\nforever\n if <(足場) = [8]> then\n show\n else\n hide\n end\nend\n\ngo to (滴る水 v)\n\n@盾オーラ\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nhide\nforever\n go to (勇者 v)\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n set [ghost v] effect to (99)\n show\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\n@スプライト4\n\nwhen I start as a clone\nif <(type) = [1]> then\n clear graphic effects\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (ポインター v)\n go to x: (0) y: (0)\n set [x v] to [-10]\n set [y v] to [0]\n repeat (20)\n change x by (x)\n change [x v] by (1)\n end\n repeat (20)\n change x by (x)\n change [x v] by (-0.5)\n end\n repeat (12)\n change x by (x)\n change y by (y)\n change [x v] by (0.5)\n change [y v] by (1)\n end\n repeat (12)\n change x by (x)\n change y by (y)\n change [x v] by (-0.5)\n change [y v] by (-1)\n end\n start sound [クリック v]\n wait (0.1) seconds\n repeat (12)\n change x by (x)\n change y by (y)\n change [x v] by (-0.5)\n change [y v] by (-1)\n end\n repeat (6)\n change x by (x)\n change y by (y)\n change [x v] by (-0.5)\n change [y v] by (-1)\n end\n repeat (24)\n change x by (x)\n change y by (y)\n change [x v] by (0.5)\n change [y v] by (1)\n end\n set [x v] to [0]\n set [y v] to [0]\n repeat (15)\n change x by (x)\n change y by (y)\n change [x v] by (-0.5)\n end\n repeat (10)\n change x by (x)\n change y by (y)\n change [x v] by (0.5)\n end\n start sound [クリック v]\n repeat (10)\n change x by (x)\n change y by (y)\n change [x v] by (-0.5)\n end\n start sound [クリック v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nset [x v] to [0]\n\nwhen flag clicked\nrepeat (10)\n wait (pick random (10) to (20)) seconds\n set [type v] to [1]\n create clone of (_myself_ v)\n set [type v] to [2]\n create clone of (_myself_ v)\n set [type v] to [3]\n create clone of (_myself_ v)\n set [type v] to [4]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(type) = [2]> then\n clear graphic effects\n show\n set [y v] to [0]\n set size to (200) %\n switch costume to (フォロー v)\n go to x: (150) y: (240)\n repeat (10)\n change [y v] by (-0.5)\n change y by (y)\n end\n set [y v] to [0]\n repeat (30)\n wait (0) seconds\n end\n switch costume to (押されたフォロー v)\n wait (0.1) seconds\n switch costume to (フォロー v)\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(type) = [3]> then\n hide\n wait (4) seconds\n set [y v] to [0]\n show\n set size to (100) %\n switch costume to (♡ v)\n go to x: (-145) y: (-240)\n repeat (8)\n change [y v] by (0.5)\n change y by (y)\n end\n wait (0.5) seconds\n switch costume to (♥ v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(type) = [4]> then\n hide\n wait (3.9) seconds\n set [y v] to [0]\n show\n set size to (100) %\n switch costume to (☆ v)\n go to x: (-100) y: (-240)\n repeat (8)\n change [y v] by (0.5)\n change y by (y)\n end\n wait (0.3) seconds\n switch costume to (★ v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@teki\n\nwhen I start as a clone\nset [hp v] to [1]\nshow\nset [ghost v] effect to (0)\nforever\n if <touching (当たり判定 v)?> then\n switch costume to (player2 v)\n broadcast (幽霊2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy 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 change [ゾンビx v] by (-0.2)\n end\n if <(x position) < ([x position v] of [プレイヤー2 v])> then\n point in direction (90)\n change [ゾンビx v] by (0.2)\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 (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change x by ((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 if <(ゾンビx) > [0]> then\n set [ゾンビx v] to ((0) - (壁キックの跳ね返り))\n else\n set [ゾンビx v] to (壁キックの跳ね返り)\n end\n set [ゾンビy v] to (壁キックのジャンプ力)\n else\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 (マグマ 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 (ソウルサンド v)?> or <touching (マグマブロック 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 (マグマ v)?> and <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n if <((y position) + (10)) < ([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 [幽霊2 v]\n\nwhen I receive [スタート v]\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]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [攻撃 v]\nwait (0.3) seconds\nswitch costume to (player v)\n\nwhen I start as a clone\nforever\n if <(y position) < [-175]> then\n broadcast (攻撃 v)\n switch costume to (player2 v)\n set [hp v] to [0]\n switch costume to (player2 v)\n start sound [Enderman death v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait until <(足場) = [1]>\ncreate clone of (_myself_ v)\nwait (1) seconds\nwait until <(足場) = [6]>\nwait (0.6) seconds\ncreate clone of (_myself_ v)\nwait (0.6) seconds\ncreate clone of (_myself_ v)\nwait until <(足場) = [12]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(足場) = [14]>\nrepeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nwait until <(足場) = [16]>\ngo to x: (250) y: (150)\nwait (0.5) seconds\nrepeat (2)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\nend\nrepeat (3)\n go to x: (250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n go to x: (-250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\n\nwhen flag clicked\n\nif <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [9]\n set [ゾンビy v] to [8]\nelse\n set [ゾンビx v] to [-9]\n set [ゾンビy v] to [8]\nend\nchange [hp v] by ([costume name v] of [武器2 v])\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [Enderman death v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Enderman screams v]\n else\n start sound [Enderman hurt v]\n end\n wait until <(攻撃) = [0]>\nend\n\nbroadcast (幽霊 v)\n\nwhen flag clicked\n\nforever\n\nif <[16] < (足場)> then\n delete this clone\nend\n\nwhen I start as a clone\ngo to x: (217) y: (-100)\nshow\nrepeat until <touching (当たり判定 v)?>\n point in direction (90)\n repeat (50)\n change x by (-5)\n end\n point in direction (-90)\n repeat (50)\n change x by (5)\n end\nend\n\nshow\n\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nrepeat (10)\n delete this clone\nend\nif <(足場) = [1]> then\n create clone of (_myself_ v)\nend\nif <(足場) = [6]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(足場) = [12]> then\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)\nend\nif <(足場) = [14]> then\n repeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\nend\nif <(足場) = [16]> then\n go to x: (250) y: (150)\n repeat (2)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\n end\n repeat (3)\n go to x: (250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n go to x: (-250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n end\nend\n\ngo to x: (250) y: (0)\n\nchange x by (10)\n\nwhen I start as a clone\n\nchange y by (-35)\n\nwhen I start as a clone\nif <(足場) = [12]> then\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 (0.5) seconds\nend\n\nset [足場 v] to [11]\n\nwait until <(足場) = [14]>\nrepeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nwait until <(足場) = [16]>\ngo to x: (250) y: (150)\nwait (0.5) seconds\nrepeat (2)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\nend\nrepeat (3)\n go to x: (250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n go to x: (-250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nwait (4) seconds\n\nwhen flag clicked\nforever\n if <(足場) = [12]> then\n forever\n set [足場 v] to [12]\n end\n end\nend\n\nset [足場 v] to [11]\n\n@スプライト14\n\nchange y by (1)\n\nwhen flag clicked\nset size to (72) %\nhide\nforever\n go to (teki v)\nend\n\nif <(足場) = [6]> then\n\nshow\n\nchange y by (1)\n\nwhen I receive [幽霊2 v]\n\ngo to (teki v)\nshow\nset [ghost v] effect to (20)\nglide (0.7) secs to x: ((x position) + (0)) y: (78)\n\nwhen I receive [幽霊2 v]\nrepeat (8)\n change [ghost v] effect by (10)\n wait (0) seconds\nend\nhide\n\nbroadcast (幽霊 v)\n\n@スプライト16\n\nwhen flag clicked\ngo to x: (36) y: (20)\nforever\n if <(足場) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\n\n\nwhen I receive [解錠 v]\nglide (1) secs to x: (36) y: (150)\n\nchange y by (-10)\n\n@スプライト17\n\nset size to (70) %\n\nchange x by (-10)\n\nwhen flag clicked\nforever\n if <(足場) = [11]> then\n show\n else\n hide\n end\nend\n\n@スプライト18\n\nset size to (70) %\n\nwhen flag clicked\ngo to x: (39) y: (-101)\nforever\n if <(足場) = [11]> then\n show\n else\n hide\n end\nend\n\ngo [backward v] (1) layers\n\nshow\n\nwhen flag clicked\nif <(足場) = [11]> then\n repeat until <(足場) = [12]>\n if <touching (炎の盾 v)?> then\n glide (0.3) secs to x: (39) y: (-115)\n broadcast (解錠 v)\n end\n end\nend\n\nglide (0.3) secs to x: (39) y: (-115)\nbroadcast (解錠 v)\n\nwhen flag clicked\nset [足場 v] to [11]\nwait (0) seconds\nset [足場 v] to [1]\n\nwhen [space v] key pressed\nif <(足場) = [11]> then\n repeat until <(足場) = [12]>\n if <touching (炎の盾 v)?> then\n glide (0.3) secs to x: (39) y: (-115)\n broadcast (解錠 v)\n end\n end\nend\n\nset [足場 v] to [11]\n\n
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Fire kingdom platformer(炎の国のプラットフォーマー)\n ↓日本語は下↓ press arrow keys to move(mobile compatible)\npress space to swing sword\npress down key to hold the shield in front\nAVOID WATER because it's Fire kingdom\n\n矢印キーで移動\nスペースキーで剣を振る\n下矢印キーでシールドを構える\n水を避けてね!(炎の国だから)\nモバイルの人剣振れないです、、\n\n\n\nタグ\n#games #fire #Platformer #devil #all #sword #art\n#shield #water #dragon #platformer #kingdom #mobile
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《チート版》Online Platformer オンライン プラットフォーマー game ゲーム
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@Stage\n\nwhen I receive [ホーム v]\nstop [other scripts in sprite v]\nclear graphic effects\nswitch backdrop to (ホーム v)\n\nwhen flag clicked\nswitch backdrop to (注意 v)\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nclear graphic effects\nbroadcast (ロード短 v)\nwait (0.5) seconds\nbroadcast (ホーム v)\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nclear graphic effects\n\nwhen I receive [オンライン! v]\nset [カウント v] to [0]\nforever\n wait (1) seconds\n change [カウント v] by (1)\n if <[60] < (カウント)> then\n broadcast (タイムアウト v)\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\nwhen I receive [オンライン! v]\nforever\n wait until <<mouse down?> or <key (any v) pressed?>>\n set [カウント v] to [0]\nend\n\n@停止画面\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [35]\n set [横 v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\nend\n\nwhen [timer v] > (タイマー)\nif <not <(♡&☆) = [11]>> then\n broadcast (♡&☆ v)\nend\nforever\n set [タイマー v] to (timer)\nend\n\nwhen flag clicked\nhide\nswitch costume to (サムネ v)\n\nwhen I receive [タイムアウト v]\ngo to x: (0) y: (0)\nswitch costume to (タイムアウト v)\nstop [all v]\n\n@BGM\n\nwhen I receive [ホーム v]\nstop [other scripts in sprite v]\nbroadcast (音量 v)\nforever\n play sound [ホーム v] until done\nend\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n set volume to (35) %\n forever\n play sound [ゲーム v] until done\n end\nend\n\nwhen I receive [音量 v]\nforever\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@ロード\n\nwhen flag clicked\nhide\n\nwhen I receive [ロード短 v]\nswitch backdrop to (オンライン? v)\nreset timer\npoint in direction (90)\nset size to (100) %\nshow\nrepeat until <[0.5] < (timer)>\n turn right (40) degrees\nend\nhide\n\nwhen I receive [ロード長 v]\nswitch backdrop to (オンライン? v)\nreset timer\npoint in direction (90)\nset size to (100) %\nshow\nrepeat until <[1] < (timer)>\n turn right (40) degrees\nend\nhide\n\n@ホーム\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <(costume [name v]) = [2]> then\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n else\n if <(costume [name v]) = [3]> then\n set y to (([cos v] of ((timer) * (100)) ) * (10))\n else\n if <not <(costume [name v]) = [1]>> then\n set y to (([sin v] of ((timer) * (100)) ) * (20))\n end\n end\n end\nend\n\nwhen I receive [ホーム v]\nクローン\n\nwhen flag clicked\nhide\n\nwhen I receive [オンライン? v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine クローン\nswitch costume to (1 v)\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nset size to (80) %\nrepeat (4)\n create clone of (_myself_ v)\n switch costume to ((costume [name v]) - (1))\nend\n\nwhen I start as a clone\nforever\n if <[4] < (costume [name v])> then\n switch costume to (5 v)\n repeat until <(costume [number v]) = [12]>\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@題名\n\nwhen I receive [ホーム v]\ngo to x: (85) y: (80)\ngo to [front v] layer\nset size to (5) %\nshow\nrepeat (23)\n change size by (((80) - (size)) / (4))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ホーム v]\nforever\n set y to ((80) + (([sin v] of ((300) * (timer)) ) * (10)))\nend\n\nwhen I receive [オンライン? v]\nstop [other scripts in sprite v]\nhide\n\n@キャラ設定\n\nwhen I receive [ホーム v]\nset [キャラ v] to (costume [number v])\ngo to x: (80) y: (-50)\nshow\n\nwhen I receive [切り替え v]\nset [キャラ v] to (costume [number v])\n\nwhen I receive [次 v]\nset [なめらか v] to [0]\nswitch costume to (キャラ)\nset size to (50) %\nset [なめらか v] to ((((150) - (size)) / (4)) - ((なめらか) / (3)))\nrepeat (20)\n change size by (なめらか)\n change [なめらか v] by ((((150) - (size)) / (4)) - ((なめらか) / (3)))\nend\nset size to (150) %\n\nwhen I receive [オンライン? v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\n@説明\n\nwhen flag clicked\nhide\n\nwhen I receive [説明 v]\nstop [other scripts in sprite v]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset size to (5) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nrepeat (8)\n change size by (((size) + (5)) / (4))\nend\nrepeat (25)\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [戻る v]\nstop [other scripts in sprite v]\nif <(costume [name v]) = [3]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n repeat (10)\n change size by ((((0) - (size)) + (-5)) / (4))\n end\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (3 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [次 v]\nend\nif <not <(costume [number v]) = [3]>> then\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n set [なめらか v] to [0]\n set size to (80) %\n set [なめらか v] to ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n repeat (20)\n change size by (なめらか)\n change [なめらか v] by ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n end\n set size to (100) %\nend\n\n@スタートボタン\n\nwhen I receive [ホーム v]\nwait (0.05) seconds\ngo to x: (-278) y: (70)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nrepeat (20)\n change x by (((-150) - (x position)) / (4))\nend\n\nwhen this sprite clicked\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nswitch costume to (1 v)\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [スタート v]\nend\nset [キャラ? v] to (キャラ)\nbroadcast (ロード長 v)\nbroadcast (オンライン? v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ホーム v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@説明ボタン\n\nwhen I receive [ホーム v]\nwait (0.1) seconds\ngo to x: (-278) y: (-8)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nrepeat (20)\n change x by (((-150) - (x position)) / (4))\nend\n\nwhen this sprite clicked\nswitch costume to (2 v)\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nwait until <not <mouse down?>>\nswitch costume to (1 v)\nbroadcast (説明 v)\n\nwhen I receive [ホーム v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [オンライン? v]\nstop [other scripts in sprite v]\nhide\n\n@サウンドボタン\n\nwhen I receive [ホーム v]\nwait (0.15) seconds\ngo to x: (-278) y: (-65)\ngo to [front v] layer\nshow\nrepeat (20)\n change x by (((-150) - (x position)) / (4))\nend\n\nwhen flag clicked\nhide\nif < (costume [name v]) contains [1]?> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [ホーム v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [オンライン? v]\nstop [other scripts in sprite v]\nhide\n\nwhen this sprite clicked\nstart sound [選択 v]\nnext costume\nwait until <not <mouse down?>>\nif < (costume [name v]) contains [1]?> then\n switch costume to (0 v)\nelse\n switch costume to (1 v)\nend\n\n@矢印\n\nwhen I receive [ホーム v]\ngo to x: (160) y: (-50)\npoint in direction (90)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-50)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [オンライン? v]\ndelete this clone\n\nwhen this sprite clicked\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nswitch costume to (1 v)\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [次 v]\nend\nif <(direction) = [90]> then\n if <(キャラ) = [8]> then\n set [キャラ v] to [1]\n else\n change [キャラ v] by (1)\n end\nelse\n if <(キャラ) = [1]> then\n set [キャラ v] to [8]\n else\n change [キャラ v] by (-1)\n end\nend\nbroadcast (次 v)\n\nwhen flag clicked\nhide\n\n@戻るボタン\n\nwhen I receive [説明 v]\nwait (0.1) seconds\ngo to x: (-200) y: (-189)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nbroadcast (大きさ v)\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\nend\n\nwhen this sprite clicked\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [キャンセル v]\nend\nswitch costume to (1 v)\nbroadcast (戻る v)\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (((-210) - (y position)) / (4))\nend\nhide\n\nwhen I receive [大きさ v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@オンライン\n\nwhen I receive [オンライン? v]\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [☁ 10p v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nif <<(☁ 1P) = [0]> or <<(☁ 2P) = [0]> or <<(☁ 3P) = [0]> or <<(☁ 4P) = [0]> or <<(☁ 5P) = [0]> or <<(☁ 6P) = [0]> or <<(☁ 7P) = [0]> or <<(☁ 8P) = [0]> or <<(☁ 9P) = [0]> or <(☁ 10P) = [0]>>>>>>>>>> then\n switch costume to (1 v)\nelse\n switch costume to (3 v)\nend\ngo to x: (-280) y: (0)\nshow\nrepeat (21)\n change x by (((-100) - (x position)) / (4))\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (2 v)\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\n end\n wait until <not <mouse down?>>\n switch costume to (1 v)\n set [オンライン? v] to [はい]\n broadcast (切り替え v)\n broadcast (ロード長 v)\n wait (0.01) seconds\n broadcast (オンライン v)\n wait (1) seconds\n broadcast (スタート v)\nend\n\nwhen I receive [切り替え v]\nhide\n\nwhen I receive [オンライン? v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\n\n@オフライン\n\nwhen I receive [オンライン? v]\nwait (1) seconds\ngo to x: (280) y: (0)\nshow\nrepeat (21)\n change x by (((100) - (x position)) / (4))\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nswitch costume to (1 v)\nset [オンライン? v] to [いいえ]\nbroadcast (切り替え v)\nbroadcast (ロード短 v)\nwait (0.5) seconds\nbroadcast (スタート v)\n\nwhen I receive [切り替え v]\nhide\n\nwhen I receive [オンライン? v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\n\n@ホームボタン\n\nwhen I receive [スタート v]\n表示する\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (2 v)\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nwait until <not <mouse down?>>\nswitch costume to (1 v)\nbroadcast (切り替え v)\nbroadcast (ロード短 v)\nwait (0.5) seconds\nbroadcast (ホーム v)\n\nwhen I receive [切り替え v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 表示する\ngo to x: (-205) y: (-150)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [ゴール v]\nhide\nwait (2) seconds\n表示する\n\n@リトライボタン\n\nwhen I receive [スタート v]\n表示する\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (2 v)\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nwait until <not <mouse down?>>\nswitch costume to (1 v)\nbroadcast (切り替え v)\nif <(オンライン?) = [はい]> then\n broadcast (ロード長 v)\n wait (0.01) seconds\n broadcast (オンライン v)\n wait (1) seconds\nelse\n broadcast (ロード短 v)\n wait (0.5) seconds\nend\nbroadcast (スタート v)\n\nwhen I receive [切り替え v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\ndefine 表示する\ngo to x: (-150) y: (-150)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [ゴール v]\nhide\nwait (2) seconds\n表示する\n\nwhen flag clicked\nhide\n\n@チャット\n\nwhen flag clicked\nhide\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [チャット v] to []\nend\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [決定 v]\nend\ngo to x: (-135) y: (20)\nclear graphic effects\nswitch costume to (0 v)\nset size to (3) %\ngo to [front v] layer\nshow\nrepeat (13)\n change size by (((100) - (size)) / (3))\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <[94] < (mouse y)> then\n switch costume to (1 v)\n else\n if <[73] < (mouse y)> then\n switch costume to (2 v)\n else\n if <[52] < (mouse y)> then\n switch costume to (3 v)\n else\n if <[31] < (mouse y)> then\n switch costume to (4 v)\n else\n if <[11] < (mouse y)> then\n switch costume to (5 v)\n else\n if <[-10] < (mouse y)> then\n switch costume to (6 v)\n else\n if <[-31] < (mouse y)> then\n switch costume to (7 v)\n else\n if <[-51] < (mouse y)> then\n switch costume to (8 v)\n else\n switch costume to (9 v)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n switch costume to (0 v)\n if <mouse down?> then\n set [チャット表示 v] to [0]\n delete this clone\n end\n end\nend\n\nwhen I receive [オンライン! v]\nset [チャット v] to []\nset [チャット表示 v] to [0]\ngo to x: (-180) y: (150)\nswitch costume to (チャット v)\nset size to (85) %\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\n end\n switch costume to (チャット2 v)\n wait until <not <mouse down?>>\n switch costume to (チャット v)\n if <(チャット表示) = [0]> then\n set [チャット表示 v] to [1]\n create clone of (_myself_ v)\n end\nelse\n wait until <not <mouse down?>>\n if <not <(costume [name v]) = [0]>> then\n stop [other scripts in sprite v]\n wait (0.1) seconds\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\n end\n set [チャット v] to (costume [name v])\n broadcast (チャット v)\n set [チャット表示 v] to [0]\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nrepeat (13)\n set [pitch v] effect to (0)\nend\nwait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\nstop [other scripts in sprite v]\nif <key (1 v) pressed?> then\n switch costume to (1 v)\nelse\n if <key (2 v) pressed?> then\n switch costume to (2 v)\n else\n if <key (3 v) pressed?> then\n switch costume to (3 v)\n else\n if <key (4 v) pressed?> then\n switch costume to (4 v)\n else\n if <key (5 v) pressed?> then\n switch costume to (5 v)\n else\n if <key (6 v) pressed?> then\n switch costume to (6 v)\n else\n if <key (7 v) pressed?> then\n switch costume to (7 v)\n else\n if <key (8 v) pressed?> then\n switch costume to (8 v)\n else\n if <key (9 v) pressed?> then\n switch costume to (9 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nwait (0.1) seconds\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nset [チャット v] to (costume [name v])\nbroadcast (チャット v)\nset [チャット表示 v] to [0]\ndelete this clone\n\n@ショップ\n\nwhen I receive [スタート v]\ngo to x: (120) y: (-250)\ngo to [front v] layer\nshow\nforever\n if <<<touching (mouse-pointer v)?> or <<[-135] > (mouse y)> and <<(mouse x) > [0]> and <[240] > (mouse x)>>>> and <not <<mouse down?> and <(round (y position)) = [-250]>>>> then\n set [ショップ表示 v] to (join [1] (letter (2) of (ショップ表示)))\n change y by (((-130) - (y position)) / (4))\n else\n if <not < (ショップ表示) contains [2]?>> then\n set [ショップ表示 v] to (join [0] (letter (2) of (ショップ表示)))\n change y by (((-250) - (y position)) / (4))\n end\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@ショップ ボタン\n\nwhen I start as a clone\nforever\n if <(letter (1) of (ショップ表示)) = [1]> then\n if <touching (mouse-pointer v)?> then\n if < (costume [name v]) contains [10]?> then\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) (join [2] (join (letter (3) of (ショップ表示)) (letter (4) of (ショップ表示)))))\n else\n if < (costume [name v]) contains [15]?> then\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) (join (letter (2) of (ショップ表示)) (join [2] (letter (4) of (ショップ表示)))))\n else\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) (join (letter (2) of (ショップ表示)) (join (letter (3) of (ショップ表示)) [2])))\n end\n end\n if <not < (costume [name v]) contains [*]?>> then\n set [brightness v] effect to (10)\n end\n else\n if < (costume [name v]) contains [10]?> then\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) (join [0] (join (letter (3) of (ショップ表示)) (letter (4) of (ショップ表示)))))\n else\n if < (costume [name v]) contains [15]?> then\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) (join (letter (2) of (ショップ表示)) (join [0] (letter (4) of (ショップ表示)))))\n else\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) (join (letter (2) of (ショップ表示)) (join (letter (3) of (ショップ表示)) [0])))\n end\n end\n set [brightness v] effect to (0)\n end\n else\n set [ショップ表示 v] to (join (letter (1) of (ショップ表示)) [0])\n end\n if << (costume [name v]) contains [!]?> and <(キャラ) = [0]>> then\n switch costume to (10-! v)\n end\nend\n\nwhen this sprite clicked\nif <not < (costume [name v]) contains [!]?>> then\n if <<not < (costume [name v]) contains [*]?>> and <((costume [name v]) - (1)) < (コイン)>> then\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\n end\n change [コイン v] by ((0) - (costume [name v]))\n if <(costume [name v]) = [10]> then\n replace item (11) of [☁︎ hack.deta v] with (キャラ)\n switch costume to (10+! v)\n set [キャラ v] to [9]\n else\n if <(costume [name v]) = [15]> then\n set [アイテム v] to (join (アイテム) [ジャンプ])\n else\n set [アイテム v] to (join (アイテム) [パラシュート])\n end\n end\n repeat (5)\n change [ghost v] effect by (10)\n change size by (((10) - (size)) / (4))\n end\n switch costume to (join (costume [name v]) [*])\n repeat (5)\n change [ghost v] effect by (-10)\n change size by (((121) - (size)) / (4))\n end\n clear graphic effects\n end\nelse\n if < (costume [name v]) contains [+]?> then\n switch costume to (10-! v)\n set [キャラ v] to (キャラ?)\n else\n switch costume to (10+! v)\n if <(item (7) of [☁︎ hack.deta v]) = [0]> then\n set [キャラ v] to [9]\n else\n set [キャラ v] to [0]\n end\n end\nend\n\nwhen I receive [スタート v]\ngo to x: (165) y: (-85)\nswitch costume to (10 v)\ncreate clone of (_myself_ v)\ngo to x: (165) y: (-120)\nswitch costume to (15 v)\ncreate clone of (_myself_ v)\ngo to x: (165) y: (-155)\nswitch costume to (20 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(letter (1) of (ショップ表示)) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@満員\n\nwhen I receive [満員 v]\ngo to [front v] layer\nshow\nset [なめらか v] to [100]\nrepeat (30)\n set [ghost v] effect to (なめらか)\n change [なめらか v] by (round (((-3) - (なめらか)) / (6)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [オンライン? v]\nrepeat (25)\n set [ghost v] effect to (なめらか)\n change [なめらか v] by (round (((101) - (なめらか)) / (4)))\nend\nhide\n\n@ありがとう!\n\nwhen flag clicked\nbroadcast (♡&☆ 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 I receive [♡&☆ v]\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\n@飾り\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\n\n@タイマー\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n クローン表示 ((round ((timer) * (100))) / (100))\nend\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I receive [スタート v]\nset [コイン v] to [0]\nset [タイマー長さ v] to [4]\n数字配置\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nbroadcast (クローン削除 v)\nset [タイム v] to ((round ((timer) * (100))) / (100))\nwait (1) seconds\nclear graphic effects\ngo to x: (-75) y: (5)\n数字 (タイム) (length of (タイム))\n\ndefine 数字 (値) (クローン数)\nset [順番 v] to [1]\nrepeat (クローン数)\n switch costume to (letter (順番) of (値))\n create clone of (_myself_ v)\n change [順番 v] by (1)\n change x by (15)\nend\n\ndefine クローン表示 (タイマー)\nif <(y position) = [5]> then\n show\nelse\n if <[80] < (x position)> then\n if <(length of (タイマー)) < (順番)> then\n hide\n else\n switch costume to (letter (順番) of (タイマー))\n show\n if <(タイマー長さ) < (length of (タイマー))> then\n change [タイマー長さ v] by (1)\n broadcast (再描画 v)\n end\n end\n else\n if <(length of (コイン)) < (順番)> then\n hide\n else\n if <(コイン) < [10000]> then\n switch costume to (letter (順番) of (コイン))\n else\n switch costume to (9 v)\n end\n show\n end\n end\nend\n\nwhen I receive [再描画 v]\nbroadcast (クローン削除 v)\n数字配置\n\ndefine 数字配置\ngo to x: (-15) y: (150)\n数字 (コイン) [4]\ngo to x: (90) y: (150)\n数字 (timer) (タイマー長さ)\n\n@タイム\n\nwhen I receive [ゴール v]\ngo to x: (0) y: (346)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [メニュー v]\nend\nrepeat (23)\n change y by (((0) - (y position)) / (4))\nend\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@プレイヤー\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen I receive [スタート v]\nset [スクロールx v] to [0]\nset [スクロールy v] to [120]\nset [x2 v] to [0]\nset [y2 v] to [120]\nset [アイテム v] to []\nswitch backdrop to (空 v)\nsay []\n初期\nreset timer\nforever\n if <(動ける?) = [0]> then\n プログラム <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> <<not <touching (水 v)?>> and << (アイテム) contains [パラシュート]?> and <<(y1) < [-3]> and <<key (space v) pressed?> or <mouse down?>>>>>\n set [pitch v] effect to (0)\n end\nend\n\nwhen I receive [初期化 v]\nif <(item (3) of [☁︎ hack.deta v]) = [0]> then\n start sound [やられる v]\n set [動ける? v] to [1]\n switch costume to (join [前] (キャラ))\n go to [front v] layer\n set [y1 v] to [10]\n repeat (20)\n change [y1 v] by (-1)\n turn left (5) degrees\n change y by (y1)\n if <(y1) < [-5]> then\n change [ghost v] effect by (20)\n end\n end\n hide\n go [backward v] (50) layers\n repeat (20)\n change [スクロールx v] by (round (((x2) - (スクロールx)) / (4)))\n change [スクロールy v] by (round (((y2) - (スクロールy)) / (4)))\n end\n 初期\nend\n\nwhen I receive [オンライン! v]\nforever\n if <(チャット) = []> then\n if <(item (7) of [☁︎ hack.deta v]) = [0]> then\n say (username)\n else\n say []\n end\n else\n say (join (username) (item (チャット) of [チャット v]))\n end\nend\n\nwhen I receive [スタート v]\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\nforever\n wait until <touching (水 v)?>\n set [y1 v] to [-3]\n start sound [水1 v]\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\n\ndefine 初期\nset [x1 v] to [0]\nset [y1 v] to [0]\nset [動ける? v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nshow\n\nwhen I receive [初期化 v]\nset [なめらか v] to [16]\nset [yショック v] to (なめらか)\nset [なめらか v] to ((0) - (なめらか))\nwait (0.02) seconds\nrepeat (5)\n set [yショック v] to (なめらか)\n wait (0.02) seconds\n set [なめらか v] to ((0) - ((なめらか) / (2)))\nend\nset [yショック v] to [0]\n\ndefine プログラム <上> <下> <右> <左> <パラシュート>\nswitch costume to (あたり判定1 v)\nif <右> then\n change [x1 v] by (1)\nend\nif <左> then\n change [x1 v] by (-1)\nend\nif <(氷) = [1]> then\n set [x1 v] to ((x1) * (0.995))\n if <[11] < (x1)> then\n set [x1 v] to [11]\n end\n if <(x1) < [-11]> then\n set [x1 v] to [-11]\n end\nelse\n set [x1 v] to ((x1) * (0.9))\nend\nchange x by (round ((x1) + (-)))\nrepeat (6)\n if <<touching (地面 v)?> and <not <touching (水 v)?>>> then\n change y by (1)\n end\nend\nif <touching (水 v)?> then\n if <上> then\n change [y1 v] by (1.5)\n if <[7] < (y1)> then\n set [y1 v] to [7]\n end\n end\nend\nif <パラシュート> then\n set [y1 v] to [-3]\nend\nif <touching (地面 v)?> then\n set [壁 v] to [0]\n if <not <touching (水 v)?>> then\n change y by (-5)\n end\n if <(item (4) of [☁︎ hack.deta v]) = [0]> then\n repeat until <<[100] < (壁)> or <not <touching (地面 v)?>>>\n change [壁 v] by (1)\n change x by ((-1) * ((x1) / ([abs v] of (x1) )))\n end\n if <[100] < (壁)> then\n repeat (壁)\n change x by ((1) * ((x1) / ([abs v] of (x1) )))\n end\n else\n if <<(-) = [0]> and <上>> then\n start sound [壁キック v]\n set [y1 v] to [15]\n set [x1 v] to ((7) - (<(x1) > [0]> * (14)))\n else\n set [x1 v] to [0]\n end\n end\n end\nend\nif <touching (水 v)?> then\n change [y1 v] by (-0.2)\nelse\n change [y1 v] by (-0.8)\nend\nchange y by (round (y1))\nif <touching (地面 v)?> then\n if <(item (4) of [☁︎ hack.deta v]) = [0]> then\n repeat until <not <touching (地面 v)?>>\n change y by ((-0.8) * ((y1) / ([abs v] of (y1) )))\n end\n end\n if <<(y1) < [0]> and <上>> then\n if <not <touching (水 v)?>> then\n start sound [ジャンプ v]\n if < (アイテム) contains [ジャンプ]?> then\n set [y1 v] to [15]\n else\n set [y1 v] to [14]\n end\n end\n else\n set [y1 v] to [0]\n end\nend\nswitch costume to (あたり判定2 v)\nif <touching (はしご v)?> then\n if <<(触れた?) = [0]> and <(y1) < [0]>> then\n start sound [はしご v]\n set [触れた? v] to [1]\n end\n if <(y1) < [0]> then\n repeat until <<not <touching (はしご v)?>> or <下>>\n change y by (1)\n end\n if <上> then\n start sound [はしご v]\n set [y1 v] to [10.5]\n else\n if <下> then\n set [y1 v] to [-3]\n else\n set [y1 v] to [0]\n end\n end\n end\nelse\n set [触れた? v] to [0]\nend\nswitch costume to (あたり判定1 v)\nif <touching (バネ v)?> then\n broadcast (バネ v)\n set [y1 v] to [20]\nend\nif <<touching (障害物 v)?> or <<(y position) < [-160]> and <(スクロールy) = [0]>>> then\n broadcast (初期化 v)\nend\nchange [スクロールx v] by (round ((x position) * (0.1)))\nchange x by (((0) - (round ((x position) * (0.1)))) * <not <<(スクロールx) < [0]> or <[6940] < (スクロールx)>>>)\nchange [スクロールy v] by (round ((y position) * (0.2)))\nchange y by ((0) - ((round ((y position) * (0.2))) * <not <(スクロールy) < [0]>>))\nif <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\nend\nif <[6940] < (スクロールx)> then\n set [スクロールx v] to [6940]\nend\nif <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\nend\nswitch costume to (join [前] (キャラ))\nif <not <上>> then\n if <右> then\n switch costume to (join [右] (キャラ))\n end\n if <左> then\n switch costume to (join [左] (キャラ))\n end\nelse\n switch costume to (join [上] (キャラ))\n if <右> then\n switch costume to (join [右上] (キャラ))\n end\n if <左> then\n switch costume to (join [左上] (キャラ))\n end\nend\nif <パラシュート> then\n switch costume to (join [パラシュート] (キャラ))\nend\nif <(キャラ) = [9]> then\n change [color v] effect by (1)\nelse\n clear graphic effects\n if <(item (7) of [☁︎ hack.deta v]) = [0]> then\n set [キャラ v] to (キャラ?)\n end\nend\nif <touching (ゴール v)?> then\n change [コイン v] by (1)\nend\nset y to (round (y position))\n\nwhen I receive [スタート v]\nforever\n if <(item (2) of [☁︎ hack.deta v]) = [1]> then\n set [y1 v] to [0.5]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n change [y1 v] by (6)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <[0] > (mouse y)>>>> then\n change [y1 v] by (-7)\n end\n end\n if <<(item (4) of [☁︎ hack.deta v]) = [1]> and <touching (地面 v)?>> then\n change y by (-1)\n end\n if <(item (7) of [☁︎ hack.deta v]) = [1]> then\n if <(costume [name v]) = [パラシュート0]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n set [キャラ v] to [0]\n else\n set [ghost v] effect to (0)\n end\nend\n\n@オンラインプレイヤー\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete all of [1〜10p v]\ndelete all of [1〜10p2 v]\ndelete all of [利用者 v]\ndelete this clone\n\ndefine 配置\nset [プレイヤー v] to [0]\nset [ペン v] to [0]\nrepeat (10)\n change [プレイヤー v] by (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nset [ペン v] to [1]\n\nwhen I start as a clone\nif <(ペン) = [0]> then\n forever\n show\n if <<(1P?) = (プレイヤー)> or <<(item (プレイヤー) of [1〜10p2 v]) = [0]> or <(letter (53) of (item (プレイヤー) of [1〜10p2 v])) = [1]>>> then\n hide\n end\n go to x: (((join (letter (43) of (item (プレイヤー) of [1〜10p2 v])) (join (letter (44) of (item (プレイヤー) of [1〜10p2 v])) (join (letter (45) of (item (プレイヤー) of [1〜10p2 v])) (letter (46) of (item (プレイヤー) of [1〜10p2 v]))))) - (1500)) - (スクロールx)) y: (((join (letter (47) of (item (プレイヤー) of [1〜10p2 v])) (join (letter (48) of (item (プレイヤー) of [1〜10p2 v])) (join (letter (49) of (item (プレイヤー) of [1〜10p2 v])) (letter (50) of (item (プレイヤー) of [1〜10p2 v]))))) - (1500)) - (スクロールy))\n switch costume to ((join (letter (41) of (item (プレイヤー) of [1〜10p2 v])) (letter (42) of (item (プレイヤー) of [1〜10p2 v]))) - (10))\n if < (costume [name v]) contains [9]?> then\n change [color v] effect by (1)\n else\n clear graphic effects\n end\n if <((join (letter (51) of (item (プレイヤー) of [1〜10p2 v])) (letter (52) of (item (プレイヤー) of [1〜10p2 v]))) - (10)) = [0]> then\n if < (costume [name v]) contains [0]?> then\n say []\n else\n say (item (プレイヤー) of [利用者 v])\n end\n else\n say (join (item (プレイヤー) of [利用者 v]) (item ((join (letter (51) of (item (プレイヤー) of [1〜10p2 v])) (letter (52) of (item (プレイヤー) of [1〜10p2 v]))) - (10)) of [チャット v]))\n end\n end\nend\n\nwhen I receive [オンライン v]\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [☁ 10p v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nif <not <(backdrop [name v]) = [ホーム]>> then\n broadcast (オンライン! v)\n 配置\n ユーザー名\n if <(☁ 1P) = [0]> then\n forever\n set [1p? v] to [1]\n set [☁ 1p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 2P) = [0]> then\n forever\n set [1p? v] to [2]\n set [☁ 2p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 3P) = [0]> then\n forever\n set [1p? v] to [3]\n set [☁ 3p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 4P) = [0]> then\n forever\n set [1p? v] to [4]\n set [☁ 4p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 5P) = [0]> then\n forever\n set [1p? v] to [5]\n set [☁ 5p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 6P) = [0]> then\n forever\n set [1p? v] to [6]\n set [☁ 6p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 7P) = [0]> then\n forever\n set [1p? v] to [7]\n set [☁ 7p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 8P) = [0]> then\n forever\n set [1p? v] to [8]\n set [☁ 8p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 9P) = [0]> then\n forever\n set [1p? v] to [9]\n set [☁ 9p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 10P) = [0]> then\n forever\n set [1p? v] to [10]\n set [☁ 10p v] to (join (利用者) (join (([costume # v] of [プレイヤー v]) + (10)) (join (((スクロールx) + ([x position v] of [プレイヤー v])) + (1500)) (join (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500)) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n wait (0.1) seconds\n broadcast (切り替え v)\n broadcast (満員 v) and wait\n broadcast (オンライン? v)\n broadcast (ロード長 v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [オンライン v]\nforever\n 復元\n wait (1) seconds\nend\n\ndefine 復元\ndelete all of [利用者 v]\nset [利用者復元2 v] to [0]\nrepeat (10)\n change [利用者復元2 v] by (1)\n set [利用者復元1 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((利用者復元1) + (1)) of (item (利用者復元2) of [1〜10p2 v])) (letter ((利用者復元1) + (2)) of (item (利用者復元2) of [1〜10p2 v]))) = [00]>> then\n change [利用者復元1 v] by (2)\n set [4 v] to (join (4) (item (join (letter ((利用者復元1) - (1)) of (item (利用者復元2) of [1〜10p2 v])) (letter (利用者復元1) of (item (利用者復元2) of [1〜10p2 v]))) of [アルファベット v]))\n end\n end\n add (4) to [利用者 v]\nend\n\nwhen I receive [オンライン v]\nforever\n delete all of [1〜10p2 v]\n add (☁ 1P) to [1〜10p2 v]\n add (☁ 2P) to [1〜10p2 v]\n add (☁ 3P) to [1〜10p2 v]\n add (☁ 4P) to [1〜10p2 v]\n add (☁ 5P) to [1〜10p2 v]\n add (☁ 6P) to [1〜10p2 v]\n add (☁ 7P) to [1〜10p2 v]\n add (☁ 8P) to [1〜10p2 v]\n add (☁ 9P) to [1〜10p2 v]\n add (☁ 10P) to [1〜10p2 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10p v]\n add (☁ 1P) to [1〜10p v]\n add (☁ 2P) to [1〜10p v]\n add (☁ 3P) to [1〜10p v]\n add (☁ 4P) to [1〜10p v]\n add (☁ 5P) to [1〜10p v]\n add (☁ 6P) to [1〜10p v]\n add (☁ 7P) to [1〜10p v]\n add (☁ 8P) to [1〜10p v]\n add (☁ 9P) to [1〜10p v]\n add (☁ 10P) to [1〜10p v]\n wait (1.5) seconds\n if <(letter (54) of (item (1) of [1〜10p v])) = (letter (54) of (item (1) of [1〜10p2 v]))> then\n set [☁ 1p v] to [0]\n end\n if <(letter (54) of (item (2) of [1〜10p v])) = (letter (54) of (item (2) of [1〜10p2 v]))> then\n set [☁ 2p v] to [0]\n end\n if <(letter (54) of (item (3) of [1〜10p v])) = (letter (54) of (item (3) of [1〜10p2 v]))> then\n set [☁ 3p v] to [0]\n end\n if <(letter (54) of (item (4) of [1〜10p v])) = (letter (54) of (item (4) of [1〜10p2 v]))> then\n set [☁ 4p v] to [0]\n end\n if <(letter (54) of (item (5) of [1〜10p v])) = (letter (54) of (item (5) of [1〜10p2 v]))> then\n set [☁ 5p v] to [0]\n end\n if <(letter (54) of (item (6) of [1〜10p v])) = (letter (54) of (item (6) of [1〜10p2 v]))> then\n set [☁ 6p v] to [0]\n end\n if <(letter (54) of (item (7) of [1〜10p v])) = (letter (54) of (item (7) of [1〜10p2 v]))> then\n set [☁ 7p v] to [0]\n end\n if <(letter (54) of (item (8) of [1〜10p v])) = (letter (54) of (item (8) of [1〜10p2 v]))> then\n set [☁ 8p v] to [0]\n end\n if <(letter (54) of (item (9) of [1〜10p v])) = (letter (54) of (item (9) of [1〜10p2 v]))> then\n set [☁ 9p v] to [0]\n end\n if <(letter (54) of (item (10) of [1〜10p v])) = (letter (54) of (item (10) of [1〜10p2 v]))> then\n set [☁ 10p v] to [0]\n end\nend\n\ndefine ユーザー名\nset [利用者文字 v] to [0]\nset [利用者 v] to []\nrepeat (length of (username))\n change [利用者文字 v] by (1)\n set [利用者 v] to (join (利用者) (item # of (letter (利用者文字) of (username)) in [アルファベット v]))\nend\nrepeat ((40) - (length of (利用者)))\n set [利用者 v] to (join (利用者) [0])\nend\n\nwhen I start as a clone\nif <(ペン) = [0]> then\n forever\n erase all\n if <<(item (6) of [☁︎ hack.deta v]) = [1]> and <not <(item (プレイヤー) of [1〜10p2 v]) = [0]>>> then\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n end\nelse\n set pen color to (#ff0000)\n set pen size to (3)\n pen down\n go to (プレイヤー v)\n delete this clone\nend\n\n@地面\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [25]> then\n set [ghost v] effect to (100)\nend\nforever\n if <(costume [number v]) = [3]> then\n 動く (([sin v] of (((days since 2000) * (86400)) * (70)) ) * (150))\n set [pitch v] effect to (0)\n else\n if <(costume [number v]) = [12]> then\n switch costume to (27 v)\n if <<touching (プレイヤー v)?> and <(y1) = [0]>> then\n set [氷 v] to [1]\n else\n set [氷 v] to [0]\n end\n switch costume to (12 v)\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\n else\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\n end\n end\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine 動く (動き)\nswitch costume to (26 v)\nif <<touching (プレイヤー v)?> and <(y1) = [0]>> then\n set [- v] to ((0) - ((+) - (動き)))\nelse\n set [- v] to [0]\nend\nswitch costume to (3 v)\nset [+ v] to (動き)\n移動 (((1) - (スクロールx)) + (+)) (((2) - (スクロールy)) + (yショック))\n\nwhen I receive [スタート v]\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 [2400] [0] [6]\n配置 [2880] [0] [7]\n配置 [3360] [0] [8]\n配置 [3840] [0] [9]\n配置 [4320] [0] [10]\n配置 [5000] [0] [11]\n配置 [5480] [0] [12]\n配置 [5980] [0] [13]\n配置 [6460] [0] [14]\n配置 [6460] [0] [15]\n配置 [200] [550] [16]\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@背景\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n 移動 (((1) - (スクロールx)) + (([sin v] of (((days since 2000) * (86400)) * (70)) ) * (150))) (((2) - (スクロールy)) + (yショック))\n else\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\n end\nend\n\nwhen I receive [スタート v]\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 [2400] [0] [6]\n配置 [2880] [0] [7]\n配置 [3360] [0] [8]\n配置 [3840] [0] [9]\n配置 [4320] [0] [10]\n配置 [5000] [0] [11]\n配置 [5980] [0] [12]\n配置 [6940] [0] [13]\n配置 [6460] [0] [14]\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(item (5) of [☁︎ hack.deta v]) = [0]>> then\n show\nelse\n hide\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@山(背景)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(item (5) of [☁︎ hack.deta v]) = [0]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n 移動 (((1) - (スクロールx)) / (3)) (((2) - (スクロールy)) / (3))\nend\n\ndefine 配置 (1) (2) (3) (4)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\nset [3 v] to (4)\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\n配置 [0] [0] [1] [4]\n配置 [2392] [0] [2] [4]\n配置 [4784] [0] [1] [4]\n配置 [7176] [0] [2] [4]\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@障害物\n\ndefine 移動 (x) (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 start as a clone\nforever\n if <(costume [number v]) = [8]> then\n 移動 ((1) - (スクロールx)) ((((2) - (スクロールy)) + (([sin v] of ((timer) * (140)) ) * (30))) + (yショック))\n else\n if <(costume [number v]) = [7]> then\n turn right (8) degrees\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\n else\n if <[3] < (costume [number v])> then\n 移動 ((1) - (スクロールx)) ((((2) - (スクロールy)) + (([sin v] of ((timer) * (150)) ) * (10))) + (yショック))\n else\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\n配置 [480] [0] [1]\n配置 [4320] [0] [2]\n配置 [6940] [0] [3]\n配置 [960] [0] [4]\n配置 [1440] [0] [5]\n配置 [5980] [0] [6]\n配置 [2250] [-40] [7]\n配置 [3760] [-5] [7]\n配置 [6460] [0] [8]\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@モンスター\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 (((1) + (+x)) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\n if <[0] < (モンスターx)> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [モンスターx v] to [0]\nforever\n repeat (+)\n change [モンスターx v] by (1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <(OK?) = [0]>\n end\n repeat (+)\n change [モンスターx v] by (-1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <(OK?) = [0]>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <<touching (プレイヤー v)?> and <(動ける?) = [0]>> then\n if <(y1) < [0]> then\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [つぶれる v]\n end\n set [y1 v] to [14]\n set [モンスターコインx v] to ((1) + (+x))\n set [モンスターコインy v] to (2)\n broadcast (モンスターコイン v)\n set [ok? v] to [1]\n switch costume to (8 v)\n wait (0.05) seconds\n switch costume to (9 v)\n wait (0.05) seconds\n switch costume to (10 v)\n wait (0.05) seconds\n switch costume to (11 v)\n wait (0.05) seconds\n delete this clone\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\n配置 [1045] [2] [1] [45]\n配置 [1135] [2] [1] [30]\n配置 [3150] [17] [1] [65]\n配置 [5150] [18] [1] [36]\n\ndefine 移動 (x) (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 start as a clone\nforever\n if <(OK?) = [0]> then\n if <(costume [name v]) = [4]> then\n switch costume to (1 v)\n else\n next costume\n end\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\nset [1 v] to ((x) + (10))\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\n配置 [-180] [30] [1]\n配置 [130] [-10] [1]\n配置 [180] [-10] [1]\n配置 [420] [20] [1]\n配置 [540] [20] [1]\n配置 [1000] [330] [1]\n配置 [1060] [330] [1]\n配置 [1120] [330] [1]\n配置 [1365] [330] [1]\n配置 [1675] [10] [1]\n配置 [1830] [65] [1]\n配置 [1890] [65] [1]\n配置 [2120] [-15] [1]\n配置 [2170] [-15] [1]\n配置 [2320] [-15] [1]\n配置 [2600] [220] [1]\n配置 [2855] [455] [1]\n配置 [2915] [455] [1]\n配置 [3065] [270] [1]\n配置 [3125] [270] [1]\n配置 [3700] [20] [1]\n配置 [3820] [20] [1]\n配置 [3975] [20] [1]\n配置 [4025] [20] [1]\n配置 [3975] [435] [1]\n配置 [4025] [435] [1]\n配置 [4380] [240] [1]\n配置 [4330] [240] [1]\n配置 [4297] [110] [1]\n配置 [4430] [30] [1]\n配置 [4850] [220] [1]\n配置 [4900] [220] [1]\n配置 [5515] [20] [1]\n配置 [5755] [110] [1]\n配置 [6010] [110] [1]\n配置 [6145] [60] [1]\n配置 [6205] [60] [1]\n配置 [6145] [-100] [1]\n配置 [6205] [-100] [1]\n配置 [6470] [-80] [1]\n配置 [6520] [-80] [1]\n配置 [6725] [55] [1]\n配置 [130] [500] [1]\n配置 [240] [500] [1]\n配置 [420] [650] [1]\n配置 [530] [650] [1]\nswitch costume to (0 v)\n\nwhen I start as a clone\nwait (0.01) seconds\nforever\n if <touching (プレイヤー v)?> then\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [コイン v]\n end\n change [コイン v] by (1)\n repeat (5)\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (4))\n end\n stop [other scripts in sprite v]\n change [2 v] by (30)\n clear graphic effects\n switch costume to (+1 v)\n go to [front v] layer\n set size to (100) %\n repeat (20)\n 移動 ((1) - (スクロールx)) ((2) - (スクロールy))\n change size by ((((0) - (size)) + (-5)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I receive [モンスターコイン v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n 配置 (モンスターコインx) ((モンスターコインy) + (10)) [1]\nend\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n repeat until <(costume [number v]) = [9]>\n wait (0.05) seconds\n next costume\n end\nend\n\ndefine 移動 (x) (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 start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@水\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (3) layers\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\nset [チャット v] to []\n配置 [2880] [0] [1]\n配置 [3360] [0] [2]\n配置 [4320] [0] [3]\n配置 [6940] [0] [4]\n\ndefine 移動 (x) (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 start as a clone\nforever\n 移動 ((1) - (スクロールx)) ((((2) - (スクロールy)) + (([sin v] of ((timer) * (150)) ) * (10))) + (yショック))\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@バネ\n\nwhen I receive [スタート v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (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 [切り替え v]\ndelete this clone\n\nwhen I receive [バネ v]\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [バネ v]\nend\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (1 v)\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n 移動 ((2680) - (スクロールx)) (((216) - (スクロールy)) + (yショック))\nend\n\n@はしご\n\nwhen I receive [スタート v]\ncreate clone of (_myself_ v)\nforever\n 移動 ((3880) - (スクロールx)) (((240) - (スクロールy)) + (yショック))\nend\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (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 [切り替え v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n 移動 ((-20) - (スクロールx)) (((300) - (スクロールy)) + (yショック))\nend\n\n@チェックポイント\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\n配置 [550] [-4] [1]\n配置 [1550] [-18] [1]\n配置 [2530] [199] [1]\n配置 [4090] [411] [1]\n配置 [5080] [-4] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [チェック v]\n change [コイン v] by (1)\n end\n set [x2 v] to (1)\n set [y2 v] to ((2) + (33))\n switch costume to (2 v)\n point in direction (120)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (4)) degrees\n end\n forever\n switch costume to (4 v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n repeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.05) seconds\n next costume\n wait (0.05) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\nend\n\ndefine 移動 (x) (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 [切り替え v]\ndelete this clone\n\n@ゴール\n\nwhen I receive [スタート v]\nforever\n 移動 ((7140) - (スクロールx)) (((117) - (スクロールy)) + (yショック))\nend\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (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 [スタート v]\nforever\n switch costume to (3 v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n repeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.05) seconds\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\n\n@土管\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (yショック))\nend\n\nwhen I receive [スタート v]\n配置 [6460] [0] [2]\n配置 [6460] [0] [1]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine 移動 (x) (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 [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [don't rotate v]\n forever\n switch costume to (0 v)\n if <touching (プレイヤー v)?> then\n turn right (((100) - (direction)) / (4)) degrees\n else\n turn right (((0) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (direction)\n switch costume to (1 v)\n end\nend\n\n@チート\n\nwhen I receive [スタート v]\nerase all\ndelete all of [☁︎ hack.deta v]\nrepeat (10)\n add [0] to [☁︎ hack.deta v]\nend\ngo to x: (-305) y: (30)\ngo to [front v] layer\nshow\nforever\n repeat until <<mouse down?> and <[-128] > (mouse x)>>\n if <<touching (mouse-pointer v)?> or <<[-128] > (mouse x)> and <<(mouse y) > [-70]> and <[130] > (mouse y)>>>> then\n replace item (1) of [☁︎ hack.deta v] with [1]\n change x by (((-195) - (x position)) / (4))\n else\n if <not < (item (1) of [☁︎ hack.deta v]) contains [2]?>> then\n replace item (1) of [☁︎ hack.deta v] with [0]\n change x by (((-305) - (x position)) / (4))\n end\n end\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nerase all\nhide\n\n@チート ボタン\n\nwhen I start as a clone\nforever\n if <(letter (1) of (item (1) of [☁︎ hack.deta v])) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n else\n replace item (1) of [☁︎ hack.deta v] with [0]\n end\nend\n\nwhen this sprite clicked\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [選択 v]\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (((10) - (size)) / (4))\nend\nif < (costume [name v]) contains [*]?> then\n if <(((letter (2) of (costume [name v])) * (10)) - (1)) < (コイン)> then\n change [コイン v] by ((letter (2) of (costume [name v])) * (-10))\n if <not <(letter (1) of (costume [name v])) > [4]>> then\n replace item (letter (1) of (costume [name v])) of [☁︎ hack.deta v] with [1]\n end\n switch costume to (join (letter (1) of (costume [name v])) (item (letter (1) of (costume [name v])) of [☁︎ hack.deta v]))\n end\nelse\n if < (costume [name v]) contains [0]?> then\n replace item (letter (1) of (costume [name v])) of [☁︎ hack.deta v] with [1]\n else\n replace item (letter (1) of (costume [name v])) of [☁︎ hack.deta v] with [0]\n end\n if <(item (6) of [☁︎ hack.deta v]) = [1]> then\n replace item (5) of [☁︎ hack.deta v] with [1]\n end\nend\nrepeat (5)\n change [ghost v] effect by (-10)\n change size by (((65) - (size)) / (4))\nend\nclear graphic effects\n\nwhen I receive [スタート v]\nset size to (60) %\ngo to x: (-145) y: (110)\nswitch costume to (23* v)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (-33)\n next costume\nend\n\nwhen I start as a clone\nforever\n if <(letter (1) of (item (1) of [☁︎ hack.deta v])) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch costume to (letter (1) of (costume [name v]))\nswitch costume to (join (letter (1) of (costume [name v])) [1])\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <not < (costume [name v]) contains [*]?>> then\n switch costume to (join (letter (1) of (costume [name v])) (item (letter (1) of (costume [name v])) of [☁︎ hack.deta v]))\n end\nend\n\n
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☆Minecraft Platformer☆remix
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [情報 v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [情報 v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [情報 v]) = [22]>\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nforever\n if <not <(item (8) of [情報 v]) = [20]>> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n broadcast (回復 v)\n wait (0.15) seconds\n if <not <(item (8) of [情報 v]) = [20]>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\n end\n end\nend\n\nbroadcast (回復 v) and wait\n\nwhen [z v] key pressed\nstart sound [ダメージ v]\nreplace item (8) of [情報 v] with [1]\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (水 v)?> or <touching (マグマ判定 v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (酸素ゲージ判定用 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (マグマ判定 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-1] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-1] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-1] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-1] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-1] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-1] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-1] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-1] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-1] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-1] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-1] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-1] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-1] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-1] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-1] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-1] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-1] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-1] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-1] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-1] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-8] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-1] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-1] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-1] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-6] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [12]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.2)) ))\n end\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (マグマ v)?> then\n set [延焼ダメージ v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n replace item (8) of [情報 v] with [0]\n wait until <not <(item (8) of [情報 v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (落下ダメージの判定用 v)?> then\n wait until <not <touching (落下ダメージの判定用 v)?>>\n wait until <touching (落下ダメージの判定用 v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (3) of [設定 v]) = [5]> then\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n wait (0.1) seconds\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n point towards (ソニックブーム判定 v)\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\nwhen [x v] key pressed\nchange y by (100000)\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nset [brightness v] effect to (50)\nwait (0.1) seconds\nset [brightness v] effect to (0)\nwait (0.1) seconds\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [回復 v]\nset [brightness v] effect to (60)\nwait (0.15) seconds\nset [brightness v] effect to (0)\n\nrepeat (2)\n\nwait () seconds\n\nwhen I receive [スタート v]\nforever\n if <[5] > (item (8) of [情報 v])> then\n set y to (pick random (-158) to (-162))\n else\n set y to (-160)\n end\nend\n\nwait (0.01) seconds\nif <not > then\n show\n go to [front v] layer\nend\n\n@剣\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]\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 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (15)) y: (([y position v] of [プレイヤー 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 v]) + (-15)) y: (([y position v] of [プレイヤー 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ゾンビ v)?> or <<touching (クリーパー v)?> or <<touching (ゾンビ2 v)?> or <<touching (ゾンビ3 v)?> or >>>> then\n repeat (15)\n set [できふれ v] to [1]\n end\n else\n set [できふれ v] to [0]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (プレイヤー v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@落下ダメージの判定用\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@背景\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <not <[11] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトン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 [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <touching (sweep v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [5]\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@ゾンビ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (sweep v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [5]\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ((kougeki:kougekiryoku) + ([floor v] of ((kougeki:kougekiryoku) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (kougeki:kougekiryoku)\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [スタート v]\nforever\n ゾンビ召喚魔法 (item (1) of [情報 v]) ([x position v] of [プレイヤー v]) ([y position v] of [プレイヤー v]) [] 秒待つ [] 回繰り返す\n wait (0.1) seconds\nend\n\n@クリーパー\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\n\nforever\n クリーパー (item (1) of [情報 v]) ([x position v] of [プレイヤー v]) ([y position v] of [プレイヤー v]) [0] 秒待つ [1] 回繰り返す\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパー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 [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (sweep v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [5]\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ((kougeki:kougekiryoku) + ([floor v] of ((kougeki:kougekiryoku) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (kougeki:kougekiryoku)\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\nwait until <(item (1) of [情報 v]) = [6]>\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [プレイヤー v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [プレイヤー v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nrepeat (pick random (6) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (pick random (30) to (70))\nchange x by (pick random (-140) to (140))\nchange y by (pick random (-140) to (140))\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@表示\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kosukeh v)\ngo to x: (140) y: (70)\nforever\n change size by ([sin v] of (item (6) of [情報 v]) )\nend\n\nrepeat (10)\n change size by (0.7)\nend\nrepeat (10)\n change size by (-0.7)\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set rotation style [don't rotate v]\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set size to (100) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n end\n move (8) steps\n change size by (5)\n delete this clone\nend\ndelete this clone\n\nset [brightness v] effect to (pick random (10) to (50))\n\nchange [ghost v] effect by (pick random (5) to (8))\n\nchange [ghost v] effect by (50)\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n repeat (pick random (6) to (9))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (pick random (30) to (70))\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [プレイヤー v]) + (40)) y: (([y position v] of [プレイヤー v]) + (-5))\nelse\n go to x: (([x position v] of [プレイヤー v]) + (-40)) y: (([y position v] of [プレイヤー v]) + (-5))\nend\nchange x by (pick random (-150) to (150))\nchange y by (pick random (-150) to (150))\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n next costume\n wait () seconds\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n repeat (pick random (6) to (9))\n create clone of (_myself_ v)\n end\nend\n\nstart sound [get4 v]\ncreate clone of (_myself_ v)\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@ゾンビ2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <touching (sweep v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [5]\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ((kougeki:kougekiryoku) + ([floor v] of ((kougeki:kougekiryoku) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (kougeki:kougekiryoku)\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@ゾンビ3\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [プレイヤー v]) < (x position)>> or <<([x position v] of [プレイヤー v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [プレイヤー v])>> or <<(x position) < ([x position v] of [プレイヤー v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\n replace item (19) of [情報 v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [50]\n replace item (16) of [情報 v] with [50]\n else\n replace item (15) of [情報 v] with [60]\n replace item (16) of [情報 v] with [60]\n end\nelse\n if <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ((kougeki:kougekiryoku) + ([floor v] of ((kougeki:kougekiryoku) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (kougeki:kougekiryoku)\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\n@ぺん\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@スケルトン2\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [プレイヤー v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [38]\n replace item (16) of [情報 v] with [38]\nelse\n replace item (15) of [情報 v] with [46]\n replace item (16) of [情報 v] with [46]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ((kougeki:kougekiryoku) + ([floor v] of ((kougeki:kougekiryoku) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (kougeki:kougekiryoku)\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト4\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (ばくはつ v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [ばくはつ v]\nrepeat (pick random (6) to (9))\n create clone of (爆発3 v)\nend\n\n@爆発3\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [brightness v] effect to (pick random (30) to (70))\nchange x by (pick random (70) to (-70))\nchange y by (pick random (70) to (-70))\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (プレイヤー v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm2\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スケルトン3\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I receive [やられた v]\nhide\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [剣 v])\n set [攻撃位置y v] to ([y position v] of [剣 v])\n broadcast (クリティカル v)\n ダメージ ((kougeki:kougekiryoku) + ([floor v] of ((kougeki:kougekiryoku) / (3)) ))\n else\n ダメージ (kougeki:kougekiryoku)\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト8\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (スケルトン3 v)\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト9\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [情報 v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (剣 v)?> and <(攻撃) = [1]>> or <touching (ソニックブーム補完用4 v)?>> or <touching (爆発2 v)?>>\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [情報 v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [情報 v]) = [0]> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n replace item (30) of [情報 v] with [1]\n replace item (31) of [情報 v] with (x position)\n replace item (32) of [情報 v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [設定 v]) = [4]>> then\n wait until <(item (1) of [情報 v]) = [21]>\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\nend\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (スケルトン3 v)\n repeat until <touching (スケルトン3 v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@スプライト12\n\n@スプライト13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@表示用\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\nhide variable [1 v]\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド変数 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド変数)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド変数)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド変数)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\nwhen [0 v] key pressed\nif <(username) = [kuri-pa-2]> then\n hide variable [1 v]\nend\n\nwhen [1 v] key pressed\nif <(username) = [kuri-pa-2]> then\n show variable [1 v]\nend\n\n@sweep\n\nwait () seconds\n\nwhen I receive [attack v]\nwait until <(できふれ) = [0]>\nwait (0.1) seconds\nif <<(item (3) of [情報 v]) = [0]> and <(できふれ) = [1]>> then\n set size to (pick random (190) to (220)) %\n set [brightness v] effect to (pick random (-20) to (0))\n switch costume to (0 v)\n go to (プレイヤー v)\n if <(右左) = [右]> then\n change x by (50)\n else\n change x by (-50)\n end\n show\n repeat (7)\n next costume\n end\n hide\nend\nwait until <(できふれ) = [0]>\n\nwhen flag clicked\nhide\n\n@スプライト14\n\nwhen flag clicked\nforever\n change [fps v] by (1)\n change x by ()\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (Fps)\n set [fps v] to [0]\nend\n\n@スプライト15\n\nwhen I receive [attack v]\nset [ghost v] effect to (30)\nshow\nswitch costume to (1 v)\nrepeat (16)\n next costume\nend\nhide\n\nwhen flag clicked\nhide\nforever\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]) + (30))\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait (0.1) seconds\n set [kougeki:wariai v] to [0]\n repeat (16)\n change [kougeki:wariai v] by ((1) / (16))\n end\n set [kougeki:wariai v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set [kougeki:kari v] to (([abs v] of ([costume name v] of [剣 v]) ) * (kougeki:wariai))\nend\n\nwhen flag clicked\nforever\n set [kougeki;herasu v] to ((([abs v] of ([costume name v] of [剣 v]) ) * (kougeki:wariai)) * (2))\nend\n\nwhen flag clicked\nforever\n set [kougeki:kougekiryoku v] to ((kougeki:kari) - (kougeki;herasu))\nend\n\n@スプライト16\n\nwhen flag clicked\nhide\nhide variable [タイマー1 v]\nhide variable [タイマー2 v]\n\nwhen flag clicked\nforever\n go to x: (-160) y: (125)\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\nreset timer\nforever\n set [タイマー1 v] to ([floor v] of (timer) )\nend\n\nwhen I receive [スタート v]\nset [タイマー2 v] to [0]\nforever\n wait (1) seconds\n change [タイマー2 v] by (1)\nend\n\nwhen I receive [スタート v]\nshow\nshow variable [タイマー1 v]\nshow variable [タイマー2 v]\n\n
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←→ 動く/move\n↑ ジャンプ/jump\nSPACE 攻撃/attack
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☆Minecraft Platformer☆part5 (english v.)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [情報 v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [情報 v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [情報 v]) = [22]>\nswitch backdrop to (背景2 v)\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (水 v)?> or <touching (マグマ判定 v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (酸素ゲージ判定用 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (マグマ判定 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-4] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [12]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.2)) ))\n end\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (マグマ v)?> then\n set [延焼ダメージ v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n replace item (8) of [情報 v] with [0]\n wait until <not <(item (8) of [情報 v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (落下ダメージの判定用 v)?> then\n wait until <not <touching (落下ダメージの判定用 v)?>>\n wait until <touching (落下ダメージの判定用 v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [設定 v]) = [14]> and <not <(item (1) of [設定 v]) = [9]>>> then\n forever\n end\n end\n if <<(item (3) of [設定 v]) = [14]> and <(item (1) of [設定 v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n wait (0.1) seconds\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n point towards (ソニックブーム判定 v)\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@剣\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]\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 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (15)) y: (([y position v] of [プレイヤー 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 v]) + (-15)) y: (([y position v] of [プレイヤー 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (プレイヤー v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@落下ダメージの判定用\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@背景\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <not <[11] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトン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 [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@ゾンビ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@クリーパー\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパー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 [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [プレイヤー v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [プレイヤー v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@表示\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [プレイヤー v]) + (40)) y: (([y position v] of [プレイヤー v]) + (-5))\nelse\n go to x: (([x position v] of [プレイヤー v]) + (-40)) y: (([y position v] of [プレイヤー v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@ゾンビ2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@ゾンビ3\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [プレイヤー v]) < (x position)>> or <<([x position v] of [プレイヤー v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [プレイヤー v])>> or <<(x position) < ([x position v] of [プレイヤー v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\n replace item (19) of [情報 v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [50]\n replace item (16) of [情報 v] with [50]\n else\n replace item (15) of [情報 v] with [60]\n replace item (16) of [情報 v] with [60]\n end\nelse\n if <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\n@ぺん\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@スケルトン2\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [プレイヤー v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [28]\n replace item (16) of [情報 v] with [28]\nelse\n replace item (15) of [情報 v] with [36]\n replace item (16) of [情報 v] with [36]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト4\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (プレイヤー v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm2\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スケルトン3\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I receive [やられた v]\nhide\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [剣 v])\n set [攻撃位置y v] to ([y position v] of [剣 v])\n broadcast (クリティカル v)\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト8\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (スケルトン3 v)\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト9\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [情報 v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (剣 v)?> and <(攻撃) = [1]>> or <touching (ソニックブーム補完用4 v)?>> or <touching (爆発2 v)?>>\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [情報 v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [情報 v]) = [0]> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n replace item (30) of [情報 v] with [1]\n replace item (31) of [情報 v] with (x position)\n replace item (32) of [情報 v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [設定 v]) = [4]>> then\n wait until <(item (1) of [情報 v]) = [21]>\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (スケルトン3 v)\n repeat until <touching (スケルトン3 v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@スプライト12\n\n@スプライト13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@表示用\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\nhide variable [1 v]\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド記録 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド記録)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド記録)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド記録)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\nwhen [0 v] key pressed\nif <(username) = [kuri-pa-2]> then\n hide variable [1 v]\nend\n\nwhen [1 v] key pressed\nif <(username) = [kuri-pa-2]> then\n show variable [1 v]\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ クラウド変数 v] to (item (5) of [雑用 v])\nend\n\n
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☆★--- NOTES! ---★☆\n\n\nI'm aiming for number #4 on trending or higher & want the community to like & love & make it the #4 trending or higher! :=^D\nIf you could press ❤️ and ⭐ I'd be very happy!\n\n【If crashes play here 】\nhttps://turbowarp.org/720475704\n【I would be happy if you played this to】\nhttps://scratch.mit.edu/projects/678726037\n\n✨It is the eastern army of the trend encampment battle!\n━━━━━━━━━━━━━━━━━━━\n ⚡How to play⚡\n◆You will be killed when your life reaches 0.\n◆Mobile users can set mobile mode from settings\n◆Good luck in defeating Endora!━━━━━━━━━━━━━━━━━━━\n▼Minecraft Platformer Series Movies\n\nMinecraft platformer part 1 (first work)\nhttps://scratch.mit.edu/projects/676569542\nMinecraft platformer part2 (nether version)\nhttps://scratch.mit.edu/projects/699572928\nMinecraft platformer part3(end version)\nhttps://scratch.mit.edu/projects/700536522\nMinecraft platformer part4(previous version)\nhttps://scratch.mit.edu/projects/678726037\n━━━━━━━━━━━━━━━━━━━\n▼ Credits\n\n◆Endora Costume @highpandapanda1\n◆cloud and Sun @-Jikky-\n◆Turbo countermeasure program @sosukeyamakawa\n◆Steve @-firstwave\n◆Zombie and sword costume @-firstwave\n◆Skeleton Creeper @firstwave\n◆Ground etc @griffpatch\n◆Thumbnail text @Kensuke17\n◆Picker @Coltroc\n◆Walking sound ・Powder @tomatonoheyya\n◆Part of sonic boom @war_kun\n◆End roll reference @sab_pg\n◆BGM for boss battles, etc. Soundtracks\n━━━━━━━━━━━━━━━━━━━\n ⚡遊び方⚡\n◆ライフが0になるとやられてしまいます。\n◆モバイルの人は設定からモバイルモードにするこ\nとができます。\n◆エンドラ討伐目指して頑張ってください!\n━━━━━━━━━━━━━━━━━━━\n▼マイクラプラフォシリーズ作品\n\nMinecraft platformer part 1\nhttps://scratch.mit.edu/projects/676569542\nMinecraft platformer part 2\nhttps://scratch.mit.edu/projects/699572928\nMinecraft platformer part3\nhttps://scratch.mit.edu/projects/700536522\nMinecraft platformer part4\nhttps://scratch.mit.edu/projects/678726037\n━━━━━━━━━━━━━━━━━━━\n▼credits\n\n◆ Endora costume - @highpandapanda1\n◆Kumo/Sun - @-Jikky-\n◆Turbo countermeasure program - @sosukeyamakawa\n◆Steve @-firstwave-\n◆ Zombie/sword costume - @-firstwave-\n◆ Skeleton Creeper - @-firstwave-\n◆Ground/physical gauge/sound effect - @griffpatch\n◆Thumbnail characters - @Kensuke17\n◆ Picker - @Coltroc\n◆Walking sound ・Splashing powder - @TOMATONOHEYA\n◆ Part of the Sonic Boom - @war_kun\n◆ End roll reference - @sab_pg\n◆ Boss battle bmg etc... soundtrack\n━━━━━━━━━━━━━━━━━━━\n▼tags\n#minecraft #game #games #all #platformer #minecraftplatformer\n━━━━━━━━━━━━━━━━━━━\n▼stats for nerds\n61 sprite\n366 scripts\n6283 block\n━━━━━━━━━━━━━━━━━━━\n▼achievements\n8/10 8:00 shared\n 12:10 reference number 1k \n© Aug 09, 2022\nReport\n
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大型アップデート マインクラフトプラットフォーマー Minecraft Platformer 1 マインクラフトアニメ ゼルダ マイクラ 素材
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@Stage\n\nwhen flag clicked\nforever\n next backdrop\n wait (15) seconds\nend\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (水 v)?> or <<touching (マグマ判定 v)?> or <touching (スプライト15 v)?>>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (酸素ゲージ判定用 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (マグマ判定 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (洞窟グモ v)?> then\n set [延焼ダメージ v] to [11]\n 敵攻撃 [0] [0]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n set [延焼ダメージ v] to [4]\n 敵攻撃 [-4] [7]\n broadcast (黒 v)\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (洞窟グモ v)?> then\n set [延焼ダメージ v] to [11]\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-4] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n if <touching (ニワトリ v)?> then\n speak [毒]::tts\n 敵攻撃 [-4] [3]\n set [延焼ダメージ v] to [3]\n end\n if <<touching (マグマキューブ v)?> or <touching (スライム v)?>> then\n 敵攻撃 [-7] [5]\n set [延焼ダメージ v] to [2]\n end\n if <touching (略奪者 v)?> then\n 敵攻撃 [-6] [5]\n end\n if <touching (どラウンド2 v)?> then\n 敵攻撃 [-6] [5]\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [12]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.2)) ))\n end\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (マグマ v)?> then\n set [延焼ダメージ v] to [6]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n replace item (8) of [情報 v] with [0]\n wait until <not <(item (8) of [情報 v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <<touching (マグマ v)?> or <touching (スプライト15 v)?>>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (落下ダメージの判定用 v)?> then\n wait until <not <touching (落下ダメージの判定用 v)?>>\n wait until <touching (落下ダメージの判定用 v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [設定 v]) = [14]> and <not <(item (1) of [設定 v]) = [9]>>> then\n forever\n end\n if <<(item (3) of [設定 v]) = [14]> and <(item (1) of [設定 v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and >\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and > then\n wait (0.1) seconds\n if <<touching (水 v)?> and > then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (ウィざー v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\nwhen flag clicked\nask [あなたの名前は何ですか?] and wait\nforever\n if << (answer) contains [クズ]?> or << (answer) contains [うんこ]?> or << (answer) contains [戦争]?> or < (answer) contains [死]?>>>> then\n ask [その名前はできませんのでもう一回聞きます] and wait\n else\n say (answer)\n end\nend\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (ゾンビ3 v)?> then\n set [☁ クラウド記録 v] to [6]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (洞窟グモ v)?> then\n broadcast (毒Ⅳ v)\n end\nend\n\nwhen I receive [スタート v]\n\nwhen I receive [スタート v]\nforever\n if <(costume [number v]) = [6]> then\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n wait (5) seconds\n go to (mouse-pointer v)\n end\nend\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [毒ⅳ v]\nswitch costume to (health2 v)\nspeak [毒]::tts\n\n@剣\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]\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 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (15)) y: (([y position v] of [プレイヤー 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 v]) + (-15)) y: (([y position v] of [プレイヤー 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [続ステージ v]\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (プレイヤー v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ngo [forward v] (999999999) layers\nwait (1) seconds\nswitch costume to (コスチューム1 v)\nset voice to (squeak v)::tts\nspeak [待ってよー]::tts\nswitch costume to (コスチューム3 v)\nspeak [うわぁぁあ]::tts\nswitch costume to (コスチューム4 v)\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n wait (1) seconds\n broadcast (続ステージ v)\n next costume\n end\nend\n\n@落下ダメージの判定用\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nset [ghost v] effect to (99)\ngo to [front v] layer\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\npoint in direction (90)\nforever\n wait (0.01) seconds\n turn right (0.01) degrees\nend\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@背景\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <not <[11] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (コスチューム7 v)\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (18))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\nwhen flag clicked\nforever\n set [とりゃ v] to (timer)\nend\n\nwhen [timer v] > (0)\nforever\n set [とりゃ v] to (timer)\nend\n\nwhen [timer v] > (とりゃ)\nforever\n hide\nend\n\n@洞窟グモ\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトン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 [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@クリーパー\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパー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 [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (<([costume # v] of [弓 v]) = [4]> v)?> then\n ダメージ [-6]\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [プレイヤー v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [プレイヤー v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@表示\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\n broadcast (rdj v)\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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 (25)))\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\n\nglide (1) secs to (random position v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = (pick random (17) to (20))> then\n broadcast (雨 v)\n end\nend\n\nbroadcast (雨 v)\n\nwhen I receive [雨 v]\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ゾンビ2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [4] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player4 v)\n wait (0.5) seconds\n switch costume to (player3 v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [プレイヤー v]) + (40)) y: (([y position v] of [プレイヤー v]) + (-5))\nelse\n go to x: (([x position v] of [プレイヤー v]) + (-40)) y: (([y position v] of [プレイヤー v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム7 v)\ngo to [front v] layer\ngo [forward v] (999999999) layers\nwait (1) seconds\nswitch costume to (コスチューム1 v)\nset voice to (squeak v)::tts\nspeak [待ってよー]::tts\nswitch costume to (コスチューム3 v)\nspeak [うわぁぁあ]::tts\nswitch costume to (コスチューム4 v)\nset voice to (giant v)::tts\nspeak [まずい]::tts\nswitch costume to (コスチューム5 v)\nwait (1) seconds\nswitch costume to (コスチューム6 v)\nwait (1) seconds\nswitch costume to (サムネ v)\nplay sound [別ディメンション戦 v] until done\nswitch costume to (コスチューム2 v)\n\nstop all sounds\n\n@ゾンビ3\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [プレイヤー v]) < (x position)>> or <<([x position v] of [プレイヤー v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [プレイヤー v])>> or <<(x position) < ([x position v] of [プレイヤー v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\nswitch costume to (player v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player2 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player2 v)\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [情報 v]) = [4]>> then\n repeat (20)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [20]>\nif <not <(item (2) of [情報 v]) = [4]>> then\n repeat (23)\n wait (3) seconds\n create clone of (_myself_ v)\n end\nend\n\n@ぺん\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#000000)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5f0088)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\nend\nrepeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スケルトン2\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [プレイヤー v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [9]>\nスケルトン召喚魔法 [12] [300] [100] (pick random (3) to (10)) 秒待つ\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [28]\n replace item (16) of [情報 v] with [28]\nelse\n replace item (15) of [情報 v] with [36]\n replace item (16) of [情報 v] with [36]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ [-15]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [9] [300] [100] [1] 秒待つ\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [情報 v]) = [4]>> then\n repeat (4)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [ブレイズ v]\nswitch costume to (スケルトン3 v)\nwait (1) seconds\nswitch costume to (スケルトン v)\n\n@スプライト4\n\nwhen I receive [ブレイズ v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n point towards (プレイヤー v)\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [attack v]\nwait (pick random (0.5) to (0.6)) seconds\nif <touching (剣 v)?> then\n point towards (スケルトン2 v)\n go to (スケルトン2 v)\nend\n\nwhen I receive [attack v]\nwait (1) seconds\nif <touching (剣 v)?> then\n go to (スケルトン2 v)\nend\n\nwhen flag clicked\nforever\n wait (5) seconds\n next costume\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (プレイヤー v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (エンドラend v)\n\n@BGM\n\nwhen flag clicked\nset volume to (1000) %\nforever\n play sound [C418 - Mice on Venus v] until done\n play sound [【Minecraft- f v] until done\n play sound [【Minecraf v] until done\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@BGM2\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [戦闘 v] until done\n play sound [オーバーワールド戦 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スプライト8\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (ウィザー v)\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nforever\n hide\n wait (10) seconds\n show\n go to x: (-265) y: (189)\n glide (10) secs to x: (245) y: (147)\nend\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (ウィザー v)\n repeat until <touching (ウィザー v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [【Minecraft v] until done\nend\n\n@ウィザー\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n change [brightness v] effect by (100)\n wait (1) seconds\n clear graphic effects\n else\n if <(pick random (1) to (2)) = [1]> then\n change [brightness v] effect by (100)\n wait (1) seconds\n clear graphic effects\n start sound [2 v]\n else\n change [brightness v] effect by (100)\n wait (1) seconds\n clear graphic effects\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I receive [やられた v]\nhide\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [剣 v])\n set [攻撃位置y v] to ([y position v] of [剣 v])\n broadcast (クリティカル v)\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-5]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-5]\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-4]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [18]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [18]>\nforever\n glide (1) secs to (プレイヤー v)\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\n wait (3) seconds\n start sound (pick random (4) to (5))\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [18]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [18]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [エンドラend v]\nrepeat (10)\n start sound [death v]\n start sound [death v]\n start sound [3 v]\n start sound [1 v]\n start sound [2 v]\n start sound [3 v]\n start sound [1 v]\n start sound [3 v]\n start sound [2 v]\n start sound [2 v]\n wait (0.1) seconds\n start sound [death v]\n change [ghost v] effect by (25)\nend\nbroadcast (/xp 10000L @s v)\nbroadcast (tfっs v)\n\nwhen I receive [エンドラend v]\nstart sound [death v]\n\n@スプライト12\n\n@BGM3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n start sound [Enderman death v]\n start sound [get4 v]\n start sound [get2 v]\n start sound [get3 v]\n start sound [ポータル開通音 v]\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スプライト16\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\nwhen I receive [ポータル開通 v]\nswitch costume to (コスチューム2 v)\nbroadcast (3秒待つ v)\n\nwhen I receive [3秒待つ v]\nwait (3) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [エンダーアイ v]\nswitch costume to (コスチューム3 v)\nbroadcast (3秒待つ v)\n\nwhen I receive [クリティカル v]\nswitch costume to (コスチューム4 v)\nbroadcast (3秒待つ v)\n\nwhen I receive [エンドラend v]\nswitch costume to (コスチューム5 v)\nbroadcast (3秒待つ v)\n\nwhen I receive [ブレイズ v]\nswitch costume to (コスチューム6 v)\nbroadcast (3秒待つ v)\n\nwhen I receive [3秒待つ v]\n\nwhen I receive [スタート v]\n\n@h\n\nwhen I receive [スタート v]\nforever\n hide\n wait (30) seconds\n show\n go to x: (149) y: (3)\n glide (10) secs to x: (-230) y: (3)\n if <touching (プレイヤー v)?> then\n set [延焼ダメージ v] to [3]\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\nforever\n go [forward v] (9999999999999999999999999999999999999999999999999) layers\n go to [front v] layer\n set [brightness v] effect to (-100)\nend\n\nwhen I receive [黒 v]\nshow\nwait (10) seconds\nhide\n\n@スプライト14\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (item (1) of [情報 v])\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n\n@スプライト13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@表示用\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\nhide variable [1 v]\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド記録 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド記録)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド記録)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド記録)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\nwhen [0 v] key pressed\nhide variable [1 v]\n\nwhen [1 v] key pressed\nshow variable [1 v]\n\nif <(username) = [kuri-pa-2]> then\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ クラウド変数 v] to (item (5) of [雑用 v])\nend\n\n@ニワトリ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n hide\n wait (30) seconds\n show\n go to x: (-265) y: (189)\n glide (10) secs to x: (245) y: (147)\nend\n\n@村人\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <not <(y position) < ([y position v] of [プレイヤー 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\n if <touching (<([costume # v] of [弓 v]) = [4]> v)?> then\n ダメージ [-4]\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [14]>\nゾンビ召喚魔法 [ 14] [300] [0] [0.2] 秒待つ [32] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [14] [300] [0] [0.2] 秒待つ [32] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (水 v)?> then\n switch costume to (player4 v)\n end\nend\n\nwhen I start as a clone\nforever\n turn right (1) degrees\n set rotation style [left-right v]\n move (10) steps\nend\n\n@スプライト15\n\nwhen flag clicked\nhide\n\nwhen I receive [rdj v]\nshow\nforever\n set [ghost v] effect to (40)\n go to (プレイヤー v)\nend\n\n@スプライト17\n\nwhen I receive [雨 v]\nshow\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (200)\nforever\n set [ghost v] effect to (50)\n switch costume to (pick random (1) to (12))\n change y by (-10)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n delete this clone\n end\nend\n\n@追加ブロック\n\n@スプライト18\n\nwhen I receive [tfっs v]\nshow\nswitch costume to (ゼンイチ v)\nwait (1) seconds\nswitch costume to (ゼンイチ2 v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@マグマキューブ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player4 v)\n wait (0.5) seconds\n switch costume to (player3 v)\n end\nend\n\n@スライム\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [5] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [6] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player4 v)\n wait (0.5) seconds\n switch costume to (player3 v)\n end\nend\n\n@どラウンド2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー 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 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 (0.14)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\n if <touching (<([costume # v] of [弓 v]) = [4]> v)?> then\n ダメージ [-4]\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [36] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [36] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player3 v)\n wait (0.1) seconds\n switch costume to (player v)\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (水 v)?> then\n switch costume to (player4 v)\n end\nend\n\n@略奪者\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー 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 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 (0.14)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\n if <touching (<([costume # v] of [弓 v]) = [4]> v)?> then\n ダメージ [-4]\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [14]>\nゾンビ召喚魔法 [14] [300] [0] [0.2] 秒待つ [65] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [14] [300] [0] [0.2] 秒待つ [65] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (player3 v)\n wait (0.1) seconds\n switch costume to (player v)\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (水 v)?> then\n switch costume to (player4 v)\n end\nend\n\n@村ねこ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <not <(y position) < ([y position v] of [プレイヤー 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\n if <touching (<([costume # v] of [弓 v]) = [4]> v)?> then\n ダメージ [-4]\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [14]>\nゾンビ召喚魔法 [ 14] [300] [0] [0.2] 秒待つ [32] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [14] [300] [0] [0.2] 秒待つ [32] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (水 v)?> then\n switch costume to (player4 v)\n end\nend\n\nwhen I start as a clone\nforever\n turn right (1) degrees\n set rotation style [left-right v]\n move (10) steps\nend\n\n@スニファー\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <not <(y position) < ([y position v] of [プレイヤー 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\n if <touching (<([costume # v] of [弓 v]) = [4]> v)?> then\n ダメージ [-4]\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [4]>\nゾンビ召喚魔法 [4] [300] [0] [0.2] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [4] [300] [0] [0.2] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (水 v)?> then\n switch costume to (player4 v)\n end\nend\n\nwhen I start as a clone\nforever\n turn right (1) degrees\n set rotation style [left-right v]\n move (10) steps\nend\n\n@飼い犬\n\nwhen flag clicked\nshow\nforever\n if <mouse down?> then\n go to (プレイヤー v)\n change x by (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <not <mouse down?>> then\n repeat until <touching (落下ダメージの判定用 v)?>\n change y by (-10)\n end\n end\nend\n\n
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☆Minecraft Platformer☆part5 remix
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [情報 v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [情報 v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [情報 v]) = [22]>\nswitch backdrop to (背景2 v)\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (水 v)?> or <touching (マグマ判定 v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (酸素ゲージ判定用 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (マグマ判定 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-4] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\nif <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [12]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.2)) ))\n end\nelse\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\nend\nstart sound [ダメージ v]\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [設定 v]) = [14]> and <not <(item (1) of [設定 v]) = [9]>>> then\n forever\n end\n if <<(item (3) of [設定 v]) = [14]> and <(item (1) of [設定 v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n wait (0.1) seconds\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(x) = [1]> then\n switch costume to (普通5 v)\nelse\n switch costume to (スティーブ やられた5 v)\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\nif <(item (1) of [設定 v]) = [16]> then\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n\n\n\nwhen [v v] key pressed\npoint towards (ソニックブーム判定 v)\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n end\n end\nend\n\nwhen [space v] key pressed\npoint towards (ソニックブーム判定 v)\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@剣\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]\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 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (15)) y: (([y position v] of [プレイヤー 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 v]) + (-15)) y: (([y position v] of [プレイヤー 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 (v v) pressed?> or <key (space v) pressed?>> then\n broadcast (attack v)\n broadcast (爆発剣 v)\n end\n wait until <not <<key (v v) pressed?> or <key (space v) pressed?>>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (プレイヤー v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@背景\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <not <[11] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトン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 [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (([costume name v] of [剣 v]) * (1000))\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-1000]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@ゾンビ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (([costume name v] of [剣 v]) * (1000))\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@クリーパー\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパー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 [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (([costume name v] of [剣 v]) * (1000))\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [プレイヤー v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n end\nend\n\nif <(distance to [プレイヤー v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\nend\nset [モード v] to [0]\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@表示\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n end\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\nif <(item (1) of [設定 v]) = [15]> then\n\nif <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\nend\n\nreplace item (1) of [設定 v] with [20]\n\nif then\nend\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@Oxygen\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nstart sound [get4 v]\ncreate clone of (_myself_ v)\nstart sound [get4 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [プレイヤー v]) + (40)) y: (([y position v] of [プレイヤー v]) + (-5))\nelse\n go to x: (([x position v] of [プレイヤー v]) + (-40)) y: (([y position v] of [プレイヤー v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (15)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nstart sound [get4 v]\ncreate clone of (_myself_ v)\nstart sound [get4 v]\ncreate clone of (_myself_ v)\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\n@ゾンビ2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (([costume name v] of [剣 v]) * (1000))\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@ゾンビ3\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [プレイヤー v]) < (x position)>> or <<([x position v] of [プレイヤー v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [プレイヤー v])>> or <<(x position) < ([x position v] of [プレイヤー v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\n replace item (19) of [情報 v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [50]\n replace item (16) of [情報 v] with [50]\n else\n replace item (15) of [情報 v] with [60]\n replace item (16) of [情報 v] with [60]\n end\nelse\n if <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ (([costume name v] of [剣 v]) * (1000))\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\n@ぺん\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@スケルトン2\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [プレイヤー v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [28]\n replace item (16) of [情報 v] with [28]\nelse\n replace item (15) of [情報 v] with [36]\n replace item (16) of [情報 v] with [36]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-1000]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト4\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (プレイヤー v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm2\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スケルトン3\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I receive [やられた v]\nhide\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [剣 v])\n set [攻撃位置y v] to ([y position v] of [剣 v])\n broadcast (クリティカル v)\n ダメージ (([costume name v] of [剣 v]) + ((([costume name v] of [剣 v]) / (3)) * (1000)))\n else\n ダメージ (([costume name v] of [剣 v]) * (1000))\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-1000]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-1000]\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-1000]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト8\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (スケルトン3 v)\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト9\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [情報 v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (剣 v)?> and <(攻撃) = [1]>> or <touching (ソニックブーム補完用4 v)?>> or <touching (爆発2 v)?>>\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [情報 v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [情報 v]) = [0]> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n replace item (30) of [情報 v] with [1]\n replace item (31) of [情報 v] with (x position)\n replace item (32) of [情報 v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [設定 v]) = [4]>> then\n wait until <(item (1) of [情報 v]) = [21]>\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (スケルトン3 v)\n repeat until <touching (スケルトン3 v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@スプライト12\n\n@スプライト13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@表示用\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\nhide variable [1 v]\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド記録 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド記録)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド記録)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド記録)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\nwhen [0 v] key pressed\nhide variable [1 v]\n\nwhen [1 v] key pressed\nshow variable [1 v]\n\nif <(username) = [kuri-pa-2]> then\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ クラウド変数 v] to (item (5) of [雑用 v])\nend\n\n@スプライト5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n
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日本語: Japanese\nEnglish is Under the Japanese\nvキーで攻撃\n他は原作と同じ。\n剣と爆発を大きくした。\nダメージ食らいません。ノックバックもありません。\n爆発剣はずっと使えます。\n神速か跳躍力神がおすすめです。\n神速の方がタイムが早くなります。\n英語:English\nAttack with the v key.\nThe others are the same as the original.\nI made the sword and the explosion bigger. \nI won't take any damage. There is no knockback.\nThe explosive sword can be used all the time. \nI recommend the god speed or the jumping power god.\nGod speed will be faster.
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A Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <color (#003fff) is touching (#ffff00)?> then\n next backdrop\n end\nend\n\nwhen I receive [start v]\n\nswitch backdrop to (backdrop1 v)\nbroadcast (level change v)\n\nwhen flag clicked\n\nwhen I receive [click v]\nwait (5) seconds\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [level change v]\nshow\ngo to x: (-216) y: (-153)\n\nwhen flag clicked\nforever\n if <touching color (#7f7f7f)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen backdrop switches to [start screen2 v]\nhide\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-219) y: (-148)\n end\nend\n\nwhen I receive [sprite 1 show v]\nforever\n show\nend\n\nwhen I receive [start v]\ngo to x: (-225) y: (-162)\nforever\n show\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n wait (1) seconds\n go to x: (-216) y: (-153)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\nend\n\nwhen backdrop switches to [backdrop29 v]\nswitch costume to (costume4 v)\n\nwhen flag clicked\nwait (7) seconds\nbroadcast (start v)\ngo to x: (-225) y: (-162)\n\nforever\n if <touching color (#666666)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [click v]\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n go to x: (([sin v] of ((timer) * (100)) ) * (15)) y: (([sin v] of ((timer) * (100)) ) * (15))\n set size to ((([cos v] of ((timer) * (100)) ) * (25)) + (100)) %\n point in direction ((([cos v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen I receive [click v]\nwait (5) seconds\nbroadcast (sprite 1 show v)\nforever\n hide\nend\n\nwhen I receive [level change v]\n\n@Sprite3\n\nwhen this sprite clicked\nswitch backdrop to (start screen v)\nbroadcast (click v)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [click v]\nforever\n hide\nend\n\n
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my first platformer!!!! all levels possible. if u get stuck in a wall push the arrow keys a couple of times.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ r to restart rest of instructions in game \n shared 10/10/2015\n I really appreciate likes and/or favorites \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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|| A loophole!? Platformer! || #games #All
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [小鼓(こつづみ) v]\n set [x v] to [10]\n else\n start sound [小鼓(こつづみ) v]\n set [x v] to [-10]\n end\n set [y v] to [15]\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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n if <<(y position) < [-180]> or <touching (トゲ v)?>> then\n start sound [Oops v]\n 初期設定プログラム\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [9]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [9]> then\n show variable [☁ world record v]\n show variable [time v]\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\nshow\ngo to [front v] layer\ngo to x: (481) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.3) secs to x: (-481) y: (0)\nhide\n\n@隠れ道\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [スタート v]\nforever\n ステージは [2] なら\n ステージは [3] なら\n ステージは [5] なら\n ステージは [6] なら\n ステージは [7] なら\n ステージは [8] なら\n ステージは [10] なら\nend\n\ndefine ステージは (変数) なら\nif <(ステージ) = (変数)> then\n set [ghost v] effect to (0)\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset size to (100) %\nforever\n go to [back v] layer\n change [太陽大きさ v] by (6)\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (太陽大きさ) )\nend\n\n@サムネ\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\n if <(hint) = [1]> then\n show\n else\n hide\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset [hint v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [hint v] to [1]\n switch costume to (コスチューム2 v)\n else\n set [hint v] to [0]\n switch costume to (コスチューム1 v)\n end\nend\n\n@☆と❤検知\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nglide (1) secs to x: (36) y: (60)\nwait (2) seconds\nglide (1) secs to x: (36) y: (31)\nhide\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n
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========================================\nhello!\nWelcome to my platformer!\nhave fun.\n\n▼Description\nIt can be operated with the arrow keys.\n\nThere are loopholes here and there on the stage.\nPlease be careful!\n=======================================\nこんにちは!\n僕のプラットフォーマーへようこそ!\n楽しんでください。\n\n▼説明\n矢印キーで操作できます。\n\nステージのところどころに抜け穴があります。\n気を付けてください!\n\n作者のタイムは32秒です!
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Super Luigi || A Platformer #All #Games #Trending
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@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (staring v)\n end\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 (looking up v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(mouse y) > (y position)> and <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>>>> then\n switch costume to (looking right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (looking left v)\n end\nend\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [jump force v] to [15]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nResetting and Beginning the Level\n\ndefine Fix overlap\nrepeat until <not <touching color (#0cb100)?>>\n change y by (1)\nend\nset [speed y v] to [0]\n\nchange y by (speed y)\nif <touching color (#0cb100)?> then\n Fix overlap\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 (level v)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (level v)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Water Level - Beach v] until done\n play sound [Oh NO! v] until done\n play sound [Ground theme - 1 v] until done\n play sound [Map \(World 1\) NSMBU Deluxe v] until done\n play sound [Nostalgia v] until done\n play sound [Athletic v] until done\n play sound [NSMBW Main Menu 2 v] until done\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Resetting and Beginning the Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-186) y: (-12)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [220]> then\n change [scene # v] by (1)\n broadcast (Change Scene v)\n go to x: (-218) y: (-41)\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-218) y: (-41)\n Fix overlap\n end\nend\n\nwhen flag clicked\nif <key (up arrow v) pressed?> then\n if <(speed x) = [0]> then\n set [speed x v] to [0]\n else\n set [acceleration v] to [16]\n end\n set [falling v] to [0]\nelse\n set [speed x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(Scene #) = [18]> then\n hide\n else\n show\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@Background\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (cool v)\nend\n\nwhen flag clicked\nforever\n if <(Scene #) = [16]> then\n switch costume to (the end? v)\n end\n if <(Scene #) = [17]> then\n switch costume to (the end? v)\n end\nend\n\n@Spike\n\nwhen flag clicked\nforever\n hide\nend\n\n@Heart\n\nwhen flag clicked\nforever\n hide\nend\n\n@Star\n\nwhen flag clicked\nforever\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\n@Peach's Castle\n\nwhen flag clicked\nforever\n hide\nend\n\n@STUFF\n\nwhen flag clicked\nforever\n hide\nend\n\n
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----------Controls----------\n-Up: Use the W Key or Up Arrow Key-\n-Left: Use the A Key or Left Arrow Key-\n-Right: Use the D Key or Left Arrow Key-\n---------------------------------------------------------\nThere is a slight possibility that you can get stuck in something. It probably won't happen but it can. If you notice any bugs please report them. Thanks!!! :)\n\n-Piranha Plants\n-Spikes\n-Pipes\n-Great Music\n-Other cool features!\n3.85/5 on how hard this game is.\n\n...\n\n
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超鬼畜⁉︎Platformer!!
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@Stage\n\nwhen flag clicked\nforever\n play sound [Sky High \[NCS Release\]2 v] until done\nend\n\n@スプライト3\n\nwhen flag clicked\nbroadcast (メッセージ1 v)\n\nwhen I receive [次の攻撃 v]\nif <(ステージ) = [2]> then\n forever\n hide\n stop [this script v]\n end\nelse\n set [ghost v] effect to (0)\n set size to (100) %\n show\n go to x: (12) y: (166)\n set [speed v] to [0]\n repeat until <(y position) < [-146]>\n change [speed v] by (-3)\n change y by ((speed) - (1))\n end\n hide\n broadcast (ああああ v)\nend\n\nwhen I receive [メッセージ1 v]\nif <(ステージ) = [2]> then\n forever\n hide\n stop [this script v]\n end\nelse\n set [ghost v] effect to (0)\n point in direction (90)\n set size to (100) %\n show\n go to x: (192) y: (-59)\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\n hide\n broadcast (次の攻撃 v)\nend\n\nwhen I receive [ああああ v]\nif <(ステージ) = [2]> then\n forever\n hide\n stop [this script v]\n end\nelse\n set [ghost v] effect to (0)\n show\n set size to (50) %\n go to x: (204) y: (142)\n repeat (75)\n turn right (15) degrees\n change x by (-18)\n change y by (-14)\n change size by (5)\n end\n hide\n broadcast (r v)\nend\n\nwhen I receive [r v]\nrepeat (15)\n create clone of (_myself_ v)\nend\nbroadcast (55 v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset size to (75) %\ngo to x: (pick random (-190) to (203)) y: (-61)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [55 v]\ngo to x: (9) y: (-17)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\npoint in direction (90)\nset size to (100) %\nrepeat (10)\n turn right (15) degrees\n change size by (5)\nend\nglide (0.25) secs to x: (-239) y: (-2)\ngo to x: (234) y: (5)\nglide (0.25) secs to x: (9) y: (-17)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (メッセージ1 v)\nhide\n\n@ \n\nwhen flag clicked\nset [58 v] to [YES]\nset [ステージ v] to [1]\nswitch costume to (player v)\ngo to x: (-210) y: (-90)\nshow\nset size to (70) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <(58) = [YES]> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n create clone of (_myself_ v)\n switch costume to (player2 v)\n change [x2 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n create clone of (_myself_ v)\n switch costume to (player v)\n change [x2 v] by (1)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1.0)\n if <touching (スプライト2 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト2 v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [13]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (スプライト2 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (次 v)\n hide\n change [ステージ v] by (1)\n set [x2 v] to [0]\n go to x: (-207) y: (-20)\n show\n end\n end\n if <<touching (スプライト3 v)?> or <[-180] > (y position)>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-207) y: (-20)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset [時間 v] to [30]\nshow variable [時間 v]\nif <(ステージ) = [1]> then\n show variable [時間 v]\n repeat (30)\n wait (1) seconds\n change [時間 v] by (-1)\n if <(時間) = [0]> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n stop [all v]\n end\n end\nelse\n forever\n hide variable [時間 v]\n set [時間 v] to [30]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (37) y: (15)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト1\n\nwhen [timer v] > (0)\nhide variable [時間 v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ngo to x: (16) y: (-34)\nshow\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\n@スプライト4\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n wait (pick random (1) to (10)) seconds\n show\n go to x: (-139) y: (183)\n glide (1) secs to x: (-139) y: (130)\n repeat (3)\n change y by (-3)\n end\n repeat (3)\n change y by (3)\n end\n wait (3) seconds\n glide (1) secs to x: (-145) y: (189)\n hide\nend\n\n
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このプラットフォーマークリアできたらすごい!\n作者ギリギリクリア!\n猫に当たるとタヒにます!\n時間が切れてもタヒにます!\n(クリアしても時間が減るのは気にしないでくださいm(_ _)m)\n星ハート押してくれたら返します!\nフォローもします!\n拡散してくれ!
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Better Minecraft Platformer || English Version
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [情報 v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [情報 v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [情報 v]) = [22]>\nswitch backdrop to (背景2 v)\n\nreplace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (水 v)?> or <touching (マグマ判定 v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (酸素ゲージ判定用 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (マグマ判定 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>> and <not <(item (1) of [情報 v]) = [13]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-2] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [21]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n end\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (マグマ v)?> then\n set [延焼ダメージ v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n replace item (8) of [情報 v] with [0]\n wait until <not <(item (8) of [情報 v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (落下ダメージの判定用 v)?> then\n wait until <not <touching (落下ダメージの判定用 v)?>>\n wait until <touching (落下ダメージの判定用 v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [設定 v]) = [14]> and <not <(item (1) of [設定 v]) = [9]>>> then\n forever\n end\n if <<(item (3) of [設定 v]) = [14]> and <(item (1) of [設定 v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n wait (0.1) seconds\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n point towards (ソニックブーム判定 v)\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@剣\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]\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 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (15)) y: (([y position v] of [プレイヤー 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 v]) + (-15)) y: (([y position v] of [プレイヤー 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (プレイヤー v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@落下ダメージの判定用\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <<not <[11] < (costume [number v])>> or <[17] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [ゾンビピグリン v]\nrepeat (2)\n switch costume to (pick random (18) to (20))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトン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 [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@ゾンビ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@クリーパー\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパー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 [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [プレイヤー v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [プレイヤー v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@表示\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\ndelete this clone\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [プレイヤー v]) + (40)) y: (([y position v] of [プレイヤー v]) + (-5))\nelse\n go to x: (([x position v] of [プレイヤー v]) + (-40)) y: (([y position v] of [プレイヤー v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@ぺん\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@ゾンビ2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビピグリン v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@ゾンビ3\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [プレイヤー v]) < (x position)>> or <<([x position v] of [プレイヤー v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [プレイヤー v])>> or <<(x position) < ([x position v] of [プレイヤー v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\n replace item (19) of [情報 v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [50]\n replace item (16) of [情報 v] with [50]\n else\n replace item (15) of [情報 v] with [60]\n replace item (16) of [情報 v] with [60]\n end\nelse\n if <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player4 v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\n@スケルトン2\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [プレイヤー v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (プレイヤー v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [24]\n replace item (16) of [情報 v] with [24]\nelse\n replace item (15) of [情報 v] with [34]\n replace item (16) of [情報 v] with [34]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト4\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (プレイヤー v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スプライト9\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [情報 v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (剣 v)?> and <(攻撃) = [1]>> or <touching (ソニックブーム補完用4 v)?>> or <touching (爆発2 v)?>>\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [情報 v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [情報 v]) = [0]> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n replace item (30) of [情報 v] with [1]\n replace item (31) of [情報 v] with (x position)\n replace item (32) of [情報 v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [設定 v]) = [4]>> then\n wait until <(item (1) of [情報 v]) = [21]>\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@bgm2\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スケルトン3\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [剣 v])\n set [攻撃位置y v] to ([y position v] of [剣 v])\n broadcast (クリティカル v)\n ダメージ (([costume name v] of [剣 v]) + ([floor v] of (([costume name v] of [剣 v]) / (3)) ))\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nreplace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n\n@スプライト8\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (スケルトン3 v)\nshow\npoint towards (プレイヤー v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (プレイヤー v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (スケルトン3 v)\n repeat until <touching (スケルトン3 v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@スプライト12\n\n@スプライト13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@表示用\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド記録 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド記録)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド記録)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド記録)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\nwhen [0 v] key pressed\nhide variable [1 v]\n\nwhen [1 v] key pressed\nshow variable [1 v]\n\nif <(username) = [kuri-pa-2]> then\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ クラウド変数 v] to (item (5) of [雑用 v])\nend\n\n@酸素ゲージ判定用2\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n
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New Animation out - https://scratch.mit.edu/projects/735582152\n★☆★--- Minecraft Foendra Subjugation Edition! ---★☆★\nThe English Version Of The Minecraft Platformer 5\nI am Aiming for a lot of views on this project , 2k+ views, woah \nI would be very happy if you could press ❤️ and ⭐!\nSince, it took a lot of time translating..... \nThere is a lot of gamemodes to play with...\nC'mon guys show some to love to @kuri-pa-2, by following him, he made the original Japanese version... \n━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n ⚡How to play⚡\n◆You will be killed when your life reaches 0.\n◆Mobile users can set mobile mode from settings\n◆Good luck in defeating the Ender Dragon\n◆Use WASD keys to move\n◆Space bar to Attack.\n━━━━━━━━━━━━━━━━━━━\n▼Minecraft Platformer Series\n\nMinecraft platformer part 1 (first work)\nhttps://scratch.mit.edu/projects/676569542\nMinecraft platformer part2 (nether version)\nhttps://scratch.mit.edu/projects/699572928\nMinecraft platformer part3(end version)\nhttps://scratch.mit.edu/projects/700536522\nMinecraft platformer part4(previous version)\nhttps://scratch.mit.edu/projects/678726037\n━━━━━━━━━━━━━━━━━━━\n▼ Credits\n\n◆Endora Costume @highpandapanda1 @k-k-k0655\n◆cloud and Sun @-Jikky-\n◆Turbo countermeasure program @sosukeyamakawa\n◆Steve @-firstwave\n◆Zombie and sword costume @-firstwave\n◆Skeleton Creeper @firstwave\n◆Ground etc @griffpatch\n◆Thumbnail text @Kensuke17\n◆Picker @Coltroc\n◆Walking sound ・Powder @tomatonoheyya\n◆Part of sonic boom @war_kun\n◆End roll reference @sab_pg\n◆BGM for boss battles, etc. Soundtracks\n◆@kuri-pa-2 For this game\n....
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Rabbit Platformer
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@Stage\n\n@manager\n\ndefine Level (number or text)\nset [level v] to (number or text)\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nLevel [3]\n\n@Platforms\n\nclone at x [360] y [0]\nclone at x [0] y [300]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\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 [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 [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nset [level v] to [2]\nbroadcast (Setup v)\n\nwhen flag clicked\nshow\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@player\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nbroadcast (Green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(exit) = [win]> then\n game - win\n else\n Game-die\n end\nend\n\ndefine Game On\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 []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change player x by [-8]\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change player x by [8]\nend\nif <key (up arrow v) pressed?> 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)\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]> or <touching (stacheln & co. v)?>> 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\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (stacheln & co. v)?> then\n set [exit v] to []\nend\nif <touching (platforms v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platforms v)?>>\n repeat (12)\n change [y v] by (-12)\n if <(sx) > [0]> then\n change [x v] by (-1)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n else\n change [x v] by (1)\n end\n position\n end\n end\nend\n\nGame-die\n\nif <touching (stacheln & co. v)?> then\n set [exit v] to []\nend\n\nGame-die\n\ndefine Game-die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\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\n\nset [scroll y v] to [0]\n\nbroadcast (egg v)\n\nsay [Hallo!] for (1) seconds\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Trunks Theme_Her v] until done\nend\n\n@Stacheln & Co.\n\nclone at x [360] y [0]\nclone at x [0] y [300]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\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 [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 [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\n@Sontiges\n\nclone at x [360] y [0]\nclone at x [0] y [300]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <(costume [name v]) = [level 3 2]> then\n if <touching (player v)?> then\n say [Search the white point to get on the cloud!]\n else\n say []\n end\nend\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 [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nwhen flag clicked\nhide\n\n@Figur1\n\n@Figur2\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
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⭐ Rabbit Platformer ⭐\n- move with the arrow keys\n- travel trough three worlds:\n grassland\n desert\n cloudy sky
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✨ M-Spec - Multisexual | Platformer ✨ LGBTQ+ Platformer ❥ Pride Platformer [mobile friendly]
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@Stage\n\nwhen flag clicked\nswitch backdrop to (multi3 v)\nforever\n if <(level) = [6]> then\n switch backdrop to (multi1 s v)\n end\n if <(level) = [7]> then\n switch backdrop to (multi2 g v)\n end\n if <(level) = [8]> then\n switch backdrop to (multi1 s v)\n end\n if <(level) = [9]> then\n switch backdrop to (bi s v)\n end\n if <(level) = [10]> then\n switch backdrop to (pan s o v)\n end\n if <(level) = [11]> then\n switch backdrop to (pan s n v)\n end\n if <(level) = [12]> then\n switch backdrop to (omni s v)\n end\n if <(level) = [13]> then\n switch backdrop to (poly s v)\n end\n if <(level) = [14]> then\n switch backdrop to (neptunic&uranic v)\n end\n if <(level) = [15]> then\n switch backdrop to (panflux v)\n end\n if <(level) = [16]> then\n switch backdrop to (mono-&a-spec v)\n end\n if <(level) = [17]> then\n switch backdrop to (m/o lesbian v)\n end\n if <(level) = [18]> then\n switch backdrop to (multi3 v)\n end\n if <(level) = [19]> then\n switch backdrop to (bi g o v)\n end\n if <(level) = [20]> then\n switch backdrop to (bi g n v)\n end\n if <(level) = [21]> then\n switch backdrop to (tri g v)\n end\n if <(level) = [22]> then\n switch backdrop to (poly g v)\n end\n if <(level) = [23]> then\n switch backdrop to (pan g v)\n end\n if <(level) = [24]> then\n switch backdrop to (omni g v)\n end\n if <(level) = [25]> then\n switch backdrop to (multi3 v)\n end\nend\n\n@player\n\nwhen flag clicked\nhide\n\ndefine reset\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nswitch costume to (center 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 [xv 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 [xv 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 (trampoline! 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 start sound [Death v]\n reset\n end\n if then\n start sound [Death v]\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n another reset\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\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 (over right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (over left v)\n end\nend\n\nwhen I receive [reset v]\nreset\nswitch costume to (center v)\nshow\n\ndefine another reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [next level! v]\nreset\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [14]> then\n broadcast (Cave Time! v)\n end\n if <(level) = [19]> then\n broadcast (End of cave! v)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n end\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n end\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n end\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n end\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n end\n if <(costume [number v]) = [11]> then\n set [level v] to [11]\n end\n if <(costume [number v]) = [12]> then\n set [level v] to [12]\n end\n if <(costume [number v]) = [13]> then\n set [level v] to [13]\n end\n if <(costume [number v]) = [14]> then\n set [level v] to [14]\n end\n if <(costume [number v]) = [15]> then\n set [level v] to [15]\n end\n if <(costume [number v]) = [16]> then\n set [level v] to [16]\n end\n if <(costume [number v]) = [17]> then\n set [level v] to [17]\n end\n if <(costume [number v]) = [18]> then\n set [level v] to [18]\n end\n if <(costume [number v]) = [19]> then\n set [level v] to [19]\n end\n if <(costume [number v]) = [20]> then\n set [level v] to [20]\n end\n if <(costume [number v]) = [21]> then\n set [level v] to [21]\n end\n if <(costume [number v]) = [22]> then\n set [level v] to [22]\n end\n if <(costume [number v]) = [23]> then\n set [level v] to [23]\n end\n if <(costume [number v]) = [24]> then\n set [level v] to [24]\n end\n if <(costume [number v]) = [25]> then\n set [level v] to [25]\n end\nend\n\nwhen I receive [next level! v]\nnext costume\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level! v]\nnext costume\n\n@Lava\n\nswitch costume to (level)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n glide (1) secs to x: (0) y: (0)\n glide (0.7) secs to x: (0) y: (-20)\nend\n\nwhen I receive [next level! v]\nnext costume\n\n@Spikes\n\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level! v]\nnext costume\n\n@trampoline!\n\nwhen I receive [next level! v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (1 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 flag clicked\nforever\n if <(level) < [4]> then\n hide\n else\n if <(level) = [4]> then\n show\n go to x: (-50) y: (-65)\n else\n if <(level) = [5]> then\n hide\n end\n if <(level) = [10]> then\n show\n go to x: (-91) y: (-104)\n else\n if <(level) = [11]> then\n hide\n else\n if <(level) = [12]> then\n go to x: (-119) y: (-62)\n show\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [21]> then\n go to x: (-119) y: (-62)\n show\n end\n if <(level) = [22]> then\n hide\n end\n end\n end\n end\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\nset size to (100) %\nset [ghost v] effect to (50)\nforever\n broadcast (go v)\nend\n\nwhen I receive [go v]\ngo to (player v)\n\nwhen flag clicked\nshow\ngo [backward v] (100) layers\nswitch costume to (costume2 v)\nforever\n wait (pick random (0.5) to (3)) seconds\n repeat (10)\n change [ghost v] effect by (1)\n end\n repeat (10)\n change [ghost v] effect by (-1)\n end\n set [ghost v] effect to (50)\nend\n\n@Bg Effect part 1\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (pick random (40) to (360))\nset [ghost v] effect to (pick random (1) to (10))\nset size to (pick random (1.01) to (50.01)) %\nset [ghost v] effect to (pick random (1) to (100))\nset [color v] effect to (0)\nif <(Theme) = [1]> then\n switch costume to (pick random (1) to (6))\nend\nif <(Theme) = [2]> then\n switch costume to (pick random (0) to (0))\nend\nif <(Theme) = [3]> then\n switch costume to (pick random (0) to (0))\nend\nif <(Theme) = [4]> then\n switch costume to (pick random (0) to (0))\nend\nif <(Theme) = [5]> then\n switch costume to (pick random (0) to (0))\nend\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (3.01) to (6.01)) secs to x: (Xpo) y: (Ypo)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [theme v] to [1]\nbroadcast (theme v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(Level) = [5]> then\n set [theme v] to [2]\n end\n if <(Level) = [0]> then\n set [theme v] to [3]\n end\nend\n\nwhen I receive [theme v]\nset [theme v] to [1]\n\n@Bg Effect part 2\n\nwhen flag clicked\nforever\n go to x: (-250) y: (pick random (250) to (-250))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set [xpo v] to (x position)\n set [ypo v] to (y position)\nend\n\n@skip me\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (40)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next level! v)\n\nwhen flag clicked\nshow\nshow\nset [level v] to [1]\nforever\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n broadcast (Next level! v)\n end\n if <(level) = [25]> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@reset\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (40)\n end\n if <(level) = [25]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\n@mute/unmute\n\nwhen flag clicked\nforever\n wait (2.5) seconds\n play sound [benee-glitter v] until done\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (40)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (25) %\n else\n set volume to (0) %\n end\n if <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n next costume\n end\nend\n\nwhen I receive [end v]\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@palette\n\ngo to [front v] layer\n\n
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✨ M-Spec – Multisexual & Multigender | Platformer – Mobile Friendly ✨ #LGBTQ+ #Pride\nby @scratcheule_AVSome\n\n➪ All my platformers can be found here (: https://scratch.mit.edu/studios/31961099/\n➪ An A-Spec Platformer :)\nhttps://scratch.mit.edu/projects/742906586\n\n➪ First shared: Sept. the 11th 22 (MEZ)\n\nHey everyone! \nThis mobile friendly platformer explains the umbrella terms multisexual and multigender, also known as m-spec. They're part of the LGBTQIA+ community and common labels like pansexual, omnisexual, polysexual, bisexual and more belong to the spectrum - let's check it out! \n\n➪ Instructions:\n⠀⠀[ARROW] or [WAD] keys or finger/mouse\n⠀⠀Avoid queerphobia (lava and spikes) \n⠀⠀[S] key or skip button to skip a level\n⠀⠀[R] key or reset button to reset a level \n⠀⠀[M] key or (un)mute button to mute/unmute\n⠀⠀Have fun :}\n All levels are possible! \n (Fullscreen recommended for better quality)\n\n➪ Credits: \n⠀⠀BENEE for her great song Glitter <3 Backpacked from this Scratch project https://scratch.mit.edu/projects/416270473/ bc I can't record sounds anymore ;-; \n⠀⠀@GraphicFox for the mobile friendly engine\n⠀⠀@-SapphireDemon- for the player's eye movement\n⠀⠀@Crystollo for the bg effect I edited \n⠀⠀@timo1os for trampolines\n⠀⠀@shimon123 for the player's rainbow light I edited\nI added stuff like skip, reset and (un)mute, made some changes in code, fixed bugs, put everything together... and so on.\n\n➪ Milestones:\n⠀⠀– 50 views: 11th Sept. 22\n⠀⠀– 100 views: 11th or 12th Sept. 22\n⠀⠀– 50 hearts: 12th Sept. 22\n⠀⠀– 50 stars: 14th Sept. 22\n⠀⠀– 100 hearts: 18th Sept. 22\n⠀⠀– 100 stars: 21st Sept. 22\n⠀⠀– 150 hearts: 27th Sept. 22\n⠀⠀– 500 views: 29th Sept. 22\n⠀⠀– 200 hearts: 28th Oct. 22 \n⠀⠀– 150 stars: before 8th Nov. 22\n⠀⠀– 1000 views: 12th Dec. 22 \n⠀⠀– 250 hearts: idk lol \n\n➪ Updates: \n⠀⠀– 26th Sept. 22: Added more inclusive version of bisexuality \n⠀⠀– Coming soon: \n⠀⠀⠀<3 Idiosexual\n⠀⠀⠀<3 Parosexual\n⠀⠀⠀<3 Correct pan flag\n\n➪ Proposed to be featured :0\nby @cdawgscratch, @Audrey_official, @NoBinaryFound, @SpreadingKindness, @CodeInRainbows, @-PeachySketches-, @Kittyphile \n\n➪ Check these studios out! \n– LGBTQ+ Games: https://scratch.mit.edu/studios/32045394/ by @scratcheule_AVSome (in progress)\n– M-Spec Hangout:\nhttps://scratch.mit.edu/studios/32066361/ by @-arofluixity- \n\n! Important: \n➥ No queerphobia (homophobia/transphobia/...) in comments! Everything will be reported. Be kind and respectful in general. \n➥ Please do not remix without a change. If you want to improve my game, I prefer suggestions in comments.\n➥ If I said something incorrect or used a wrong flag, correct me please! Especially when it comes to the pan or bigender flag which should be used. \n➥ You can use the code(s) for your project(s) if you give a visible credit. \n➥ Feel free to correct grammar mistakes uwu (English is not my first language) \n\n✔️Mobile friendly \n✔️WASD \n✔️Wall jumping \n✔️Trampolines \n✔️Skip and Reset \n✔️Music \n✔️25 Levels\n⠀⠀➥Suggest more if you want and I might add \n\n➪ Other credits like sources:\nhttps://lgbtqia.fandom.com/wiki/Multisexual\nhttps://www.redbubble.com/de/i/ipad-hülle/Pastel-Pansexual-Flagge-von-pansexuhell/29587449.MNKGF\nhttps://en.wikipedia.org/wiki/Bisexual_flag\nhttps://www.deviantart.com/diegovainilla/art/polysexual-flag-pastel-746053949\nhttps://de.m.wikipedia.org/wiki/Datei:Polysexuality_Pride_Flag.svg\nhttps://sexuality.fandom.com/wiki/Neptunic\nhttps://sexuality.fandom.com/wiki/Multisexual_Spectrum\nhttps://lgbt.fandom.com/de/wiki/Bigender\nhttps://fineartamerica.com/featured/bigender-pride-flag-patrick-hiller.html\nhttps://gender.fandom.com/wiki/Polygender\nhttps://nonbinary.wiki/wiki/Pangender\nhttps://gender.fandom.com/wiki/Trigender\nhttps://www.thefocus.news/culture/new-pan-flag-2021/\nhttps://en.wikipedia.org/wiki/Pansexuality\nhttps://pride-color-schemes.tumblr.com/post/146923321070/panflux\nhttps://queerdom.fandom.com/wiki/Panflux\nhttps://lgbtqia.fandom.com/wiki/A-spec\nhttps://www.arocalypse.com/topic/2307-a-spec-flag-concept/\nhttps://www.deviantart.com/pride-flags/art/Omni-Lesbian-1-872055909\nhttps://www.deviantart.com/pride-flags/art/M-spec-Lesbian-1-872056019\nhttps://gender.fandom.com/wiki/Bigender\nhttps://trans.fandom.com/wiki/Omnigender\nhttps://trans.fandom.com/wiki/Pangender\n\nI simply used a function in my MacBook to make the blurred bgs, no app, website or program. Can you figure out how? ^^\n\n➪ Hashtags:\n#scratcheule_AVSome #InformativePlatfomer #BENEE #Glitter #LGBTQ+ #LGBTQIA+ #LGBTQI+ #LGBT+ #Queer #Gay #Gae #Multisexual #Multigender #M-Spec #Pansexual #Omnisexual #Bisexual #Polysexual #Neptunic #Uranic #Pangender #Omnigender #Polygender #Bigender #Games #Platformer #Pan #Omni #Poly #Bi #Panflux #Rainbow #WeAreValid #Activism #Activist #ActivistAtHeart #Change #MakeAChange #LoveIsLove #Gayme
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Purple || Puzzle Platformer
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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 <(Can Move?) = [1]> then\n if <not <<touching (water v)?> or <touching (water2 v)?>>> then\n if <touching (ladders v)?> then\n Ladders\n else\n if <(Gravity) = [1]> then\n change [y velocity v] by (-1)\n end\n if <(Gravity) = [2]> then\n change [y velocity v] by (1)\n end\n end\n end\n if then\n change [x velocity v] by (speed)\n end\n if then\n change [x velocity v] by ((0) - (speed))\n end\n set [x velocity v] to ((X Velocity) * (friction))\n change x by (X Velocity)\n set [slope v] to [0]\n if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (motherboard v)?> or <<touching (coinlock v)?> or >>> then\n repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (motherboard v)?> or <<touching (coinlock v)?> or <touching (wall v)?>>>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (motherboard v)?> or <<touching (coinlock v)?> or <touching (wall v)?>>>> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (motherboard v)?> or <<touching (coinlock v)?> or <<touching (moving v)?> or <touching (wall v)?>>>>>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (motherboard v)?> or <<touching (locked v)?> or <<touching (coinlock v)?> or <touching (wall v)?>>>>> then\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (motherboard v)?> or <<touching (coinlock v)?> or <touching (wall v)?>>>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\n end\n change y by (-1)\n if < and <<<<touching (level v)?> or <touching (wall v)?>> or <touching (moving v)?>> or <<touching (coinlock v)?> or <<touching (jumpables v)?> or <touching (motherboard v)?>>>>> then\n if <not <touching (water v)?>> then\n if <(Gravity) = [1]> then\n set [y velocity v] to (jump height)\n end\n if <(Gravity) = [2]> then\n set [y velocity v] to [-12.8]\n end\n end\n end\n change y by (1)\n if <<touching (water v)?> or <touching (water2 v)?>> then\n if then\n if <(Y Velocity) < [11]> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (0.7)\n end\n if <(Gravity) = [2]> then\n change [y velocity v] by (-0.7)\n end\n end\n end\n if then\n if <(Gravity) = [1]> then\n change [y velocity v] by (-0.7)\n end\n if <(Gravity) = [2]> then\n change [y velocity v] by (0.7)\n end\n end\n if <touching (water v)?> then\n if <not > then\n change [y velocity v] by (-0.1)\n end\n end\n end\n if < and <touching (jump rings v)?>> then\n set [y velocity v] to [13]\n end\n if <<<<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]\n end\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [16]>>> then\n broadcast (Next 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 <<<(y position) > [179]> and <(Gravity) = [2]>> or <<touching (one v)?> or <<touching (spark v)?> or <<<touching (water v)?> and <(Yellow?) = [1]>> or >>>>>>>>> and <not <(CHEAT) = [1]>>> then\n Restart\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 then\n point in direction (-90)\nend\nif then\n point in direction (90)\nend\nset rotation style [left-right v]\nPortals\nif <touching (reverse v)?> then\n set [gravity v] to [2]\nend\nif <touching (normal v)?> then\n set [gravity v] to [1]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (yellow rings v)?>> then\n if <(Gravity) = [1]> then\n set [y velocity v] to [12.8]\n else\n set [y velocity v] to [-12.8]\n end\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nset [totalcollected v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-36)\nset rotation style [left-right v]\nset [gravity v] to [1]\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)?> or <touching (water2 v)?>>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <<touching (water v)?> or <touching (water2 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\ndefine Respawn Position\nif <(Level) = [1]> then\n go to x: (-215) y: (-36)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\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: (-68)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\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: (-59)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\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: (-58)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [5]> then\n go to x: (-215) y: (-58)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [6]> then\n go to x: (170) y: (-37)\n point in direction (-90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [7]> then\n go to x: (189) y: (108)\n point in direction (-90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [8]> then\n go to x: (-215) y: (-55)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\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: (-58)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\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: (-58)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [11]> then\n go to x: (-215) y: (-36)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [12]> then\n go to x: (-215) y: (-63)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [13]> then\n go to x: (-215) y: (-63)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [14]> then\n go to x: (-215) y: (-58)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [15]> then\n go to x: (-215) y: (-58)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [16]> then\n go to x: (-215) y: (-63)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\n\ndefine Portals\nif <(Level) = [2]> then\n if <<(x position) > [160]> and <touching (portals v)?>> then\n go to x: (50) y: (-68)\n broadcast (Effect v)\n end\n if <<(x position) < [45]> and <touching (portals v)?>> then\n go to x: (158) y: (109)\n broadcast (Effect v)\n end\nend\nif <(Level) = [3]> then\n if <<(y position) < [-150]> and <touching (portals v)?>> then\n go to x: (138) y: (85)\n broadcast (Effect v)\n end\n if <<(y position) > [150]> and <touching (portals v)?>> then\n go to x: (138) y: (-140)\n set [y velocity v] to [18]\n broadcast (Effect v)\n end\nend\nif <(Level) = [4]> then\n if <<(y position) > [150]> and <touching (portals v)?>> then\n go to x: (120) y: (-140)\n broadcast (Effect v)\n end\n if <<(y position) < [-150]> and <touching (portals v)?>> then\n go to x: (-151) y: (140)\n set [y velocity v] to [-16]\n broadcast (Effect v)\n end\nend\nif <(Level) = [5]> then\n if <<(y position) < [-150]> and <touching (portals v)?>> then\n go to x: (-184) y: (130)\n broadcast (Effect v)\n end\n if <<(y position) > [150]> and <touching (portals v)?>> then\n go to x: (-75) y: (-140)\n set [y velocity v] to [-3]\n broadcast (Effect v)\n end\nend\nif <(Level) = [6]> then\n if <<(x position) < [-170]> and <touching (portals v)?>> then\n go to x: (110) y: (104)\n broadcast (Effect v)\n end\n if <<(x position) > [120]> and <touching (portals v)?>> then\n go to x: (-190) y: (80)\n broadcast (Effect v)\n end\nend\nif <(Level) = [7]> then\n if <<(X) = [30]> and <touching (portals v)?>> then\n if <(TotalCollected) = [3]> then\n go to x: (100) y: (-6)\n broadcast (Effect v)\n else\n Restart\n end\n end\n if <<(X) = [78]> and <touching (portals v)?>> then\n go to x: (10) y: (-102)\n broadcast (Effect v)\n end\nend\nif <(Level) = [8]> then\n if <<(y position) < [-150]> and <touching (portals v)?>> then\n go to x: (-183) y: (130)\n broadcast (Effect v)\n end\n if <<(y position) > [150]> and <touching (portals v)?>> then\n go to x: (-62) y: (-140)\n set [y velocity v] to [15]\n broadcast (Effect v)\n end\nend\nif <(Level) = [9]> then\n if <<(Y) = [62]> and <touching (portals v)?>> then\n go to x: (-200) y: (100)\n set [y velocity v] to [13]\n broadcast (Effect v)\n end\n if <<(Y) = [98]> and <touching (portals v)?>> then\n go to x: (127) y: (100)\n set [y velocity v] to [13]\n broadcast (Effect v)\n end\nend\nif <(Level) = [11]> then\n if <<(Y) = [38]> and <touching (portals v)?>> then\n go to x: (52) y: (-50)\n broadcast (Effect v)\n end\n if <<(Y) = [-22]> and <touching (portals v)?>> then\n go to x: (185) y: (50)\n set [y velocity v] to [10]\n broadcast (Effect v)\n end\nend\nif <(Level) = [15]> then\n if <<(x position) > [35]> and <touching (portals v)?>> then\n if <(TotalCollected) = [4]> then\n go to x: (-51) y: (150)\n broadcast (Effect v)\n else\n Restart\n end\n end\n if <<(x position) < [-70]> and <touching (portals v)?>> then\n go to x: (10) y: (0)\n broadcast (Effect v)\n end\nend\n\ndefine Restart\nset [totalcollected v] to [0]\nbroadcast (Lock v)\nbroadcast (Start Keys v)\nbroadcast (died v)\nbroadcast (Reset orb v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\n broadcast (Reset v)\nend\nRespawn Position\nstart sound [Crunch v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nbroadcast (Next v)\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 [7]\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 [-7]\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\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level 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]\nRespawn Position\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 to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nset [ghost v] effect to (100)\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@Motherboard\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\n@Spark\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nforever\n repeat (24)\n change x by (4)\n end\n repeat (24)\n change y by (-4)\n end\n repeat (24)\n change x by (-4)\n end\n repeat (24)\n change y by (4)\n end\nend\n\nwhen I receive [next v]\nshow\nclear graphic effects\nwait until <(Level) = [13]>\nwait (1) seconds\nwait until <(BoltsCollected) = [3]>\nstart sound [Power Down v]\nhide\n\nwhen I receive [next v]\nshow\nclear graphic effects\nwait until <(Level) = [14]>\nwait (1) seconds\nwait until <(BoltsCollected) = [2]>\nstart sound [Power Down v]\nhide\n\n@Bolts\n\nwhen flag clicked\nset [boltscollected 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 [boltscollected v] to [0]\nset [totalcollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [13]> then\n Clone At X: [-10] [1] At Size: [100]\n Clone At X: [-220] [55] At Size: [100]\n Clone At X: [-10] [120] At Size: [100]\nend\nif <(Level) = [14]> then\n Clone At X: [127] [109] At Size: [100]\n Clone At X: [8] [150] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nif <(Level) = [13]> then\n wait until <touching (player v)?>\n change [boltscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n BoltJump\nelse\n if <(Level) = [14]> then\n wait until <touching (player v)?>\n change [boltscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n BoltJump\n end\nend\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 I start as a clone\nshow\n\nbroadcast (Next v)\n\ndefine BoltJump\nset [boltv v] to [10]\nrepeat (20)\n change [boltv v] by (-1)\n change y by (BoltV)\n change [ghost v] effect by (5)\nend\n\n@Wall\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\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [next v]\nif <(Level) = [7]> then\n wait until <(TotalCollected) = [3]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [8]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [5]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (-150) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [8]> then\n wait until <(TotalCollected) = [5]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [9]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [6]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (-150) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [9]> then\n wait until <(TotalCollected) = [6]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [10]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [2]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (-150) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [10]> then\n wait until <(TotalCollected) = [2]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [3]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (-150) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n wait until <(TotalCollected) = [3]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [7]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [3]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (-200) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [14]> then\n wait until <(TotalCollected) = [4]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [next v]\nif <(Level) = [14]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [4]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (-150) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [15]> then\n wait (0.5) seconds\n show\n clear graphic effects\n go to x: (0) y: (0)\n wait until <(TotalCollected) = [4]>\n start sound [Glass Breaking v]\n Glide Smoothly to xy (0) (100) Speed (2) Round? (1) GhostFX (0)\nend\n\nwhen I receive [next v]\nif <(Level) = [15]> then\n wait (0.5) seconds\n wait until <(TotalCollected) = [4]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\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\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Reverse\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (9) layers\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Normal\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (9) layers\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Portals\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n go [backward v] (5) layers\n switch costume to (Level)\n set [brightness v] effect to (-5)\nend\n\nwhen I receive [animation start v]\nhide\n\nset [ghost v] effect to (0)\n\n@Jumpables\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 set [ghost v] effect to (100)\nend\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\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 [ghost v] effect to (20)\n switch costume to (Level)\n change y by ((0.4) * ([sin v] of (WaterLevel) ))\n change [waterlevel v] by (5)\n if <touching (spark v)?> then\n set [color v] effect to (105)\n set [yellow? v] to [1]\n else\n set [color v] effect to (0)\n set [yellow? v] to [0]\n end\nend\n\nwhen I receive [animation start v]\nhide\n\n@Water2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (6) layers\n set [ghost v] effect to (35)\n switch costume to (Level)\n change y by ((0.4) * ([sin v] of (WaterLevel) ))\n if <touching (spark v)?> then\n set [color v] effect to (105)\n set [yellow2 v] to [1]\n else\n set [color v] effect to (0)\n set [yellow2 v] to [0]\n end\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\nif <(Level) = [1]> then\n Clone At X: [200] [80] At Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [30] [40] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [203] [-150] At Size: [100]\nend\nif <(Level) = [10]> then\n Clone At X: [-29] [4] At Size: [100]\n Clone At X: [150] [4] At Size: [100]\nend\nif <(Level) = [11]> then\n Clone At X: [130] [-94] At Size: [100]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (5) degrees\n if <(Level) = [1]> then\n switch costume to (1 v)\n set y to (([sin v] of ((timer) * (90)) ) * (100))\n end\n if <(Level) = [9]> then\n switch costume to (1 v)\n set x to (([sin v] of ((timer) * (60)) ) * (175))\n end\n if <(Level) = [10]> then\n switch costume to (1 v)\n set y to (([sin v] of ((timer) * (90)) ) * (100))\n end\n if <(Level) = [11]> then\n switch costume to (2 v)\n end\n if <(Level) = [4]> then\n switch costume to (1 v)\n end\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [next v]\ngo to [back v] layer\nwait until <(Level) = [3]>\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 [next v]\ngo to [back v] layer\nwait until <(Level) = [4]>\nswitch costume to (2 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 [next v]\ngo to [back v] layer\nwait until <(Level) = [5]>\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [back v] layer\nwait until <(Level) = [6]>\nwait (0.5) seconds\nswitch costume to (4 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [8]>\nwait (0.5) seconds\nswitch costume to (6 v)\nclear graphic effects\nshow\ngo to [front v] layer\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [9]>\nwait (0.5) seconds\nswitch costume to (7 v)\nclear graphic effects\nshow\ngo to [front v] layer\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [back v] layer\nwait until <(Level) = [7]>\nswitch costume to (5 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [10]>\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [11]>\nwait (0.5) seconds\nswitch costume to (8 v)\nclear graphic effects\nshow\ngo to [front v] layer\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [12]>\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [14]>\nwait (0.5) seconds\nswitch costume to (9 v)\nclear graphic effects\nshow\ngo to [front v] layer\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [15]>\nwait (0.5) seconds\nswitch costume to (10 v)\nclear graphic effects\nshow\ngo to [front v] layer\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nwait until <(Level) = [16]>\nhide\n\n@Particle\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (2)\n change x by (-.5)\n change y by (-.5)\n move (.5) steps\n turn left (2) degrees\nend\ndelete this clone\n\nwhen I receive [intro done v]\nhide\nset [ghost v] effect to (0)\nset size to (150) %\nforever\n change [ghost v] effect by (-1)\n set size to (pick random (50) to (85)) %\n go to (random position v)\n create clone of (_myself_ v)\n wait (0.05) seconds\n next costume\nend\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (2 v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (1 v)\n\ndefine other thing\nswitch costume to (2 v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (3 v)\n\nwhen flag clicked\nset [can move? v] to [1]\nhide\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [can move? v] to [0]\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nbroadcast (Reset orb v)\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nbroadcast (Reset orb v)\nset [can move? v] to [1]\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\nbroadcast (Reset orb v)\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 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 (2) seconds\nset volume to (20) %\nforever\n play sound [1f1n1ty - Veva v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [20]> then\n set volume to (0) %\n switch costume to (2 v)\nelse\n switch costume to (1 v)\n set volume to (20) %\nend\n\n@Next\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nset [transition> v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (5000) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [transition> v] to [0]\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\nwhen I receive [effect v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\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@Yellow 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: [-88] [-36] At Size: [100]\n Clone At X: [-88] [120] At Size: [100]\nend\nif <(Level) = [6]> then\n Clone At X: [-18] [-36] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [-108] [40] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [22] [35] At Size: [90]\n Clone At X: [22] [-10] At Size: [90]\nend\nif <(Level) = [9]> then\n Clone At X: [-128] [-12] At Size: [90]\n Clone At X: [201] [70] At Size: [90]\n Clone At X: [201] [110] At Size: [90]\n Clone At X: [201] [150] At Size: [90]\nend\nif <(Level) = [10]> then\n Clone At X: [-150] [-15] At Size: [90]\n Clone At X: [-220] [60] At Size: [90]\nend\nif <(Level) = [11]> then\n Clone At X: [-100] [-20] At Size: [90]\nend\nif <(Level) = [12]> then\n Clone At X: [-165] [-20] At Size: [90]\n Clone At X: [-215] [71] At Size: [90]\nend\nif <(Level) = [13]> then\n Clone At X: [-130] [55] At Size: [90]\n Clone At X: [109] [43] At Size: [90]\nend\nif <(Level) = [14]> then\n Clone At X: [140] [18] At Size: [90]\nend\nif <(Level) = [15]> then\n Clone At X: [-218] [15] At Size: [90]\n Clone At X: [-218] [80] At Size: [90]\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 change [totalcollected v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\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]\n\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 [150] [0]\n end\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]\nset [totalcollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone At X: [-155] [115] At Size: [100]\n Clone At X: [-90] [-159] At Size: [100]\n Clone At X: [185] [12] At Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [-218] [90] At Size: [100]\n Clone At X: [-56] [20] At Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [-76] [-129] At Size: [100]\nend\nif <(Level) = [6]> then\n Clone At X: [75] [110] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [-217] [30] At Size: [100]\n Clone At X: [-108] [90] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [-140] [-50] At Size: [100]\n Clone At X: [-40] [125] At Size: [100]\n Clone At X: [-19] [-67] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-200] [150] At Size: [100]\n Clone At X: [38] [140] At Size: [100]\nend\nif <(Level) = [11]> then\n Clone At X: [-49] [-100] At Size: [100]\n Clone At X: [-210] [50] At Size: [100]\nend\nif <(Level) = [14]> then\n Clone At X: [50] [-34] At Size: [100]\nend\nif <(Level) = [15]> then\n Clone At X: [-130] [148] At Size: [100]\n Clone At X: [-30] [-10] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nif <(Level) = [3]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\nelse\n if <(Level) = [4]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [5]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [6]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [7]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [8]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [9]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [11]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [14]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [15]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n change [totalcollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\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\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nwhen I start as a clone\nshow\n\nif <(Level) = [3]> then\n wait until <touching (player v)?>\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\ndefine Spin\nset [coin y v] to [10]\nrepeat (20)\n change [coin y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Coin Y)\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nchange [totalcollected v] by (1)\n\n@One\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) = [10]> then\n Clone At X: [60] [100] At Size: [100]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (5) degrees\n if <(Level) = [10]> then\n set y to (([sin v] of ((timer) * (90)) ) * (-100))\n end\nend\n\nbroadcast (Next v)\n\n
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Cap Boys' Platformer (Japanese)
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@Stage\n\nwhen flag clicked\nforever\n play sound [魔王魂 BGM ネオロック82 v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [ゴール v]\nhide\n\nset [☁ 最速タイム v] to [999999999999]\n\n@ゴール\n\nwhen I receive [ゴール v]\nchange [☁ クリア回数 v] by (1)\nset [現在のクリア率 v] to (join (((☁ クリア回数) / (☁ 挑戦回数)) * (100)) [%])\nshow variable [☁ クリア回数 v]\nshow variable [☁ 挑戦回数 v]\nshow variable [現在のクリア率 v]\nset [ghost v] effect to (100)\nshow\nclear graphic effects\nbroadcast (ハイスコア計算 v) and wait\nbroadcast (ハイスコア表示 v) and wait\nplay sound [Cheer v] until done\nstop [all v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@タイトル\n\nwhen flag clicked\nshow\nset [現在のクリア率 v] to (join (((☁ クリア回数) / (☁ 挑戦回数)) * (100)) [%])\nshow variable [☁ クリア回数 v]\nshow variable [☁ 挑戦回数 v]\nshow variable [現在のクリア率 v]\ngo to x: (0) y: (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide variable [☁ クリア回数 v]\nhide variable [☁ 挑戦回数 v]\nhide variable [現在のクリア率 v]\n\nwhen I receive [ゴール v]\nhide\n\nwhen I receive [リセット v]\nchange [☁ 挑戦回数 v] by (1)\n\n@最速クリア者表示\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nhide\nhide variable [ハイスコア表示 v]\nforever\n if <key (h v) pressed?> then\n broadcast (ハイスコア表示 v) and wait\n else\n hide\n hide variable [ハイスコア表示 v]\n hide variable [タイム v]\n end\nend\n\ndefine 数字 (数字) →文字\nset [答え v] to []\nrepeat ((length of (数字)) / (2))\n set [答え v] to (join (答え) (item (join (letter (((length of (答え)) * (2)) + (1)) of (数字)) (letter (((length of (答え)) * (2)) + (2)) of (数字))) of [文字表 v]))\nend\n\ndefine 文字 (文字) →数字\nset [答え v] to []\nrepeat (length of (文字))\n if <(item # of (letter (((length of (答え)) / (2)) + (1)) of (文字)) in [文字表 v]) < [10]> then\n set [答え v] to (join (答え) (join [0] (item # of (letter (((length of (答え)) / (2)) + (1)) of (文字)) in [文字表 v])))\n else\n set [答え v] to (join (答え) (item # of (letter (((length of (答え)) / (2)) + (1)) of (文字)) in [文字表 v]))\n end\nend\n\nwhen I receive [ハイスコア表示 v]\n数字 (☁ 最速クリア者) →文字\nset [ハイスコア表示 v] to (join (答え) (join [:] (☁ 最速タイム)))\nshow variable [ハイスコア表示 v]\nshow variable [タイム v]\nshow\n\nwhen I receive [ハイスコア計算 v]\nstop [other scripts in sprite v]\nset [タイム v] to (timer)\nif <(タイム) < (☁ 最速タイム)> then\n 文字 (username) →数字\n repeat (2)\n set [☁ 最速クリア者 v] to (答え)\n wait (0) seconds\n set [☁ 最速タイム v] to (タイム)\n wait (0) seconds\n end\nend\n\n文字 [akinarin] →数字\n\nset [☁ 最速クリア者 v] to [1121192411281924]\n\nwhen flag clicked\nforever\n set [タイム v] to (timer)\nend\n\n@地面\n\nwhen flag clicked\ndelete all of [雲情報 v]\ngo to x: (0) y: (0)\nhide\n雲生成\nforever\n 描画\nend\n\ndefine 表示 (x座標) (y座標) (コスチューム)\nswitch costume to (画面の大きさ無効 v)\ngo to x: ((x座標) - (X)) y: ((y座標) - (Y))\nswitch costume to (コスチューム)\nstamp\n\ndefine 描画\nerase all\n雲描画 [0]\nclear graphic effects\n背景奥描画\nclear graphic effects\nset [leftbottomx v] to (((X) - ((X) mod (40))) - ((40) * (6)))\nset [leftbottomy v] to (((Y) - ((Y) mod (40))) - ((40) * (4)))\nset [tilex v] to (([floor v] of ((X) / (40)) ) + (1))\nset [tilex' v] to [0]\nrepeat (14)\n set [tiley v] to (([floor v] of ((Y) / (40)) ) + (1))\n set [tiley' v] to [0]\n repeat (10)\n 表示 ((leftBottomX) + ((40) * (tileX'))) ((leftBottomY) + ((40) * (tileY'))) (letter (tileY) of (item (tileX) of [背景前の情報 v]))\n 表示 ((leftBottomX) + ((40) * (tileX'))) ((leftBottomY) + ((40) * (tileY'))) (letter (tileY) of (item (tileX) of [地面の情報 v]))\n change [tiley v] by (1)\n change [tiley' v] by (1)\n end\n change [tilex v] by (1)\n change [tilex' v] by (1)\nend\n\ndefine 雲生成\nrepeat (30)\n add (join [雲] (pick random (1) to (3))) to [雲情報 v]\n add (pick random (-240) to (300)) to [雲情報 v]\n add (pick random (-180) to (200)) to [雲情報 v]\n add (pick random (10) to (300)) to [雲情報 v]\n add (pick random (-20) to (20)) to [雲情報 v]\nend\n\ndefine 雲描画 (番号)\nif <(番号) < (length of [雲情報 v])> then\n switch costume to (画面の大きさ無効 v)\n go to x: ((item ((番号) + (2)) of [雲情報 v]) - ((X) / (100))) y: ((item ((番号) + (3)) of [雲情報 v]) - ((Y) / (100)))\n switch costume to (item ((番号) + (1)) of [雲情報 v])\n set size to (item ((番号) + (4)) of [雲情報 v]) %\n set [brightness v] effect to ((番号) + (5))\n stamp\n 雲描画 ((番号) + (5))\nend\n\ndefine 地面生成\ndelete all of [背景奥の情報 v]\nadd [土草草] to [背景奥の情報 v]\nadd [土草草草] to [背景奥の情報 v]\nadd [土草草草草] to [背景奥の情報 v]\nadd [土草草草草] to [背景奥の情報 v]\nadd [土草草草草] to [背景奥の情報 v]\nadd [土草草草] to [背景奥の情報 v]\nadd [土草草] to [背景奥の情報 v]\nadd [土草] to [背景奥の情報 v]\nadd [土] to [背景奥の情報 v]\nadd [土岩岩] to [背景奥の情報 v]\nadd [土岩岩岩岩岩] to [背景奥の情報 v]\nadd [土岩岩岩岩岩岩岩] to [背景奥の情報 v]\nadd [土岩岩岩岩岩岩] to [背景奥の情報 v]\nadd [土岩岩岩岩岩] to [背景奥の情報 v]\nadd [土岩岩] to [背景奥の情報 v]\nadd [土] to [背景奥の情報 v]\nadd [砂] to [背景奥の情報 v]\ndelete all of [地面の情報 v]\ndelete all of [背景前の情報 v]\n地面追加 [土草]\n地面追加 [土草青]\nrepeat (3)\n 地面追加 [土草]\nend\n地面追加 [土草雑]\n地面追加 [土土草]\n地面追加 [土土草]\n地面追加 []\n地面追加 []\n地面追加 [土土土草]\n地面追加 [土土土土草黄]\n地面追加 [土土土土土草]\n地面追加 [土土土土土土草]\n地面追加 [土土土土草青]\nrepeat (6)\n 地面追加 [土土土草]\nend\n地面追加 [土土土土草]\n地面追加 [土土草]\n背前追加 [空空空水水]\nrepeat (4)\n 地面追加 [土草]\n 背前追加 [空空水水水]\nend\n地面追加 [土草雑空草]\n背前追加 [空空水水]\nrepeat (4)\n 地面追加 [土草]\n 背前追加 [空空水水水]\nend\n地面追加 [土草空空草]\n背前追加 [空空水水]\n地面追加 [土草雑]\n背前追加 [空空水水水]\nrepeat (2)\n 地面追加 [土草]\n 背前追加 [空空水水水]\nend\n地面追加 [土土土土土草青]\n地面追加 [土土土土土草]\n地面追加 [土土土土土草人]\n地面追加 [土土土土土草]\n地面追加 [土土土土土草]\n地面追加 [土土土土土草]\n地面追加 [土土土土土土草]\n地面追加 [土土土土土土土草]\n地面追加 [土土土土土土土土草]\n地面追加 [土土土土土土土土土土草]\nrepeat (5)\n 地面追加 [土土土土土土土土土土土草]\nend\n地面追加 [土土土土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土土土土土草石]\n地面追加 [土土土土土土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土土土土土土土岩]\n地面追加 [土土土土土土土土土土土土土土土土岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩中]\n地面追加 [土土土土土土土土土土土土土土土土岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩い空空空い岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩]\nrepeat (7)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩石いいいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空い]\nrepeat (5)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩人いいいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空い]\nrepeat (5)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩まいいいいい岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩マまいいいいい岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\nrepeat (2)\n 地面追加 [土土土土土土土土土土土土土土土土岩マまいいいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (2)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩まいいいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (3)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩中いいいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空い]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩人いいいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空い]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩いいいいい岩岩岩岩岩岩岩岩]\nrepeat (3)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (6)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩まいいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (2)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (5)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩まいいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩石いいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空空い]\nrepeat (2)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (6)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩マまいいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (2)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩中いいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空空い]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩人いいい岩岩岩岩岩岩岩岩]\n背前追加 [空空空空空空空空空空空空空空空空空空空空い]\nrepeat (3)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (10)\n 地面追加 [土土土土土土土土土土土土土土土土岩ママまいいいい岩岩岩岩岩岩岩岩]\nend\nrepeat (3)\n 地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩いいいい岩岩岩岩岩岩岩岩]\nend\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩い空空い岩岩岩岩岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩岩]\n地面追加 [土土土土土土土土土土土土土土土土岩中]\n地面追加 [土土土土土土土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土土土土土土土草人]\n地面追加 [土土土土土土土土土土土土土土土土草青]\n地面追加 [土土土土土土土土土土土土土土草雑]\nrepeat (4)\n 地面追加 [土土土土土土土土土土土草]\nend\n地面追加 [土土砂砂砂砂砂砂]\n背前追加 [空空空水水水水水水]\n地面追加 [土土砂砂砂]\n背前追加 [空空空水水水水水水]\n地面追加 [土土砂サ]\n背前追加 [空空空水水水水水水]\nrepeat (6)\n 地面追加 [土土砂]\n 背前追加 [空空空水水水水水水]\nend\n地面追加 [土土砂人]\n背前追加 [空空空水水水水水水]\nrepeat (3)\n 地面追加 [土土砂]\n 背前追加 [空空空水水水水水水]\nend\n地面追加 [土土砂砂砂]\n背前追加 [空空空水水水水水水]\n地面追加 [土土砂砂砂砂砂]\n背前追加 [空空空水水水水水水]\n地面追加 [土土砂砂砂砂砂砂]\n背前追加 [空空空水水水水水水]\n地面追加 [土土砂砂砂砂砂砂砂]\n地面追加 [土土土土砂砂砂砂砂]\n地面追加 [土土土土土砂砂砂砂]\n地面追加 [土土土土土土土砂砂]\n地面追加 [土土土土土土土土砂]\n地面追加 [土土土土土土土土土土]\n地面追加 [土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土草柵]\n地面追加 [土土土土土土土土土土草黄]\nrepeat (5)\n 地面追加 [土土土土土土土土土土草]\nend\n背前追加 [空空空空空空空空空空空空空草草草草]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空空空草草草草草]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木木木木木草草]\n地面追加 [土土土土土土土土土土草黄]\n背前追加 [空空空空空空空空空空空空空草草草草草]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空空空草草草草]\n地面追加 [土土土土土土土土土土草雑]\n地面追加 [土土土土土土土土土土草雑]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木木木岩/]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木窓窓岩木/]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木窓窓岩木¥]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木木木岩¥]\n地面追加 [土土土土土土土土土土草青]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木木木岩/]\n地面追加 [土土土土土土土土土土草人]\n背前追加 [空空空空空空空空空空空木窓窓岩木/]\n地面追加 [土土土土土土土土土土草]\n背前追加 [空空空空空空空空空空空木窓窓岩木¥]\n地面追加 [土土土土土土土土土土草中]\n背前追加 [空空空空空空空空空空空木木木岩¥]\nrepeat (3)\n 地面追加 [土土土土土土土土土土草]\nend\nrepeat (3)\n 地面追加 [土土土土土土土土土土土野]\nend\n地面追加 [土土土土土土土土土土草人]\n地面追加 [土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土草]\n地面追加 [土土土土土土土土土土草柵]\n地面追加 [土土土土土土土土土土草]\n地面追加 [土土土土土土土土草]\n地面追加 [土土土土土土草]\nrepeat (5)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草針]\nrepeat (6)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草針針]\nrepeat (3)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草中]\n地面追加 [土土土土草雑]\n地面追加 [土土土土草人]\nrepeat (3)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草針]\n地面追加 [土土土土草針]\nrepeat (5)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草針針]\n地面追加 [土土土土草針針]\nrepeat (3)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草草]\nrepeat (3)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草針針針]\n地面追加 [土土土土草針針針]\n地面追加 [土土土土草草]\nrepeat (5)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草青]\n地面追加 [土土土土草]\nrepeat (4)\n 地面追加 [土草]\n 背前追加 [空空水水]\nend\n地面追加 [土草雑]\n背前追加 [空空水水]\n地面追加 [土草針]\n背前追加 [空空水水]\nrepeat (4)\n 地面追加 [土草]\n 背前追加 [空空水水]\nend\nrepeat (3)\n 地面追加 [土土土土草]\nend\n地面追加 [土土土土草中]\n地面追加 [土土土土草]\n地面追加 [土土土土草]\n地面追加 [土土土土草人]\n地面追加 [土土土土草]\n地面追加 [土土土土土草]\n地面追加 [土土土土土土草黄]\nrepeat (3)\n 地面追加 [土土土土土土土草]\nend\n地面追加 [土土土土土草]\n地面追加 [土土土土土草]\n地面追加 [空空空木木木]\n地面追加 [空空空空木木]\n地面追加 [空空空空空木]\n地面追加 [空空空空空木]\n地面追加 [空空空空空木石]\n地面追加 [空空空空空木]\nrepeat (5)\n 地面追加 []\nend\n地面追加 [空空空空空木]\n地面追加 [木木木木木木]\n地面追加 [空空空空空木]\n地面追加 [空空空空空木]\n地面追加 [空空空空空木]\n地面追加 [空空空空空木空空空空木]\n地面追加 [空空空空空木空空空空木]\n地面追加 [空空空空空木空空空空木]\n地面追加 []\n背前追加 [水水水水水水水水水水水]\n地面追加 [空空空空空木空空空空木]\n地面追加 [空空空空空木空空空空木]\n地面追加 [木木木木木木木木木木木]\n地面追加 [空空空空空空空空空空木]\n地面追加 [空空空空空空空空空空木]\n地面追加 [空空空空空空空空空空木木木木木木]\n地面追加 [空空空空空空空空空空木空空空空木]\n地面追加 [空空空空空空空空空空空空空空空木石]\n地面追加 [空空空空空空空空空空空空空空空木]\nrepeat (5)\n 地面追加 []\nend\n地面追加 [空空空空空空空空空空空空空空空木]\nrepeat (2)\n 地面追加 [空空空空空空空空空空空空木空空木]\nend\n地面追加 [空空空空空空空空空空空空木木木木]\nrepeat (2)\n 地面追加 [空空空空空空空空空空空空木空空木]\nend\n地面追加 [空空空空空空空空空空空空木雑]\n地面追加 [空空空空空空空空空空空空木]\n地面追加 [空空空空空空空空空空空空木青]\nrepeat (5)\n 地面追加 [空空空空空空空空空空空空木]\nend\n地面追加 [空空空空空空空空空空空空木木木木木木]\n地面追加 [空空空空空空空空空空空空木空空空空木]\nrepeat (5)\n 地面追加 [空空空空空空空空空空空空空空空空空木]\nend\n地面追加 [空空空空空空空空空空空空空空空空空木人]\nrepeat (2)\n 地面追加 [空空空空空空空空空空空空空空空空空木]\nend\n地面追加 [空空空空空空空空空空空空空空空空空木]\n地面追加 [木木木木木木木木木木木木木木木木木木木木木木木木木木きき木木木木木木木木木木草草草草草]\n地面追加 [木木木木木木木木木木木木木木木木木木木木木木木木木木きき木木木木木木木木木木草草草]\n地面追加 [木木木木木木木木木木木木木木木木木木木木木木木木木木人き木木木木木木木木木木草草草草草]\n背前追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空き]\n地面追加 [木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木草草]\n地面追加 [木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木草草]\n地面追加 [木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木木草草中]\n地面追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空空空木木木木空空空草草草草草草草草]\n地面追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空空空空木木空空空空空空空空草草草草草人]\n地面追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空木木木]\n地面追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空木木木]\n地面追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空木木]\n地面追加 [空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空空木木木]\n地面追加 [土土土草]\n背前追加 [空空空空水水水水水水水水水水水水水水水水水水水水水水水水水水水水水水水]\n地面追加 [岩土土草]\n地面追加 [岩岩土草雑]\n地面追加 [岩岩岩岩]\n地面追加 [岩岩岩砂]\n地面追加 [岩岩砂砂]\n地面追加 [岩砂砂砂]\nrepeat (3)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂ボ]\nrepeat (2)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂ボ]\nrepeat (2)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂ボ]\nrepeat (5)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂人]\n地面追加 [砂砂砂砂中]\nrepeat (3)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂空空空空砂]\nrepeat (4)\n 地面追加 [砂砂砂砂ボ空空空砂]\n repeat (2)\n 地面追加 [砂砂砂砂空空空ぼ砂]\n end\nend\nrepeat (5)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂中]\n地面追加 [砂砂砂砂]\n地面追加 [砂砂砂砂人]\nrepeat (5)\n 地面追加 [砂砂砂砂]\nend\n地面追加 [砂砂砂砂ピ]\n地面追加 [砂砂砂砂ピピ像空空ピ]\n背前追加 [空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空空空ピ]\n背前追加 [空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空空空ピピ]\n背前追加 [空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピボ空空ぼピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピボ空空ぼピピピピピピピピ空空空空ピ]\n背前追加 [空空空空空空空ぴぴぴぴ空空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピピピピ空空空空ピピ]\n背前追加 [空空空空空空空ぴぴぴぴ空空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピピピピ人空空空ピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ空空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピま空空空ぼピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピま空空空ぼピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピま空空空ぼピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピま空空空ぼピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ空空空空ピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピ像空空ピピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピボ空空ピピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空ぴぴぴぴ]\nrepeat (2)\n 地面追加 [砂砂砂砂ピピピ空空空ピピピピピピピピピピピピピピピピピ]\n 背前追加 [空空空空空空空ぴぴぴぴ]\nend\n地面追加 [砂砂砂砂ピピピピ空空空ピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピピピピ空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空空空空ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピサ空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ針空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空針空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空針空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ中空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ空針空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\nrepeat (2)\n 地面追加 [砂砂砂砂ピピ空空空空空空ピピピピピピピピピピピピピピピ]\n 背前追加 [空空空空空空水水水ぴぴぴぴ]\nend\n地面追加 [砂砂砂砂ピピ針空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\n地面追加 [砂砂砂砂ピピ針空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水ぴぴぴぴ]\nrepeat (6)\n 地面追加 [砂砂砂砂ピピ針空空針空空ピピピピピピピピピピピピピピピ]\n 背前追加 [空空空空空空水水水ぴぴぴぴ]\nend\n地面追加 [砂砂砂砂ピピ針空空ピピピピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水水水水ぴ]\n地面追加 [砂砂砂砂ピピ針空空空空空ピピピピピピピピピピピピピピピ]\n背前追加 [空空空空空空水水水水水水ぴ]\nrepeat (3)\n 地面追加 [砂砂砂砂ピピ針空空空空空空空空空空空ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水水水水水]\nend\n地面追加 [砂砂砂砂ピピピピピピ中空空空空空空空ピピピピピピピピピ]\n背前追加 [空空空空空空水水水水水水水水水水水水]\n地面追加 [砂砂砂砂ピピピピピピ空空空空空空空空ピピピピピピピピピ]\n背前追加 [空空空空空空水水水水水水水水水水水水]\nrepeat (3)\n repeat (3)\n 地面追加 [砂砂砂砂ピピピピピピ針空空空空空空針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水ぴぴぴぴ水水]\n end\n repeat (2)\n 地面追加 [砂砂砂砂ピピピピピピ針針空空空空針針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水水水水水]\n end\nend\nrepeat (2)\n repeat (4)\n 地面追加 [砂砂砂砂ピピピピピピ針針空空空空針針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水ぴ水水水水]\n end\n repeat (4)\n 地面追加 [砂砂砂砂ピピピピピピ針針空空空空針針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水ぴ水水水]\n end\nend\nrepeat (2)\n 地面追加 [砂砂砂砂ピピピピピピ針空空空空針針針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水水水水水]\nend\nrepeat (2)\n 地面追加 [砂砂砂砂ピピピピピピ針針空空空針針針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水水水水水]\nend\nrepeat (2)\n 地面追加 [砂砂砂砂ピピピピピピ針針針空空空針針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水水水水水]\nend\nrepeat (2)\n 地面追加 [砂砂砂砂ピピピピピピ針針針針空空空針ピピピピピピピピピ]\n 背前追加 [空空空空空空水水水水水水水水水水水水]\nend\nrepeat (10)\n 地面追加 [砂砂砂砂ピピピピピピ空空空空空空空空ピピピピピピピピピ]\n 背前追加 [空空空空空空ぴぴぴぴぴぴぴぴぴぴぴぴ]\nend\n地面追加 [砂砂砂砂ピピピピピピゴ空空空空空空空ピピピピピピピピピ]\n背前追加 [空空空空空空ぴぴぴぴぴぴぴぴぴぴぴぴ]\nrepeat (3)\n 地面追加 [砂砂砂砂ピピピピピピ空空空空空空空空ピピピピピピピピピ]\n 背前追加 [空空空空空空ぴぴぴぴぴぴぴぴぴぴぴぴ]\nend\nrepeat (10)\n 地面追加 [砂砂砂砂ピピピピピピピピピピピピピピピピピピピピピピピ]\nend\n\nwhen I receive [リセット v]\ndelete all of [人情報 v]\n地面生成\nbroadcast (人生成 v)\n\ndefine 地面追加 (地面)\nadd (地面) to [地面の情報 v]\nset [手ごろな変数 v] to [0]\nrepeat (length of (地面))\n change [手ごろな変数 v] by (1)\n if <[敵の種類 v] contains (letter (手ごろな変数) of (地面))?> then\n add (letter (手ごろな変数) of (地面)) to [敵情報 v]\n add ((40) * ((length of [地面の情報 v]) - (7))) to [敵情報 v]\n add ((40) * ((手ごろな変数) - (5))) to [敵情報 v]\n create clone of (敵 v)\n end\n if <[人の種類 v] contains (letter (手ごろな変数) of (地面))?> then\n add (letter (手ごろな変数) of (地面)) to [人情報 v]\n add ((40) * ((length of [地面の情報 v]) - (7))) to [人情報 v]\n add ((40) * ((手ごろな変数) - (5))) to [人情報 v]\n end\nend\n\nwhen I receive [ground test v]\n地面生成\n描画\nstop [all v]\n\ndefine 背景奥描画\nset [brightness v] effect to (-20)\nset size to (80) %\nset [leftbottomx v] to ((((X) / (80)) - (((X) / (80)) mod (40))) - ((40) * (6)))\nset [leftbottomy v] to ((((Y) / (80)) - (((Y) / (80)) mod (40))) - ((40) * (4)))\nset [tilex v] to (([floor v] of ((X) / (3200)) ) + (1))\nset [tilex' v] to [0]\nrepeat (14)\n set [tiley v] to (([floor v] of ((Y) / (3200)) ) + (1))\n set [tiley' v] to [0]\n repeat (10)\n if <[水ブロック v] contains (letter (tileY) of (item (tileX) of [背景奥の情報 v]))?> then\n 背景奥表示 ((leftBottomX) + ((40) * (tileX'))) ((leftBottomY) + ((40) * (tileY'))) [水中]\n end\n 背景奥表示 ((leftBottomX) + ((40) * (tileX'))) ((leftBottomY) + ((40) * (tileY'))) (letter (tileY) of (item (tileX) of [背景奥の情報 v]))\n change [tiley v] by (1)\n change [tiley' v] by (1)\n end\n change [tilex v] by (1)\n change [tilex' v] by (1)\nend\n\ndefine 背景奥表示 (x) (y) (コスチューム)\nswitch costume to (画面の大きさ無効 v)\ngo to x: ((x) - ((X) / (80))) y: ((y) - ((Y) / (80)))\nswitch costume to (コスチューム)\nstamp\n\ndefine 背前追加 (データ)\nrepeat (((length of [地面の情報 v]) - (length of [背景前の情報 v])) - (1))\n add [] to [背景前の情報 v]\nend\nadd (データ) to [背景前の情報 v]\n\n@Player\n\nwhen flag clicked\nset [ゴール? v] to [false]\nset [x v] to [25]\nset [y v] to [25]\nset [中間地点x v] to [-55]\nset [中間地点y v] to [25]\nset [帽子 v] to [キャップ]\nswitch costume to (キャップ v)\nset size to (100) %\nbroadcast (リセット v)\nset rotation style [left-right v]\nwait (0.1) seconds\nforever\n set [前の中x v] to (中間地点x)\n 行動計算\n if <not <(中間地点x) = (前の中x)>> then\n start sound [Rip v]\n end\n change [myy v] by (myYV)\n change [myx v] by (myXV)\n 表示\n if <(myY) < [-150]> then\n start sound [Crunch v]\n broadcast (リセット v) and wait\n end\n if <<<[-240] < (x position)> and <(x position) < [240]>> and <<touching (敵 v)?> or <touching (雷 v)?>>> then\n start sound [Crunch v]\n broadcast (リセット v) and wait\n end\n if <(マグマ?) = [true]> then\n start sound [Crunch v]\n broadcast (リセット v) and wait\n end\nend\n\ndefine 行動計算\nset [元のコスチューム v] to (costume [name v])\nswitch costume to (当たり判定用 v)\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [100]>>> and <(myYV) > [0]>> then\n change [myyv v] by (-0.2)\nelse\n change [myyv v] by (-0.5)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [100]>>> then\n set [myxv v] to (((myXV) + (1)) / (1.1))\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <[-100] > (mouse x)>>> then\n set [myxv v] to (((myXV) - (1)) / (1.1))\nend\nif <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [100]> or <[-100] > (mouse x)>>>>> then\n set [myxv v] to ((myXV) / (1.1))\nend\n触れている地面の方向\nif <(ゴール?) = [true]> then\n broadcast (ゴール v) and wait\nend\n水チェック\nif <<<[触れている地面の方向 v] contains [左上]?> and <((myX) mod (40)) < [30]>> or <<[触れている地面の方向 v] contains [右上]?> and <[10] < ((myX) mod (40))>>> then\n set [myyv v] to [0]\n change [myy v] by ((0) - ((myY) mod (40)))\nend\nif <<<[触れている地面の方向 v] contains [右上]?> and <[10] < ((myY) mod (40))>> or <<[触れている地面の方向 v] contains [右下]?> and <((myY) mod (40)) < [30]>>> then\n change [myx v] by ((0) - ((myX) mod (40)))\n if <(上ボタンが押された?) = [true]> then\n set [myxv v] to [-8]\n set [myyv v] to [6]\n else\n set [myxv v] to [0]\n end\nend\nif <<<[触れている地面の方向 v] contains [左下]?> and <((myX) mod (40)) < [30]>> or <<[触れている地面の方向 v] contains [右下]?> and <[10] < ((myX) mod (40))>>> then\n change [myy v] by (((() - (myY)) mod (40)) - (0.5))\n if <(上ボタンが押された?) = [true]> then\n set [myyv v] to ((6) + (([abs v] of (myXV) ) * (0.1)))\n else\n set [myyv v] to [0]\n end\nend\nif <<<[触れている地面の方向 v] contains [左上]?> and <[10] < ((myY) mod (40))>> or <<[触れている地面の方向 v] contains [左下]?> and <((myY) mod (40)) < [30]>>> then\n set [myxv v] to [0]\n change [myx v] by ((() - (myX)) mod (40))\n if <(上ボタンが押された?) = [true]> then\n set [myxv v] to [8]\n set [myyv v] to [6]\n else\n set [myxv v] to [0]\n end\nend\nif <(myX) < [-240]> then\n set [myx v] to [-240]\n if <(myXV) < [0]> then\n set [myxv v] to [0]\n end\nend\nif <(水ですか水ですか?) = [true]> then\n set [myxv v] to ((myXV) / (1.2))\n set [myyv v] to ((myYV) / (1.2))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[100] < (mouse y)>>> then\n set [myyv v] to [4]\n end\nend\nマグマチェック\n\nwhen I receive [リセット v]\nset [myx v] to (中間地点x)\nset [myy v] to (中間地点y)\nset [hp v] to [50]\nset [myxv v] to [0]\nset [myyv v] to [0]\n\ndefine 触れている地面の方向\ndelete all of [触れている地面の方向 v]\nset [タイル v] to (letter (([ceiling v] of ((myY) / (40)) ) + (5)) of (item (([ceiling v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nif <[地面ブロック v] contains (タイル)?> then\n add [右上] to [触れている地面の方向 v]\nend\nif <(タイル) = [中]> then\n set [中間地点x v] to (([ceiling v] of ((myX) / (40)) ) * (40))\n set [中間地点y v] to (([ceiling v] of ((myY) / (40)) ) * (40))\nend\nif <(タイル) = [ゴ]> then\n set [ゴール? v] to [true]\nend\nset [タイル v] to (letter (([floor v] of ((myY) / (40)) ) + (5)) of (item (([ceiling v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nif <[地面ブロック v] contains (タイル)?> then\n add [右下] to [触れている地面の方向 v]\nend\nif <(タイル) = [中]> then\n set [中間地点x v] to (([ceiling v] of ((myX) / (40)) ) * (40))\n set [中間地点y v] to (([floor v] of ((myY) / (40)) ) * (40))\nend\nif <(タイル) = [ゴ]> then\n set [ゴール? v] to [true]\nend\nset [タイル v] to (letter (([ceiling v] of ((myY) / (40)) ) + (5)) of (item (([floor v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nif <[地面ブロック v] contains (タイル)?> then\n add [左上] to [触れている地面の方向 v]\nend\nif <(タイル) = [中]> then\n set [中間地点x v] to (([floor v] of ((myX) / (40)) ) * (40))\n set [中間地点y v] to (([ceiling v] of ((myY) / (40)) ) * (40))\nend\nif <(タイル) = [ゴ]> then\n set [ゴール? v] to [true]\nend\nset [タイル v] to (letter (([floor v] of ((myY) / (40)) ) + (5)) of (item (([floor v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nif <[地面ブロック v] contains (タイル)?> then\n add [左下] to [触れている地面の方向 v]\nend\nif <(タイル) = [中]> then\n set [中間地点x v] to (([floor v] of ((myX) / (40)) ) * (40))\n set [中間地点y v] to (([floor v] of ((myY) / (40)) ) * (40))\nend\nif <(タイル) = [ゴ]> then\n set [ゴール? v] to [true]\nend\n\nwhen flag clicked\nforever\n カメラ動作\nend\n\nwhen flag clicked\nset [上ボタンが押された? v] to [false]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[100] < (mouse y)>>> then\n set [上ボタンが押された? v] to [true]\n wait (0.1) seconds\n set [上ボタンが押された? v] to [false]\n end\n wait until <not <<key (up arrow v) pressed?> or <<mouse down?> and <[100] < (mouse y)>>>>\nend\n\ndefine カメラ動作\nchange [x v] by (((myX) - (X)) * (0.2))\nchange [y v] by (((myY) - (Y)) * (0.2))\nif <(X) < [20]> then\n set [x v] to [20]\nend\nif <(Y) < [20]> then\n set [y v] to [20]\nend\n\ndefine マグマチェック\nset [マグマ? v] to [false]\nset [タイル v] to (letter (([ceiling v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([ceiling v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nset [マグマ? v] to <<(マグマ?) = [true]> or <[攻撃的なブロック v] contains (タイル)?>>\nset [タイル v] to (letter (([floor v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([ceiling v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nset [マグマ? v] to <<(マグマ?) = [true]> or <[攻撃的なブロック v] contains (タイル)?>>\nset [タイル v] to (letter (([ceiling v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([floor v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nset [マグマ? v] to <<(マグマ?) = [true]> or <[攻撃的なブロック v] contains (タイル)?>>\nset [タイル v] to (letter (([floor v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([floor v] of ((myX) / (40)) ) + (7)) of [地面の情報 v]))\nset [マグマ? v] to <<(マグマ?) = [true]> or <[攻撃的なブロック v] contains (タイル)?>>\n\ndefine 水チェック\nset [水ですか水ですか? v] to [false]\nset [タイル v] to (letter (([ceiling v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([ceiling v] of ((myX) / (40)) ) + (7)) of [背景前の情報 v]))\nset [水ですか水ですか? v] to <<(水ですか水ですか?) = [true]> or <[水ブロック v] contains (タイル)?>>\nset [タイル v] to (letter (([floor v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([ceiling v] of ((myX) / (40)) ) + (7)) of [背景前の情報 v]))\nset [水ですか水ですか? v] to <<(水ですか水ですか?) = [true]> and <[水ブロック v] contains (タイル)?>>\nset [タイル v] to (letter (([ceiling v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([floor v] of ((myX) / (40)) ) + (7)) of [背景前の情報 v]))\nset [水ですか水ですか? v] to <<(水ですか水ですか?) = [true]> or <[水ブロック v] contains (タイル)?>>\nset [タイル v] to (letter (([floor v] of (((myY) + (0.5)) / (40)) ) + (5)) of (item (([floor v] of ((myX) / (40)) ) + (7)) of [背景前の情報 v]))\nset [水ですか水ですか? v] to <<(水ですか水ですか?) = [true]> and <[水ブロック v] contains (タイル)?>>\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n end\nend\n\ndefine 表示\nswitch costume to (∞の広さ v)\ngo to x: ((myX) - (X)) y: ((myY) - (Y))\nswitch costume to (帽子)\n\ndefine 会話 (言葉)\nstart sound [High Whoosh v]\nsay (言葉)\nwait until <<key (z v) pressed?> or <mouse down?>>\nwait until <not <<key (z v) pressed?> or <mouse down?>>>\nsay []\nwait (0.1) seconds\n\nwhen I receive [へぇぇ v]\n会話 [へぇぇ]\n\nwhen I receive [だから暑いのか v]\n会話 [だから暑いのか]\n会話 [でも何でここに?]\n\nwhen I receive [余裕だよ v]\n会話 [余裕だよ]\n\nwhen I receive [お前もな v]\n会話 [お前もな]\n\nwhen I receive [え? v]\n会話 [え?]\n\nwhen I receive [スゴイネー v]\n会話 [スゴイネー]\n\nwhen I receive [2回目 v]\n会話 [また?]\n\nwhen I receive [すいすい? v]\n会話 [「すいすい」と言いながら泳ぐ奴初めてみた]\n\nwhen I receive [ああ v]\n会話 [ああ]\n\nwhen I receive [起きてるの? v]\n会話 [起きてるのか?]\n\nwhen I receive [わざと v]\n会話 [わざとらしいな]\n\nwhen I receive [難しかったよ v]\n会話 [難しかったよ]\n\nset [myx v] to [10720]\nset [myy v] to [40]\n\nwhen I receive [良い帽子だな v]\n会話 [良い帽子だな]\n\nwhen I receive [おっと v]\n会話 [おっと舐めてもらっちゃ困るな]\n会話 [こんなプラットフォーマー余裕でクリアしてやるよ]\n\nwhen I receive [そやで v]\n会話 [そやで]\n\nset [myx v] to [16238]\nset [myy v] to [80]\n\nwhen I receive [ナポレオン? v]\n会話 [ナポレオンなのか?]\n\nwhen I receive [それは大変だな v]\n会話 [それは大変だな]\n\nwhen I receive [寒がりでは? v]\n会話 [寒がりじゃなかったのか?]\n\nwhen I receive [そうなのか? v]\n会話 [そうなのか?]\n\nwhen I receive [どんな匂い? v]\n会話 [どんな匂いがするんだ?]\n\nwhen I receive [凄いな! v]\n会話 [凄いな!]\n\nwhen I receive [サンドイッチが欲しいやつ v]\n会話 [サンドイッチが欲しいやつを知ってるぜ]\n\nwhen I receive [礼なら v]\n会話 [礼なら砂漠にいた奴に言え]\n会話 [おれは運んだだけさ]\n\n@人\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nwait (0.1) seconds\nset rotation style [left-right v]\nforever\n if <(気づいてる) = [false]> then\n if <((((item ((番号) + (2)) of [人情報 v]) - (X)) * ((item ((番号) + (2)) of [人情報 v]) - (X))) + (((item ((番号) + (3)) of [人情報 v]) - (Y)) * ((item ((番号) + (3)) of [人情報 v]) - (Y)))) < [250000]> then\n say (item (((番号) / (3)) + (1)) of [最初の言葉 v])\n else\n say []\n end\n if <<((((item ((番号) + (2)) of [人情報 v]) - (X)) * ((item ((番号) + (2)) of [人情報 v]) - (X))) + (((item ((番号) + (3)) of [人情報 v]) - (Y)) * ((item ((番号) + (3)) of [人情報 v]) - (Y)))) < [20000]> and <<key (z v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>> then\n wait until <not <<key (z v) pressed?> or <mouse down?>>>\n say []\n NPCの会話\n change [話した回数 v] by (1)\n wait (1) seconds\n end\n end\nend\n\ndefine 表示 (x座標) (y座標) (コスチューム)\nswitch costume to (∞の広さ v)\ngo to x: ((x座標) - (X)) y: ((y座標) - (Y))\nswitch costume to (コスチューム)\n\nwhen I start as a clone\nshow\nforever\n if <(item ((番号) + (1)) of [人情報 v]) = [人]> then\n point towards (player v)\n 表示 (item ((番号) + (2)) of [人情報 v]) (item ((番号) + (3)) of [人情報 v]) (join [一般人] (番号))\n end\nend\n\ndefine 会話 (言葉)\nstart sound [High Whoosh v]\nsay (言葉)\nwait until <<key (z v) pressed?> or <mouse down?>>\nwait until <not <<key (z v) pressed?> or <mouse down?>>>\nsay []\nwait (0.1) seconds\n\nwhen I receive [人生成 v]\n高速\n\ndefine 高速\nset [番号 v] to [0]\nrepeat ((length of [人情報 v]) / (3))\n create clone of (_myself_ v)\n change [番号 v] by (3)\nend\n\nwhen I receive [リセット v]\ndelete this clone\n\nwhen flag clicked\nset [話した回数 v] to [0]\nset [気づいてる v] to [false]\nset [サンドイッチ? v] to [false]\ndelete all of [最初の言葉 v]\nadd [こんにちは!\(zまたはクリックで次\)] to [最初の言葉 v]\nadd [この先は危険だ] to [最初の言葉 v]\nadd [あっつ] to [最初の言葉 v]\nadd [あついぜ] to [最初の言葉 v]\nadd [おーい] to [最初の言葉 v]\nadd [すいすい] to [最初の言葉 v]\nadd [わいわい] to [最初の言葉 v]\nadd [すやすや] to [最初の言葉 v]\nadd [痛そう] to [最初の言葉 v]\nadd [やあ] to [最初の言葉 v]\nadd [ねむ] to [最初の言葉 v]\nadd [Hello!] to [最初の言葉 v]\nadd [涼しい] to [最初の言葉 v]\nadd [暑いな] to [最初の言葉 v]\nadd [へえ] to [最初の言葉 v]\nadd [] to [最初の言葉 v]\n\ndefine NPCの会話\nif <(番号) = [0]> then\n if <(話した回数) = [0]> then\n 会話 [いい天気だね\(zまたはクリックで次 以下略\)]\n 会話 [こんな日はハイキングが一番]\n broadcast (へぇぇ v) and wait\n else\n if <(帽子) = [サンドイッチ]> then\n 会話 [ありがとう!サンドイッチ、大好きなんだ!]\n else\n if <(サンドイッチ?) = [true]> then\n 会話 [そのサンドイッチを僕にくれるのか?]\n broadcast (ああ v) and wait\n 会話 [ありがとう!]\n broadcast (礼なら v) and wait\n replace item (1) of [最初の言葉 v] with [ありがとう]\n 会話 [お礼にサンドイッチの帽子をあげるよ]\n set [帽子 v] to [サンドイッチ]\n else\n 会話 [僕はね、ハイキングでサンドイッチを食べるのが好きなんだ]\n broadcast (へぇぇ v) and wait\n 会話 [でも、サンドイッチを入れて鞄を忘れてね]\n broadcast (それは大変だな v) and wait\n 会話 [うん、だから今日は我慢するしかないな....]\n replace item (1) of [最初の言葉 v] with [まあ、仕方ないよね]\n end\n end\n end\nend\nif <(番号) = [3]> then\n if <(話した回数) = [0]> then\n 会話 [マグマがあるんだ]\n broadcast (だから暑いのか v) and wait\n 会話 [さあ?]\n else\n if <(話した回数) = [1]> then\n 会話 [おれは寒がりなんだ]\n 会話 [だから、いつもここにいる]\n broadcast (へぇぇ v) and wait\n 会話 [マグマには気をつけろよ]\n else\n 会話 [向こうの村で新しい帽子が流行っているらしい]\n 会話 [おれはこれが好きだけどな]\n 会話 [マグマのトンネルじゃ、他の帽子では暑すぎる]\n broadcast (寒がりでは? v) and wait\n 会話 [限度があるだろう]\n end\n end\nend\nif <(番号) = [6]> then\n if <(話した回数) = [0]> then\n 会話 [マグマはどうだった?]\n broadcast (余裕だよ v) and wait\n 会話 [その調子だ]\n else\n 会話 [君はここまで来れたが、ここまで来れない人もいるんだ]\n broadcast (そうなのか? v) and wait\n 会話 [ああ、だから今度、マグマの上に橋が架かるのさ]\n end\nend\nif <(番号) = [9]> then\n if <(話した回数) = [0]> then\n 会話 [よくここまで来れたな]\n broadcast (お前もな v) and wait\n 会話 [もうそろそろ出口だ]\n 会話 [最後は大ジャンプだぞ]\n else\n 会話 [大ジャンプは苦手か?]\n broadcast (ああ v) and wait\n 会話 [助走をつけて、長く上を押すんだぞ]\n end\nend\nif <(番号) = [12]> then\n if <(帽子) = [鬼]> then\n if <(話した回数) < [5]> then\n 会話 [お前も鬼にならないか?]\n broadcast (2回目 v) and wait\n 会話 [ははははは冗談だよ]\n 会話 [何度も言うのがNPCの宿命なんだ]\n else\n 会話 [お前も鬼にならないか?]\n broadcast (2回目 v) and wait\n 会話 [何回も話しかけてくるから言うしかないんだよ]\n 会話 [話しかけすぎだって]\n end\n else\n 会話 [お前も鬼にならないか?]\n broadcast (え? v) and wait\n 会話 [冗談だよ]\n 会話 [今、この帽子が流行っているんだ]\n 会話 [あれ?なんて偶然だろう]\n 会話 [帽子をもう1個持っていたよ]\n broadcast (スゴイネー v) and wait\n 会話 [ははは冗談だよ]\n 会話 [帽子をここで配っているんだ]\n 会話 [1個あげるよ]\n set [帽子 v] to [鬼]\n end\nend\nif <(番号) = [15]> then\n if <(話した回数) = [0]> then\n broadcast (すいすい? v) and wait\n 会話 [俺も見たことないね]\n 会話 [もうすぐ村がある]\n else\n if <(話した回数) = [1]> then\n 会話 [「すいすい」というのを指摘されたことはなかったよ]\n broadcast (そうなのか? v) and wait\n 会話 [うん、むこうの村の人たちは僕がこう言うことに慣れているんだ]\n else\n 会話 [泳ぐっていいよね]\n broadcast (ああ v) and wait\n 会話 [マリオでも、水中ステージが一番好きだよ]\n end\n end\nend\nif <(番号) = [18]> then\n if <(話した回数) = [0]> then\n 会話 [外から来たのかい?]\n broadcast (ああ v) and wait\n 会話 [やっぱり。そんな感じがしたよ]\n else\n 会話 [外から来た奴は匂いが違うんだ]\n broadcast (どんな匂い? v) and wait\n 会話 [都会の匂いさ]\n end\nend\nif <(番号) = [21]> then\n if <(話した回数) = [0]> then\n 会話 [この村の先は針がある]\n 会話 [気をつけろ]\n 会話 [上を長く押すのがコツなんだ]\n broadcast (起きてるの? v) and wait\n 会話 [むにゃむにゃ]\n broadcast (わざと v) and wait\n else\n 会話 [上を長く押すんだぞ]\n 会話 [ところで、]\n 会話 [こうやって目を閉じてすやすやしていたら]\n 会話 [誰も起きていることに気づかない]\n broadcast (気づいているよ v) and wait\n 会話 [えっそうなの]\n end\nend\nif <(番号) = [24]> then\n if <(話した回数) = [0]> then\n 会話 [ここの針は痛そうだから見ているだけで嫌なんだ]\n broadcast (ああ v) and wait\n 会話 [ぼ、ぼくは喰らったことないけどね]\n broadcast (スゴイネー v) and wait\n 会話 [次はもっと針が太くなるよ]\n else\n if <(話した回数) = [1]> then\n 会話 [ホントに針が刺さったことないよ]\n broadcast (ああ v) and wait\n 会話 [疑ってないよね!?]\n else\n 会話 [やっぱりばれた?]\n 会話 [本当は毎回針にぶつかるんだ]\n end\n end\nend\nif <(番号) = [27]> then\n if <(話した回数) = [0]> then\n 会話 [針はどうだった?]\n broadcast (難しかったよ v) and wait\n 会話 [まあな]\n 会話 [ここからはアスレチックだよ]\n 会話 [痛くないから大丈夫]\n else\n 会話 [アスレチックは楽しいぜ]\n 会話 [あそこで遊ぶのが俺の日課なんだ]\n end\nend\nif <(番号) = [30]> then\n wait until <not <<key (z v) pressed?> or <mouse down?>>>\n if <(話した回数) = [0]> then\n 会話 [どんどん登っていこう]\n broadcast (ああ v) and wait\n else\n 会話 [壁キックは苦手?]\n broadcast (ああ v) and wait\n 会話 [PCなら→を押しっぱなしで↑をタイミングよく押す]\n 会話 [モバイルなら右上をタイミングよく押すんだ]\n end\nend\nif <(番号) = [33]> then\n if <(帽子) = [ハット]> then\n 会話 [友達が帽子屋なんだ]\n else\n say []\n broadcast (良い帽子だな v) and wait\n 会話 [そうだろう?]\n 会話 [一つやるよ]\n set [帽子 v] to [ハット]\n end\nend\nif <(番号) = [36]> then\n if <(話した回数) = [0]> then\n 会話 [涼しいね]\n 会話 [ここを抜けると砂漠さ]\n 会話 [下に枝があるよ]\n else\n 会話 [やっぱり木登りが一番]\n broadcast (ああ v) and wait\n 会話 [実はプロ木登り選手なんだ]\n 会話 [この先の砂漠は苦手だけどね]\n 会話 [下に枝があるよ]\n end\nend\nif <(番号) = [39]> then\n if <(話した回数) = [0]> then\n 会話 [ここからはどんどん難しくなる]\n 会話 [初心者はここらでお手上げだぜ]\n broadcast (おっと v) and wait\n 会話 [その調子だ]\n else\n if <(話した回数) = [1]> then\n 会話 [サンドイッチを作りすぎて困っているんだ]\n 会話 [誰か貰ってくれないかな?]\n broadcast (サンドイッチが欲しいやつ v) and wait\n 会話 [そうなのか!届けてくれ!]\n set [サンドイッチ? v] to [true]\n else\n 会話 [サンドイッチを貰ってくれる奴がいてよかった!]\n end\n end\nend\nif <(番号) = [42]> then\n if <(話した回数) = [0]> then\n 会話 [君、やるやんか]\n broadcast (そやで v) and wait\n 会話 [もうすぐピラミッドや]\n else\n 会話 [ピラミッドは難しくて挫折者が多いんや]\n 会話 [僕もその一人や]\n end\nend\nif <(番号) = [45]> then\n if <(帽子) = [ナポレオン]> then\n 会話 [実は帽子屋をしているんだ]\n else\n 会話 [見つかったな]\n broadcast (ナポレオン? v) and wait\n 会話 [違う、ナポレオンの帽子を作ったの]\n 会話 [彼はエジプトに遠征したからね]\n 会話 [あげるよ]\n set [帽子 v] to [ナポレオン]\n end\nend\n\nwhen I receive [気づいているよ v]\nif <(番号) = [18]> then\n set [気づいてる v] to [true]\n 会話 [気づいているよ]\n set [気づいてる v] to [false]\nend\n\n@推しトレ用サムネ\n\nwhen flag clicked\nhide\n\n
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矢印で移動 モバイルは画面をタップ\nzで会話 モバイルはNPCをタップ\nhで最速クリア者表示\n(現在、最速は @atsumaru_udon さん です)\n\n沢山、NPCに話しかけてみて下さい。\nクリアできた人はコメント欄に。\n途中で躓いたひとは、どこで止まったかを教えて下さい。今後の参考にします。
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super easy platformer(超!簡単!プラットフォーマー)
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@Stage\n\nchange [stage v] by (1)\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\nwhen I receive [endロール v]\nswitch backdrop to (blue sky2 v)\n\n@プレイヤー\n\nwhen flag clicked\nset [死んだ回数 v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <<<key (any v) pressed?> or <mouse down?>> and <(Lock) = [0]>> then\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine 当たり判定\nswitch costume to (当たり判定 v)\nchange x by (x)\nswitch costume to (ゴゴゴ☆ゴボ v)\n\nwhen I receive [スタート v]\nset [復活してない v] to [0]\nswitch costume to (ゴゴゴ☆ゴボ v)\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [変数 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [stage v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <(Lock) = [0]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n 当たり判定\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [ジャンプ v]\n set [y v] to [16]\n end\n change y by (1)\n end\n if <<(y position) < [-165]> or <touching (針など v)?>> then\n if <(無敵時間) = [0]> then\n change [死んだ回数 v] by (1)\n broadcast (game over v)\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n set [復活してない v] to [1]\n wait until <<key (r v) pressed?> or <mouse down?>>\n set [復活してない v] to [0]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n end\n if <[239] < (x position)> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\n broadcast (次のステージ v)\n show\n end\nend\n\nwhen I receive [endロール v]\nstop [other scripts in sprite v]\nstop all sounds\ngo to x: (-200) y: (-120)\nglide (38) secs to x: (252) y: (-120)\nhide\nwait (1) seconds\nbroadcast (Thank you for playing v)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n if <key (k v) pressed?> then\n if <key (7 v) pressed?> then\n if <key (4 v) pressed?> then\n if <key (0 v) pressed?> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n set [stage v] to [12]\n broadcast (次のステージ v)\n show\n set [変数 v] to [1]\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <key (u v) pressed?> then\n set [無敵時間 v] to [1]\n set [ghost v] effect to (30)\n wait (0.1) seconds\n set [無敵時間 v] to [0]\n set [ghost v] effect to (0)\n wait (1) seconds\n end\nend\n\nwait (1) seconds\n\n@地面\n\nwhen flag clicked\nset [stage v] to [0]\nhide\n\nwhen I receive [次のステージ v]\nswitch costume to (stage)\n\nstop all sounds\n\nwhen I receive [game over v]\nset volume to (0) %\nwait (0.45) seconds\nwait until <<key (r v) pressed?> or <mouse down?>>\nset volume to (100) %\nswitch costume to (stage)\n\nwhen I receive [スタート v]\nshow\nswitch costume to (1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(stage) = [1]> then\n if <([x position v] of [プレイヤー v]) > [-50]> then\n switch costume to (1.5 v)\n end\n end\n if <(stage) = [2]> then\n if <([x position v] of [プレイヤー v]) > [50]> then\n switch costume to (2.5 v)\n end\n end\n if <(stage) = [7]> then\n if <([x position v] of [プレイヤー v]) > [20]> then\n switch costume to (7.5 v)\n wait (0.01) seconds\n switch costume to (7 v)\n wait (0.5) seconds\n end\n end\n if <(stage) = [8]> then\n if <([x position v] of [プレイヤー v]) > [-50]> then\n switch costume to (8.4 v)\n if <([x position v] of [プレイヤー v]) > [100]> then\n switch costume to (8.8 v)\n end\n end\n end\n if <(stage) = [13]> then\n broadcast (六なる v)\n stop [this script v]\n end\nend\n\nwhen I receive [スタート v]\nset volume to (100) %\nforever\n if <[5] > (stage)> then\n play sound [激突!グルメレース v] until done\n end\n if <<[12] > (stage)> and <(stage) > [4]>> then\n play sound [戦艦ハルバード 甲板 v] until done\n end\n if <(stage) > [11]> then\n play sound [星のカービィ 王位の復権.mp3 v] until done\n end\nend\n\nchange [stage v] by (1)\n\nwhen I receive [クリア‼! v]\nrepeat until <(stage) = [13]>\n switch costume to (12.5 v)\nend\nforever\n switch costume to (13 v)\nend\n\nwhen I receive [endロール v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nplay sound [あしたはあしたのかぜがふく v] until done\n\n@針など\n\nwhen flag clicked\nset [lock v] to [0]\nhide\ngo to x: (0) y: (-115)\n\nwhen I receive [次のステージ v]\nset size to (100) %\nhide\npoint in direction (90)\nif <(stage) = [3]> then\n switch costume to (針 v)\n show\n repeat until <([x position v] of [プレイヤー v]) > [-70]>\n glide (0) secs to x: (1) y: (-115)\n glide (0.00001) secs to x: (-1) y: (-115)\n end\n set [lock v] to [1]\n set [x v] to [0]\n set [y v] to [0]\n say (translate [今あなた、こう思いましたね?] to ((language::translate) v)::translate) for (2) seconds\n say (translate [動く系の針あるじゃーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーん] to ((language::translate) v)::translate) for (3) seconds\n say (translate [いやー、本当に、] to ((language::translate) v)::translate) for (2) seconds\n say (translate [そういう偏見やめたほうがいいよ] to ((language::translate) v)::translate) for (2) seconds\n say (translate [君だって今こうやって生きてるじゃん?] to ((language::translate) v)::translate) for (1) seconds\n say (translate [だからさ、そうやって生きるんじゃなくて、] to ((language::translate) v)::translate) for (2) seconds\n say (translate [一回くらい人\(針\)を信じてみようよ、ね?] to ((language::translate) v)::translate) for (1) seconds\n say (translate [わかったならいいんだ] to ((language::translate) v)::translate) for (1) seconds\n say (translate [僕も怒ってないからさ?] to ((language::translate) v)::translate) for (1) seconds\n set [lock v] to [0]\n wait until <([x position v] of [プレイヤー v]) > [-20]>\n start sound [Crazy Laugh v]\n glide (0.1) secs to x: (0) y: (200)\n hide\n wait until <<key (r v) pressed?> or <mouse down?>>\n wait until <([x position v] of [プレイヤー v]) > [-30]>\n point in direction (-90)\n show\n start sound [Crowd Laugh v]\n glide (0.1) secs to x: (0) y: (-115)\n wait until <([x position v] of [プレイヤー v]) > [100]>\n point in direction (180)\n wait until <([x position v] of [プレイヤー v]) > [180]>\n start sound [Crazy Laugh v]\n glide (0.1) secs to x: (200) y: (-115)\n hide\nend\nif <(stage) = [4]> then\n go to x: (0) y: (0)\n switch costume to (マグマ1 v)\n show\n wait until <([x position v] of [プレイヤー v]) > [-90]>\n start sound [Movie 1 v]\n glide (0.3) secs to x: (0) y: (-275)\n glide (1) secs to x: (0) y: (0)\nend\nif <(stage) = [5]> then\n switch costume to (匿名 v)\n wait (0.5) seconds\n set [lock v] to [1]\n go to x: (300) y: (-100)\n show\n say (translate [おいのび太!野球しようぜ!] to ((language::translate) v)::translate) for (2) seconds\n say (translate [ちゃんと取れよ!] to ((language::translate) v)::translate) for (1) seconds\n set [lock v] to [0]\n set y to ([y position v] of [プレイヤー v])\n switch costume to (baseball v)\n start sound [Basketball Bounce v]\n glide (0.3) secs to x: (-240) y: (y position)\n hide\n go to x: (300) y: (-100)\n wait until <([x position v] of [プレイヤー v]) > [120]>\n show\n set y to ([y position v] of [プレイヤー v])\n switch costume to (baseball v)\n start sound [Basketball Bounce v]\n glide (0.3) secs to x: (-240) y: (y position)\n hide\nend\nif <(stage) = [6]> then\n switch costume to (匿名 v)\n wait (0.5) seconds\n set [lock v] to [1]\n go to x: (300) y: (-100)\n show\n say (translate [何やってんだよのび太!お前が取ってこい!] to ((language::translate) v)::translate) for (2) seconds\n set [lock v] to [0]\n set x to (0)\n set y to (-240)\n wait until <([x position v] of [プレイヤー v]) > [-10]>\n switch costume to (baseball v)\n start sound [Basketball Bounce v]\n glide (0.4) secs to x: (0) y: (240)\n hide\nend\nif <(stage) = [9]> then\n point in direction (90)\n switch costume to (baseball v)\n hide\n repeat until <(stage) = [10]>\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.8)) seconds\n end\nend\nif <(stage) = [10]> then\n point in direction (90)\n switch costume to (針 v)\n hide\n repeat until <(stage) = [11]>\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\n end\nend\nif <(stage) = [11]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (boss!? v)\n show\n wait until <([x position v] of [プレイヤー v]) > [100]>\n start sound [Movie 1 v]\n glide (5) secs to x: (0) y: (299)\n hide\nend\nif <(stage) = [12]> then\n set size to (50) %\n go to x: (300) y: (0)\n point in direction (90)\n switch costume to (匿名 v)\n show\n set [lock v] to [1]\n say (translate [やっと来たようだな] to ((language::translate) v)::translate) for (2) seconds\n switch costume to (takeshi v)\n glide (2) secs to x: (150) y: (0)\n say (translate [おいのび太\(?\)かけっこしようぜ] to ((language::translate) v)::translate) for (2) seconds\n set [lock v] to [0]\n broadcast (カウントダウン v)\n repeat until <(time left\(残り時間\)) < [10]>\n change x by ((([x position v] of [プレイヤー v]) - (x position)) / (50))\n change y by ((([y position v] of [プレイヤー v]) - (y position)) / (50))\n point towards (プレイヤー v)\n if <touching (mouse-pointer v)?> then\n move (-3) steps\n end\n end\n if <(time left\(残り時間\)) < [10]> then\n repeat until <(time left\(残り時間\)) < [-1]>\n change x by ((([x position v] of [プレイヤー v]) - (x position)) / (10))\n change y by ((([y position v] of [プレイヤー v]) - (y position)) / (10))\n point towards (プレイヤー v)\n if <touching (mouse-pointer v)?> then\n move (-10) steps\n end\n end\n end\n set [lock v] to [1]\n glide (2) secs to x: (150) y: (0)\n point in direction (90)\n say (translate [ハァハァ、] to ((language::translate) v)::translate) for (1) seconds\n say (translate [なかなかやるじゃねぇか…] to ((language::translate) v)::translate) for (1) seconds\n say (translate [でも、俺様が負けたわけじゃねぇ…] to ((language::translate) v)::translate) for (1) seconds\n say (translate [まだ、] to ((language::translate) v)::translate) for (1) seconds\n repeat (20)\n say (translate [お前復活するし] to ((language::translate) v)::translate) for (0.01) seconds\n say (translate [お前ずっと逃げてただけだし、] to ((language::translate) v)::translate) for (0.01) seconds\n say (translate [お前なんか能力持ってるし、] to ((language::translate) v)::translate) for (0.01) seconds\n say (translate [時間もあるし、] to ((language::translate) v)::translate) for (0.01) seconds\n end\n say (translate [ああああああああああああああああああ] to ((language::translate) v)::translate) for (1) seconds\n start sound [Crazy Laugh v]\n repeat (15)\n point in direction (pick random (1) to (360))\n go to x: (150) y: (0)\n move (pick random (50) to (200)) steps\n end\n hide\n set [lock v] to [0]\n broadcast (クリア‼! v)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Base]?> then\n start sound [Basketball Bounce v]\n set [a v] to [0]\n switch costume to (baseball v)\n show\n go to x: (pick random (240) to (-240)) y: (180)\n repeat until <touching (地面 v)?>\n change y by (a)\n change [a v] by (-1)\n end\n set [a v] to [5]\n change y by (a)\n repeat until <touching (地面 v)?>\n change y by (a)\n change [a v] by (-1)\n end\n set [a v] to [2]\n change y by (a)\n repeat until <touching (地面 v)?>\n change y by (a)\n change [a v] by (-1)\n end\nend\nif < (costume [name v]) contains [針]?> then\n switch costume to (針 v)\n show\n go to x: (pick random (240) to (-240)) y: (-200)\n start sound [Hey v]\n glide (0.5) secs to x: (x position) y: (-150)\n glide (0.5) secs to x: (x position) y: (-200)\nend\ndelete this clone\n\nwhen I receive [カウントダウン v]\nrepeat until <(time left\(残り時間\)) < [-1]>\n if <(復活してない) = [0]> then\n change [time left\(残り時間\) v] by (-1)\n wait (1) seconds\n end\nend\n\nchange [stage v] by (1)\n\nwhen I receive [endロール v]\nstop [other scripts in sprite v]\n\n@gameover\n\nwhen I receive [game over v]\nshow\nstart sound [やられた v]\nstart sound [落ち v]\nwait (0.45) seconds\nwait until <<key (r v) pressed?> or <mouse down?>>\nstop all sounds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [endロール v]\nstop [other scripts in sprite v]\n\n@PixelMplus\n\ndefine 🖌 PDTE ( x= (x) , y= (y) , size= (size) , penSize= (pens) , color= (color) , L-C-R= (lcr) , text= (text) )\nset [len v] to [0]\nif < [lc] contains (lcr)?> then\n set [counter-x v] to [0]\n repeat (length of (text))\n change [counter-x v] by (1)\n if < [!"#$%&'\(\)*+,-./0123456789:;<=>?@\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~ ] contains (letter (counter-x) of (text))?> then\n change [len v] by (1)\n end\n end\nend\nif <(lcr) = [l]> then\n go to x: ((x) - (((((length of (text)) - (len)) * (13)) + ((len) * (7))) * (size))) y: ((y) + ((size) * (6)))\nelse\n if <(lcr) = [c]> then\n go to x: (((x) + (size)) - ((((((length of (text)) - (len)) * (13)) + ((len) * (7))) * (size)) / (2))) y: ((y) + ((size) * (6)))\n else\n go to x: (x) y: ((y) + ((size) * (6)))\n end\nend\nset pen size to (pens)\nset pen color to (color)\nset [pointer v] to [0]\nrepeat (length of (text))\n change [pointer v] by (1)\n set [in v] to (letter (pointer) of (text))\n if <not < [ ] contains (in)?>> then\n set [l v] to [0]\n set [r v] to [2420]\n repeat until <(l) = (r)>\n if <(letter ([floor v] of (((l) + (r)) / (2)) ) of (文字表)) < (in)> then\n set [l v] to (([floor v] of (((l) + (r)) / (2)) ) + (1))\n else\n set [r v] to ([floor v] of (((l) + (r)) / (2)) )\n end\n end\n set [out v] to (l)\n else\n if <(in) = [ ]> then\n set [out v] to [-1]\n else\n set [out v] to [0]\n end\n end\n if <[32] < (out)> then\n if <(out) < [65]> then\n switch costume to (null v)\n switch costume to (in)\n if <(costume [name v]) = (in)> then\n change [out v] by (26)\n else\n change [out v] by (-6)\n end\n else\n change [out v] by (26)\n end\n end\n if < [\[\\]^_`] contains (in)?> then\n set [out v] to ((58) + (item # of (in) in [_p v]))\n end\n if <[0] < (out)> then\n set [cn v] to (out)\n if <(cn) < [95]> then\n set [half v] to [True]\n else\n set [half v] to [False]\n end\n set [tmp v] to (item (cn) of [フォントデータ v])\n set [counter-x v] to [1]\n set [stack v] to []\n set [switch v] to (letter (counter-x) of (tmp))\n repeat until <(length of (tmp)) = (counter-x)>\n change [counter-x v] by (1)\n if <(letter (counter-x) of (tmp)) = [,]> then\n change [counter-x v] by (1)\n set [switch v] to (letter (counter-x) of (tmp))\n change y by ((size) * (-1))\n if <(cn) < [95]> then\n change x by ((size) * (-6))\n else\n change x by ((size) * (-12))\n end\n else\n if <(switch) = [1]> then\n pen down\n else\n pen up\n end\n change x by ((join [0x] (letter (counter-x) of (tmp))) * (size))\n if <(switch) = [1]> then\n set [switch v] to [0]\n else\n set [switch v] to [1]\n end\n end\n end\n pen up\n change y by ((size) * (11))\n change x by ((size) * (1))\n else\n if <(out) = [-1]> then\n change x by ((size) * (13))\n else\n change x by ((size) * (7))\n end\n end\nend\n\nwhen flag clicked\nset [time left\(残り時間\) v] to [30]\nerase all\nset RGB ( R= [00] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [160] , size= [2] , penSize= [2] , color= (RGB) , L-C-R= [c] , text= [世界記録\(world record\)] )\n🖌 PDTE ( x= [0] , y= [130] , size= [2] , penSize= [2] , color= (RGB) , L-C-R= [c] , text= (☁ number of times dead\(死んだ回数\)) )\nset RGB ( R= [ff] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [80] , size= [4] , penSize= [4] , color= (RGB) , L-C-R= [c] , text= [!超簡単!] )\nset RGB ( R= [00] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [20] , size= [2] , penSize= [3] , color= (RGB) , L-C-R= [c] , text= [プラットフォーマー] )\nset RGB ( R= [dd] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [-60] , size= [6] , penSize= [6] , color= (RGB) , L-C-R= [c] , text= [START] )\nset RGB ( R= [00] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [-120] , size= [1] , penSize= [1] , color= (RGB) , L-C-R= [c] , text= [タップ or スペースキー] )\n🖌 PDTE ( x= [0] , y= [-140] , size= [1] , penSize= [1] , color= (RGB) , L-C-R= [c] , text= [tap or space key] )\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nerase all\nbroadcast (スタート v)\n\ndefine test\nset [pixelmplus: y v] to [0]\nrepeat (13)\n change [pixelmplus: y v] by (1)\n set [stack v] to []\n repeat (20)\n if <(pick random (0) to (1)) = [0]> then\n set [stack v] to (join (stack) (letter (pick random (1) to (length of (文字表))) of (文字表)))\n else\n set [stack v] to (join (stack) (letter (pick random (95) to (271)) of (文字表)))\n end\n end\n 🖌 PDTE ( x= [-135] , y= ((140) + (() - ((PixelMplus: y) * (18)))) , size= [1] , penSize= [1] , color= ((pick random (0) to (255)) + (((256) * (pick random (0) to (255))) + ((65536) * (pick random (0) to (255))))) , L-C-R= [] , text= (stack) )\nend\n\ndefine set RGB ( R= (r) , G= (g) , B= (b) )\nset [rgb v] to ((join [0x] (b)) + (((256) * (join [0x] (g))) + ((65536) * (join [0x] (r)))))\n\nwhen I receive [次のステージ v]\nif <(stage) = [12]> then\n set RGB ( R= [00] , G= [0] , B= [0] )\n repeat until <(time left\(残り時間\)) < [-1]>\n erase all\n if <(time left\(残り時間\)) > [9]> then\n 🖌 PDTE ( x= [-200] , y= [140] , size= [4] , penSize= [4] , color= (RGB) , L-C-R= [c] , text= (join (letter (1) of (time left\(残り時間\))) (letter (2) of (time left\(残り時間\)))) )\n 🖌 PDTE ( x= [-100] , y= [130] , size= [2] , penSize= [2] , color= (RGB) , L-C-R= [c] , text= [second\(秒\)] )\n else\n 🖌 PDTE ( x= [-200] , y= [140] , size= [4] , penSize= [4] , color= (RGB) , L-C-R= [c] , text= (letter (1) of (time left\(残り時間\))) )\n 🖌 PDTE ( x= [-100] , y= [130] , size= [2] , penSize= [2] , color= (RGB) , L-C-R= [c] , text= [second\(秒\)] )\n end\n end\nend\nerase all\n\n@白\n\nwhen flag clicked\nhide variable [☁ number of times dead\(死んだ回数\) v]\nhide\n\nwhen I receive [六なる v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nset [lock v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nbroadcast (endロール v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [thank you for playing v]\nshow variable [☁ number of times dead\(死んだ回数\) v]\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [☁ あなたの記録\(記録用\) v] to (死んだ回数)\nif <(変数) = [0]> then\n if <(☁ number of times dead\(死んだ回数\)) > (死んだ回数)> then\n set [☁ number of times dead\(死んだ回数\) v] to (死んだ回数)\n end\nend\n\n@最後の草むら\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [endロール v]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (535) y: (0)\ngo to [back v] layer\nglide (3) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\nglide (3.2) secs to x: (-535) y: (0)\ndelete this clone\n\n@end roll\n\nwhen flag clicked\nhide\n\nwhen I receive [endロール v]\nswitch costume to (コスチューム1 v)\nhide\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n wait (6) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (-205)\nglide (8) secs to x: (0) y: (205)\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@タボモは禁止ぃ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n reset timer\n repeat (10)\n switch costume to (コスチューム1 v)\n end\n if <[0.1] > (timer)> then\n point in direction (90)\n switch costume to (コスチューム2 v)\n stop [all v]\n else\n switch costume to (コスチューム1 v)\n end\nend\n\n@みんなのコメント!\n\nwhen flag clicked\nset [stage v] to [0]\nclear graphic effects\nhide\nset size to (100) %\npoint in direction (90)\nwait until <(stage) = [1]>\nif <(stage) = [1]> then\n go to x: (0) y: (-150)\n switch costume to (最初 v)\n wait until <([x position v] of [プレイヤー v]) > [0]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\n\nwhen I receive [次のステージ v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\nif <(stage) = [2]> then\n go to x: (60) y: (-180)\n switch costume to (2ステージ目 v)\n wait until <([x position v] of [プレイヤー v]) > [50]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [3]> then\n go to x: (100) y: (-150)\n switch costume to (針があるとこ\(多分最初\) v)\n wait until <([x position v] of [プレイヤー v]) > [-10]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nclear graphic effects\nif <(stage) = [3]> then\n go to x: (100) y: (-150)\n switch costume to (針\(2回目\) v)\n wait until <([x position v] of [プレイヤー v]) > [10]>\n create clone of (_myself_ v)\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nclear graphic effects\nif <(stage) = [3]> then\n go to x: (50) y: (-150)\n switch costume to (針\(3回目\) v)\n wait until <([x position v] of [プレイヤー v]) > [160]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [4]> then\n go to x: (50) y: (-150)\n switch costume to (マグマ v)\n wait until <([x position v] of [プレイヤー v]) > [-90]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [5]> then\n go to x: (-50) y: (-150)\n switch costume to (ボール1回目 v)\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nclear graphic effects\nif <(stage) = [5]> then\n go to x: (50) y: (-150)\n switch costume to (ボール2回目 v)\n wait until <([x position v] of [プレイヤー v]) > [120]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [8]> then\n go to x: (0) y: (-150)\n switch costume to (2回連続穴 v)\n wait until <([x position v] of [プレイヤー v]) > [130]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [10]> then\n go to x: (0) y: (-150)\n switch costume to (針大量 v)\n wait until <([x position v] of [プレイヤー v]) > [-60]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [11]> then\n go to x: (30) y: (-150)\n switch costume to (boss v)\n wait until <([x position v] of [プレイヤー v]) > [100]>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\nif <(stage) = [12]> then\n go to x: (30) y: (-150)\n switch costume to (ジャイアン1 v)\n wait until <[0] > ([x position v] of [針など v])>\n show\n set [重力 v] to [10]\n repeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\n\nwhen I start as a clone\ngo to x: (-100) y: (-150)\nswitch costume to (針\(2回目\)2 v)\nshow\nset [重力 v] to [10]\nrepeat until <(重力) = [0]>\n change y by (重力)\n change [重力 v] by (-0.5)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n
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2回押し推奨、最近使い方を読まない人が増えています\n※最後までやらないと記録されません\n〜〜〜〜〜〜〜〜〜日本語は下です〜〜〜〜〜〜〜〜〜\n~~~~~~~~~~~~~~~~~~English~~~~~~~~~~~~~~~~~~~~~\nThis platformer is ridiculously easy.\nit's too easy i'm in tears.\nmobile compatible.\nYou can play with arrow keys or wasd keys, tap.\nThe number of deaths is saved in the cloud, not the goal time.\nAs a final tip, the last stage can be easily cleared with a mouse pointer or touch operation.\n===========日本語===========\nこのプラットフォーマーはとてつもなく簡単です。\n簡単すぎて涙が出ます。\nモバイル対応。\n矢印キーまたはwasdキー、タップで遊ぶことができます。\nrキーでリトライできます(またはタップ)\nゴールタイムではなく、死亡回数がクラウドに保存されます。\n「最後ステージのヒントとして、最後のステージはマウスポインターやタッチ操作でジャイアンを止めることができます。」\n\nなんか傾向とかにもプラットフォーマーとかあったから流行ってるのかな?って思って作りました。そんな難しいって事ナイヨ?\n最後らへん低クオ許して?\n裏技ありますが中は見ないでね?
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Islander Platformer
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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\nforever\n play sound [Tobu - Hope.mp2 v] until done\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (1)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (sprite3 v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\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\ngo to [front v] layer\nhide variable [time v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@notif2\n\nwhen I receive [lol v]\nwait (pick random (2) to (3)) 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 [front v] layer\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\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@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@Level2\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n
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THE WAIT IS OVER! #1 Most Popular Islander Project!\n106 on trending, we can do better :)\nSpam Green Flag\nInstructions:\n-Arrow Keys\n-Avoid Rocks\n-Get to the End\n***COMMENT YOUR TIME***\nMy Time: 74
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Entry ☁Scratch Cat 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\nwhen I receive [start now! v]\nforever\n if <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 else\n wait until <not <key (x v) pressed?>>\n set [names v] to [0]\n end\n end\n if <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 else\n wait until <not <key (z v) pressed?>>\n set [opp hide v] to [0]\n end\n end\n if <<(mouse x) < [-96]> and <(mouse y) > [133]>> then\n show variable [names v]\n else\n hide variable [names v]\n end\n if <<(mouse x) < [-95]> and <(mouse y) < [-134]>> then\n show variable [opp hide v]\n else\n hide variable [opp hide v]\n end\nend\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 (Chat) 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\nbreakpoint\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]>> and <(Pause) = [0]>> 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\nif <(Pause) = [0]> then\n set [key x v] to (<<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(STICK X) < [-0.5]>>)\nelse\n set [key x v] to [0]\nend\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 if <(Pause) = [0]> then\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]\n end\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) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) Go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) Go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collisions in Direction [0]\nelse\n Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\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\nif <(Pause) = [0]> then\nend\n\nwhen flag clicked\nhide variable [lives v]\n\n@Level\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\nwhen flag clicked\nshow\nset [☁ timer v] to [0]\nset [scene # v] to (SPAWN SCENE)\nswitch costume to (scene1 v)\nshow list [scores v]\ndelete all of [collected v]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [reset game v]\nset [☁ timer v] to [0]\nclear graphic effects\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 [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\nwhen I receive [about to change scene v]\nerase all\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 <not <(value) = []>> then\n say (item (value) of [chat: v])\n value = read from encoded\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@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 set [~controll stick touching? v] to [0]\n go to (Control stick: myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n set [~controll stick touching? v] to [1]\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\nwhen I start as a clone\nforever\n if <<<<mouse down?> and <not <touching (mouse-pointer v)?>>> and <(~Controll stick touching?) = [0]>> and <(Switch weapon button touching?) = [0]>> then\n set [~sword_hit? v] to [1]\n else\n set [~sword_hit? v] to [0]\n end\nend\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 (50) to (100)) 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@GentleX?\n\nwhen I receive [start now! v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\nforever\n if <(username) = [GentleX]> then\n change [☁ gentlex v] by (1)\n broadcast (Griffpatch v)\n stop [this script v]\n end\nend\n\nif <(username) = [Will_Wam]> then\n change [☁ gentlex v] by (1)\n stop [this script v]\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 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\nwhen I receive [start now! v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(ninja star?) = [1]> and <(weapon) = [ninja star]>> then\n set [weapon v] to [sword]\n set [sword? v] to [1]\n else\n if <<(sword?) = [1]> and <(weapon) = [sword]>> then\n set [weapon v] to [ninja star]\n set [ninja star? v] to [1]\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <touching (mouse-pointer v)?> then\n set [switch weapon button touching? v] to [1]\n else\n set [switch weapon button touching? v] to [0]\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\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\ndefine setup\nhide\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\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]\nadd [Yesss!] to [chat: v]\nadd [No] to [chat: v]\nadd [You are the best!] to [chat: v]\nadd [I want more Updates!] to [chat: v]\nadd [That Game is so cool!] to [chat: v]\nadd [God!] to [chat: v]\nadd [=D] to [chat: v]\nadd [lol] to [chat: v]\nadd [xD] to [chat: v]\nadd [xDD] to [chat: v]\nadd [;D] to [chat: v]\nadd [;\)] to [chat: v]\nadd [<3] to [chat: v]\nadd [:-\)] to [chat: v]\nadd [:\)] to [chat: v]\nadd [Hahaha!] to [chat: v]\nadd [Hehe!] to [chat: v]\nadd [Is this possible?] to [chat: v]\nadd [Same!] to [chat: v]\nadd [Make the Map bigger!!! :\)] to [chat: v]\nadd [The Boss fight is epic!] to [chat: v]\nadd [EPIC!!] to [chat: v]\nadd [Nice!] to [chat: v]\nadd [Amazing!] to [chat: v]\nadd [I try it.] to [chat: v]\nadd [Ok.] to [chat: v]\nadd [Hello :\)] to [chat: v]\nadd [Which language do you speak?] to [chat: v]\nadd [English.] to [chat: v]\nadd [Deutsch \(German\).] to [chat: v]\nadd [I don't know.] to [chat: v]\nadd [I don't beat ist :D] to [chat: v]\nadd [Are you on full life?] to [chat: v]\nadd [Do you have the Ninja-Stars?] to [chat: v]\nadd [Stunt7 is just too awesome! He made the multiplayer!] to [chat: v]\nadd [Never Gona give you up...] to [chat: v]\n\nwhen flag clicked\ngo to x: (184) y: (159)\nhide\nSet Chat\n\nadd [I will win!] to [chat: v]\n\nwhen flag clicked\nshow list [chat: v]\nset [chat v] to []\nforever\n go to [front v] layer\n if <not <(Chat) = []>> then\n wait (5) seconds\n set [chat v] to []\n end\nend\n\nwhen I receive [start now! v]\nshow\nforever\n if <<key (t v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n hide list [chat: v]\n hide\n ask [What do you want to write \(Enter the number of the respective sentence...\)] and wait\n set [chat v] to (answer)\n show list [chat: v]\n show\n wait until <<not <key (t v) pressed?>> and <not <mouse down?>>>\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: (-110) 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 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\nwhen I receive [start now! v]\nset [weapon v] to [sword]\nset [ninja star? v] to [0]\nforever\n if <<key (space v) pressed?> or <(~Sword_hit?) = [1]>> 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?>> and <(~Sword_hit?) = [0]>>\n end\n end\n end\nend\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\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?> or <(~Sword_hit?) = [1]>> 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\nwhen I receive [start now! v]\nforever\n set size to (((APPLES) * (3)) + (100)) %\nend\n\nwhen I receive [start now! v]\nforever\n go to (player v)\nend\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 if <(Pause) = [0]> then\n set size to (100) %\n Spawn [Key 1] at [96] [84] dir [90] turn []\n end\nend\nif <(SCENE #) = [0]> then\n if <(Pause) = [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]\n end\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 if <(Pause) = [0]> then\n set size to (100) %\n Spawn [platform2] at [0] [70] dir [90] turn []\n end\nend\nif <(SCENE #) = [205]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [platform1] at [-70] [100] dir [90] turn []\n end\nend\nif <(SCENE #) = [3]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [plank] at [60] [-9] dir [90] turn [2]\n end\nend\nif <(SCENE #) = [204]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [platform] at [-105] [-50] dir [90] turn []\n end\nend\nif <(SCENE #) = [307]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [Key 2] at [118] [103] dir [90] turn []\n end\nend\nif <(SCENE #) = [206]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [platform] at [0] [70] dir [90] turn []\n end\nend\nif <(SCENE #) = [-1]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [Wheel] at [-77] [-21] dir [90] turn [3]\n end\nend\nif <(SCENE #) = [-2]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [maze] at [0] [0] dir [90] turn [4]\n end\nend\nif <(SCENE #) = [104]> then\n if <(Pause) = [0]> then\n set size to (100) %\n Spawn [platform] at [-180] [-70] dir [90] turn [0]\n end\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 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 if <(Pause) = [0]> then\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n if <(Pause) = [0]> 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 end\n else\n start sound [Closed v]\n end\n wait until <not <touching (player v)?>>\n end\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)\nif <(Pause) = [0]> then\n set [turn v] to (digrees)\n go to x: (x) y: (y)\n point in direction (dir)\n switch costume to (type)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Pause) = [0]> then\n go to [back v] layer\n if < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\n end\n if <(turn) > []> then\n if <(Pause) = [0]> then\n show\n set rotation style [all around v]\n forever\n if <(Pause) = [0]> then\n turn right (turn) degrees\n end\n end\n end\n end\n if <(SCENE #) = [3]> then\n Animate Platform\n end\n if <(SCENE #) = [204]> then\n animate platform 5\n end\n if <(SCENE #) = [206]> then\n Animate platform3\n end\n if <(SCENE #) = [104]> then\n Animate platform1\n end\n if <(SCENE #) = [205]> then\n animate platform 4\n end\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 2\n\ndefine Animate Platform\nshow\npoint in direction (90)\nforever\n if <(Pause) = [0]> then\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\n end\nend\n\ndefine Animate 3\n\ndefine Animate platform\n\ndefine Animate platform3\nset size to (100) %\nshow\nswitch costume to (platform v)\nforever\n if <(Pause) = [0]> then\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\n end\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 if <(Pause) = [0]> then\n glide (1) secs to x: (6) y: (82)\n glide (1) secs to x: (6) y: (-106)\n end\nend\n\ndefine Animate platform1\nset size to (100) %\nshow\npoint in direction (90)\nforever\n if <(Pause) = [0]> then\n glide (1) secs to x: (x position) y: ((y position) + (200))\n glide (1) secs to x: (x position) y: ((y position) - (200))\n end\nend\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 if <(Pause) = [0]> then\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))\n end\nend\n\ndefine animate platform 5\nset size to (100) %\nshow\nswitch costume to (platform v)\nforever\n if <(Pause) = [0]> then\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\n end\nend\n\ndefine Animate platform 6\nset size to (100) %\nshow\nswitch costume to (platform v)\ngo to [back v] layer\nforever\n if <(Pause) = [0]> then\n glide (1) secs to x: (x position) y: ((y position) + (167))\n glide (1) secs to x: (x position) y: ((y position) - (167))\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (key 1 v)\ngo to [back v] layer\nhide\n\ndefine Animate 4\n\ndefine Animate platform\n\nset size to (100) %\nSpawn [platform1] at [-70] [100] dir [90] turn []\n\nif <(Pause) = [0]> then\nend\n\nglide (1) secs to x: (x position) y: ((y position) + (200))\nglide (1) secs to x: (x position) y: ((y position) - (200))\n\nshow\nset rotation style [all around v]\nforever\n turn right (turn) degrees\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (My scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(Pause) = [0]> then\n repeat until <touching (player v)?>\n if <(Pause) = [0]> then\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n end\n end\n set [my scene v] to []\n if <(costume [name v]) = [apple]> then\n change [apples v] by (1)\n start sound [Collect v]\n else\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\n end\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\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\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [start v]\ngo [backward v] (1) layers\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\n@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\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\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 if <(Pause) = [0]> then\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n end\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\nif <(Pause) = [0]> then\n move (2) steps\n repeat (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)\n end\n change y by (-4)\n move (-2) steps\n turn right (180) degrees\nend\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\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@Boss\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]\nshow\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\nwhen I receive [game over v]\nset [ghost v] effect to (100)\nstop [other scripts in sprite v]\ndelete this clone\n\n@pause\n\nwhen flag clicked\nhide variable [my player # v]\nset [pause v] to [0]\nhide\n\nwhen I receive [start now! v]\nshow\nswitch costume to (pause v)\nforever\n go to [front v] layer\n if <(Pause) = [1]> then\n switch costume to (resume v)\n stop all sounds\n else\n switch costume to (pause v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(Pause) = [1]> then\n set [pause v] to [0]\n else\n set [pause v] to [1]\n end\n end\nend\n\nset [pause v] to [0]\n\n@Instruction\n\nwhen flag clicked\nhide\n\nwhen I receive [instruction v]\nshow\nswitch costume to (move v)\ngo to [front v] layer\n\nwhen I receive [tutorial - next slide v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [tutorial - back one slide v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nswitch costume to ((costume [number v]) - (1))\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [tutorial - next slide v]\nif <(costume [number v]) = [13]> then\n broadcast (Main Menu v)\nend\n\nwhen I receive [main menu v]\nhide\ngo to [back v] layer\n\n@?\n\nwhen I receive [start now! v]\nhide\n\nwhen this sprite clicked\nstart sound [Click v]\nwait until <mouse down?>\nrepeat (2)\n change size by (-5)\nend\nwait until <not <mouse down?>>\nrepeat (2)\n change size by (5)\nend\nbroadcast (instruction v)\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\ngo [forward v] (99999) layers\nshow\nset size to (10) %\ngo to x: (193) y: (-135)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [instruction v]\nhide\n\n@Left\n\nwhen I receive [instruction v]\ngo [forward v] (99999999999999999999999999999999999999999999999999999999) layers\ngo to x: (-199) y: (-139)\nswitch costume to (> v)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Tutorial - Back one slide v)\n\nwhen I receive [tutorial - next slide v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [tutorial - back one slide v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nswitch costume to ((costume [number v]) - (1))\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [main menu v]\nhide\ngo to [back v] layer\n\n@Right\n\nwhen I receive [instruction v]\ngo [forward v] (999999999999999999999999) layers\ngo to x: (199) y: (-139)\nswitch costume to (> v)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Tutorial - Next Slide v)\n\nwhen I receive [tutorial - next slide v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [tutorial - back one slide v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nswitch costume to ((costume [number v]) - (1))\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [main menu v]\nhide\ngo to [back v] layer\n\n@Intro\n\nwhen flag clicked\nset [modus v] to [intro]\ngo to x: (0) y: (0)\nswitch backdrop to (intro v)\nset size to (0) %\nhide\nwait (0.2) seconds\nClone\nswitch costume to (costume1 v)\nshow\nset volume to (20) %\nstart sound [Intro v]\nset [ghost v] effect to (100)\npoint in direction (-165)\nset [bounce_3_vel v] to [0]\nrepeat (50)\n turn right (((direction) - (90)) / (-3)) degrees\n change [ghost v] effect by (-10)\n set [bounce_3_vel v] to (((bounce_3_vel) * (0.7)) + (((size) - (70)) * (-0.15)))\n change size by (bounce_3_vel)\nend\nset [bounce_3_vel v] to [0]\nbroadcast (\[intro\]stop v)\n\ndefine Clone\nset [target raidus v] to [bg]\ncreate clone of (_myself_ v)\nset [target raidus v] to [skip]\ncreate clone of (_myself_ v)\nrepeat (20)\n if <(pick random (1) to (4)) = [2]> then\n switch costume to (costume3 v)\n else\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n end\n set [target raidus v] to (pick random (100) to (200))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(target raidus) = [bg]> then\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (85)\n set size to (0) %\n forever\n switch costume to (costume1 v)\n change size by (((size) - (100)) / (-3.5))\n change [ghost v] effect by (0.5)\n switch costume to (costume5 v)\n end\nelse\n if <(target raidus) = [skip]> then\n point in direction (90)\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (50)\n set size to (100) %\n wait (1) seconds\n forever\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (20)\n show\n set [ghost v] effect to (pick random (30) to (50))\n set size to (pick random (10) to (50)) %\n set [direction v] to (pick random (1) to (360))\n set [target x v] to (([sin v] of (direction) ) * (target raidus))\n set [target y v] to (([cos v] of (direction) ) * (target raidus))\n repeat (5)\n change x by (((x position) - (target x)) / (-4))\n change y by (((y position) - (target y)) / (-4))\n end\n set [xspeed v] to (((x position) - (target x)) / (-6))\n set [yvel v] to (((y position) - (target y)) / (-4))\n forever\n change [ghost v] effect by (1.2)\n change y by (yvel)\n change [yvel v] by (-0.5)\n change x by (xspeed)\n turn right (xspeed) degrees\n end\n end\nend\n\nwhen I receive [\[intro\]stop v]\ndelete this clone\n\nwhen I start as a clone\nif <(target raidus) = [skip]> then\n forever\n if <mouse down?> then\n broadcast (\[intro\]stop v)\n end\n end\nend\n\nwhen I receive [\[intro\]stop v]\nstop [other scripts in sprite v]\nrepeat (25)\n change [bounce_3_vel v] by (6)\n change [ghost v] effect by (10)\n turn right (((direction) - (-90)) / (-4)) degrees\n change size by (((direction) - (0)) / (-4))\nend\nbroadcast (// Start v)\n\nwhen I receive [// start v]\nswitch backdrop to (false v)\nbroadcast (Main menu v)\n\n
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@Villeolof made the original, https://scratch.mit.edu/projects/628988104!\nPlease make me some fanart/intro/oc/anything!\nPlease propose my projects here:\nWeekly shoutouts: @Pichu-codeur\n\nDear @GentleX, you are awesome and I love all of your projects! Especially, your epic game, Blocky! I hope you like this and thank you for you're intro I used too!\n\nRead the instructions before playing! ⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️\nFull? Server 2: \nhttps://scratch.mit.edu/projects/713581559\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\n10 000 views!!!\nMobile friendly!\n\nThe chat is safe!\n\nInstructions:\nW,A,S,D or arrow keys to move. (Joystick on phone)\nSpace to throw sword and to throw ninja stars (Click anywhere expect for the joystick and other buttons on phone)\n"S" to change weapon\nyour swords size depends on how many coins you have collected. \nT to chat (Click chat button on mobile)\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\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\nLess lag:\nhttps://turbowarp.org/718499104/fullscreen?interpolate&hqpen&clones=Infinity&limitless&offscreen\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 15 000 views, 50 remix, 1164 loves and 1055 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 @Stunt7 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!\nJuly 31 2022, added pause and play button by @GamesLibrary!\nAugust 7 2022, @Stunt7 fixed chat (again)\nAugust 13 2022, Added Instructions by @hern1!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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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❄ ice ᴀ Pʟᴀᴛꜰᴏʀᴍᴇʀ❄ #all #games #platformer #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula 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 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 (-0.5)\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 (0.5)\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 [-5]\n else\n set [x velocity v] to [5]\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 <<not <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> and <(X Velocity) > [0]>> then\n repeat until <(X Velocity) < [0]>\n change [x velocity v] by (-0.2)\n end\n set [x velocity v] to [0]\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> and <[0] > (X Velocity)>> then\n repeat until <(X Velocity) > [0]>\n change [x velocity v] by (0.2)\n end\n set [x velocity v] to [0]\n end\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\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@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@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\ngo to [front v] layer\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@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
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❄Sɴᴏᴡ ᴀ Pʟᴀᴛꜰᴏʀᴍᴇʀ❄: https://scratch.mit.edu/projects/721618556/ \n\n ❄ ice ᴀ Pʟᴀᴛꜰᴏʀᴍᴇʀ ❄\n\n a game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/721607589/\n\n-ᴜꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡꜱ ᴛᴏ ᴍᴏᴠᴇ\n-ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ\n\nɪ ʜᴏᴘᴇ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ! ♥+⭐\n\nTAGS (ignore)\n#all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending
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platformer[nether]
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n 動き\nend\n\ndefine 動き\nif <(動き) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y v] by (重力)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change y by (重力)\n if <touching (地面 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (() - (重力))\n if <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n start sound [Pew v]\n broadcast (もう一回 v)\n end\n if <touching (バネ v)?> then\n start sound [Jump v]\n set [y v] to [20]\n end\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (コスチューム1 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム4 v)\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1050] [360] [4]\n配置 [1530] [360] [5]\n配置 [2010] [720] [6]\n配置 [2490] [1080] [7]\n配置 [2970] [1080] [8]\n配置 [3450] [1080] [9]\n配置 [3930] [1080] [10]\n配置 [4410] [1440] [11]\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nhide\n\n配置 [2880] [360] [8]\n配置 [3280] [360] [9]\n配置 [3760] [720] [10]\n配置 [4240] [1080] [11]\n配置 [4720] [1080] [12]\n\n@障害物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to ( v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [480] [0] [1]\n配置 [960] [0] [3]\n配置 [960] [330] [2]\n配置 [1050] [360] [4]\n配置 [2010] [720] [5]\n配置 [2970] [1080] [6]\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n配置 [2400] [360] [4]\n配置 [3280] [360] [5]\nhide\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to ( v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\nset size to (30) %\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (cp v)\n配置 [20] [-93] [0]\n配置 [1315] [288] [1]\n配置 [2230] [784] [1]\n配置 [3600] [1093] [1]\n\n配置 [1240] [143] [2]\n配置 [2690] [125] [3]\n配置 [3680] [802] [4]\nhide\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\n@バネ\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to ( v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [バネx v]\ndelete all of [バネy v]\ndelete all of [コスチューム v]\nswitch costume to (spring v)\ngo to [back v] layer\n配置 [2420] [949] [1]\n配置 [3680] [1100] [1]\nhide\n\nwhen I start as a clone\n動き (item (a) of [バネx v]) (item (a) of [バネy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [バネx v]\nadd (y) to [バネy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@ゲーム終了\n\nwhen flag clicked\nwait (1) seconds\nwait until <[4700] < (視点x)>\nbroadcast (ゲーム終了 v)\n\n@白幕\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲーム終了 v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (最終 v)\n\n@サムネ\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [最終変数 v] to [-15]\ngo to x: (0) y: (0)\n\nwhen I receive [ゲーム終了 v]\ngo to x: (0) y: (360)\nclear graphic effects\nstop all sounds\nrepeat (2)\n change y by (-15)\nend\nrepeat (15)\n change y by (最終変数)\n change [最終変数 v] by (-1)\nend\nstop [all v]\n\n
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日本語は下↓\n[English]\nA sequel to "platformer[snow]".\nOperations:←↑→key or WADkey or screen touch(this is hard)\nGoal:If you go to the "Thanks" place, go right and you can reach the goal.\n\nThere will be some difficulties along the way, but don't give up!\n\n[日本語]\nsnowの続編です!\n上左右キーまたはWADキーで操作です!\n「Thanks」のところまで行ったら右に進んでいけば自動的にゴールします\n途中でめちゃくちゃむずいところがありますが、頑張ってください!\nクオリティーが低いなどの悪口はやめてください(これでも作るの結構頑張ったんですよ、、、)
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Bunny Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Flute music v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (next level v)\nforever\n movement\n if <(x position) > [234]> then\n change [level v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (obstacles v)?> then\n broadcast (next level v)\n show\n end\nend\n\ndefine movement\nset [xinput v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nchange [xspeed v] by ((Xinput) * (2))\nset [xspeed v] to ((xSpeed) * (0.8))\nchange [yspeed v] by (-2)\nchange y by (ySpeed)\nif <(ySpeed) < [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n set [yspeed v] to [0]\n set [can jump v] to [true]\n end\nelse\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n set [yspeed v] to [0]\n set [can jump v] to [false]\n end\nend\nchange x by (xSpeed)\nif <<key (up arrow v) pressed?> and <(can jump) = [true]>> then\n set [yspeed v] to [20]\n set [can jump v] to [false]\nend\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((xSpeed) * (-1))\n change y by ((slope) * (-1))\n set [xspeed v] to [0]\nend\n\nwhen I receive [next level v]\nset [yspeed v] to [0]\nset [xspeed v] to [0]\nset x to (-208)\npoint in direction (90)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(y position) < [-171]> then\n go to x: (-212) y: (-94)\n end\nend\n\ndefine lose\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\n\n@ground\n\nwhen I receive [next level v]\nswitch costume to (level)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\n\n@obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nswitch costume to (level)\n\nwhen flag clicked\nshow\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nhide\n\n
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\n▶︎ Hello everyone! Welcome to Bunny Platformer! \n↳ I am super happy that I got the idea to make this game, because in my opinion it looks pretty good! :D\n_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \n \n INSTRUCTIONS:\n▶︎ Start this game by smashing the green flag!\n▶︎ Use arrow keys as controls (I am sorry to the people who are comfortable with WASD )\n▶︎ The goal in this game is to get to the end of the platformer, and find the golden carrot! :D\n_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \n \n Credits:\n▶︎ Thanks to @ShiftClickLearn for his YouTube tutorial! Check it out here ꜜ\nhttps://www.youtube.com/watch?v=m0dX1LYTeGI&t=0s\n\n▶︎ rest of code/art/everything is by me :D\n_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \n\n Thank you everyone for viewing this project :D\n ▶︎ If you like it please consider leaving an heart or a star!\n_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ \n\n@--DoodlesDay-- is signing out.....................\n\nThanks and bye!\n\n\n
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石で道を切り開けMinecraft platformer Mobile(モバイル対応)
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@Stage\n\nwhen flag clicked\nrepeat (10)\n play sound [bgm v] until done\nend\n\n@ prayer\n\nwhen flag clicked\nforever\n if <(ポインター表示) = [0]> then\n switch costume to (みぎ v)\n go to x: (-210) y: (-90)\n show\n set size to (10) %\n go to [front v] layer\n show\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n go to x: (-210) y: (150)\n go to x: (-210) y: (-35)\n forever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (ひだり v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (みぎ v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <mouse down?>>>> then\n switch costume to (みぎ v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (1.0)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\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)?> or <touching (石 ブロック v)?>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (次 v)\n change [ステージ v] by (1)\n hide\n set [x2 v] to [0]\n wait (1.4) seconds\n go to x: (-175) y: (-84)\n show\n end\n if <<<touching (スプライト3 v)?> or <touching (スプライト2 v)?>> or <<(y position) < [-174]> or <touching (ゾンビ v)?>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-175) y: (-85)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\n end\n end\nend\n\nwhen flag clicked\nplay sound [魔王魂 v] until done\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to ( prayer v)\nset [ghost v] effect to (0)\nrepeat (3)\n change [ghost v] effect by (26)\nend\ndelete this clone\n\nwhen I receive [石 ぽん v]\nwait (0.1) seconds\nif <(ポインター表示) = [1]> then\n repeat until <(ポインター表示) = [0]>\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n if <(ポインター表示) = [0]> then\n if <(ポインター表示) = [1]> then\nend\n\nwhen I receive [prayer動けサボるな v]\nswitch costume to (みぎ v)\nshow\nset size to (10) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (ひだり v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (みぎ v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <mouse down?>>>> then\n switch costume to (みぎ v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by (1.0)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\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)?> or <touching (石 ブロック v)?>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching (スプライト1 v)?> or <touching (石 ブロック v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (次 v)\n change [ステージ v] by (1)\n hide\n set [x2 v] to [0]\n wait (1.4) seconds\n go to x: (-175) y: (-84)\n show\n end\n if <<<touching (スプライト3 v)?> or <touching (スプライト2 v)?>> or <<touching (ゾンビ v)?> or <(y position) < [-174]>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-175) y: (-85)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen I receive [右 v]\nrepeat (100)\n switch costume to (みぎ v)\n wait (0.00001) seconds\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (-18) y: (-92)\n end\n if <(ステージ) = [9]> then\n show\n go to x: (72) y: (-88)\n end\n if <(ステージ) = [12]> then\n go to x: (59) y: (-39)\n switch costume to (コスチューム2 v)\n show\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [次 v]\nhide\n\n@剣\n\nwhen flag clicked\n\npoint in direction (90)\nset [剣表示 v] to [0]\ngo [forward v] (3) layers\nhide\n\nwhen I receive [ぽち (剣) v]\n\npoint in direction (90)\nset [剣表示 v] to [1]\nshow\nrepeat until <(剣表示) = [0]>\n go to ( prayer v)\nend\n\nwhen I receive [ぽち 剣 2 v]\n\npoint in direction (90)\nrepeat (6)\n turn right (15) degrees\nend\nif <touching (ゾンビ v)?> then\n broadcast (ゾンビ体力down v)\nend\nrepeat (6)\n turn left (15) degrees\nend\n\n@スプライト1\n\nwhen flag clicked\nif <(costume [number v]) = [1]> then\n broadcast (針 v)\nelse\n broadcast (隠す v)\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (500) y: (0)\nhide\n\nwhen I receive [次 v]\ngo to [front v] layer\nshow\nglide (0.6) secs to x: (-90) y: (0)\nstart sound [ポップ v]\nwait (0.5) seconds\nglide (0.6) secs to x: (500) y: (0)\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@ポインター\n\nwhen I receive [石 ぽん v]\nshow\nset [ポインター表示 v] to [1]\nrepeat until <(ポインター表示) = [0]>\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nhide\nset [ポインター表示 v] to [0]\n\nwhen I receive [石 ぽん v]\nwait (0.5) seconds\nwait until <not <mouse down?>>\nif <not <mouse down?>> then\n set [ポインター表示 v] to [0]\n broadcast (prayer動けサボるな v)\n hide\nend\n\n@石 ブロック\n\nwhen I start as a clone\nshow\nrepeat until <(ポインター表示) = [0]>\n go to (ポインター v)\n if <(ポインター表示) = [0]> then\n go to (ポインター v)\n end\nend\n\nwhen I receive [石 ぽん v]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen flag clicked\nerase all\nhide\n\nstamp\n\nwhen I receive [次 v]\ndelete this clone\n\nerase all\n\nhide\n\n@石 ブロックボタン\n\nwhen flag clicked\nwait (0.1) seconds\nshow variable [タイム v]\nset [タイム v] to [0]\nhide variable [使った石の数 v]\nset [使った石の数 v] to [0]\nhide variable [☁ 世界記録 v]\n\nwhen this sprite clicked\nchange [使った石の数 v] by (1)\nbroadcast (石 ぽん v)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(ステージ) = [12]> then\n show variable [使った石の数 v]\n show variable [☁ 世界記録 v]\n if <<(タイム) < (☁ 世界記録)> or <(タイム) = [0]>> then\n set [☁ 世界記録 v] to (タイム)\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen [timer v] > (0)\nwait (0.1) seconds\nhide variable [タイム v]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n reset timer\nend\n\n@剣ボタン\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen this sprite clicked\n\nwhen this sprite clicked\n\nif <(剣表示) = [1]> then\n broadcast (ぽち 剣 2 v)\nend\n\nbroadcast (右 v)\nbroadcast (ぽち (剣) v)\n\n@体力\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [体力ダウン v]\n\nwait (1.5) seconds\n\nwait (0.1) seconds\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (game Over v)\nend\n\n@ゾンビ\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n if <(ステージ) = [12]> then\n show\n glide (2) secs to x: (-129) y: (-128)\n switch costume to (ゾンビ2 v)\n point in direction (-90)\n glide (2) secs to x: (115) y: (-128)\n switch costume to (ゾンビ v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (50) y: (-102)\nforever\n if <(ステージ) = [1]> then\n show\n glide (1) secs to x: (50) y: (-102)\n switch costume to (ゾンビ2 v)\n point in direction (-90)\n glide (1) secs to x: (147) y: (-102)\n switch costume to (ゾンビ v)\n end\nend\n\nwhen I receive [次 v]\nhide\n\n@DF5634FA-6AB7-4FDB-876C-7D707BEF3957\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [12]> then\n show\n go to x: (pick random (-113) to (-117)) y: (pick random (-27) to (-30))\n end\nend\n\n@61FB1AA0-E5E0-4B9E-8FC2-4651E236B816\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [12]> then\n show\n go to x: (pick random (113) to (117)) y: (pick random (-27) to (-30))\n end\nend\n\n@さむね\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nset [☁ 世界記録 v] to [150]\n\n
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__________________☆大画面推奨☆___________________\n作者の記録:タイム89秒 使った石の数 3\nーーーーーーーーーーー使い方ーーーーーーーーーーーー結構裏技あるけどコメ欄には、書かないようにね♫\n拡散よろしく一つのスタジオにでも載してくれれば、\nフォロー又は、⭐️❤️押すよ〜! まだまだ続く…↓↓↓↓↓\n題名そしてサムネのとおり、、、\n石ブロックを置いて進むプラットフォーマーです!\nですが、制限をつけました。1ステージにつき\n石ブロック8個までしか使えません!\nそして、最後にタイムと、使った石の数と世界記録が出ますが、世界記録が0とバグっています。治し方がわかる人は、コメント欄で教えて下さい!\nーーーーーーーーーーーQ&AーーーーーーーーーーーーQ・石を置いたら自分が消えましたこれは何故ですか?\nA・リスポーンした時に石を置いたのだと思います。\nその時早送り、幽霊の効果が100なのだと思います。\n旗を押してやり直すか、動いて見てもう一回タヒねば、\n自分がまた、見えるようになります!\nQ・石が、9個も置けません!\nA・どこかでダブルタップしたんだと思います!\nQ・リミックスOKですか?\nA・全然OKです。しかし何かは変えてください!\nQ・石は、消せますか?\nA・無理です消す必要ありません!気をつけてやる‼︎\nQ・トラブル発生!\nA・旗押してね、(圧)\n\n
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#3 | Space 2.5D Scroll Platformer [DEMO]
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@Stage\n\nwhen flag clicked\nset [edit mode v] to []\nif <(username) = [Cloudcoder19]> then\n wait until <key (a v) pressed?>\n set [edit mode v] to [Edit]\nelse\nend\n\n@Pen\n\nwhen I receive [a v]\n\n set [操作 v] to []\n if <<<[100] < ((0) + (item (6) of [変数リスト v]))> or <(Spikes) = [1]>> and <[] = (Edit mode)>> then\n set [操作 v] to [0]\n repeat until <<<[0] = (round (X座標))> and <[0] = (round (Y座標))>> and <<(round (() - (item (1) of [point v]))) = (round (item (5) of [変数リスト v]))> and <(round ((-50) - (item (2) of [point v]))) = (round (item (6) of [変数リスト v]))>>>\n Var [5] Lot (((() - (item (1) of [point v])) - (item (5) of [変数リスト v])) / (7)) Change\n Var [6] Lot ((((-50) - (item (2) of [point v])) - (item (6) of [変数リスト v])) / (7)) Change\n change [x座標 v] by ((X座標) / (-7))\n change [y座標 v] by ((Y座標) / (-7))\n end\n set [操作 v] to []\n Set var [3] []\n Set var [4] []\n end\nend\n\ndefine Spike\nset pen size to (5)\npen up\nStage pos [1050] [] []\npen down\nStage pos [1100] [] []\nStage pos [1075] [60] []\nStage pos [1050] [] []\nset [memo v] to ((50) * ([sin v] of ((timer) * (100)) ))\npen up\nStage pos [1450] [200] []\npen down\nStage pos ((1450) - ((125) * ([sin v] of (Memo) ))) ((200) - ((125) * ([cos v] of (Memo) ))) []\nset pen size to (10)\npen up\nset [memo v] to ((timer) * (-50))\nStage pos [1900] [200] []\npen down\npen up\nrepeat (3)\n set pen size to (5)\n Stage pos [1900] [200] []\n pen down\n Stage pos ((1900) - ((50) * ([sin v] of (Memo) ))) ((200) - ((50) * ([cos v] of (Memo) ))) []\n change [memo v] by (120)\nend\n\nwhen flag clicked\nSet\nrepeat until <[] = (3)>\n erase all\n set pen color to (#120e0b)\n set pen size to (600)\n go to x: () y: ()\n pen down\n pen up\n set [描画 v] to [0]\n switch costume to (none v)\n set size to ((1) / ()) %\n The particle\n pen up\nend\nreset timer\nrepeat until <<[0.5] < (timer)> and <mouse down?>>\n erase all\n set [描画 v] to [0]\n switch costume to (none v)\n set size to ((1) / ()) %\n Bg\n The particle\n C\n Space\n Move\nend\nstart sound [決定、ボタン押下23 v]\nreset timer\nrepeat until <(All) = [2]>\n erase all\n set [描画 v] to [0]\n switch costume to (none v)\n set size to ((1) / ()) %\n Stage\n set pen color to (#000000)\n Spike\n Player potion \n Bg\n The particle\n 3D starge\n Check point\n set pen color to (#ff007b)\n Spike\n Player\n Move\n Effects \nend\nset [ur time v] to (timer)\nrepeat until \n erase all\n Result\nend\n\ndefine Bg\npen up\ngo to x: (0) y: (0)\nif <[] = (Edit mode)> then\n set pen color to (#000000)\n set pen size to (600)\n pen down\n pen up\nend\n\ndefine Move\nVar [1] Lot (((100) - (item (1) of [変数リスト v])) / (8)) Change\nif <[] = (操作)> then\n Var [5] Lot (round ((X座標) / (-10))) Change\n Var [6] Lot (round ((Y座標) / (-10))) Change\n change [x座標 v] by (round ((X座標) / (-10)))\n change [y座標 v] by (round ((Y座標) / (-10)))\nend\n\ndefine Set\nDetaset [QWERTYUIOPASDFGHJKLZXCVBNM_-1234567890]\ndelete all of [変数リスト v]\nrepeat (100)\n add [] to [変数リスト v]\nend\ndelete all of [star deta v]\nrepeat (50)\n add (pick random (200) to (-200)) to [star deta v]\n add (pick random (300) to (-300)) to [star deta v]\n add (pick random (0) to (1)) to [star deta v]\n add (pick random (1) to (5.00000)) to [star deta v]\nend\nset [x座標 v] to [0]\nset [y座標 v] to [0]\n初期設定\nUser (username)\ndelete all of [point v]\nrepeat (2)\n add [0] to [point v]\nend\nset [memo3 v] to [100]\nset [px v] to [0]\nset [insane v] to [0]\n\ndefine Var (g) Lot (gg) Change\nreplace item (g) of [変数リスト v] with ((gg) + (item (g) of [変数リスト v]))\n\ndefine Set var (1) (2)\nreplace item (1) of [変数リスト v] with (2)\n\ndefine The particle\npen up\nSet var [2] [1]\nrepeat ((length of [star deta v]) / (4))\n set pen size to (item ((3) + (item (2) of [変数リスト v])) of [star deta v])\n set pen color to (#17a6ee)\n if <[1] = (item ((2) + (item (2) of [変数リスト v])) of [star deta v])> then\n set pen color to (#ff4a91)\n end\n go to x: (item ((1) + (item (2) of [変数リスト v])) of [star deta v]) y: (item (item (2) of [変数リスト v]) of [star deta v])\n pen down\n pen up\n replace item ((1) + (item (2) of [変数リスト v])) of [star deta v] with (((-0.2) * (item ((3) + (item (2) of [変数リスト v])) of [star deta v])) + (item ((1) + (item (2) of [変数リスト v])) of [star deta v]))\n if <(item ((1) + (item (2) of [変数リスト v])) of [star deta v]) < [-250]> then\n replace item ((1) + (item (2) of [変数リスト v])) of [star deta v] with [250]\n replace item (item (2) of [変数リスト v]) of [star deta v] with (pick random (200) to (-200))\n replace item ((3) + (item (2) of [変数リスト v])) of [star deta v] with (pick random (1) to (5.00))\n end\n Var [2] Lot [4] Change\n change [描画 v] by (1)\nend\n\ndefine Stage\nset pen color to (#ff0000)\nset pen size to (5)\npen up\nStage pos [-240] [300] []\npen down\nStage pos [-240] [-100] []\nStage pos [240] [-100] []\nStage pos [240] [30] []\nStage pos [480] [] []\npen up\nStage pos [700] [] []\npen down\nStage pos [800] [] []\npen up\npen up\nStage pos [1000] [] []\npen down\nStage pos [1200] [] []\npen up\nStage pos [1300] [] []\npen down\nStage pos [1600] [] []\npen up\nStage pos [1600] [200] []\npen down\nStage pos [1300] [200] []\npen up\nStage pos [1700] [] []\npen down\nStage pos [1700] [140] []\nStage pos [1900] [140] []\nStage pos [1900] [] []\npen up\nStage pos [2000] [140] []\npen down\nStage pos [2500] [140] []\npen up\nStage pos [2600] [140] []\npen down\nStage pos [2600] [140] []\nStage pos [2800] [140] []\nStage pos [2800] [200] []\nStage pos [3000] [200] []\nStage pos [3000] [260] []\nStage pos [3200] [260] []\nStage pos [3200] [1000] []\n\ndefine Stage pos (x) (y) (z)\nif <[1000] < ([abs v] of (((1) + (z)) * ((x) + (item (5) of [変数リスト v]))) )> then\n pen up\n go to x: (((1) + (z)) * ((x) + (item (5) of [変数リスト v]))) y: (((1) + (z)) * ((y) + (item (6) of [変数リスト v])))\nelse\n go to x: (((1) + (z)) * ((x) + (item (5) of [変数リスト v]))) y: (((1) + (z)) * ((y) + (item (6) of [変数リスト v])))\n change [描画 v] by (1)\nend\n\ndefine Player potion \npen up\nif <[] = (操作)> then\n go to x: (X座標) y: (Y座標)\n switch costume to (not none v)\n set size to (100) %\n Var [3] Lot (<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>) Change\n change x by (item (3) of [変数リスト v])\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (-4)\n change x by ((-1) * (item (3) of [変数リスト v]))\n Set var [3] []\n end\n end\n end\n end\n end\n Set var [3] ((0.9) * (item (3) of [変数リスト v]))\n Var [4] Lot [-1] Change\n change y by (item (4) of [変数リスト v])\n if <touching color (#ff0000)?> then\n change y by (() - (item (4) of [変数リスト v]))\n Set var [4] []\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<((y position) + (15)) < (mouse y)> and <mouse down?>>> and <touching color (#ff0000)?>> then\n Set var [4] [18]\n end\n change y by (2)\n set [spikes v] to (() + <<touching color (#000000)?> and <[] = (Edit mode)>>)\n set [x座標 v] to (x position)\n set [y座標 v] to (y position)\n switch costume to (none v)\n set size to ((1) / ()) %\nend\n\ndefine Player\npen up\ngo to x: (X座標) y: (Y座標)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nstamp\nswitch costume to (none v)\nset size to ((1) / ()) %\nchange [描画 v] by (1)\n\ndefine 3D starge\npen up\nset pen color to (#17a3e9)\nset pen size to (5)\npen up\nStage pos [-240] [-100] [0.2]\npen down\nStage pos [240] [-100] [0.2]\nStage pos [240] [-100] [-0.2]\nStage pos [-240] [-100] [-0.2]\nStage pos [-240] [-100] [0.2]\nStage pos [-240] [-300] [0.2]\nStage pos [240] [-300] [0.2]\nStage pos [240] [-100] [0.2]\npen up\nStage pos [240] [-100] [-0.2]\npen down\nStage pos [240] [-300] [-0.2]\npen up\nStage pos [-240] [400] [-0.2]\npen down\nStage pos [-240] [-300] [-0.2]\npen up\nStage pos [-240] [-100] [0.2]\npen down\nStage pos [-240] [400] [0.2]\npen up\nStage pos [240] [-100] [-0.2]\npen down\nStage pos [240] [30] [-0.2]\nStage pos [480] [] [-0.2]\nStage pos [480] [] [0.2]\nStage pos [240] [30] [0.2]\nStage pos [240] [30] [-0.2]\npen up\nStage pos [240] [30] [0.2]\npen down\nStage pos [240] [-100] [0.2]\npen up\nStage pos [480] [] [0.2]\npen down\nStage pos [480] [-300] [0.2]\npen up\nStage pos [480] [] [-0.2]\npen down\nStage pos [480] [-300] [-0.2]\npen up\nStage pos [700] [] [0.2]\npen down\nStage pos [800] [] [0.2]\nStage pos [800] [] [-0.2]\nStage pos [700] [] [-0.2]\nStage pos [700] [] [0.2]\npen up\nStage pos [700] [] [0.2]\npen down\nStage pos [700] [-300] [0.2]\npen up\nStage pos [800] [] [0.2]\npen down\nStage pos [800] [-300] [0.2]\npen up\nStage pos [700] [] [-0.2]\npen down\nStage pos [700] [-300] [-0.2]\npen up\nStage pos [800] [] [-0.2]\npen down\nStage pos [800] [-300] [-0.2]\npen down\npen up\npen up\npen up\nset pen color to (#009ef6)\nStage pos [1000] [] [-0.2]\npen down\nStage pos [1200] [] [-0.2]\nStage pos [1200] [] [0.2]\nStage pos [1000] [] [0.2]\nStage pos [1000] [] [-0.2]\nStage pos [1000] [-300] [-0.2]\npen up\nStage pos [1200] [] [0.2]\npen down\nStage pos [1200] [-300] [0.2]\npen up\nStage pos [1200] [] [-0.2]\npen down\nStage pos [1200] [-300] [-0.2]\npen up\nStage pos [1000] [] [0.2]\npen down\nStage pos [1000] [-300] [0.2]\npen up\nStage pos [1300] [] [0.2]\npen down\nStage pos [1600] [] [0.2]\nStage pos [1600] [] [-0.2]\nStage pos [1300] [] [-0.2]\nStage pos [1300] [] [0.2]\nStage pos [1300] [-300] [0.2]\npen up\nStage pos [1600] [] [0.2]\npen down\nStage pos [1600] [-300] [0.2]\npen up\nStage pos [1600] [] [-0.2]\npen down\nStage pos [1600] [-300] [-0.2]\npen up\nStage pos [1300] [] [-0.2]\npen down\nStage pos [1300] [-300] [-0.2]\npen up\nStage pos [1300] [200] [-0.2]\npen down\nStage pos [1600] [200] [-0.2]\nStage pos [1600] [200] [0.2]\npen down\nStage pos [1300] [200] [0.2]\npen up\nStage pos [1300] [200] [-0.2]\npen down\nStage pos [1300] [200] [0.2]\npen up\nStage pos [1700] [140] [-0.2]\npen down\nStage pos [1900] [140] [-0.2]\nStage pos [1900] [140] [0.2]\nStage pos [1700] [140] [0.2]\nStage pos [1700] [140] [-0.2]\nStage pos [1700] [-140] [-0.2]\npen up\nStage pos [1700] [140] [0.2]\npen down\nStage pos [1700] [-140] [0.2]\npen up\nStage pos [1900] [140] [0.2]\npen down\nStage pos [1900] [-140] [0.2]\npen up\nStage pos [1900] [140] [-0.2]\npen down\nStage pos [1900] [-140] [-0.2]\npen up\nStage pos [2000] [140] [-0.2]\npen down\nStage pos [2500] [140] [-0.2]\nStage pos [2500] [140] [0.2]\nStage pos [2000] [140] [0.2]\nStage pos [2000] [140] [-0.2]\npen up\nStage pos [2600] [140] [-0.2]\npen down\nStage pos [2800] [140] [-0.2]\nStage pos [2800] [140] [0.2]\nStage pos [2600] [140] [0.2]\nStage pos [2600] [140] [-0.2]\nStage pos [2800] [140] [-0.2]\nStage pos [2800] [200] [-0.2]\nStage pos [2800] [200] [0.2]\nStage pos [2800] [140] [0.2]\nStage pos [2800] [200] [0.2]\nStage pos [3000] [200] [0.2]\nStage pos [3000] [200] [-0.2]\nStage pos [2800] [200] [-0.2]\nStage pos [2800] [200] [-0.2]\npen up\nStage pos [3000] [200] [0.2]\npen down\nStage pos [3000] [260] [0.2]\nStage pos [3000] [260] [-0.2]\nStage pos [3000] [200] [-0.2]\npen up\nStage pos [3000] [260] [0.2]\npen down\nStage pos [3200] [260] [0.2]\nStage pos [3200] [260] [-0.2]\nStage pos [3000] [260] [-0.2]\npen up\nStage pos [3200] [260] [0.2]\npen down\nStage pos [3200] [1000] [0.2]\npen up\nStage pos [3200] [260] [-0.2]\npen down\nStage pos [3200] [1000] [-0.2]\n\ndefine C\nset pen size to (2)\nset pen color to (#17a3e9)\n数字 [Click to start] 大きさ ((0.004) * (item (1) of [変数リスト v])) X ((0) + ((-1) * (item (1) of [変数リスト v]))) Y [-150] 太さ []\n\ndefine 初期設定\nset [all v] to [1]\nswitch costume to (none v)\nset size to ((1) / ()) %\ndelete all of [text v]\ndelete all of [pte用データ v]\n追加 [0] [13971]\n追加 [1] [28]\n追加 [2] [136479]\n追加 [3] [13_46_79_39]\n追加 [4] [1469_36]\n追加 [5] [314697]\n追加 [6] [317964]\n追加 [7] [139]\n追加 [8] [13971_46]\n追加 [9] [13641_697]\n追加 [A] [139_17_46]\n追加 [B] [12541_46974]\n追加 [C] [3179]\n追加 [D] [126871]\n追加 [E] [13_46_79_17]\n追加 [F] [13_46_17]\n追加 [G] [317965]\n追加 [H] [17_39_46]\n追加 [I] [13_79_28]\n追加 [J] [13_287]\n追加 [K] [17_43_49]\n追加 [L] [179]\n追加 [N] [7193]\n追加 [M] [7125239]\n追加 [O] [13971]\n追加 [P] [13641_47]\n追加 [Q] [13971_59]\n追加 [R] [71254_59]\n追加 [S] [314697]\n追加 [T] [13_28]\n追加 [U] [1793]\n追加 [V] [183]\n追加 [W] [17593]\n追加 [X] [19_37]\n追加 [Y] [158_53]\n追加 [Z] [1379]\n追加 [-] [46]\n追加 [_] [79]\n追加 [.] [8]\n\ndefine 追加 (文字) (code)\nadd (文字) to [text v]\nadd (code) to [pte用データ v]\n\ndefine Go (x) (y)\ngo to x: ((Xp) + ((x) * (Big))) y: (((Big) * ((0.8) * (y))) + (Yp))\nchange [描画 v] by (1)\n\ndefine 数字 (数字) 大きさ (大きさ) X (x) Y (y) 太さ (太さ)\nset [big v] to (大きさ)\npen up\ngo to x: (x) y: (y)\nset [x v] to [0]\nset [xp v] to (x position)\nset [yp v] to (y position)\nrepeat (length of (数字))\n pen up\n change [x v] by (1)\n set [y v] to (item (item # of (letter (X) of (数字)) in [text v]) of [pte用データ v])\n set [z v] to [0]\n pen up\n repeat (length of (Y))\n change [z v] by (1)\n if <(letter (Z) of (Y)) = [1]> then\n Go [] [30]\n end\n if <(letter (Z) of (Y)) = [2]> then\n Go [15] [30]\n end\n if <(letter (Z) of (Y)) = [3]> then\n Go [30] [30]\n end\n if <(letter (Z) of (Y)) = [4]> then\n Go [] []\n end\n if <(letter (Z) of (Y)) = [5]> then\n Go [15] []\n end\n if <(letter (Z) of (Y)) = [6]> then\n Go [30] []\n end\n if <(letter (Z) of (Y)) = [7]> then\n Go [] [-30]\n end\n if <(letter (Z) of (Y)) = [8]> then\n Go [15] [-30]\n end\n if <(letter (Z) of (Y)) = [9]> then\n Go [30] [-30]\n end\n pen down\n if <(letter (Z) of (Y)) = [_]> then\n pen up\n end\n end\n change [xp v] by ((40) * (Big))\nend\n\ndefine User (user)\nset [1 v] to [1]\nset [2 v] to []\nrepeat (length of (user))\n set [2 v] to (join (2) (item # of (letter (1) of (user)) in [文字データa v]))\n change [1 v] by (1)\nend\n\ndefine Detaset (a)\ndelete all of [文字データa v]\nrepeat (10)\n add [] to [文字データa v]\nend\nset [1 v] to [0]\nrepeat (length of (a))\n change [1 v] by (1)\n add (letter (1) of (a)) to [文字データa v]\nend\n\ndefine Space\npen up\ngo to x: (0) y: (100)\nswitch costume to (space v)\nset size to (item (1) of [変数リスト v]) %\nchange [描画 v] by (1)\n\ndefine Decode (usern)\nset [1 v] to [1]\nset [2 v] to []\nrepeat ((0.5) * (length of (usern)))\n set [2 v] to (join (2) (item (join (letter (1) of (usern)) (letter ((1) + (1)) of (usern))) of [文字データa v]))\n change [1 v] by (2)\nend\n\nset pen color to (#ff0094)\nSpike\npen up\n\ndefine データ取得 (\(\))\nset [memo v] to [4]\nset [memo2 v] to []\nrepeat ((0.5) * ((length of (\(\))) - (4)))\n set [memo2 v] to (join (Memo2) (item # of (join (letter (Memo) of (\(\))) (letter ((1) + (Memo)) of (\(\)))) in [文字データa v]))\n change [memo v] by (2)\nend\n\ndefine Score (aa)\nset [memo2 v] to ((-500) + (join (join (letter (1) of (aa)) (letter (2) of (aa))) (letter (3) of (aa))))\n\ndefine Effects \nswitch costume to (none v)\nset size to ((1) / ()) %\nStage pos [1350] [400] []\nswitch costume to (コスチューム2 v)\nset size to (100) %\nset [brightness v] effect to ((5) * ([sin v] of ((timer) * (100)) ))\npoint in direction ((timer) * (2))\nif <<([abs v] of ((y position) - (Y座標)) ) < [30]> and <([abs v] of ((x position) - (X座標)) ) < [30]>> then\n if <not <[] = (Insane)>> then\n set [memo3 v] to [0]\n set [insane v] to []\n start sound [文字表示の衝撃音1 v]\n end\nend\nif <not <[] = (Insane)>> then\n stamp\nend\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nset [brightness v] effect to (Memo3)\nset [ghost v] effect to (Memo3)\nswitch costume to (none v)\nset size to (700) %\nswitch costume to (コスチューム3 v)\nstamp\nswitch costume to (none v)\nset size to ((1) / ()) %\nchange [memo3 v] by (5)\nclear graphic effects\n\ndefine Check point\nset pen color to (#009df6)\nset pen size to (5)\npen up\nStage pos [2100] [140] []\npen down\nStage pos [2100] [220] []\nStage pos [2140] [190] []\nStage pos [2100] [160] []\nCheck it [2140] [140] []\npen up\nStage pos [3100] [260] []\npen down\nStage pos [3100] [350] []\nStage pos [3150] [350] []\nStage pos [3150] [310] []\nStage pos [3100] [310] []\nCheck it [3100] [330] [0]\n\ndefine Check it (x) (y) (xc)\nif <<([abs v] of ((y position) - (Y座標)) ) < [30]> and <([abs v] of ((x position) - (X座標)) ) < [30]>> then\n if <not <(x) = (item (1) of [point v])>> then\n start sound [Coin v]\n replace item (1) of [point v] with (x)\n replace item (2) of [point v] with (y)\n if <not <(xc) = []>> then\n set [all v] to [2]\n end\n end\nend\npen up\n\nwhen I receive [a v]\nset [pitch v] effect to ((1) / ())\nwait (0.3) seconds\nset [pitch v] effect to ()\n\nwhen I receive [a v]\n\n play sound [Pikasonic Cosmos v] until done\nend\n\ndefine Result\ngo to x: () y: ()\nset pen color to (#000000)\nset pen size to (600)\npen down\npen up\nThe particle\nset pen color to (#00aaff)\n数字 (Ur time) 大きさ [1] X ((-20) * (length of (Ur time))) Y [] 太さ [1]\n\n@Intro\n\ndefine D (xdddd)\nset [a v] to (xdddd)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(a) = [1]> then\n switch costume to (コスチューム2 v)\n wait until <[1] < (timer)>\n set [b v] to [0]\n repeat (20)\n change [ghost v] effect by (b)\n change [b v] by (0.5)\n end\n delete this clone\nend\nif <(a) = [2]> then\n switch costume to (c 2 v)\n start sound [Low Whoosh v]\n set size to () %\n repeat until <[1] < (timer)>\n change size by (((100) - (size)) / (8))\n end\n set [b v] to [0]\n repeat (20)\n change size by (b)\n change [b v] by (-0.5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nreset timer\nshow\ngo to x: () y: ()\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nD [1]\nD [2]\nwait until <[2] < (timer)>\nset [3 v] to []\nset [intro v] to []\nbroadcast (A v)\n\nwhen flag clicked\nset [3 v] to [0]\nswitch costume to (コスチューム1 v)\nhide\nif <[0] = (Intro)> then\n broadcast (Intro v)\nelse\n broadcast (A v)\n set [3 v] to []\nend\n\nset [intro v] to [0]\n\n
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[DEMO VERSION / テスト版です。]\n操作方法は普通のプラットフォーマーと同じです。\nこれはテスト版なので、とてもステージが短いです。\nすみません。\nThe operation method is the same as a normal platformer.\nThis is demo version so the stage is too short ;(\nEnjoy!
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Scratch Blocks/// A Platformer
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@Stage\n\nwhen I receive [main menu v]\nset volume to (100) %\nwait (0.5) seconds\nforever\n play sound [Cipher - Electronic Light - Kevin MacLeod v] until done\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen [timer v] > (Timer)\nerase all\nswitch backdrop to (backdrop1 v)\nbroadcast (Outro v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [scene# v] to [1]\nrepeat until <(Outro) = [1]>\n set [timer v] to (timer)\nend\n\n@Empty\n\nset [intro v] to [0]\n\n@Player\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 - Ceiling or Floor \n end\nend\n\ndefine Check Touching Solid \nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - By Moving Platform\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) ))\nShow Health (Health) Of (Max Health) Offset Y [40]\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 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 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)\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 <touching (danger v)?> then\n broadcast (Lose Life v)\nend\nif <(y position) < [-180]> 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 [health v] by (-1)\nif <(Health) > [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]\ngo to [front v] layer\nshow\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 [max health v] to [5]\nset [health v] to (Max Health)\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed-y v] to [10]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\ndefine Show Health (health) Of (max) Offset Y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\n@Level\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\nerase all\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene#))\nStamp Outline\nStamp Shadow\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [scene# v] to [1]\nset [outro v] to [0]\nforever\n if <(Scene#) = [15]> then\n wait (5) seconds\n set [outro v] to [1]\n end\nend\n\n@Danger\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\nerase all\nhide\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\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@Main Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nstart sound [Click v]\nbroadcast (Start Game v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nset [ghost v] effect to (100)\nif <(Intro) < [1]> then\n wait (1) seconds\nend\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n start sound [button v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [game over v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [game over v]\nset [ghost v] effect to (100)\nif <(Intro) < [1]> then\n wait (1) seconds\nend\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n start sound [button v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nif <(Intro) < [1]> then\n wait (1) seconds\nend\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start game v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [outro v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@PFP\n\nwhen I receive [main menu v]\n\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nhide\ngo to [back v] layer\nclear graphic effects\nset [ghost v] effect to (90)\nshow\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\n\nwhen I receive [outro v]\n\nstop [other scripts in sprite v]\nhide\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 []\nset volume to (20) %\nstart sound [Key v]\nset [spawn scene v] to (Scene#)\nset [spawn x v] to ([x position v] of [player v])\nset [spawn y v] to ([y position v] of [player v])\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 [green flag v] to [Green Flag]\nhide\nPlace (Green Flag) Scene [3] XY [36] [118]\nPlace (Green Flag) Scene [4] XY [207] [-93]\nPlace (Green Flag) Scene [6] XY [115] [48]\nPlace (Green Flag) Scene [9] XY [69] [-110]\nPlace (Green Flag) Scene [12] XY [53] [-52]\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@Bouncing icon By @TimMcCool\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen I receive [main menu v]\nforever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Boing v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\nend\n\nwhen I receive [main menu v]\ngo to x: (203) y: (-144)\nchange y by (-100)\nwait (0.15) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n change [ghost v] effect by (-10)\n set [b v] to (((b) * (0.6)) + (((y position) - (-144)) * (-0.2)))\n change y by (b)\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Like and Fav\n\nwhen I receive [start game v]\ngo to x: (0) y: (224)\nforever\n wait (pick random (30) to (40)) seconds\n repeat until <(y position) < [6]>\n change y by (((-5) - (y position)) / (6))\n end\n wait (3) seconds\n repeat until <(y position) > [50]>\n change y by (((5) + (y position)) / (6))\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (224)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@OC\n\nwhen flag clicked\nhide\n\n@Outro\n\ndefine BIG Smooth Glide (x) (y) spd: (speed) dir (dir) siz (siz)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (siz)> and <(round (direction)) = (dir)>>>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (dir)) - (round (direction))) / (speed)) degrees\n change siz (((round (siz)) - (round (size))) / (speed))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [OC]> then\n switch costume to (oc v)\n go to x: (0) y: (0)\n show\n set size to (100) %\n forever\n point in direction ((([cos v] of ((timer) * (180)) ) * (4)) + ((([cos v] of ((timer) * (180)) ) * (4)) + (90)))\n end\nend\n\ndefine Outro\nforever\n switch costume to (pick random (5) to (7))\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Username]> then\n set size to (100) %\n go to x: (0) y: (-123)\n point in direction (90)\n go to [front v] layer\n show\n switch costume to (username v)\n BIG Smooth Glide [0] [-123] spd: [8] dir [90] siz [100]\n forever\n set x to ((0) + (([sin v] of ((200) * (timer)) ) * (15)))\n set size to ((100) + (([cos v] of ((200) * (timer)) ) * (15))) %\n end\nend\n\nwhen I start as a clone\nif <<<<(costume [name v]) = [Love]> or <(costume [name v]) = [Fav]>> or <(costume [name v]) = [Follow]>> or <(costume [name v]) = [Remix]>> then\n forever\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (pick random (4) to (7))\n show\n go to [back v] layer\n go [forward v] (1) layers\n set size to (pick random (30) to (40)) %\n set y to (180)\n point in direction (90)\n set [brightness v] effect to (pick random (0) to (20))\n set x to (pick random (-200) to (200))\n wait (.03) seconds\n repeat (18)\n change [ghost v] effect by (4)\n change y by (-20)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [BG]> then\n go to x: (0) y: (0)\n show\n go to [back v] layer\nend\n\nwhen I receive [outro v]\nset [ghost v] effect to (100)\nhide\npoint in direction (90)\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (love v)\ncreate clone of (_myself_ v)\nswitch costume to (fav v)\ncreate clone of (_myself_ v)\nswitch costume to (follow v)\ncreate clone of (_myself_ v)\nswitch costume to (remix v)\ncreate clone of (_myself_ v)\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nOutro\n\nwhen I receive [outro v]\nset volume to (50) %\nforever\n play sound [Hinkik - Time Leaper v] until done\nend\n\n@Control Stick\n\nwhen flag clicked\ngo to x: (190) y: (-130)\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (100) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\nhide\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Game Over :(\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start game v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Health Bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine Show Health (health) Of (max) Offset Y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\n@Intro\n\nwhen flag clicked\nbroadcast (Intro v)\n\nset [intro played? v] to [false]\n\nwhen I receive [intro v]\nif <(Intro played?) = [false]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n hide\n start sound [Super Mario Run \(Trap Remix\) v]\n Clone all PFP part\n Clone [0] [0] [Background]\n Clone [0] [0] [Original PFP]\n Clone [0] [0] [Beat]\nelse\n broadcast (Main Menu v)\nend\n\ndefine Clone (x) (y) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Clone all PFP part\nClone [0] [0] [PFP Part 1]\nClone [0] [206] [PFP Part 2]\nClone [0] [-206] [PFP Part 3]\nClone [-202] [0] [PFP Part 4]\nClone [202] [0] [PFP Part 5]\n\nwhen I start as a clone\nif <(costume [name v]) = [PFP Part 1]> then\n set size to (0) %\n show\n repeat until <(size) > [99.5]>\n change size by (((100) - (size)) / (10))\n end\n set size to (100) %\n wait (0.8) seconds\nend\nif <(costume [name v]) = [PFP Part 2]> then\n show\n repeat until <(y position) < [0.5]>\n change y by (((0) - (y position)) / (10))\n end\n set y to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [PFP Part 3]> then\n show\n repeat until <(y position) > [-0.5]>\n change y by (((0) - (y position)) / (10))\n end\n set y to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [PFP Part 4]> then\n show\n repeat until <(x position) > [-0.5]>\n change x by (((0) - (x position)) / (10))\n end\n set x to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [PFP Part 5]> then\n show\n repeat until <(x position) < [0.5]>\n change x by (((0) - (x position)) / (10))\n end\n set x to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [Background]> then\n set [intro: x vel v] to [-1]\n set [intro: y vel v] to [-1]\n wait (2.4) seconds\n show\n repeat (135)\n go to x: (0) y: (0)\n end\n set [intro played? v] to [true]\n broadcast (Main Menu v)\n repeat until <(y position) < [-347]>\n change y by (Intro: y vel)\n change [intro: y vel v] by ((Intro: y vel) / (4))\n change x by (Intro: x vel)\n change [intro: x vel v] by ((Intro: x vel) / (4))\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\nif <(costume [name v]) = [Original PFP]> then\n set [intro: var v] to [0]\n wait (2.4) seconds\n show\n wait (0.5) seconds\n repeat (110)\n PFP action\n end\n repeat until <(size) < [50.5]>\n change size by (((50) - (size)) / (5))\n change [ghost v] effect by (5)\n go to [front v] layer\n PFP action\n end\nend\nif <(costume [name v]) = [Beat]> then\n set size to (0) %\n wait (2.35) seconds\n show\n repeat until <(size) > [199.9]>\n change size by (((200) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\ndefine PFP action\nchange [intro: var v] by (10)\npoint in direction ((([sin v] of (Intro: var) ) * (10)) + (90))\nset y to (([sin v] of ((Intro: var) * (2)) ) * (10))\n\n
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⭐⭐How To Play⭐⭐\n➡️Use Arrow Keys Or WASD To Move\n➡️Use The Joystick If You Are Mobile\n➡️5 Lives\n➡️Comment "Finished" If You Finished\n➡️Tell Me About Glitches\n➡️❤️ & ⭐
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Cuber 3D - A Platformer (Alpha v1.10)
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@Stage\n\nwhen I receive [intro ended v]\nforever\n play sound [Off to Osaka - Kevin MacLeod v] until done\nend\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Blank\n\n@The whole 3D game\n\ndefine Render\nerase all\nset [at polygon v] to [0]\nrepeat (length of [sorted render data v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [sorted render data v])\n set [x1 v] to ((Focal length) * ((Vertex1 X) / (Vertex1 Z)))\n if <(X1) > [460]> then\n set [x1 v] to [460]\n end\n if <(X1) < [-460]> then\n set [x1 v] to [-460]\n end\n set [y1 v] to ((Focal length) * ((Vertex1 Y) / (Vertex1 Z)))\n if <(Y1) > [340]> then\n set [y1 v] to [340]\n end\n if <(Y1) < [-340]> then\n set [y1 v] to [-340]\n end\n set [x2 v] to ((Focal length) * ((Vertex2 X) / (Vertex2 Z)))\n if <(X2) > [460]> then\n set [x2 v] to [460]\n end\n if <(X2) < [-460]> then\n set [x2 v] to [-460]\n end\n set [y2 v] to ((Focal length) * ((Vertex2 Y) / (Vertex2 Z)))\n if <(Y2) > [340]> then\n set [y2 v] to [340]\n end\n if <(Y2) < [-340]> then\n set [y2 v] to [-340]\n end\n set [x3 v] to ((Focal length) * ((Vertex3 X) / (Vertex3 Z)))\n if <(X3) > [460]> then\n set [x3 v] to [460]\n end\n if <(X3) < [-460]> then\n set [x3 v] to [-460]\n end\n set [y3 v] to ((Focal length) * ((Vertex3 Y) / (Vertex3 Z)))\n if <(Y3) > [340]> then\n set [y3 v] to [340]\n end\n if <(Y3) < [-340]> then\n set [y3 v] to [-340]\n end\n Draw polygon at Start X: (X1) Start Y: (Y1) Middle X: (X2) Middle Y: (Y2) End X: (X3) End Y: (Y3)\nend\n\ndefine Rotate to camera X angle X1: (x1) Z1: (z1) X2: (x2) Z2: (z2) X3: (x3) Z3: (z3)\nset [rotated vertex1 x v] to (((z1) * ([sin v] of (Camera X angle) )) + ((x1) * ([cos v] of (Camera X angle) )))\nset [rotated vertex1 z v] to (((z1) * ([cos v] of (Camera X angle) )) - ((x1) * ([sin v] of (Camera X angle) )))\nset [rotated vertex2 x v] to (((z2) * ([sin v] of (Camera X angle) )) + ((x2) * ([cos v] of (Camera X angle) )))\nset [rotated vertex2 z v] to (((z2) * ([cos v] of (Camera X angle) )) - ((x2) * ([sin v] of (Camera X angle) )))\nset [rotated vertex3 x v] to (((z3) * ([sin v] of (Camera X angle) )) + ((x3) * ([cos v] of (Camera X angle) )))\nset [rotated vertex3 z v] to (((z3) * ([cos v] of (Camera X angle) )) - ((x3) * ([sin v] of (Camera X angle) )))\n\ndefine Draw polygon at Start X: (x1) Start Y: (y1) Middle X: (x2) Middle Y: (y2) End X: (x3) End Y: (y3)\nset pen size to (Resolution)\nset pen (color v) to (Colour)\nset pen (saturation v) to (Saturation)\nset pen (brightness v) to (Brightness)\nset pen (transparency v) to (Transparency)\nset [next pen v] to [0]\nset [lines v] to (([sqrt v] of ((((x3) - (x1)) * ((x3) - (x1))) + (((y3) - (y1)) * ((y3) - (y1)))) ) / (Resolution))\nrepeat (Lines)\n change [next pen v] by (1)\n pen up\n go to x: (x2) y: (y2)\n pen down\n go to x: (((((x1) - (x3)) / (Lines)) * (next pen)) + (x3)) y: (((((y1) - (y3)) / (Lines)) * (next pen)) + (y3))\nend\n\ndefine Rotate to camera Y angle Y1: (y1) Z1: (z1) Y2: (y2) Z2: (z2) Y3: (y3) Z3: (z3)\nset [rotated vertex1 y v] to (((z1) * ([sin v] of (Camera Y angle) )) + ((y1) * ([cos v] of (Camera Y angle) )))\nset [rotated vertex1 z v] to (((z1) * ([cos v] of (Camera Y angle) )) - ((y1) * ([sin v] of (Camera Y angle) )))\nset [rotated vertex2 y v] to (((z2) * ([sin v] of (Camera Y angle) )) + ((y2) * ([cos v] of (Camera Y angle) )))\nset [rotated vertex2 z v] to (((z2) * ([cos v] of (Camera Y angle) )) - ((y2) * ([sin v] of (Camera Y angle) )))\nset [rotated vertex3 y v] to (((z3) * ([sin v] of (Camera Y angle) )) + ((y3) * ([cos v] of (Camera Y angle) )))\nset [rotated vertex3 z v] to (((z3) * ([cos v] of (Camera Y angle) )) - ((y3) * ([sin v] of (Camera Y angle) )))\n\ndefine The full 3D script\n3D calculations\nSorting polygons from farest to closest\nRender\n\ndefine 3D calculations\ndelete all of [render data v]\nset [at polygon v] to [0]\nrepeat (length of [3d data v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [3d data v])\n Rotate to camera X angle X1: ((Vertex1 X) + (Camera X)) Z1: ((Vertex1 Z) + (Camera Z)) X2: ((Vertex2 X) + (Camera X)) Z2: ((Vertex2 Z) + (Camera Z)) X3: ((Vertex3 X) + (Camera X)) Z3: ((Vertex3 Z) + (Camera Z))\n Rotate to camera Y angle Y1: ((Vertex1 Y) + (Camera Y)) Z1: (Rotated vertex1 Z) Y2: ((Vertex2 Y) + (Camera Y)) Z2: (Rotated vertex2 Z) Y3: ((Vertex3 Y) + (Camera Y)) Z3: (Rotated vertex3 Z)\n if <<<(Rotated vertex1 Z) > [0]> and <(Rotated vertex2 Z) > [0]>> and <(Rotated vertex3 Z) > [0]>> then\n Join all data to polygon data\n add (Joined result) to [render data v]\n end\nend\n\ndefine Sorting polygons from farest to closest\ndelete all of [sorted render data v]\ndelete all of [distance v]\nset [current polygon v] to [0]\nrepeat (length of [render data v])\n change [current polygon v] by (1)\n Read current distance (Current polygon)\n set [at item v] to [1]\n if <not <(length of [sorted render data v]) = [0]>> then\n repeat until <<not <(Current distance) < (item (At item) of [distance v])>> or <(At item) = (length of [sorted render data v])>>\n change [at item v] by (1)\n end\n end\n insert (item (Current polygon) of [render data v]) at (At item) of [sorted render data v] \n insert (Current distance) at (At item) of [distance v] \nend\n\ndefine Read current distance (item)\nRead polygon data: (item (item) of [render data v])\nset [highest x v] to (Vertex1 X)\nset [lowest x v] to (Vertex1 X)\nset [highest y v] to (Vertex1 Y)\nset [lowest y v] to (Vertex1 Y)\nset [highest z v] to (Vertex1 Z)\nset [lowest z v] to (Vertex1 Z)\nif <(Vertex2 X) > (Highest X)> then\n set [highest x v] to (Vertex2 X)\nend\nif <(Vertex2 X) < (Lowest X)> then\n set [lowest x v] to (Vertex2 X)\nend\nif <(Vertex2 Y) > (Highest Y)> then\n set [highest y v] to (Vertex2 Y)\nend\nif <(Vertex2 Y) < (Lowest Y)> then\n set [lowest y v] to (Vertex2 Y)\nend\nif <(Vertex2 Z) > (Highest Z)> then\n set [highest z v] to (Vertex2 Z)\nend\nif <(Vertex2 Z) < (Lowest Z)> then\n set [lowest z v] to (Vertex2 Z)\nend\nif <(Vertex3 X) > (Highest X)> then\n set [highest x v] to (Vertex3 X)\nend\nif <(Vertex3 X) < (Lowest X)> then\n set [lowest x v] to (Vertex3 X)\nend\nif <(Vertex3 Y) > (Highest Y)> then\n set [highest y v] to (Vertex3 Y)\nend\nif <(Vertex3 Y) < (Lowest Y)> then\n set [lowest y v] to (Vertex3 Y)\nend\nif <(Vertex3 Z) > (Highest Z)> then\n set [highest z v] to (Vertex3 Z)\nend\nif <(Vertex3 Z) < (Lowest Z)> then\n set [lowest z v] to (Vertex3 Z)\nend\nset [center x v] to ((Lowest X) + (((Highest X) - (Lowest X)) / (2)))\nset [center y v] to ((Lowest Y) + (((Highest Y) - (Lowest Y)) / (2)))\nset [center z v] to (Highest Z)\nset [current distance v] to (((Center X) * (Center X)) + (((Center Y) * (Center Y)) + ((Center Z) * (Center Z))))\n\nset [at letter v] to [0]\nset [current item distance v] to []\nrepeat until <(letter ((At letter) + (1)) of (item (item) of [sorted render data v])) = [,]>\n change [at letter v] by (1)\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (item (item) of [sorted render data v])) = [,]>\n change [at letter v] by (1)\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (item (item) of [sorted render data v])) = [.]>\n change [at letter v] by (1)\n set [current item distance v] to (join (Current item distance) (letter (At letter) of (item (item) of [sorted render data v])))\nend\n\nadd [-20,-20,-20.-20,20,-20.20,-20,-20.65,100,100,0] to [player model v]\nadd [20,20,-20.-20,20,-20.20,-20,-20.65,100,100,0] to [player model v]\nadd [-20,-20,20.-20,20,20.20,-20,20.65,100,100,0] to [player model v]\nadd [20,20,20.-20,20,20.20,-20,20.65,100,100,0] to [player model v]\nadd [-20,-20,-20.-20,20,-20.-20,-20,20.65,100,100,0] to [player model v]\nadd [-20,20,20.-20,20,-20.-20,-20,20.65,100,100,0] to [player model v]\nadd [20,-20,-20.20,20,-20.20,-20,20.65,100,100,0] to [player model v]\nadd [20,20,20.20,20,-20.20,-20,20.65,100,100,0] to [player model v]\nadd [-20,20,-20.-20,20,20.20,20,20.65,100,100,0] to [player model v]\nadd [20,20,-20.-20,20,-20.20,20,20.65,100,100,0] to [player model v]\nadd [-20,-20,-20.-20,-20,20.20,-20,20.65,100,100,0] to [player model v]\nadd [20,-20,-20.-20,-20,-20.20,-20,20.65,100,100,0] to [player model v]\n\ndelete (3) of [player model v]\n\ndefine Add player object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [player model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [player model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\ndelete all of [player model v]\n\ndefine Read polygon data: (data)\nset [at letter v] to [0]\nset [vertex1 x v] to []\nset [vertex1 y v] to []\nset [vertex1 z v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [vertex1 x v] to (join (Vertex1 X) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [vertex1 y v] to (join (Vertex1 Y) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [vertex1 z v] to (join (Vertex1 Z) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [vertex2 x v] to []\nset [vertex2 y v] to []\nset [vertex2 z v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [vertex2 x v] to (join (Vertex2 X) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [vertex2 y v] to (join (Vertex2 Y) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [vertex2 z v] to (join (Vertex2 Z) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [vertex3 x v] to []\nset [vertex3 y v] to []\nset [vertex3 z v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [vertex3 x v] to (join (Vertex3 X) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [vertex3 y v] to (join (Vertex3 Y) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [vertex3 z v] to (join (Vertex3 Z) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [colour v] to []\nset [saturation v] to []\nset [brightness v] to []\nset [transparency v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [colour v] to (join (Colour) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [saturation v] to (join (Saturation) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [brightness v] to (join (Brightness) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(At letter) = (length of (data))>\n change [at letter v] by (1)\n set [transparency v] to (join (Transparency) (letter (At letter) of (data)))\nend\n\nadd [-20,-20,-20.-20,20,-20.20,-20,-20.10,100,100,0] to [ground model v]\nadd [20,20,-20.-20,20,-20.20,-20,-20.10,100,100,0] to [ground model v]\nadd [-20,-20,20.-20,20,20.20,-20,20.10,100,100,0] to [ground model v]\nadd [20,20,20.-20,20,20.20,-20,20.10,100,100,0] to [ground model v]\nadd [-20,-20,-20.-20,20,-20.-20,-20,20.10,100,100,0] to [ground model v]\nadd [-20,20,20.-20,20,-20.-20,-20,20.10,100,100,0] to [ground model v]\nadd [20,-20,-20.20,20,-20.20,-20,20.10,100,100,0] to [ground model v]\nadd [20,20,20.20,20,-20.20,-20,20.10,100,100,0] to [ground model v]\nadd [-20,20,-20.-20,20,20.20,20,20.30,100,100,0] to [ground model v]\nadd [20,20,-20.-20,20,-20.20,20,20.30,100,100,0] to [ground model v]\nadd [-20,-20,-20.-20,-20,20.20,-20,20.10,100,100,0] to [ground model v]\nadd [20,-20,-20.-20,-20,-20.20,-20,20.10,100,100,0] to [ground model v]\n\ndelete all of [ground model v]\n\ndefine Add ground object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [ground model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [ground model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\ndefine Read object data: (data)\nset [at letter v] to [0]\nset [object type v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [object type v] to (join (Object type) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [x position v] to []\nset [y position v] to []\nset [z position v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [x position v] to (join (X position) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [y position v] to (join (Y position) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [z position v] to (join (Z position) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [x scale v] to []\nset [y scale v] to []\nset [z scale v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [x scale v] to (join (X scale) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [y scale v] to (join (Y scale) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(At letter) = (length of (data))>\n change [at letter v] by (1)\n set [z scale v] to (join (Z scale) (letter (At letter) of (data)))\nend\n\ndefine Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [vertex1 x v] to ((Vertex1 X) * (x scale))\nset [vertex1 y v] to ((Vertex1 Y) * (y scale))\nset [vertex1 z v] to ((Vertex1 Z) * (z scale))\nset [vertex2 x v] to ((Vertex2 X) * (x scale))\nset [vertex2 y v] to ((Vertex2 Y) * (y scale))\nset [vertex2 z v] to ((Vertex2 Z) * (z scale))\nset [vertex3 x v] to ((Vertex3 X) * (x scale))\nset [vertex3 y v] to ((Vertex3 Y) * (y scale))\nset [vertex3 z v] to ((Vertex3 Z) * (z scale))\nset [rotated vertex1 x v] to (Vertex1 X)\nset [rotated vertex1 y v] to (((Vertex1 Y) * ([cos v] of (x angle) )) - ((Vertex1 Z) * ([sin v] of (x angle) )))\nset [rotated vertex1 z v] to (((Vertex1 Y) * ([sin v] of (x angle) )) + ((Vertex1 Z) * ([cos v] of (x angle) )))\nset [rotated vertex2 x v] to (Vertex2 X)\nset [rotated vertex2 y v] to (((Vertex2 Y) * ([cos v] of (x angle) )) - ((Vertex2 Z) * ([sin v] of (x angle) )))\nset [rotated vertex2 z v] to (((Vertex2 Y) * ([sin v] of (x angle) )) + ((Vertex2 Z) * ([cos v] of (x angle) )))\nset [rotated vertex3 x v] to (Vertex3 X)\nset [rotated vertex3 y v] to (((Vertex3 Y) * ([cos v] of (x angle) )) - ((Vertex3 Z) * ([sin v] of (x angle) )))\nset [rotated vertex3 z v] to (((Vertex3 Y) * ([sin v] of (x angle) )) + ((Vertex3 Z) * ([cos v] of (x angle) )))\nUpdate values to be rotated\nset [rotated vertex1 x v] to (((Vertex1 Z) * ([sin v] of (y angle) )) + ((Vertex1 X) * ([cos v] of (y angle) )))\nset [rotated vertex1 y v] to (Vertex1 Y)\nset [rotated vertex1 z v] to (((Vertex1 Z) * ([cos v] of (y angle) )) - ((Vertex1 X) * ([sin v] of (y angle) )))\nset [rotated vertex2 x v] to (((Vertex2 Z) * ([sin v] of (y angle) )) + ((Vertex2 X) * ([cos v] of (y angle) )))\nset [rotated vertex2 y v] to (Vertex2 Y)\nset [rotated vertex2 z v] to (((Vertex2 Z) * ([cos v] of (y angle) )) - ((Vertex2 X) * ([sin v] of (y angle) )))\nset [rotated vertex3 x v] to (((Vertex3 Z) * ([sin v] of (y angle) )) + ((Vertex3 X) * ([cos v] of (y angle) )))\nset [rotated vertex3 y v] to (Vertex3 Y)\nset [rotated vertex3 z v] to (((Vertex3 Z) * ([cos v] of (y angle) )) - ((Vertex3 X) * ([sin v] of (y angle) )))\nUpdate values to be rotated\nset [rotated vertex1 x v] to (((Vertex1 X) * ([cos v] of (z angle) )) - ((Vertex1 Y) * ([sin v] of (z angle) )))\nset [rotated vertex1 y v] to (((Vertex1 X) * ([sin v] of (z angle) )) + ((Vertex1 Y) * ([cos v] of (z angle) )))\nset [rotated vertex1 z v] to (Vertex1 Z)\nset [rotated vertex2 x v] to (((Vertex2 X) * ([cos v] of (z angle) )) - ((Vertex2 Y) * ([sin v] of (z angle) )))\nset [rotated vertex2 y v] to (((Vertex2 X) * ([sin v] of (z angle) )) + ((Vertex2 Y) * ([cos v] of (z angle) )))\nset [rotated vertex2 z v] to (Vertex2 Z)\nset [rotated vertex3 x v] to (((Vertex3 X) * ([cos v] of (z angle) )) - ((Vertex3 Y) * ([sin v] of (z angle) )))\nset [rotated vertex3 y v] to (((Vertex3 X) * ([sin v] of (z angle) )) + ((Vertex3 Y) * ([cos v] of (z angle) )))\nset [rotated vertex3 z v] to (Vertex3 Z)\nset [rotated vertex1 x v] to ((Rotated vertex1 X) + (x))\nset [rotated vertex1 y v] to ((Rotated vertex1 Y) + (y))\nset [rotated vertex1 z v] to ((Rotated vertex1 Z) + (z))\nset [rotated vertex2 x v] to ((Rotated vertex2 X) + (x))\nset [rotated vertex2 y v] to ((Rotated vertex2 Y) + (y))\nset [rotated vertex2 z v] to ((Rotated vertex2 Z) + (z))\nset [rotated vertex3 x v] to ((Rotated vertex3 X) + (x))\nset [rotated vertex3 y v] to ((Rotated vertex3 Y) + (y))\nset [rotated vertex3 z v] to ((Rotated vertex3 Z) + (z))\n\ndefine Join all data to polygon data\nset [joined result v] to (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (join (round (Rotated vertex1 X)) [,]) (round (Rotated vertex1 Y))) [,]) (round (Rotated vertex1 Z))) [.]) (round (Rotated vertex2 X))) [,]) (round (Rotated vertex2 Y))) [,]) (round (Rotated vertex2 Z))) [.]) (round (Rotated vertex3 X))) [,]) (round (Rotated vertex3 Y))) [,]) (round (Rotated vertex3 Z))) [.]) (round (Colour))) [,]) (round (Saturation))) [,]) (round (Brightness))) [,]) (round (Transparency)))\n\nwhen I receive [start background v]\nLoad level [Title screen]\nforever\n if <(Player X angle) = [360]> then\n set [player x angle v] to [0]\n else\n change [player x angle v] by (1)\n end\n Camera positioning\n Add objects\n The full 3D script\nend\n\ndefine Add objects\ndelete all of [3d data v]\nAdd player object at X: (Player X) Y: (Player Y) Z: (Player Z) X angle: [0] Y angle: [0] Z angle: [0] X scale: [1] Y scale: [1] Z scale: [1]\nAdd flag object at X: (Flag X) Y: (Flag Y) Z: (Flag Z) X angle: [0] Y angle: [0] Z angle: [0] X scale: [1] Y scale: [1] Z scale: [1]\nset [at object v] to [0]\nrepeat (length of [object data v])\n change [at object v] by (1)\n Read object data: (item (At object) of [object data v])\n if <(Object type) = [1]> then\n Add ground object at X: (X position) Y: (Y position) Z: (Z position) X angle: [0] Y angle: [0] Z angle: [0] X scale: (X scale) Y scale: (Y scale) Z scale: (Z scale)\n end\n if <(Object type) = [2]> then\n Add lava object at X: (X position) Y: (Y position) Z: (Z position) X angle: [0] Y angle: [0] Z angle: [0] X scale: (X scale) Y scale: (Y scale) Z scale: (Z scale)\n end\n if <(Object type) = [3]> then\n Add spike object at X: (X position) Y: (Y position) Z: (Z position) X angle: [0] Y angle: [0] Z angle: [0] X scale: (X scale) Y scale: (Y scale) Z scale: (Z scale)\n end\n if <(Object type) = [4]> then\n Add rock object at X: (X position) Y: (Y position) Z: (Z position) X angle: [0] Y angle: [0] Z angle: [0] X scale: (X scale) Y scale: (Y scale) Z scale: (Z scale)\n end\n if <(Object type) = [5]> then\n Add bush object at X: (X position) Y: (Y position) Z: (Z position) X angle: [0] Y angle: [0] Z angle: [0] X scale: (X scale) Y scale: (Y scale) Z scale: (Z scale)\n end\nend\n\ndefine Add lava object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle:) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [lava model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [lava model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\nadd [-20,-20,-20.-20,20,-20.20,-20,-20.0,100,100,0] to [lava model v]\nadd [20,20,-20.-20,20,-20.20,-20,-20.0,100,100,0] to [lava model v]\nadd [-20,-20,20.-20,20,20.20,-20,20.0,100,100,0] to [lava model v]\nadd [20,20,20.-20,20,20.20,-20,20.0,100,100,0] to [lava model v]\nadd [-20,-20,-20.-20,20,-20.-20,-20,20.0,100,100,0] to [lava model v]\nadd [-20,20,20.-20,20,-20.-20,-20,20.0,100,100,0] to [lava model v]\nadd [20,-20,-20.20,20,-20.20,-20,20.0,100,100,0] to [lava model v]\nadd [20,20,20.20,20,-20.20,-20,20.0,100,100,0] to [lava model v]\nadd [-20,20,-20.-20,20,20.20,20,20.0,100,100,0] to [lava model v]\nadd [20,20,-20.-20,20,-20.20,20,20.0,100,100,0] to [lava model v]\nadd [-20,-20,-20.-20,-20,20.20,-20,20.0,100,100,0] to [lava model v]\nadd [20,-20,-20.-20,-20,-20.20,-20,20.0,100,100,0] to [lava model v]\n\ndelete all of [lava model v]\n\ndelete all of [title screen v]\nadd [1.0,-40,0.10,1,15] to [title screen v]\nadd [1.-200,80,-120.2,1,2] to [title screen v]\nadd [1.-200,120,0.2,1,2] to [title screen v]\nadd [1.-200,160,120.2,1,2] to [title screen v]\nadd [3.-40,0,80.1,1,1] to [title screen v]\nadd [2.0,0,160.10,1,1] to [title screen v]\nadd [4.160,0,-120.1,1,2] to [title screen v]\nadd [5.-160,0,-160.1,1,2] to [title screen v]\n\nadd [-20,-20,-20.0,20,0.20,-20,-20.0,0,80,0] to [spike model v]\nadd [20,-20,-20.0,20,0.20,-20,20.0,0,70,0] to [spike model v]\nadd [20,-20,20.0,20,0.-20,-20,20.0,0,80,0] to [spike model v]\nadd [-20,-20,20.0,20,0.-20,-20,-20.0,0,70,0] to [spike model v]\nadd [-20,-20,-20.-20,-20,20.20,-20,20.0,0,80,0] to [spike model v]\nadd [20,-20,-20.-20,-20,-20.20,-20,20.0,0,80,0] to [spike model v]\n\ndelete all of [spike model v]\n\ndefine Add spike object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [spike model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [spike model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\nadd [-20,-20,-20.-20,20,-20.20,-20,-20.0,0,60,0] to [rock model v]\nadd [20,20,-20.-20,20,-20.20,-20,-20.0,0,60,0] to [rock model v]\nadd [-20,-20,20.-20,20,20.20,-20,20.0,0,60,0] to [rock model v]\nadd [20,20,20.-20,20,20.20,-20,20.0,0,60,0] to [rock model v]\nadd [-20,-20,-20.-20,20,-20.-20,-20,20.0,0,60,0] to [rock model v]\nadd [-20,20,20.-20,20,-20.-20,-20,20.0,0,60,0] to [rock model v]\nadd [20,-20,-20.20,20,-20.20,-20,20.0,0,60,0] to [rock model v]\nadd [20,20,20.20,20,-20.20,-20,20.0,0,60,0] to [rock model v]\nadd [-20,20,-20.-20,20,20.20,20,20.0,0,60,0] to [rock model v]\nadd [20,20,-20.-20,20,-20.20,20,20.0,0,60,0] to [rock model v]\nadd [-20,-20,-20.-20,-20,20.20,-20,20.0,0,60,0] to [rock model v]\nadd [20,-20,-20.-20,-20,-20.20,-20,20.0,0,60,0] to [rock model v]\n\ndelete all of [rock model v]\n\ndefine Add rock object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [rock model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [rock model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\ndefine Add bush object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [bush model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [bush model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\nadd [-20,-20,-20.-20,20,-20.20,-20,-20.30,100,55,0] to [bush model v]\nadd [20,20,-20.-20,20,-20.20,-20,-20.30,100,55,0] to [bush model v]\nadd [-20,-20,20.-20,20,20.20,-20,20.30,100,55,0] to [bush model v]\nadd [20,20,20.-20,20,20.20,-20,20.30,100,55,0] to [bush model v]\nadd [-20,-20,-20.-20,20,-20.-20,-20,20.30,100,55,0] to [bush model v]\nadd [-20,20,20.-20,20,-20.-20,-20,20.30,100,55,0] to [bush model v]\nadd [20,-20,-20.20,20,-20.20,-20,20.30,100,55,0] to [bush model v]\nadd [20,20,20.20,20,-20.20,-20,20.30,100,55,0] to [bush model v]\nadd [-20,20,-20.-20,20,20.20,20,20.30,100,55,0] to [bush model v]\nadd [20,20,-20.-20,20,-20.20,20,20.30,100,55,0] to [bush model v]\nadd [-20,-20,-20.-20,-20,20.20,-20,20.30,100,55,0] to [bush model v]\nadd [20,-20,-20.-20,-20,-20.20,-20,20.30,100,55,0] to [bush model v]\n\ndelete all of [bush model v]\n\ndefine Rotate camera to player Y angle: (y angle) Camera Y: (camera y) Camera Z: (camera z)\nset [camera y v] to (((camera z) * ([sin v] of (y angle) )) + ((camera y) * ([cos v] of (y angle) )))\nset [camera z v] to (((camera z) * ([cos v] of (y angle) )) - ((camera y) * ([sin v] of (y angle) )))\n\ndefine Rotate camera to player X angle: (x angle) Camera X: (camera x) Camera Z: (camera z)\nset [camera x v] to (((camera z) * ([sin v] of (x angle) )) + ((camera x) * ([cos v] of (x angle) )))\nset [camera z v] to (((camera z) * ([cos v] of (x angle) )) - ((camera x) * ([sin v] of (x angle) )))\n\ndefine Point camera to player\nset [camera x angle v] to ((Player X angle) * (-1))\nset [camera y angle v] to ((player Y angle) * (-1))\n\nif <(Rotated vertex1 Z) < [100]> then\n set [rotated vertex1 z v] to [100]\nend\nif <(Rotated vertex2 Z) < [100]> then\n set [rotated vertex2 z v] to [100]\nend\nif <(Rotated vertex3 Z) < [100]> then\n set [rotated vertex3 z v] to [100]\nend\n\nwhen I receive [start background v]\nset [player x angle v] to [90]\nset [player y angle v] to [-85]\nset [speed v] to [20]\nrepeat (20)\n change [player x angle v] by (Speed)\n change [player y angle v] by (3)\n change [speed v] by (-1)\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nset [level v] to [1]\nbroadcast (Start level v)\n\ndefine Load level (selection)\nLoad player and flag position data (item ((selection) + (1)) of [player starting position and flag data v])\ndelete all of [object data v]\nif <(selection) = [Title screen]> then\n set [at object v] to [0]\n repeat (length of [title screen v])\n change [at object v] by (1)\n add (item (At object) of [title screen v]) to [object data v]\n end\nend\nif <(selection) = [1]> then\n set [at object v] to [0]\n repeat (length of [level 1 v])\n change [at object v] by (1)\n add (item (At object) of [level 1 v]) to [object data v]\n end\nend\nif <(selection) = [2]> then\n set [at object v] to [0]\n repeat (length of [level 2 v])\n change [at object v] by (1)\n add (item (At object) of [level 2 v]) to [object data v]\n end\nend\nif <(selection) = [3]> then\n set [at object v] to [0]\n repeat (length of [level 3 v])\n change [at object v] by (1)\n add (item (At object) of [level 3 v]) to [object data v]\n end\nend\nif <(selection) = [4]> then\n set [at object v] to [0]\n repeat (length of [level 4 v])\n change [at object v] by (1)\n add (item (At object) of [level 4 v]) to [object data v]\n end\nend\nif <(selection) = [5]> then\n set [at object v] to [0]\n repeat (length of [editor level 1 v])\n change [at object v] by (1)\n add (item (At object) of [editor level 1 v]) to [object data v]\n end\nend\nif <(selection) = [6]> then\n set [at object v] to [0]\n repeat (length of [editor level 2 v])\n change [at object v] by (1)\n add (item (At object) of [editor level 2 v]) to [object data v]\n end\nend\nif <(selection) = [7]> then\n set [at object v] to [0]\n repeat (length of [editor level 3 v])\n change [at object v] by (1)\n add (item (At object) of [editor level 3 v]) to [object data v]\n end\nend\nif <(selection) = [8]> then\n set [at object v] to [0]\n repeat (length of [editor level 4 v])\n change [at object v] by (1)\n add (item (At object) of [editor level 4 v]) to [object data v]\n end\nend\n\ndefine Add flag object at X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\nset [at polygon v] to [0]\nrepeat (length of [flag model v])\n change [at polygon v] by (1)\n Read polygon data: (item (At polygon) of [flag model v])\n Transform X: (x) Y: (y) Z: (z) X angle: (x angle) Y angle: (y angle) Z angle: (z angle) X scale: (x scale) Y scale: (y scale) Z scale: (z scale)\n Join all data to polygon data\n add (Joined result) to [3d data v]\nend\n\nadd [-20,-20,0.-20,20,0.-10,20,0.0,0,65,0] to [flag model v]\nadd [-20,20,0.20,10,0.-20,0,0.65,100,100,0] to [flag model v]\n\ndelete all of [flag model v]\n\nwhen I receive [start level v]\nLoad level (Level)\nset [player x angle v] to [0]\nset [player y angle v] to [-45]\nforever\n if <(Game Paused?) = [0]> then\n Platformer script\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <<(Player Y) < [-500]> and <(SFX) = [1]>> then\n start sound [Falling sound effect v]\n end\n if <<(Collision?) = [2]> or <(Player Y) < [-500]>> then\n Load player and flag position data (item ((Level) + (1)) of [player starting position and flag data v])\n end\n if <(Collision?) = [3]> then\n if <(Level) = [4]> then\n broadcast (Congratulations message v)\n stop [this script v]\n else\n change [level v] by (1)\n broadcast (Start level v)\n end\n end\n end\n Camera positioning\n Add objects\n The full 3D script\nend\n\ndefine Camera positioning\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [camera z v] to [450]\nRotate camera to player Y angle: (player Y angle) Camera Y: (Camera X) Camera Z: (Camera Z)\nRotate camera to player X angle: (Player X angle) Camera X: (Camera X) Camera Z: (Camera Z)\nPoint camera to player\nset [camera x v] to ((Camera X) - (Player X))\nset [camera y v] to ((Camera Y) - (Player Y))\nset [camera z v] to ((Camera Z) - (Player Z))\n\ndefine Detect collision at X: (x) Y: (y) Z: (z)\nset [collision? v] to [0]\nset [at object v] to [0]\nrepeat (length of [object data v])\n change [at object v] by (1)\n Read object data: (item (At object) of [object data v])\n Detect X: (x) Y: (y) Z: (z)\n if <(Collision detected?) = [1]> then\n if <<(Object type) = [2]> or <(Object type) = [3]>> then\n set [collision? v] to [2]\n else\n set [collision? v] to [1]\n end\n end\nend\nset [x position v] to (Flag X)\nset [y position v] to (Flag Y)\nset [z position v] to (Flag Z)\nset [x scale v] to [1]\nset [y scale v] to [1]\nset [z scale v] to [1]\nDetect X: (x) Y: (y) Z: (z)\nif <(Collision detected?) = [1]> then\n set [collision? v] to [3]\nend\n\ndefine Platformer script\nif <key (w v) pressed?> then\n change [player x v] by ((-10) * ([cos v] of ((Player X angle) + (90)) ))\n change [player z v] by ((10) * ([sin v] of ((Player X angle) + (90)) ))\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <(Collision?) = [1]> then\n change [player x v] by ((10) * ([cos v] of ((Player X angle) + (90)) ))\n change [player z v] by ((-10) * ([sin v] of ((Player X angle) + (90)) ))\n end\nend\nif <key (s v) pressed?> then\n change [player x v] by ((10) * ([cos v] of ((Player X angle) + (90)) ))\n change [player z v] by ((-10) * ([sin v] of ((Player X angle) + (90)) ))\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <(Collision?) = [1]> then\n change [player x v] by ((-10) * ([cos v] of ((Player X angle) + (90)) ))\n change [player z v] by ((10) * ([sin v] of ((Player X angle) + (90)) ))\n end\nend\nif <key (a v) pressed?> then\n change [player x v] by ((-10) * ([cos v] of (Player X angle) ))\n change [player z v] by ((10) * ([sin v] of (Player X angle) ))\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <(Collision?) = [1]> then\n change [player x v] by ((10) * ([cos v] of (Player X angle) ))\n change [player z v] by ((-10) * ([sin v] of (Player X angle) ))\n end\nend\nif <key (d v) pressed?> then\n change [player x v] by ((10) * ([cos v] of (Player X angle) ))\n change [player z v] by ((-10) * ([sin v] of (Player X angle) ))\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <(Collision?) = [1]> then\n change [player x v] by ((-10) * ([cos v] of (Player X angle) ))\n change [player z v] by ((-10) * ([sin v] of (Player X angle) ))\n end\nend\nif <key (space v) pressed?> then\n Detect collision at X: (Player X) Y: ((Player Y) - (5)) Z: (Player Z)\n if <(Collision?) = [1]> then\n set [going up? v] to [20]\n end\nend\nif <(Going up?) > [0]> then\n change [player y v] by (10)\n change [going up? v] by (-1)\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <(Collision?) = [1]> then\n set [going up? v] to [0]\n change [player y v] by (-10)\n end\nelse\n change [player y v] by (-10)\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <(Collision?) = [1]> then\n change [player y v] by (10)\n end\nend\nif <key (up arrow v) pressed?> then\n if <(player Y angle) > [-90]> then\n change [player y angle v] by (-5)\n end\nend\nif <key (down arrow v) pressed?> then\n if <(player Y angle) < [0]> then\n change [player y angle v] by (5)\n end\nend\nif <key (left arrow v) pressed?> then\n if <(Player X angle) = [0]> then\n set [player x angle v] to [360]\n else\n change [player x angle v] by (-5)\n end\nend\nif <key (right arrow v) pressed?> then\n if <(Player X angle) = [360]> then\n set [player x angle v] to [0]\n else\n change [player x angle v] by (5)\n end\nend\n\ndefine Load player and flag position data (data)\nset [at letter v] to [0]\nset [player x v] to []\nset [player y v] to []\nset [player z v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [player x v] to (join (Player X) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [player y v] to (join (Player Y) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [player z v] to (join (Player Z) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [flag x v] to []\nset [flag y v] to []\nset [flag z v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [flag x v] to (join (Flag X) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [flag y v] to (join (Flag Y) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(At letter) = (length of (data))>\n change [at letter v] by (1)\n set [flag z v] to (join (Flag Z) (letter (At letter) of (data)))\nend\n\ndefine Detect X: (x) Y: (y) Z: (z)\nset [collision detected? v] to [0]\nif <<((x) - (19)) < ((X position) + ((20) * (X scale)))> and <((x) - (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) - (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) - (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) + (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) + (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) + (19)) < ((X position) + ((20) * (X scale)))> and <((x) + (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) - (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) - (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) + (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) + (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) - (19)) < ((X position) + ((20) * (X scale)))> and <((x) - (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) - (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) - (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) - (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) - (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) + (19)) < ((X position) + ((20) * (X scale)))> and <((x) + (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) - (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) - (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) - (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) - (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) - (19)) < ((X position) + ((20) * (X scale)))> and <((x) - (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) + (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) + (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) + (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) + (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) + (19)) < ((X position) + ((20) * (X scale)))> and <((x) + (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) + (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) + (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) + (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) + (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) - (19)) < ((X position) + ((20) * (X scale)))> and <((x) - (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) + (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) + (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) - (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) - (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\nif <<((x) + (19)) < ((X position) + ((20) * (X scale)))> and <((x) + (19)) > ((X position) - ((20) * (X scale)))>> then\n if <<((y) + (19)) < ((Y position) + ((20) * (Y scale)))> and <((y) + (19)) > ((Y position) - ((20) * (Y scale)))>> then\n if <<((z) - (19)) < ((Z position) + ((20) * (Z scale)))> and <((z) - (19)) > ((Z position) - ((20) * (Z scale)))>> then\n set [collision detected? v] to [1]\n end\n end\nend\n\nwhen I receive [start editor level v]\nLoad level ((Level) + (4))\nset [player x angle v] to [0]\nset [player y angle v] to [-45]\nif <(Edit or play mode?) = [1]> then\n Camera positioning\n forever\n Add objects\n The full 3D script\n end\nelse\n forever\n if <(Game Paused?) = [0]> then\n Platformer script\n Detect collision at X: (Player X) Y: (Player Y) Z: (Player Z)\n if <<(Player Y) < [-500]> and <(SFX) = [1]>> then\n start sound [Falling sound effect v]\n end\n if <<(Collision?) = [2]> or <(Player Y) < [-500]>> then\n Load player and flag position data (item ((Level) + (5)) of [player starting position and flag data v])\n end\n if <(Collision?) = [3]> then\n broadcast (Fade v) and wait\n broadcast (To title v)\n end\n end\n Camera positioning\n Add objects\n The full 3D script\n end\nend\n\nwhen I receive [start editor game v]\nstop [other scripts in sprite v]\nbroadcast (Start editor level v)\n\nwhen I receive [to title v]\nstop [other scripts in sprite v]\nwait (1.3) seconds\nbroadcast (Start background v)\n\ndefine Update values to be rotated\nset [vertex1 x v] to (Rotated vertex1 X)\nset [vertex1 y v] to (Rotated vertex1 Y)\nset [vertex1 z v] to (Rotated vertex1 Z)\nset [vertex2 x v] to (Rotated vertex2 X)\nset [vertex2 y v] to (Rotated vertex2 Y)\nset [vertex2 z v] to (Rotated vertex2 Z)\nset [vertex3 x v] to (Rotated vertex3 X)\nset [vertex3 y v] to (Rotated vertex3 Y)\nset [vertex3 z v] to (Rotated vertex3 Z)\n\n@Title screen\n\nwhen flag clicked\ngo to x: (0) y: (100)\nswitch costume to (costume1 v)\nset [enable interact v] to [1]\n\nwhen I start as a clone\nswitch costume to ((Clone number) + (1))\nif <(Clone number) = [1]> then\n go to x: (0) y: (-25)\nend\nif <(Clone number) = [2]> then\n go to x: (0) y: (-85)\nend\nif <(Clone number) = [3]> then\n go to x: (0) y: (-145)\nend\nif <(Clone number) = [4]> then\n go to x: (0) y: (0)\nend\nif <not <(Clone number) = [4]>> then\n forever\n if <<touching (mouse-pointer v)?> and <not <(size) = [120]>>> then\n change size by (5)\n end\n if <<not <touching (mouse-pointer v)?>> and <not <(size) = [100]>>> then\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Enable interact) = [1]> then\n if <(Clone number) = [1]> then\n broadcast (Fade v) and wait\n broadcast (Start game v)\n end\n if <(Clone number) = [2]> then\n broadcast (Editor v)\n end\n if <(Clone number) = [3]> then\n broadcast (Settings v)\n end\nend\n\nwhen I receive [title screen v]\nshow\n\nwhen I receive [start game v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\nwhen I receive [editor v]\nif <not <(Clone number) = [4]>> then\n hide\nend\n\nwhen I receive [settings v]\nif <not <(Clone number) = [4]>> then\n hide\nend\n\nwhen I receive [to title v]\nshow\nset [clone number v] to [0]\nrepeat (4)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nset [clone number v] to [0]\n\nwhen I receive [start editor game v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\n@Settings\n\nwhen I start as a clone\nswitch costume to ((Clone number) + (1))\nif <(Clone number) = [1]> then\n go to x: (-150) y: (25)\nend\nif <(Clone number) = [2]> then\n go to x: (0) y: (25)\n forever\n if <(Resolution) = [10]> then\n clear graphic effects\n else\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(Clone number) = [3]> then\n go to x: (95) y: (25)\n forever\n if <(Resolution) = [5]> then\n clear graphic effects\n else\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(Clone number) = [4]> then\n go to x: (190) y: (25)\n forever\n if <(Resolution) = [1]> then\n clear graphic effects\n else\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(Clone number) = [5]> then\n go to x: (-165) y: (-50)\nend\nif <(Clone number) = [6]> then\n go to x: (75) y: (-50)\nend\nif <(Clone number) = [7]> then\n go to x: (-35) y: (-50)\n forever\n if <(Music) = [1]> then\n switch costume to (costume8 v)\n else\n switch costume to (costume9 v)\n end\n end\nend\nif <(Clone number) = [8]> then\n go to x: (185) y: (-50)\n forever\n if <(SFX) = [1]> then\n switch costume to (costume8 v)\n else\n switch costume to (costume9 v)\n end\n end\nend\nif <(Clone number) = [9]> then\n go to x: (0) y: (-125)\nend\n\nwhen this sprite clicked\nif <(Enable interact) = [1]> then\n if <(Clone number) = [2]> then\n set [resolution v] to [10]\n end\n if <(Clone number) = [3]> then\n set [resolution v] to [5]\n end\n if <(Clone number) = [4]> then\n set [resolution v] to [1]\n end\n if <(Clone number) = [7]> then\n if <(Music) = [1]> then\n set [music v] to [0]\n else\n set [music v] to [1]\n end\n end\n if <(Clone number) = [8]> then\n if <(SFX) = [1]> then\n set [sfx v] to [0]\n else\n set [sfx v] to [1]\n end\n end\n if <(Clone number) = [9]> then\n broadcast (Title screen v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(Clone number) > [1]> and <(Clone number) < [5]>> or <(Clone number) = [9]>> then\n if <<touching (mouse-pointer v)?> and <not <(size) = [120]>>> then\n change size by (5)\n end\n if <<not <touching (mouse-pointer v)?>> and <not <(size) = [100]>>> then\n change size by (-5)\n end\n end\nend\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [to title v]\nhide\nset [clone number v] to [0]\nrepeat (9)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nset [clone number v] to [0]\n\nwhen I receive [start game v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\nwhen I receive [start editor game v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nswitch costume to (costume1 v)\n\n@Editor selection\n\nwhen I start as a clone\nswitch costume to ((Clone number) + (1))\nif <(Clone number) = [1]> then\n go to x: (-100) y: (60)\nend\nif <(Clone number) = [2]> then\n go to x: (100) y: (60)\nend\nif <(Clone number) = [3]> then\n go to x: (-100) y: (-60)\nend\nif <(Clone number) = [4]> then\n go to x: (100) y: (-60)\nend\nif <(Clone number) = [5]> then\n go to x: (0) y: (-150)\nend\nif <(Clone number) = [6]> then\n go to x: (180) y: (150)\nend\nforever\n if <<touching (mouse-pointer v)?> and <not <(size) = [120]>>> then\n change size by (5)\n end\n if <<not <touching (mouse-pointer v)?>> and <not <(size) = [100]>>> then\n change size by (-5)\n end\nend\n\nwhen this sprite clicked\nif <(Enable interact) = [1]> then\n if <<(Clone number) > [0]> and <(Clone number) < [5]>> then\n broadcast (Fade v) and wait\n set [level v] to (Clone number)\n broadcast (Start editor game v)\n end\n if <(Clone number) = [5]> then\n broadcast (Title screen v)\n end\n if <(Clone number) = [6]> then\n if <(Edit or play mode?) = [1]> then\n set [edit or play mode? v] to [2]\n else\n set [edit or play mode? v] to [1]\n end\n end\nend\n\nwhen I receive [editor v]\nshow\n\nwhen I receive [title screen v]\nhide\n\nwhen I start as a clone\nif <(Clone number) = [6]> then\n forever\n if <(Edit or play mode?) = [1]> then\n switch costume to (costume7 v)\n else\n switch costume to (costume8 v)\n end\n end\nend\n\nwhen I receive [to title v]\nhide\nset [clone number v] to [0]\nrepeat (6)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nset [clone number v] to [0]\n\nwhen I receive [start game v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\nwhen I receive [start editor game v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (150)\nswitch costume to (costume1 v)\n\n@Editor\n\nwhen flag clicked\nhide\ngo to x: (0) y: (150)\nswitch costume to (costume1 v)\n\nwhen I receive [start editor level v]\nif <(Edit or play mode?) = [1]> then\n set [currently at v] to [1]\n set [selected object v] to [1]\n set [move object v] to [2]\n set [add object bar on? v] to [0]\n show\n Clone\n forever\n if <(Move object) = [1]> then\n if <key (w v) pressed?> then\n change [camera z v] by (-5)\n end\n if <key (s v) pressed?> then\n change [camera z v] by (5)\n end\n if <key (a v) pressed?> then\n change [camera x v] by (5)\n end\n if <key (d v) pressed?> then\n change [camera x v] by (-5)\n end\n if <key (r v) pressed?> then\n change [camera y v] by (-5)\n end\n if <key (f v) pressed?> then\n change [camera y v] by (5)\n end\n if <key (up arrow v) pressed?> then\n change [camera y angle v] by (-5)\n end\n if <key (down arrow v) pressed?> then\n change [camera y angle v] by (5)\n end\n if <key (left arrow v) pressed?> then\n change [camera x angle v] by (5)\n end\n if <key (right arrow v) pressed?> then\n change [camera x angle v] by (-5)\n end\n else\n if <key (any v) pressed?> then\n if <key (w v) pressed?> then\n change [z position \(editor\) v] by (5)\n end\n if <key (s v) pressed?> then\n change [z position \(editor\) v] by (-5)\n end\n if <key (a v) pressed?> then\n change [x position \(editor\) v] by (-5)\n end\n if <key (d v) pressed?> then\n change [x position \(editor\) v] by (5)\n end\n if <key (r v) pressed?> then\n change [y position \(editor\) v] by (5)\n end\n if <key (f v) pressed?> then\n change [y position \(editor\) v] by (-5)\n end\n if <key (up arrow v) pressed?> then\n change [z scale \(editor\) v] by (-1)\n end\n if <key (down arrow v) pressed?> then\n change [z scale \(editor\) v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x scale \(editor\) v] by (1)\n end\n if <key (right arrow v) pressed?> then\n change [x scale \(editor\) v] by (-1)\n end\n if <key (t v) pressed?> then\n change [y scale \(editor\) v] by (1)\n end\n if <key (g v) pressed?> then\n change [y scale \(editor\) v] by (-1)\n end\n if <(Selected object) = [Player]> then\n set [player x v] to (X position \(Editor\))\n set [player y v] to (Y position \(Editor\))\n set [player z v] to (Z position \(Editor\))\n else\n if <(Selected object) = [Flag]> then\n set [flag x v] to (X position \(Editor\))\n set [flag y v] to (Y position \(Editor\))\n set [flag z v] to (Z position \(Editor\))\n else\n replace item (Selected object) of [object data v] with (join (join (join (join (join (join (join (join (join (join (join (join (Object type \(Editor\)) [.]) (X position \(Editor\))) [,]) (Y position \(Editor\))) [,]) (Z position \(Editor\))) [.]) (X scale \(Editor\))) [,]) (Y scale \(Editor\))) [,]) (Z scale \(Editor\)))\n end\n end\n end\n end\n if <<(Selected object) = [Player]> or <(Selected object) = [Flag]>> then\n if <(Selected object) = [Player]> then\n set [x position \(editor\) v] to (Player X)\n set [y position \(editor\) v] to (Player Y)\n set [z position \(editor\) v] to (Player Z)\n end\n if <(Selected object) = [Flag]> then\n set [x position \(editor\) v] to (Flag X)\n set [y position \(editor\) v] to (Flag Y)\n set [z position \(editor\) v] to (Flag Z)\n end\n set [x scale \(editor\) v] to [1]\n set [y scale \(editor\) v] to [1]\n set [z scale \(editor\) v] to [1]\n else\n if <(length of [object data v]) > [0]> then\n if <(Selected object) > (length of [object data v])> then\n set [selected object v] to (length of [object data v])\n end\n Read object data: (item (Selected object) of [object data v])\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to ((Clone number) + (1))\nif <<(Clone number) = [23]> or <(Clone number) = [26]>> then\n switch costume to (costume25 v)\nend\nif <<(Clone number) = [24]> or <(Clone number) = [27]>> then\n switch costume to (costume26 v)\nend\nif <<(Clone number) = [25]> or <(Clone number) = [28]>> then\n switch costume to (costume27 v)\nend\nif <<(Clone number) > [28]> and <(Clone number) < [35]>> then\n switch costume to (costume28 v)\nend\nif <<(Clone number) > [38]> and <(Clone number) < [59]>> then\n switch costume to (costume38 v)\nend\nif <<(Clone number) > [58]> and <(Clone number) < [65]>> then\n switch costume to (costume28 v)\n set [ghost v] effect to (99)\nend\nif <(Clone number) = [1]> then\n go to x: (0) y: (0)\nend\nif <(Clone number) = [2]> then\n go to x: (-195) y: (150)\nend\nif <(Clone number) = [3]> then\n go to x: (-195) y: (110)\nend\nif <(Clone number) = [4]> then\n go to x: (-215) y: (75)\n forever\n if <(Move object) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-15)\n end\n end\nend\nif <(Clone number) = [5]> then\n go to x: (-175) y: (75)\n forever\n if <(Move object) = [1]> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(Clone number) = [6]> then\n go to x: (-195) y: (40)\nend\nif <(Clone number) = [7]> then\n go to x: (-195) y: (-50)\nend\nif <(Clone number) = [8]> then\n go to x: (-195) y: (-150)\nend\nif <(Clone number) = [9]> then\n go to x: (195) y: (155)\nend\nif <(Clone number) = [10]> then\n go to x: (195) y: (125)\nend\nif <(Clone number) = [11]> then\n go to x: (195) y: (95)\nend\nif <(Clone number) = [12]> then\n go to x: (195) y: (70)\n forever\n if <not <((Currently at) - (1)) = [0]>> then\n show\n else\n hide\n end\n end\nend\nif <(Clone number) = [13]> then\n go to x: (195) y: (-80)\n forever\n if <not <((Currently at) + (4)) > (length of [object data v])>> then\n show\n else\n hide\n end\n end\nend\nif <(Clone number) = [14]> then\n go to x: (175) y: (-110)\n forever\n if <(Selected object) = [Player]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-15)\n end\n end\nend\nif <(Clone number) = [15]> then\n go to x: (215) y: (-110)\n forever\n if <(Selected object) = [Flag]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-15)\n end\n end\nend\nif <(Clone number) = [16]> then\n go to x: (28) y: (-140)\nend\nif <(Clone number) = [17]> then\n go to x: (-60) y: (-140)\nend\nif <(Clone number) = [18]> then\n go to x: (-15) y: (-140)\nend\nif <(Clone number) = [19]> then\n go to x: (30) y: (-140)\nend\nif <(Clone number) = [20]> then\n go to x: (75) y: (-140)\nend\nif <(Clone number) = [21]> then\n go to x: (120) y: (-140)\nend\nif <(Clone number) = [22]> then\n go to x: (195) y: (-150)\n forever\n if <(Add object bar on?) = [1]> then\n switch costume to (costume24 v)\n else\n switch costume to (costume23 v)\n end\n end\nend\nif <(Clone number) = [23]> then\n go to x: (-222) y: (20)\nend\nif <(Clone number) = [24]> then\n go to x: (-222) y: (-5)\nend\nif <(Clone number) = [25]> then\n go to x: (-222) y: (-30)\nend\nif <(Clone number) = [26]> then\n go to x: (-222) y: (-70)\nend\nif <(Clone number) = [27]> then\n go to x: (-222) y: (-95)\nend\nif <(Clone number) = [28]> then\n go to x: (-222) y: (-120)\nend\nif <(Clone number) = [29]> then\n go to x: (-185) y: (20)\nend\nif <(Clone number) = [30]> then\n go to x: (-185) y: (-5)\nend\nif <(Clone number) = [31]> then\n go to x: (-185) y: (-30)\nend\nif <(Clone number) = [32]> then\n go to x: (-185) y: (-70)\nend\nif <(Clone number) = [33]> then\n go to x: (-185) y: (-95)\nend\nif <(Clone number) = [34]> then\n go to x: (-185) y: (-120)\nend\nif <(Clone number) = [35]> then\n go to x: (-200) y: (20)\nend\nif <(Clone number) = [36]> then\n go to x: (-190) y: (20)\nend\nif <(Clone number) = [37]> then\n go to x: (-180) y: (20)\nend\nif <(Clone number) = [38]> then\n go to x: (-170) y: (20)\nend\nif <(Clone number) = [39]> then\n go to x: (-200) y: (-5)\nend\nif <(Clone number) = [40]> then\n go to x: (-190) y: (-5)\nend\nif <(Clone number) = [41]> then\n go to x: (-180) y: (-5)\nend\nif <(Clone number) = [42]> then\n go to x: (-170) y: (-5)\nend\nif <(Clone number) = [43]> then\n go to x: (-200) y: (-30)\nend\nif <(Clone number) = [44]> then\n go to x: (-190) y: (-30)\nend\nif <(Clone number) = [45]> then\n go to x: (-180) y: (-30)\nend\nif <(Clone number) = [46]> then\n go to x: (-170) y: (-30)\nend\nif <(Clone number) = [47]> then\n go to x: (-200) y: (-70)\nend\nif <(Clone number) = [48]> then\n go to x: (-190) y: (-70)\nend\nif <(Clone number) = [49]> then\n go to x: (-180) y: (-70)\nend\nif <(Clone number) = [50]> then\n go to x: (-170) y: (-70)\nend\nif <(Clone number) = [51]> then\n go to x: (-200) y: (-95)\nend\nif <(Clone number) = [52]> then\n go to x: (-190) y: (-95)\nend\nif <(Clone number) = [53]> then\n go to x: (-180) y: (-95)\nend\nif <(Clone number) = [54]> then\n go to x: (-170) y: (-95)\nend\nif <(Clone number) = [55]> then\n go to x: (-200) y: (-120)\nend\nif <(Clone number) = [56]> then\n go to x: (-190) y: (-120)\nend\nif <(Clone number) = [57]> then\n go to x: (-180) y: (-120)\nend\nif <(Clone number) = [58]> then\n go to x: (-170) y: (-120)\nend\nif <(Clone number) = [59]> then\n go to x: (-185) y: (20)\nend\nif <(Clone number) = [60]> then\n go to x: (-185) y: (-5)\nend\nif <(Clone number) = [61]> then\n go to x: (-185) y: (-30)\nend\nif <(Clone number) = [62]> then\n go to x: (-185) y: (-70)\nend\nif <(Clone number) = [63]> then\n go to x: (-185) y: (-95)\nend\nif <(Clone number) = [64]> then\n go to x: (-185) y: (-120)\nend\nif <(Clone number) = [65]> then\n go to x: (195) y: (45)\nend\nif <(Clone number) = [66]> then\n go to x: (195) y: (12)\nend\nif <(Clone number) = [67]> then\n go to x: (195) y: (-21)\nend\nif <(Clone number) = [68]> then\n go to x: (195) y: (-54)\nend\n\nwhen this sprite clicked\nif <(Enable interact) = [1]> then\n if <(Clone number) = [2]> then\n Save editor level (Level)\n broadcast (Fade v) and wait\n broadcast (To title v)\n end\n if <(Clone number) = [4]> then\n set [move object v] to [1]\n end\n if <(Clone number) = [5]> then\n set [move object v] to [2]\n end\n if <(Clone number) = [8]> then\n if <not <<(Selected object) = [Player]> or <(Selected object) = [Flag]>>> then\n delete (Selected object) of [object data v]\n end\n end\n if <(Clone number) = [12]> then\n if <not <((Currently at) - (1)) = [0]>> then\n change [currently at v] by (-1)\n end\n end\n if <(Clone number) = [13]> then\n if <not <((Currently at) + (4)) > (length of [object data v])>> then\n change [currently at v] by (1)\n end\n end\n if <(Clone number) = [14]> then\n set [selected object v] to [Player]\n end\n if <(Clone number) = [15]> then\n set [selected object v] to [Flag]\n end\n if <<(Clone number) > [16]> and <(Clone number) < [22]>> then\n add (join ((Clone number) - (16)) [.0,0,0.1,1,1]) to [object data v]\n set [selected object v] to (length of [object data v])\n end\n if <(Clone number) = [22]> then\n if <(Add object bar on?) = [1]> then\n set [add object bar on? v] to [0]\n else\n set [add object bar on? v] to [1]\n end\n end\n if <<(Clone number) > [58]> and <(Clone number) < [65]>> then\n set [enable interact v] to [0]\n hide\n if <(Clone number) = [59]> then\n ask [Set X position to:] and wait\n if <(Selected object) = [Player]> then\n set [player x v] to (round (answer))\n else\n if <(Selected object) = [Flag]> then\n set [flag x v] to (round (answer))\n else\n set [x position \(editor\) v] to (round (answer))\n end\n end\n end\n if <(Clone number) = [60]> then\n ask [Set Y position to:] and wait\n if <(Selected object) = [Player]> then\n set [player y v] to (round (answer))\n else\n if <(Selected object) = [Flag]> then\n set [flag y v] to (round (answer))\n else\n set [y position \(editor\) v] to (round (answer))\n end\n end\n end\n if <(Clone number) = [61]> then\n ask [Set Z position to:] and wait\n if <(Selected object) = [Player]> then\n set [player z v] to (round (answer))\n else\n if <(Selected object) = [Flag]> then\n set [flag z v] to (round (answer))\n else\n set [z position \(editor\) v] to (round (answer))\n end\n end\n end\n if <not <<(Selected object) = [Player]> or <(Selected object) = [Flag]>>> then\n if <(Clone number) = [62]> then\n ask [Set X scale to:] and wait\n set [x scale \(editor\) v] to (round (answer))\n end\n if <(Clone number) = [63]> then\n ask [Set Y scale to:] and wait\n set [y scale \(editor\) v] to (round (answer))\n end\n if <(Clone number) = [64]> then\n ask [Set Z scale to:] and wait\n set [z scale \(editor\) v] to (round (answer))\n end\n end\n replace item (Selected object) of [object data v] with (join (join (join (join (join (join (join (join (join (join (join (join (Object type \(Editor\)) [.]) (X position \(Editor\))) [,]) (Y position \(Editor\))) [,]) (Z position \(Editor\))) [.]) (X scale \(Editor\))) [,]) (Y scale \(Editor\))) [,]) (Z scale \(Editor\)))\n show\n set [enable interact v] to [1]\n end\n if <<(Clone number) > [64]> and <(Clone number) < [69]>> then\n set [selected object v] to (((Clone number) - (65)) + (Currently at))\n end\nend\n\nwhen I start as a clone\nif <<(Clone number) = [9]> or <(Clone number) = [10]>> then\n forever\n if <touching (mouse-pointer v)?> then\n say [Coming soon!]\n else\n say []\n end\n end\nend\nif <<(Clone number) > [15]> and <(Clone number) < [22]>> then\n forever\n if <(Add object bar on?) = [1]> then\n show\n else\n hide\n end\n end\nend\nif <<<(Clone number) > [31]> and <(Clone number) < [35]>> or <(Clone number) = [8]>> then\n forever\n if <<(Selected object) = [Player]> or <(Selected object) = [Flag]>> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <<(Clone number) > [34]> and <(Clone number) < [39]>> then\n forever\n if <((Clone number) - (34)) > (length of (X position \(Editor\)))> then\n hide\n else\n show\n if <(letter ((Clone number) - (34)) of (X position \(Editor\))) = [-]> then\n switch costume to (costume39 v)\n else\n switch costume to ((letter ((Clone number) - (34)) of (X position \(Editor\))) + (29))\n end\n end\n end\nend\nif <<(Clone number) > [38]> and <(Clone number) < [43]>> then\n forever\n if <((Clone number) - (38)) > (length of (Y position \(Editor\)))> then\n hide\n else\n show\n if <(letter ((Clone number) - (38)) of (Y position \(Editor\))) = [-]> then\n switch costume to (costume39 v)\n else\n switch costume to ((letter ((Clone number) - (38)) of (Y position \(Editor\))) + (29))\n end\n end\n end\nend\nif <<(Clone number) > [42]> and <(Clone number) < [47]>> then\n forever\n if <((Clone number) - (42)) > (length of (Z position \(Editor\)))> then\n hide\n else\n show\n if <(letter ((Clone number) - (42)) of (Z position \(Editor\))) = [-]> then\n switch costume to (costume39 v)\n else\n switch costume to ((letter ((Clone number) - (42)) of (Z position \(Editor\))) + (29))\n end\n end\n end\nend\nif <<(Clone number) > [46]> and <(Clone number) < [51]>> then\n forever\n if <((Clone number) - (46)) > (length of (X scale \(Editor\)))> then\n hide\n else\n show\n if <(letter ((Clone number) - (46)) of (X scale \(Editor\))) = [-]> then\n switch costume to (costume39 v)\n else\n switch costume to ((letter ((Clone number) - (46)) of (X scale \(Editor\))) + (29))\n end\n end\n end\nend\nif <<(Clone number) > [50]> and <(Clone number) < [55]>> then\n forever\n if <((Clone number) - (50)) > (length of (Y scale \(Editor\)))> then\n hide\n else\n show\n if <(letter ((Clone number) - (50)) of (Y scale \(Editor\))) = [-]> then\n switch costume to (costume39 v)\n else\n switch costume to ((letter ((Clone number) - (50)) of (Y scale \(Editor\))) + (29))\n end\n end\n end\nend\nif <<(Clone number) > [54]> and <(Clone number) < [59]>> then\n forever\n if <((Clone number) - (54)) > (length of (Z scale \(Editor\)))> then\n hide\n else\n show\n if <(letter ((Clone number) - (54)) of (Z scale \(Editor\))) = [-]> then\n switch costume to (costume39 v)\n else\n switch costume to ((letter ((Clone number) - (54)) of (Z scale \(Editor\))) + (29))\n end\n end\n end\nend\nif <<(Clone number) > [64]> and <(Clone number) < [69]>> then\n forever\n if <(((Clone number) - (65)) + (Currently at)) > (length of [object data v])> then\n hide\n else\n show\n if <(((Clone number) - (65)) + (Currently at)) = (Selected object)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-15)\n end\n switch costume to ((letter (1) of (item (((Clone number) - (65)) + (Currently at)) of [object data v])) + (39))\n end\n end\nend\n\ndefine Read object data: (data)\nset [at letter v] to [0]\nset [object type \(editor\) v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [object type \(editor\) v] to (join (Object type \(Editor\)) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [x position \(editor\) v] to []\nset [y position \(editor\) v] to []\nset [z position \(editor\) v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [x position \(editor\) v] to (join (X position \(Editor\)) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [y position \(editor\) v] to (join (Y position \(Editor\)) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [.]>\n change [at letter v] by (1)\n set [z position \(editor\) v] to (join (Z position \(Editor\)) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nset [x scale \(editor\) v] to []\nset [y scale \(editor\) v] to []\nset [z scale \(editor\) v] to []\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [x scale \(editor\) v] to (join (X scale \(Editor\)) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(letter ((At letter) + (1)) of (data)) = [,]>\n change [at letter v] by (1)\n set [y scale \(editor\) v] to (join (Y scale \(Editor\)) (letter (At letter) of (data)))\nend\nchange [at letter v] by (1)\nrepeat until <(At letter) = (length of (data))>\n change [at letter v] by (1)\n set [z scale \(editor\) v] to (join (Z scale \(Editor\)) (letter (At letter) of (data)))\nend\n\ndefine Save editor level (selection)\nreplace item ((selection) + (5)) of [player starting position and flag data v] with (join (join (join (join (join (join (join (join (join (join (Player X) [,]) (Player Y)) [,]) (Player Z)) [.]) (Flag X)) [,]) (Flag Y)) [,]) (Flag Z))\nif <(selection) = [1]> then\n delete all of [editor level 1 v]\n set [at object v] to [0]\n repeat (length of [object data v])\n change [at object v] by (1)\n add (item (At object) of [object data v]) to [editor level 1 v]\n end\nend\nif <(selection) = [2]> then\n delete all of [editor level 2 v]\n set [at object v] to [0]\n repeat (length of [object data v])\n change [at object v] by (1)\n add (item (At object) of [object data v]) to [editor level 2 v]\n end\nend\nif <(selection) = [3]> then\n delete all of [editor level 3 v]\n set [at object v] to [0]\n repeat (length of [object data v])\n change [at object v] by (1)\n add (item (At object) of [object data v]) to [editor level 3 v]\n end\nend\nif <(selection) = [4]> then\n delete all of [editor level 4 v]\n set [at object v] to [0]\n repeat (length of [object data v])\n change [at object v] by (1)\n add (item (At object) of [object data v]) to [editor level 4 v]\n end\nend\n\nwhen I receive [to title v]\nif <(Clone number) = [0]> then\n hide\nelse\n delete this clone\nend\n\ndefine Clone\nset [clone number v] to [0]\nrepeat (68)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nset [clone number v] to [0]\n\n@Level interactives\n\nwhen flag clicked\nhide\ngo to x: (0) y: (100)\nswitch costume to (costume1 v)\n\nwhen I receive [congratulations message v]\nif <(Clone number) = [12]> then\n show\n wait until <mouse down?>\n wait until <not <mouse down?>>\n broadcast (Fade v) and wait\n broadcast (To title v)\n hide\nend\nif <(Clone number) = [13]> then\n hide\nend\n\nwhen I receive [start game v]\nSetup level interactives\n\nwhen I start as a clone\nswitch costume to ((Clone number) + (1))\nif <(Clone number) = [1]> then\n show\n go to x: (-200) y: (140)\nend\nif <(Clone number) = [2]> then\n go to x: (-100) y: (25)\nend\nif <(Clone number) = [3]> then\n go to x: (100) y: (25)\nend\nif <(Clone number) = [4]> then\n go to x: (-150) y: (-50)\nend\nif <(Clone number) = [5]> then\n go to x: (0) y: (-50)\n forever\n if <(Resolution) = [10]> then\n clear graphic effects\n else\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(Clone number) = [6]> then\n go to x: (95) y: (-50)\n forever\n if <(Resolution) = [5]> then\n clear graphic effects\n else\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(Clone number) = [7]> then\n go to x: (190) y: (-50)\n forever\n if <(Resolution) = [1]> then\n clear graphic effects\n else\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(Clone number) = [8]> then\n go to x: (-165) y: (-125)\nend\nif <(Clone number) = [9]> then\n go to x: (75) y: (-125)\nend\nif <(Clone number) = [10]> then\n go to x: (-35) y: (-125)\n forever\n if <(Music) = [1]> then\n switch costume to (costume11 v)\n else\n switch costume to (costume12 v)\n end\n end\nend\nif <(Clone number) = [11]> then\n go to x: (185) y: (-125)\n forever\n if <(SFX) = [1]> then\n switch costume to (costume11 v)\n else\n switch costume to (costume12 v)\n end\n end\nend\nif <(Clone number) = [12]> then\n hide\n go to x: (0) y: (0)\nend\nif <(Clone number) = [13]> then\n show\n go to x: (0) y: (150)\n forever\n switch costume to ((Level) + (13))\n end\nend\n\nwhen I start as a clone\nif <not <<<(Clone number) = [1]> or <(Clone number) = [12]>> or <(Clone number) = [13]>>> then\n forever\n if <(Game Paused?) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nif <(Enable interact) = [1]> then\n if <<(Clone number) = [1]> or <(Clone number) = [2]>> then\n if <(Game Paused?) = [1]> then\n set [game paused? v] to [0]\n else\n set [game paused? v] to [1]\n end\n end\n if <(Clone number) = [3]> then\n broadcast (Fade v) and wait\n broadcast (To title v)\n end\n if <(Clone number) = [5]> then\n set [resolution v] to [10]\n end\n if <(Clone number) = [6]> then\n set [resolution v] to [5]\n end\n if <(Clone number) = [7]> then\n set [resolution v] to [1]\n end\n if <(Clone number) = [10]> then\n if <(Music) = [1]> then\n set [music v] to [0]\n else\n set [music v] to [1]\n end\n end\n if <(Clone number) = [11]> then\n if <(SFX) = [1]> then\n set [sfx v] to [0]\n else\n set [sfx v] to [1]\n end\n end\nend\n\nwhen I receive [to title v]\nif <(Clone number) = [0]> then\n stop [other scripts in sprite v]\n hide\nelse\n delete this clone\nend\n\nwhen I receive [start editor game v]\nif <(Edit or play mode?) = [2]> then\n Setup level interactives\nend\n\ndefine Setup level interactives\nset [game paused? v] to [0]\nset [clone number v] to [0]\nrepeat (13)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nset [clone number v] to [0]\nforever\n if <(Game Paused?) = [1]> then\n show\n else\n hide\n end\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\nif <<is compiled?> = [0]> then\n switch costume to (costume2 v)\n hide list [copy this link and paste to your web browser to go to the turbowarp version v]\n wait until <mouse down?>\n wait until <not <mouse down?>>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (costume1 v)\n show list [copy this link and paste to your web browser to go to the turbowarp version v]\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\nshow list [copy this link and paste to your web browser to go to the turbowarp version v]\nswitch costume to (costume1 v)\nbroadcast (To title v)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Intro ended v)\nhide\n\n@Fade\n\nwhen flag clicked\nhide\n\nwhen I receive [fade v]\nset [enable interact v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Fade back v)\n\nwhen I receive [fade back v]\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nset [enable interact v] to [1]\n\n
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Welcome to Cuber 3D - A Platformer!\n\nTurbowarp blocked? Use this one:\nhttps://mirror.turbowarp.xyz/?hqpen#721839318\n\nIt’s cool, right? So why don’t give it a love, favourite, comment or even a remix? And a follow for me? It’s gonna help a lot :D\n\nRunning this project on the Scratch website is really slow, so it’s highly recommend to run it on Turbowarp with HD graphics: https://turbowarp.org/721839318?hqpen\n\nThis is game is basically a demo of my first 3D engine, it works really inefficient and there is still a little problem with the depth sorting. So there are still a lot of improvements needed.\n\nWASD to move, arrow keys to move camera. Reach to the flag to go to the next level. Try aim to complete all 4 levels. Tell me in the comments if you have completed :)\n\nBefore you go, don’t forget to check out the editor too. Where you can create your own levels and play it!\n\nHere are the editor’s controls:\n\nIf you selected to move object:\nTo move an object, use WASD keys. To move up and down, use the R and F keys.\nTo change the scale of the object, use arrow keys. To change the Y scale, use the T and G keys.\n\nIf you selected to move camera:\nTo move the camera, use WASD keys. To move up and down, use the R and F keys.\nTo change the angle of the camera, use arrow keys.\n\nHave fun :)\n\nOriginal shared date: 20th August, 2022\nAdvertising is allowed at here :D\n\nUpdate log:\n\nV0.1 - Game released - 20th August, 2022\n\nV1.0 - Level 1-4 released - 22th September, 2022\n\nV1.1 - Improved depth sorting script - 23th September, 2022\n\nV1.2 - Reversed camera left and right rotation so it controls better - 24th September, 2022\n\nV1.3 - Added music - 25th September, 2022\n\nV1.4 - Added sound effects - 27th September, 2022\n\nV1.5 - Added level interactive buttons - 2nd October, 2022\n\nV1.6 - Added Turbowarp notice at the start - 4th October, 2022\n\nV1.7 - Oh heeeyyy the depth sorting script has improved a little more now :D - 6th October, 2022\n\nV1.8 - Fixed object rotations so it finally works! (The previous one is totally glitched out if you try rotate them) Even through it was never being used in the entire game LOL - 23rd October, 2022\n\nV1.9 - Did some minor changes to the congratulations message at the end, also moved the two lava pieces higher in level 4 - 12th November, 2022\n\nV1.10 - The depth sorting script is the major reason why this game runs extremely laggy. It has to keep parsing every time while sorting for each polygon. But after an improvement right now, it only need to parse once, and the game now runs at least 2× faster (Actually 4× faster on my device). Even though it’s still slow in other ways, but at least it now finally playable, right? - 12th November, 2022\n\n3D engine: Evininius 3D Engine v1.0\n\n#3D #Platformer\n\nEvininius 2022
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|| Minecraft Platformer マインクラフトプラットフォーマー || #All #games
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [bgm v] until done\nend\n\nwhen flag clicked\nset [音 v] to [0]\nforever\n if <<(ステージ) = [6]> or <<(ステージ) = [7]> or <(ステージ) = [8]>>> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\nwhen I receive [outro / start v]\nset [音 v] to [1]\n\nset [ステージ v] to [15]\n\nwhen flag clicked\nforever\n if <(音) = [1]> then\n set volume to (0) %\n stop [this script v]\n end\nend\n\n@Player\n\nwhen I receive [スタート v]\nset volume to (100) %\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n next costume\n if <(costume [number v]) = [9]> then\n switch costume to (walk1 v)\n end\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n next costume\n if <(costume [number v]) = [9]> then\n switch costume to (walk1 v)\n if <not <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>>> then\n end\n end\n if <not <<<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>>>> then\n switch costume to (idle v)\n end\n set [x v] to ((X) * (0.89))\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 (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n if <not <(ステージ) = [15]>> then\n if <not <<(ステージ) = [10]> or <(ステージ) = [14]>>> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n end\n end\n if <<<(y position) < [-180]> or <touching (マグマ v)?>> or <touching (ゾンビ v)?>> then\n start sound [ダメージ v]\n 初期設定プログラム\n broadcast (死んだ v)\n end\n if <<(ステージ) = [10]> or <(ステージ) = [14]>> then\n if <[242] < (x position)> then\n if <(ゾンビHP) = [0]> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n end\n end\nend\n\ndefine 初期設定プログラム\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-210) y: (-30)\ngo to [front v] layer\nset size to (650) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(ステージ) = [15]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\nforever\n if <(ステージ) = [15]> then\n show variable [time v]\n end\nend\n\nwhen I receive [死んだ v]\nchange [hp v] by (-1)\n\nwhen I receive [死んだー v]\nchange [hp v] by (-1)\n\nwhen I receive [outro / start v]\nhide\n\nwhen flag clicked\nforever\n if <(音) = [1]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nbroadcast (起動 v)\n\nwhen I receive [起動 v]\nforever\n if <(Y) < [-20]> then\n start sound [hurt v]\n broadcast (死んだ v)\n broadcast (起動 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>>> and <(Y) = [0]>> then\n if <<(ステージ) = [1]> or <<(ステージ) = [2]> or <<(ステージ) = [3]> or <<(ステージ) = [4]> or <<(ステージ) = [5]> or <<(ステージ) = [9]> or <<(ステージ) = [10]> or <<(ステージ) = [14]> or <(ステージ) = [15]>>>>>>>>> then\n start sound [grass3 v]\n wait (0.5) seconds\n end\n if <<(ステージ) = [6]> or <<(ステージ) = [7]> or <(ステージ) = [8]>>> then\n start sound [stone1 v]\n wait (0.5) seconds\n end\n if <<(ステージ) = [11]> or <<(ステージ) = [12]> or <(ステージ) = [13]>>> then\n start sound [sand2 v]\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト1 v)?> then\n set [x v] to ((X) / (1.3))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n change [y v] by (4)\n else\n change [y v] by (-2)\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nbroadcast (スタート v)\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [スタート v]\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [outro / start v]\nhide\n\n@マグマ\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (ステージ)\nend\n\n@雑草\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n go to [back v] layer\n switch costume to (ステージ)\nend\n\nset [ゾンビhp v] to [5]\nset [ステージ v] to [10]\n\nwhen I receive [outro / start v]\nhide\n\n@剣\n\nwhen flag clicked\nshow\npoint in direction (90)\nset rotation style [left-right v]\nforever\n go to (player v)\n go to [front v] layer\n if <([direction v] of [player v]) = [90]> then\n point in direction (90)\n end\n if <([direction v] of [player v]) = [-90]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (剣を振る v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [剣を振る v]\nset rotation style [left-right v]\nrepeat (1)\n move (10) steps\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [剣を振った v] to [y]\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@ゾンビ\n\nwhen flag clicked\nhide\nswitch costume to (zombie5 v)\nforever\n if <(ステージ) = [14]> then\n if <(ゾンビHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (zombie5 v)\n set rotation style [left-right v]\n go to x: (175) y: (6)\n point in direction (-90)\n glide (2) secs to x: (10) y: (6)\n point in direction (90)\n glide (2) secs to x: (175) y: (6)\n end\n if <(ステージ) = [11]> then\n set [ゾンビhp v] to [5]\n end\nend\n\nwhen flag clicked\nhide\nset [ゾンビhp v] to [5]\nforever\n if <touching (剣 v)?> then\n if <(剣を振った) = [y]> then\n change [ゾンビhp v] by (-1)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nset [ゾンビhp v] to [5]\nforever\n if <(ゾンビHP) = [0]> then\n hide\n end\n if <(ステージ) = [11]> then\n clear graphic effects\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (剣 v)?> then\n if <(剣を振った) = [y]> then\n switch costume to (zombie_h5 v)\n wait (0.1) seconds\n switch costume to (zombie5 v)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (zombie5 v)\nforever\n if <(ステージ) = [10]> then\n if <(ゾンビHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (zombie5 v)\n set rotation style [left-right v]\n go to x: (175) y: (-66)\n point in direction (-90)\n glide (3) secs to x: (-175) y: (-66)\n point in direction (90)\n glide (3) secs to x: (175) y: (-66)\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@Health\n\nwhen flag clicked\nshow\nset [hp v] to [20]\nset [コスチューム v] to [21]\nforever\n switch costume to (コスチューム)\nend\n\nwhen I receive [死んだ v]\nchange [コスチューム v] by (-1)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <not <(ステージ) = [15]>> then\n broadcast (ゲームオーバー v)\n end\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@サムネイル\n\nwhen flag clicked\ngo [forward v] (15) layers\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@ゲームオーバー\n\nwhen I receive [ゲームオーバー v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [outro / start v]\nhide\n\n@太陽\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (140) y: (100)\nforever\n if <<(ステージ) = [6]> or <<(ステージ) = [7]> or <(ステージ) = [8]>>> then\n hide\n else\n show\n go to [back v] layer\n change [三角関数 v] by (8)\n change size by ([cos v] of (三角関数) )\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@アタック\n\nwhen flag clicked\nshow\ngo to x: (168) y: (-148)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [剣を振った v] to [y]\n broadcast (剣を振る v)\n else\n if <not <key (space v) pressed?>> then\n set [剣を振った v] to [n]\n end\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@outro\n\ndefine clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [outro / start v]\nreset timer\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow list [project 1 url v]\nshow list [project 2 url v]\ndelete all of [project 1 url v]\ndelete all of [project 2 url v]\nadd [|| A loophole!? Platformer! || #games #All] to [project 1 url v]\nadd [https://scratch.mit.edu/projects/720936396/] to [project 1 url v]\nadd [never die platformer! #games #all] to [project 2 url v]\nadd [https://scratch.mit.edu/projects/719768988/] to [project 2 url v]\nshow\nclone [ss 1-1]\nwait (0.3) seconds\nclone [ss 1-2]\nwait (0.5) seconds\nclone [Thanks]\nwait (0.1) seconds\nclone [for]\nwait (0.1) seconds\nclone [watching!]\nparticle [] []\nwait (1) seconds\nclone [ss 2-1]\nwait (0.1) seconds\nclone [ss 2-2]\nwait (0.5) seconds\nclone [3DText]\nclone [logo]\nwait (0.2) seconds\nclone [project1]\nclone [project2]\n♥,★ and follow ....\n\nwhen I start as a clone\nif < (cloneID) contains [ss 1]?> then\n switch costume to (ss1 v)\n go to x: (0) y: (340)\n point in direction (90)\n set size to (100) %\n if <(cloneID) = [ss 1-2]> then\n set [brightness v] effect to (100)\n end\n set [speed v] to [0]\n repeat (17)\n change y by (speed)\n change [speed v] by (-1)\n end\n repeat (30)\n change y by (((-95) - (y position)) / (6))\n end\nend\n\nwhen I start as a clone\nif <<(cloneID) = [Thanks]> or <<(cloneID) = [for]> or <(cloneID) = [watching!]>>> then\n switch costume to (cloneID)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n repeat (50)\n change [bound v] by ((((100) - (size)) / (10)) - ((bound) / (5)))\n change size by (bound)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [particle]> then\n go to [front v] layer\n switch costume to (join [particle-] (pick random (1) to (2)))\n set size to (pick random (5.) to (15)) %\n set [rn v] to (pick random (50.) to (150))\n move (RN) steps\n set [particle dx v] to (x position)\n set [particle dy v] to (y position)\n move (() - (RN)) steps\n show\n repeat until <(size) < [1.5]>\n change x by (((particle Dx) - (x position)) / (4))\n change y by (((particle Dy) - (y position)) / (4))\n change size by (-0.5)\n end\n delete this clone\nend\n\ndefine particle (x) (y)\nset [particle bmx v] to (x position)\nset [particle bmy v] to (y position)\ngo to x: (x) y: (y)\nrepeat (36)\n clone [particle]\n turn right (10) degrees\nend\ngo to x: (particle BMx) y: (particle BMy)\n\nwhen I start as a clone\nif < (cloneID) contains [ss 2]?> then\n switch costume to (ss 2 v)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n if <(cloneID) = [ss 2-2]> then\n set [brightness v] effect to (100)\n end\n go to [front v] layer\n set [speed v] to [0]\n repeat (10)\n switch costume to (back v)\n change [speed v] by (30)\n change size by (speed)\n switch costume to (ss 2 v)\n end\n repeat (50)\n switch costume to (back v)\n change size by (((5150) - (size)) / (4))\n switch costume to (ss 2 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [3DText]> then\n switch costume to (3dtext v)\n go to [front v] layer\n set size to (0) %\n go to x: (0) y: (115)\n point in direction (90)\n Reset the timer\n repeat (50)\n change size by (((90) - (size)) / (4))\n set y to ((115) + (([cos v] of ((timer) * (120)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n else\n change size by (((90) - (size)) / (4))\n end\n end\n forever\n set y to ((115) + (([cos v] of ((timer) * (120)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n if <mouse down?> then\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((85) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n switch costume to (logo v)\n go to [front v] layer\n set size to (85) %\n go to x: (0) y: (-270)\n point in direction (90)\n set [y v] to [-270]\n Reset the timer\n forever\n change [y v] by (((-20) - (y)) / (6))\n set y to ((y) + (([cos v] of ((timer) * (50)) ) * (15)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n if <mouse down?> then\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((85) - (size)) / (4))\n end\n if <key (space v) pressed?> then\n particle (x position) (y position)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [project1]> then\n switch costume to (project1 v)\n go to [front v] layer\n set size to (30) %\n go to x: (297) y: (-20)\n point in direction (90)\n Reset the timer\n repeat (20)\n change x by (((140) - (x position)) / (4))\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (15)))\n end\n forever\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (15)))\n if <touching (mouse-pointer v)?> then\n change size by (((35) - (size)) / (4))\n if <mouse down?> then\n if <(Are you viewing a list?) = [0]> then\n set [are you viewing a list? v] to [1]\n else\n show list [project 1 url v]\n set [are you viewing a list? v] to [0]\n end\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((30) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [project2]> then\n switch costume to (project2 v)\n go to [front v] layer\n set size to (30) %\n go to x: (-297) y: (-20)\n point in direction (90)\n set [are you viewing a list? v] to [0]\n Reset the timer\n repeat (20)\n change x by (((-140) - (x position)) / (4))\n set y to ((-20) + (([cos v] of ((timer) * (150)) ) * (15)))\n end\n forever\n set y to ((-20) + (([cos v] of ((timer) * (150)) ) * (15)))\n if <touching (mouse-pointer v)?> then\n change size by (((35) - (size)) / (4))\n if <mouse down?> then\n if <(Are you viewing a list?) = [0]> then\n set [are you viewing a list? v] to [1]\n else\n show list [project 2 url v]\n set [are you viewing a list? v] to [0]\n end\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((30) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [outro / start v]\nwait (2.5) seconds\nforever\n set [bmx v] to (x position)\n set [bmy v] to (y position)\n set [rn v] to (pick random (1) to (2))\n if <(RN) = [1]> then\n go to x: (pick random (-300) to (300)) y: (-220)\n else\n go to x: (-300) y: (pick random (-220) to (220))\n end\n clone [●]\n go to x: (BMx) y: (BMy)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nif <(cloneID) = [●]> then\n switch costume to (● v)\n set [ghost v] effect to (100)\n set size to (pick random (20) to (50)) %\n go to [front v] layer\n go [backward v] (9) layers\n repeat until <<([abs v] of (x position) ) > [270]> or <([abs v] of (y position) ) > [190]>>\n change x by ((size) / (10))\n change y by ((size) / (10))\n change [ghost v] effect by (-1)\n end\n delete this clone\nend\n\ndefine ♥,★ and follow ....\nswitch costume to (★ v)\ngo to x: (-120) y: (-130)\nrepeat (5)\n clone [♥,★ and follow]\n next costume\n change x by (65)\nend\nswitch costume to (back v)\n\nwhen I start as a clone\nif <(cloneID) = [♥,★ and follow]> then\n go to [front v] layer\n set size to (30) %\n set [y v] to [-183]\n set [rn v] to (pick random (50) to (200))\n Reset the timer\n forever\n set y to ((y) + (([cos v] of ((timer) * (RN)) ) * (10)))\n change [y v] by (((-130) - (y)) / (6))\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (4))\n if <mouse down?> then\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((30) - (size)) / (4))\n end\n end\nend\n\ndefine Reset the timer\nset [number of days from 200 years at reset v] to (days since 2000)\n\nwhen I start as a clone\nforever\n set [timer v] to (((days since 2000) - (Number of days from 200 years at reset)) * (86400))\nend\n\nwhen I receive [outro / start v]\nforever\n play sound [Vexento Northern Lights v] until done\n wait (1) seconds\nend\n\nbroadcast (Outro / start v)\n\nset [ステージ v] to [15]\n\nwhen flag clicked\nhide\n\n@GOAL\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [15]> then\n show\n if <touching (player v)?> then\n hide\n broadcast (Outro / start v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(ステージ) = [9]> then\n show\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n
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°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°\n\nWelcome to my platformer!\nhave fun.\n*Be sure to press the flag twice.\n\nThis time, I made a Minecraft platformer for the first time!\n\nturbo Warp ⇩\nhttps://turbowarp.org/721842423\n\n▼Description\nOperate with the arrow keys.\nIt will die if hit by magma or cacti.\nPlease be careful.\nYou can swing the sword with the space key.\n\nEnglish and mobile compatible!\n\n°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°\n\n僕のプラットフォーマーへようこそ!\n楽しんでください。\n※必ず旗を二回押してください。\n\n今回は初めてマインクラフトのプラットフォーマーを作りました!\n\n重い人は⇩\nhttps://turbowarp.org/721842423\n\n▼説明\n矢印キーで操作します。\nスペースキーで剣を振れる。\n\nマグマやサボテンに当たると死んでしまいます。\n気を付けてください。\n\n英語・モバイル対応です!
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Land | a platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 3 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [Plugged \(post mastering\) v] until done\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@Spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 v]\nshow\nforever\n switch costume to (Scene)\nend\n\n@Restart\n\nwhen flag clicked\nhide\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\nwhen backdrop switches to [blue sky 2 v]\nhide\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@Skip\n\nwhen flag clicked\nhide\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 [no skip v]\nhide\n\nwhen backdrop switches to [blue sky 2 v]\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\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 v]\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\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@Ground\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (no skip v)\n end\nend\n\nwhen backdrop switches to [blue sky 2 v]\nshow\nforever\n switch costume to (Scene)\nend\n\n@Player\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\nwhen I receive [next level v]\nReset Scene\n\nwhen flag clicked\nhide\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 (Muerto v)\n else\n if <touching (lava v)?> then\n Reset Scene\n broadcast (Muerto v)\n end\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (Muerto 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 (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 backdrop switches to [blue sky 2 v]\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\n@Player Trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\nwhen backdrop switches to [blue sky 2 v]\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\n@Lava\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Dubstep v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (intro done v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@TB\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\n
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ʟᴀɴᴅ ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ\n ᴀ ɢᴀᴍᴇ ʙʏ: @Clmasa\n\n ᴛᴜʀʙᴏᴡᴀʀᴘ: https://turbowarp.org/721944759/\n\n\n [ɪɴsᴛʀᴜᴄᴛɪᴏɴs]\n -ᴜꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡꜱ ᴛᴏ ᴍᴏᴠᴇ \n -ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ ᴏʀ ʟᴀᴠᴀ\n\n\n [ᴄʀᴇᴅɪᴛs] \n @-PickleAnimator- ғᴏʀ ᴛʜᴇ ɪɴᴛʀᴏ\n ᴇɴɢɪɴᴇ ɪs ʙʏ @-glistr\n @-ekdaukin ғᴏʀ ᴛʜᴇ ᴇʏᴇ \n @hern1 ғᴏʀ sᴏᴍᴇ ᴀʀᴛ \n @TimMcCool ғᴏʀ ʜᴇᴀʀᴛ ᴀɴᴅ sᴛᴀʀ ᴅᴇᴛᴇᴄᴛɪᴏɴ\n @ʀᴀsᴛᴇʀᴇʀ ғᴏʀ ᴛʜᴇ ᴏʀɪɢɪɴᴀʟ ʙᴀᴄᴋɢʀᴏᴜɴᴅ\n\n\n\n ɪ ʜᴏᴘᴇ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ! \n\n\n ᴛᴀɢs (ɪɢɴᴏʀᴇ) \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\n\n\n\n\n\n\n\n\n\n\n\n\nᴡʜᴀᴛ ᴀʀᴇ ʏᴏᴜ ᴅᴏɪɴɢ ᴅᴏᴡɴ ʜᴇʀᴇ???\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nᴛʜᴇʀᴇ's ɴᴏᴛʜɪɴɢ ᴍᴏʀᴇ!!\n\n\n\n\n\n \n\n\n\n\n\n\n\n\n\nᴘʟᴇᴀsᴇ ᴄᴏᴍᴍᴇɴᴛ ɪɴ ᴍʏ ᴄᴏᴍᴍᴇɴᴛ ᴀɴɪᴍᴀᴛɪᴏɴs ᴀɴᴅ ғᴏʟʟᴏᴡ ᴍᴇ. :ᴅᴅ
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#2 | Samurai Scroll Platformer ver1.1
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@Stage\n\nset [memo v] to [ああああああ]\nchange [memo v] by (51)\nchange [memo v] by (518)\nchange [memo v] by (21)\n\nchange [memo v] by (518)\n\n@剣\n\nwhen flag clicked\nset [all v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n go to [front v] layer\n set [い v] to [0]\n repeat until <(All) = [1]>\n go to (player v)\n point in direction (() - ([direction v] of [player v]))\n move (-15) steps\n if <[] = (K)> then\n show\n else\n hide\n end\n if <[90] = (direction)> then\n point in direction (-30)\n turn right (う) degrees\n else\n point in direction (30)\n turn right (() - (う)) degrees\n end\n switch costume to ((2) + ((剣) mod (3)))\n set size to (150) %\n change [い v] by ((い) / (-5))\n change [う v] by ((う) / (-5))\n change [う v] by (い)\n set [今県降ってますか? v] to (() + <[20] < ([abs v] of (う) )>)\n end\n wait (0.5) seconds\n hide\nend\n\nwhen flag clicked\n\n play sound [Kovan & Electro-Light - Skyline \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset [all v] to [1]\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n repeat until <(All) = [1]>\n wait until <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-50]>>>\n change [い v] by (-20)\n start sound [剣の素振り2 v]\n wait until <<not <key (down arrow v) pressed?>> and <not <<mouse down?> and <(mouse y) < [-50]>>>>\n end\nend\n\nwhen flag clicked\nwait (5) seconds\nset [☁ en v] to []\n\n@BG\n\nwhen flag clicked\ngo to x: (0) y: ()\nset size to (100) %\ngo to [back v] layer\n\n if <<(current [hour v]) < [18]> or <(current [hour v]) < [5]>> 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\n\n@スプライト2\n\nwhen flag clicked\nset [剣 v] to [0]\nif <<(language::translate) = [日本語]> or <(language::translate) = [にほんご]>> then\n set [language v] to [J]\nelse\n set [language v] to [E]\nend\nset [all v] to [1]\nset [難易度 v] to [e]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [1 v] to [1]\nrepeat (14)\n create clone of (_myself_ v)\n change [1 v] by (1)\nend\n\nwhen I start as a clone\nif <(1) = [1]> then\n go to x: (0) y: (50)\n switch costume to (samurai v)\n set size to (0) %\n repeat until <(All) = [4]>\n change size by (((100) - (size)) / (8))\n end\n repeat (14)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\nend\nif <(1) = [2]> then\n go to x: (0) y: (-50)\n switch costume to (コスチューム2 v)\n set size to (0) %\n repeat until <<(All) = [1]> and <<mouse down?> and <touching (mouse-pointer v)?>>>\n change size by (((100) - (size)) / (8))\n end\n start sound [クリック v]\n create clone of (シーンチェンジ v)\n set [all v] to [4]\n repeat (10)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\nend\n\nwhen I start as a clone\nif <(1) = [3]> then\n go to x: (100) y: (-50)\n switch costume to (コスチューム3 v)\n set size to (0) %\n \n repeat until <<<touching (mouse-pointer v)?> and <mouse down?>> or <(All) = [4]>>\n change size by (((100) - (size)) / (8))\n end\n if <(All) = [1]> then\n start sound [クリック v]\n set [all v] to [3]\n repeat until <(All) = [1]>\n change size by (((100) - (size)) / (8))\n end\n end\n if <(All) = [4]> then\n repeat (15)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\n end\n end\nend\nif <(1) = [4]> then\n go to x: (-100) y: (-50)\n switch costume to (8234 v)\n set size to (0) %\n \n repeat until <<(All) = [4]> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n change size by (((100) - (size)) / (8))\n end\n if <(All) = [1]> then\n start sound [クリック v]\n set [all v] to [2]\n repeat until <(All) = [1]>\n change size by (((100) - (size)) / (8))\n end\n end\n if <(All) = [4]> then\n repeat (15)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\n end\n end\nend\nif <(1) = [5]> then\n \n wait until <<(All) = [2]> or <(All) = [3]>>\n clear graphic effects\n set [ghost v] effect to ()\n switch costume to (コスチューム1 2 v)\n set size to () %\n repeat (10)\n change size by (((100) - (size)) / (8))\n end\n repeat until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\n change size by (((100) - (size)) / (8))\n end\n start sound [クリック v]\n set [all v] to [1]\n repeat (10)\n change size by ((size) / (-8))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(1) = [6]> then\n \n go to x: (0) y: (50)\n wait until <(All) = [2]>\n clear graphic effects\n set [ghost v] effect to ()\n switch costume to (english_英語 v)\n set size to () %\n repeat (10)\n change size by (((100) - (size)) / (8))\n end\n repeat until <[1] = (All)>\n change size by (((100) - (size)) / (8))\n end\n repeat (10)\n change size by ((size) / (-8))\n change [ghost v] effect by (10)\n end\n set [all v] to [1]\n end\nend\n\nwhen I start as a clone\nif <(1) = [7]> then\n \n go to x: (0) y: (-50)\n wait until <(All) = [2]>\n clear graphic effects\n set [ghost v] effect to ()\n if <(Language) = [E]> 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5 v)\n end\n set size to () %\n repeat (10)\n change size by (((175) - (size)) / (8))\n end\n repeat until <(All) = [1]>\n change size by (((175) - (size)) / (8))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [クリック v]\n if <(Language) = [E]> then\n set [language v] to [J]\n switch costume to (コスチューム5 v)\n else\n set [language v] to [E]\n switch costume to (コスチューム4 v)\n end\n wait until <not <mouse down?>>\n end\n end\n repeat (10)\n change size by ((size) / (-8))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(1) = [8]> then\n \n hide\n wait until <(All) = [3]>\n show\n clear graphic effects\n set [ghost v] effect to ()\n set size to () %\n repeat (10)\n change size by (((200) - (size)) / (8))\n end\n repeat until <(All) = [1]>\n change size by (((200) - (size)) / (8))\n end\n repeat (10)\n change size by ((size) / (-8))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(1) = [8]> then\n \n go to x: () y: (0)\n switch costume to ((11) + ((剣) mod (3)))\n end\nend\n\nwhen I start as a clone\nif <(1) = [9]> then\n \n switch costume to (コスチューム7 v)\n hide\n wait until <(All) = [3]>\n show\n clear graphic effects\n set [ghost v] effect to ()\n set size to () %\n repeat (10)\n change size by (((100) - (size)) / (8))\n end\n repeat until <(All) = [1]>\n change size by (((100) - (size)) / (8))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [クリック v]\n if <[0] < (mouse x)> then\n change [剣 v] by (1)\n else\n change [剣 v] by (-1)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n repeat (10)\n change size by ((size) / (-8))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(1) = [10]> then\n hide\n wait until <(All) = [4]>\n wait (1) seconds\n show\n go to x: (-125) y: (-50)\n if <(Language) = [E]> then\n switch costume to (easy v)\n else\n switch costume to (簡単 v)\n end\n set size to (0) %\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <(All) = [5]>>\n change size by (((100) - (size)) / (8))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [all v] to [5]\n start sound [クリック v]\n set [難易度 v] to [e]\n end\n create clone of (シーンチェンジ v)\n repeat (20)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\nend\n\nwhen I start as a clone\nif <(1) = [11]> then\n hide\n wait until <(All) = [4]>\n wait (1) seconds\n show\n go to x: (0) y: (-50)\n if <(Language) = [E]> then\n switch costume to (normal v)\n else\n switch costume to (普通 v)\n end\n set size to (0) %\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <(All) = [5]>>\n change size by (((100) - (size)) / (8))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [all v] to [5]\n start sound [クリック v]\n set [難易度 v] to [n]\n end\n create clone of (シーンチェンジ v)\n repeat (20)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\nend\n\nwhen I start as a clone\nif <(1) = [12]> then\n hide\n wait until <(All) = [4]>\n wait (1) seconds\n show\n go to x: (125) y: (-50)\n if <(Language) = [E]> then\n switch costume to (hard v)\n else\n switch costume to (難しい v)\n end\n set size to (0) %\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <(All) = [5]>>\n change size by (((100) - (size)) / (8))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [all v] to [5]\n start sound [クリック v]\n set [難易度 v] to [h]\n end\n create clone of (シーンチェンジ v)\n repeat (20)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\nend\n\nwhen I start as a clone\nif <(1) = [13]> then\n hide\n wait until <(All) = [4]>\n wait (1) seconds\n show\n go to x: (0) y: (50)\n if <(Language) = [E]> then\n switch costume to (level v)\n else\n switch costume to (難易度 v)\n end\n set size to (100) %\n repeat until <(All) = [5]>\n change size by (((200) - (size)) / (8))\n end\n start sound [クリック v]\n repeat (20)\n change size by (((200) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\nend\n\nwhen I start as a clone\nif <(1) = [14]> then\n hide\n wait until <(All) = [6]>\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n switch costume to (home v)\n set size to (0) %\n \n repeat until <<<touching (mouse-pointer v)?> and <mouse down?>> or <(All) = [4]>>\n change size by (((100) - (size)) / (8))\n end\n start sound [クリック v]\n create clone of (シーンチェンジ v)\n set [all v] to [1]\n repeat (15)\n change size by (((100) - (size)) / (8))\n end\n switch costume to (コスチューム1 v)\n stop [other scripts in sprite v]\n broadcast (メニューに戻る v)\n end\nend\n\nwhen I receive [メニューに戻る v]\ndelete this clone\n\nwhen I receive [メニューに戻る v]\nset [1 v] to [1]\nrepeat (14)\n create clone of (_myself_ v)\n change [1 v] by (1)\nend\n\n@シーンチェンジ\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム1 v)\nset size to () %\nrepeat (10)\n go to [front v] layer\n change size by ((size) / (4))\nend\nrepeat (15)\n go to [front v] layer\n change size by (((100) - (size)) / (4))\nend\nrepeat (10)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@羽田\n\nwhen flag clicked\ngo to [back v] layer\nset [all v] to [1]\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n delete all of [f v]\n repeat (2)\n add [0] to [f v]\n end\n hide\n if <(難易度) = [E]> then\n Clon ((480) * (3)) [-64] [2]\n Clon ((120) + ((480) * (5))) [-64] [4]\n end\n if <(難易度) = [N]> then\n Clon ((240) + ((480) * (4))) [-62] [2]\n Clon ((480) * (8)) [-42] [4]\n end\n if <(難易度) = [H]> then\n Clon [1100] [-12.5] [2]\n Clon [3400] [-10] [4]\n end\n wait until <(All) = [1]>\nend\n\nwhen I start as a clone\nshow\nrepeat until <(All) = [1]>\n point in direction (90)\n switch costume to ( v)\n set size to ((1) / ()) %\n go to x: ((X) + (CX)) y: ((Y) + (CY))\n set size to (150) %\n switch costume to (C)\nend\nwait (0.5) seconds\ndelete this clone\n\ndefine Clon (x) (y) (c)\nset [x v] to (x)\nset [y v] to (y)\nset [c v] to (c)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <[2] = (C)> then\n set [c v] to [2]\n wait until <touching (player v)?>\n start sound [Coin v]\n set [c v] to [3]\n replace item (1) of [f v] with (() - (X))\n replace item (2) of [f v] with (() - (Y))\nend\nif <[4] = (C)> then\n wait until <touching (player v)?>\n start sound [ドラゴンの羽ばたき v]\n set [all v] to [6]\n create clone of (シーンチェンジ2 v)\n if <(難易度) = [E]> then\n replace item (1) of [難易度別クリア判定 v] with [1]\n end\n if <(難易度) = [N]> then\n replace item (2) of [難易度別クリア判定 v] with [1]\n end\n if <(難易度) = [H]> then\n replace item (3) of [難易度別クリア判定 v] with [1]\n end\nend\n\nwait until <(All) = [1]>\n\nreplace item (1) of [難易度別クリア判定 v] with [1]\nreplace item (2) of [難易度別クリア判定 v] with [1]\nreplace item (3) of [難易度別クリア判定 v] with [1]\n\n@地面\n\nwhen flag clicked\nset [all v] to [1]\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n go to [front v] layer\n hide\n switch costume to ( v)\n set size to (100) %\n if <(難易度) = [E]> then\n Clon [] [] [2]\n Clon [-480] [] [3]\n Clon [480] [] [4]\n Clon [480] [320] [5]\n Clon ((480) * (2)) [] [6]\n Clon ((480) * (3)) [] [7]\n Clon ((480) * (4)) [] [8]\n Clon ((480) * (5)) [] [7]\n Clon ((480) * (5)) [320] [9]\n Clon ((480) * (5)) [] [10]\n end\n if <(難易度) = [N]> then\n Clon [] [] [20]\n Clon [480] [] [21]\n Clon [960] [] [22]\n Clon ((480) * (3)) [] [23]\n Clon ((480) * (4)) [] [24]\n Clon ((480) * (5)) [] [2]\n Clon ((480) * (6)) [] [25]\n Clon ((480) * (7)) [] [25]\n Clon ((480) * (8)) [] [26]\n end\n if <(難易度) = [H]> then\n Clon ((480) * (0)) [] [11]\n Clon ((480) * (-1)) [] [12]\n Clon ((480) * (1)) [] [13]\n Clon ((480) * (2)) [] [14]\n Clon ((480) * (3)) [] [15]\n Clon ((480) * (4)) [] [16]\n Clon ((480) * (5)) [] [17]\n Clon ((480) * (6)) [] [18]\n Clon ((480) * (7)) [] [19]\n end\n wait until <(All) = [1]>\nend\n\ndefine Clon (x) (y) (c)\nset [x v] to (x)\nset [y v] to (y)\nset [c v] to (c)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [px v] to [0]\nrepeat until <(All) = [1]>\n switch costume to ( v)\n set size to ((1) / ()) %\n go to x: ((Px) + ((X) + (CX))) y: ((Y) + (CY))\n set size to (100) %\n switch costume to (C)\nend\nwait (0.75) seconds\ndelete this clone\n\n@Player\n\nwhen flag clicked\nset [all v] to [1]\nhide\ngo to x: () y: ()\nwait until <(All) = [5]>\nwait (1) seconds\n\nend\n\nwhen flag clicked\nset [all v] to [1]\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n set [cx v] to [0]\n set [cy v] to [0]\n set [p v] to [-10]\n set [操作 v] to []\n set [k v] to []\n Re:\n show\n repeat until <(All) = [1]>\n |a\n set rotation style [left-right v]\n switch costume to (コスチューム1 v)\n set size to (120) %\n if <(X) < [0]> then\n change x by ([ceiling v] of ((x position) / (P)) )\n change [cx v] by ([ceiling v] of ((x position) / (P)) )\n else\n change x by ([floor v] of ((x position) / (P)) )\n change [cx v] by ([floor v] of ((x position) / (P)) )\n end\n change [cy v] by (((-10) - (y position)) / (() - (P)))\n change y by (((-10) - (y position)) / (() - (P)))\n set [cp v] to (X)\n if <<[300] < (CY)> or <<touching (障害物 v)?> or <touching (敵 v)?>>> then\n start sound [Basketball Bounce v]\n hide\n set [操作 v] to [0]\n set [k v] to [0]\n repeat until <<(round (item (1) of [f v])) = (round (CX))> and <(round (item (2) of [f v])) = (round ((CY) + (0.1)))>>\n change [cy v] by (((item (2) of [f v]) - (CY)) / (5))\n change [cx v] by (((item (1) of [f v]) - (CX)) / (5))\n change y by (((-10) - (y position)) / (5))\n change x by ((x position) / (-5))\n end\n show\n Re:\n set [k v] to []\n set [操作 v] to []\n end\n set [pitch v] effect to ()\n end\n wait (0.5) seconds\n hide\nend\n\ndefine |a\nif <[] = (操作)> then\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<not <(x position) < (mouse x)>> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change [y v] by (-1)\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 (-4)\n change x by (() - (X))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n set [x v] to ((X) * (0.85))\n change y by (Y)\n if <touching (地面 v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<((y position) + (15)) < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [16]\n end\n change y by (2)\nend\nif <[240] < (CX)> then\n set [cx v] to [240]\nend\n\ndefine Re:\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n\n set [あ v] to (操作)\nend\n\nshow\n\n@障害物\n\nwhen flag clicked\nset [all v] to [1]\nhide\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n if <(難易度) = [E]> then\n Clon [670] [220] [3]\n Clon [990] [-90] [4]\n Clon ((-100) + ((480) * (3))) [-62] [2]\n Clon ((-200) + ((480) * (4))) [-95] [4]\n Clon ((-200) + ((480) * (5))) [220] [3]\n end\n if <(難易度) = [N]> then\n Clon [-210] [100] [4]\n Clon [440] [120] [2]\n Clon ((100) + ((480) * (4))) [170] [3]\n Clon ((480) * (5)) [-62] [2]\n Clon ((150) + ((480) * (5))) [-62] [2]\n Clon ((-20) + ((480) * (6))) [-62] [2]\n end\n if <(難易度) = [H]> then\n Clon [200] [-100] [4]\n Clon [775] [-20] [2]\n Clon [1500] [200] [3]\n Clon [2050] [-150] [2]\n Clon [2400] [200] [3]\n Clon [1725] [-150] [2]\n Clon [2900] [-20] [2]\n Clon [2950] [-20] [2]\n end\n wait until <(All) = [1]>\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nrepeat until <(All) = [1]>\n switch costume to ( v)\n set size to ((1) / ()) %\n go to x: ((X) + (CX)) y: ((Y) + (CY))\n set size to (100) %\n switch costume to (C)\n if <(C) = [3]> then\n if <(難易度) = [H]> then\n point in direction ((90) + ((40) * ([sin v] of ((timer) * (120)) )))\n else\n point in direction ((90) + ((20) * ([sin v] of ((timer) * (120)) )))\n end\n end\n if <(C) = [4]> then\n point in direction ((timer) * (120))\n end\nend\ndelete this clone\n\ndefine Clon (x) (y) (c)\nset [x v] to (x)\nset [y v] to (y)\nset [c v] to (c)\ncreate clone of (_myself_ v)\n\nset [cx v] to (() - ((480) * (4.5)))\n\n@敵\n\ndefine Clon (x) (y) (c)\nset [x v] to (x)\nset [y v] to (y)\nset [c v] to (c)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [all v] to [1]\nhide\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n if <[E] = (難易度)> then\n set [拡張 v] to [75]\n Clon [405] [41] [2]\n Clon ((480) * (4)) [] [2]\n end\n if <[N] = (難易度)> then\n set [拡張 v] to [75]\n Clon ((100) + ((480) * (3))) [-50] [2]\n Clon ((100) + ((480) * (6))) [-50] [2]\n end\n if <[H] = (難易度)> then\n set [拡張 v] to [75]\n Clon [900] [-19] [2]\n set [拡張 v] to [150]\n Clon [2400] [-90] [2]\n end\n wait until <(All) = [1]>\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nrepeat until <<[1] = (今県降ってますか?)> and <touching (剣 v)?>>\n switch costume to ( v)\n set size to ((1) / ()) %\n go to x: (((X) + (CX)) + ((拡張) * ([sin v] of ((timer) * (120)) ))) y: ((Y) + (CY))\n switch costume to (C)\n set size to (75) %\n set rotation style [left-right v]\n if <(保存) < ((拡張) * ([sin v] of ((timer) * (120)) ))> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [保存 v] to ((拡張) * ([sin v] of ((timer) * (120)) ))\n if <(All) = [1]> then\n delete this clone\n end\nend\nstart sound [NES-Shooter01-3\(Damage\)2 v]\nadd ((X) + ((拡張) * ([sin v] of ((timer) * (120)) ))) to [effects v]\nadd (Y) to [effects v]\ndelete this clone\n\n@高品質エフェクト\n\nwhen flag clicked\nset [all v] to [1]\nhide\nforever\n wait until <(All) = [5]>\n wait (1) seconds\n delete all of [effects v]\n repeat until <(All) = [6]>\n repeat ((length of [effects v]) / (2))\n start sound [Glass Breaking v]\n すげえええええエフェクトたくさんすげええええ\n repeat (2)\n delete (1) of [effects v]\n end\n end\n end\nend\n\ndefine Clon (x) (y) (c)\nset [x v] to (x)\nset [y v] to (y)\nset [c v] to (c)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [powerx v] to (pick random (-10.00000) to (10))\nset [powery v] to (pick random (2.0) to (10))\nset [powerbig v] to (pick random (100) to (50))\npoint in direction (pick random (1) to (360))\nrepeat (50)\n switch costume to ( v)\n set size to ((1) / ()) %\n go to x: (((X) + (CX)) + ((拡張) * ([sin v] of ((timer) * (120)) ))) y: ((Y) + (CY))\n switch costume to (コスチューム2 v)\n set size to (PowerBig) %\n change [powerbig v] by ((PowerBig) / (-8))\n change [powerx v] by ((PowerX) / (-8))\n change [powery v] by (-0.7)\n change [x v] by (PowerX)\n change [y v] by (PowerY)\n turn right ((PowerX) + (PowerY)) degrees\nend\ndelete this clone\n\ndefine すげえええええエフェクトたくさんすげええええ\nrepeat (10)\n Clon (item (1) of [effects v]) (item (2) of [effects v]) [2]\nend\n\n@サムネ\n\nwhen flag clicked\n\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@シーンチェンジ2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\ngo to x: () y: ()\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nset size to () %\nrepeat until <(All) = [1]>\n change size by (((100) - (size)) / (8))\nend\nwait (0.75) seconds\ndelete this clone\n\n@タイム\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n wait until <(All) = [6]>\n if <(Language) = [E]> then\n switch costume to (time v)\n else\n switch costume to (タイム v)\n end\n set size to (300) %\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(All) = [1]>\n wait (0.5) seconds\n hide\nend\n\n@タイム表示\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n wait until <(All) = [6]>\n wait (0.25) seconds\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [3]\n create clone of (_myself_ v)\n wait until <(All) = [1]>\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n set size to (300) %\n show\n switch costume to (letter (length of (タイム)) of (タイム))\n go to [front v] layer\n set [ghost v] effect to (100)\n if <[99] < (timer)> then\n go to x: (40) y: (0)\n else\n go to x: (20) y: (0)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\nelse\n if <(clone id) = [2]> then\n set size to (300) %\n show\n switch costume to (letter ((length of (タイム)) - (1)) of (タイム))\n go to [front v] layer\n set [ghost v] effect to (100)\n if <[99] < (timer)> then\n go to x: (0) y: (0)\n else\n go to x: (-20) y: (0)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(clone id) = [3]> then\n set size to (300) %\n switch costume to (letter ((length of (タイム)) - (2)) of (タイム))\n if <[99] < (タイム)> then\n show\n end\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (-40) y: (0)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [タイマー v] to []\nforever\n wait until <(All) = [1]>\n wait until <(All) = [5]>\n set [タイマー v] to (timer)\n wait until <(All) = [6]>\n set [タイム v] to (round ((timer) - (タイマー)))\nend\n\nwhen I start as a clone\nwait until <(All) = [1]>\nwait (0.5) seconds\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to ((1) / ()) %\ndelete all of [難易度別クリア判定 v]\nrepeat (3)\n add [] to [難易度別クリア判定 v]\nend\nwait until <not <[難易度別クリア判定 v] contains []?>>\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [1 v] to [-260]\nrepeat (30)\n switch costume to (コスチューム1 v)\n set size to ((1) / ()) %\n go to x: (1) y: (160)\n う\n set size to (70) %\n change [1 v] by (((-163) - (1)) / (8))\nend\nrepeat (30)\n switch costume to (コスチューム1 v)\n set size to ((1) / ()) %\n go to x: (1) y: (160)\n う\n set size to (70) %\n change [1 v] by (((-330) - (1)) / (8))\nend\ndelete this clone\n\nreplace item (1) of [難易度別クリア判定 v] with [1]\nreplace item (2) of [難易度別クリア判定 v] with [1]\nreplace item (3) of [難易度別クリア判定 v] with [1]\n\ndefine う\ngo to [front v] layer\nif <(Id) = [1]> then\n if <(Language) = [E]> then\n switch costume to (all clear! v)\n else\n switch costume to (全てクリア! v)\n end\nend\nif <(Id) = [2]> then\n if <(Language) = [E]> then\n switch costume to (defeat the enemy v)\n else\n switch costume to (敵を倒す v)\n end\nend\n\nwhen flag clicked\nwait until <not <[0] = (length of [effects v])>>\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n
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[日本語は下です!]\nYou can move with a crosshair or tap.\n\nThe button of the sword allows you to choose the sword,\n\nThe button on the setting mark can set the language.\n\nYou can swing down the sword with the lower key or the bottom tap.\n\nIf you want to make it Japanese, press the setting mark and then turn off the button.\n\nEnjoy :DD\n\nカーソルキーまたはタップで移動できます。\n\n剣のボタンで剣を選択でき、\n\n設定マークのボタンで言語を設定できます。\n\n下キーか下タップで剣を振り下ろすことができます。\n\n日本語にしたい場合は、設定マークを押してからボタンをオフにします。
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Mars - A Pixel Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Welcome to Terran Station v] until done\nend\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [the end v]\nswitch backdrop to (backdrop2 v)\n\nchange volume by (30)\n\n@Sprite1\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [start game v]\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-177) y: (-112)\n\nwhen I receive [start game v]\nforever\n if <touching (ouchie... v)?> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (you shall not pass v)?> then\n change y by (1)\n end\n if <touching (you shall not pass v)?> then\n change y by (1)\n end\n if <touching (you shall not pass v)?> then\n change y by (1)\n end\n if <touching (you shall not pass v)?> then\n change y by (1)\n end\n if <touching (you shall not pass v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (you shall not pass v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (you shall not pass v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#a9e39d)?> then\n set [y v] to [22]\n end\n if <touching (pipe v)?> then\n broadcast (The End v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen I receive [default skin v]\nswitch costume to (default skin v)\n\nwhen I receive [no helmet v]\nswitch costume to (no helmet v)\n\nwhen I receive [amongus pink v]\nswitch costume to (amogus pink v)\n\nwhen I receive [amongus black v]\nswitch costume to (amogus black v)\n\nwhen I receive [amongus red v]\nswitch costume to (amogus red v)\n\nwhen I receive [amongus blue v]\nswitch costume to (amogus blue v)\n\nwhen I receive [amongus white v]\nswitch costume to (amogus white v)\n\nif <touching (quicksand v)?> then\n change y by (1)\nend\nif <touching (quicksand v)?> then\n change y by (1)\nend\nif <touching (quicksand v)?> then\n change y by (1)\nend\nif <touching (quicksand v)?> then\n change y by (1)\nend\nif <touching (quicksand v)?> then\n change y by (-4)\n change x by ((x) * (-1))\nend\nchange y by (y)\nif <touching (quicksand v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\nend\nchange y by (-1)\n\nif <<key (up arrow v) pressed?> and <touching (quicksand v)?>> then\n set [y v] to [15]\nend\n\nchange y by (1)\n\nwhen I receive [the end v]\nhide\n\n@Gem of Chaos\n\nwhen I receive [the end v]\nhide\n\n@YOU SHALL NOT PASS\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nswitch costume to (costume1 v)\nchange [☁ views! v] by (1)\ngo to x: (-90) y: (-145)\n\nwhen I receive [the end v]\nhide\n\n@ouchie...\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (line v)\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [the end v]\nhide\n\n@dont tell scratch team\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (apple2 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n go to (sprite1 v)\nend\n\nwhen I receive [start game v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (apple v)\n end\nend\n\nwhen I receive [start game v]\nhide\nforever\n if <key (k v) pressed?> then\n hide\n end\n if <key (j v) pressed?> then\n show\n end\nend\n\nwhen I receive [the end v]\nhide\n\n@CONTROLS\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@MOVE IT!!!!\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Play Button \n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nbroadcast (Start game v) and wait\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@MARS TITLE\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Wait a minute... who ARE you?\n\nchange y by (10)\n\nchange y by (-10)\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Astronaughts\n\nwhen flag clicked\nswitch costume to (default v)\nshow\nforever\n if <key (1 v) pressed?> then\n broadcast (default skin v)\n switch costume to (default v)\n end\nend\n\nwhen flag clicked\nswitch costume to (default v)\nshow\nforever\n if <key (2 v) pressed?> then\n broadcast (Amongus red v)\n switch costume to (sus red v)\n end\nend\n\nwhen flag clicked\nswitch costume to (default v)\nshow\nforever\n if <key (3 v) pressed?> then\n broadcast (amongus blue v)\n switch costume to (sus blue v)\n end\nend\n\nwhen flag clicked\nswitch costume to (default v)\nshow\nforever\n if <key (6 v) pressed?> then\n broadcast (amongus pink v)\n switch costume to (sus pink v)\n end\nend\n\nwhen flag clicked\nswitch costume to (default v)\nshow\nforever\n if <key (5 v) pressed?> then\n broadcast (amongus white v)\n switch costume to (sus white v)\n end\nend\n\nwhen flag clicked\nswitch costume to (sus black v)\nshow\nforever\n if <key (4 v) pressed?> then\n broadcast (amongus black v)\n switch costume to (sus black v)\n end\nend\n\nwhen flag clicked\nswitch costume to (default v)\nshow\nforever\n if <key (7 v) pressed?> then\n broadcast (No Helmet v)\n switch costume to (no helmet v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [the end v]\nhide\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [the end v]\nhide\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [the end v]\nhide\n\n@pipe\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\nhide\n\n@Mars Planet\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Sprite4\n\nwhen I receive [the end v]\nshow\n\nwhen flag clicked\nhide\n\n
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Arrow keys to move\nclick the start button to start\nNumbers 2-6 will turn you into different color amongus.\nNumber 1 will turn you back into default skin\nNumber 7 will be default, with no helmet on\n43 views!!!!!!!!??@!!!!!!!?
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Dᴇsᴇʀᴛ ᴀ Pʟᴀᴛꜰᴏʀᴍᴇʀ #all #games #trending #art #music #platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula 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\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@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@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@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@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@Objeto1\n\n@descarga (11)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
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Nɪɢʜᴛ ᴀ Pʟᴀᴛꜰᴏʀᴍᴇʀ\n\n a game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/722122653/\n\n-ᴜꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡꜱ ᴛᴏ ᴍᴏᴠᴇ\n-ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ\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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(English) Minecraft Platformer Part 5
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [情報 v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [情報 v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [情報 v]) = [22]>\nswitch backdrop to (背景2 v)\n\nreplace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@Steve\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (水 v)?> or <touching (マグマ判定 v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (酸素ゲージ判定用 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (マグマ判定 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>> and <not <(item (1) of [情報 v]) = [13]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (zombie v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-2] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (スケルトン2 v)?> and <not <([costume # v] of [スケルトン2 v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (ゾンビ3 v)?> and <not <([costume # v] of [ゾンビ3 v]) = [3]>>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <<touching (zombie v)?> or <touching (ゾンビ2 v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [21]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n end\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (マグマ v)?> then\n set [延焼ダメージ v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n replace item (8) of [情報 v] with [0]\n wait until <not <(item (8) of [情報 v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (落下ダメージの判定用 v)?> then\n wait until <not <touching (落下ダメージの判定用 v)?>>\n wait until <touching (落下ダメージの判定用 v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [設定 v]) = [14]> and <not <(item (1) of [設定 v]) = [9]>>> then\n forever\n end\n end\n if <<(item (3) of [設定 v]) = [14]> and <(item (1) of [設定 v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n wait (0.1) seconds\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n point towards (ソニックブーム判定 v)\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@Sword\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]\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [steve v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [steve v]) + (15)) y: (([y position v] of [steve 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 [steve v]) + (-15)) y: (([y position v] of [steve 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [steve v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (steve v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@落下ダメージの判定用\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@背景\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <<not <[11] < (costume [number v])>> or <[17] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [ゾンビピグリン v]\nrepeat (2)\n switch costume to (pick random (18) to (20))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [steve v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [steve v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトン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 [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [steve v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (steve v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (sword v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (steve v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@Zombie\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [steve 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 [steve 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 [steve 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [steve v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@Creeper\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [steve v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [steve v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [steve v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパー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 [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [steve v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [steve v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [steve v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@Buttons\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (steve v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (steve v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (steve v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (steve v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (steve v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (steve v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [steve v]) + (40)) y: (([y position v] of [steve v]) + (-5))\nelse\n go to x: (([x position v] of [steve v]) + (-40)) y: (([y position v] of [steve v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (steve v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@ゾンビ2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [steve v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ判定 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 [steve v])> then\n point in direction (90)\n if <touching (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 [steve 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [steve v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビピグリン v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@ゾンビ3\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [steve v]) < (x position)>> or <<([x position v] of [steve v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [steve v])>> or <<(x position) < ([x position v] of [steve v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (マグマ判定 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 [steve 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 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 (マグマ判定 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 (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [steve v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\n replace item (19) of [情報 v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [50]\n replace item (16) of [情報 v] with [50]\n else\n replace item (15) of [情報 v] with [60]\n replace item (16) of [情報 v] with [60]\n end\nelse\n if <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player4 v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (steve v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\n@ぺん\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@スケルトン2\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [steve v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [steve v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (スプライト5 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [steve v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [steve v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [steve v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (steve v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [24]\n replace item (16) of [情報 v] with [24]\nelse\n replace item (15) of [情報 v] with [34]\n replace item (16) of [情報 v] with [34]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [steve v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@スプライト4\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\npoint towards (steve v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (steve v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (steve v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm2\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@スケルトン3\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [sword v])\n set [攻撃位置y v] to ([y position v] of [sword v])\n broadcast (クリティカル v)\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nreplace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n\n@スプライト8\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (スケルトン3 v)\nshow\npoint towards (steve v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (steve v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト9\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [情報 v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (sword v)?> and <(攻撃) = [1]>> or <touching (ソニックブーム補完用4 v)?>> or <touching (爆発2 v)?>>\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [情報 v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [情報 v]) = [0]> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n replace item (30) of [情報 v] with [1]\n replace item (31) of [情報 v] with (x position)\n replace item (32) of [情報 v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [設定 v]) = [4]>> then\n wait until <(item (1) of [情報 v]) = [21]>\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (スケルトン3 v)\n repeat until <touching (スケルトン3 v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@スプライト12\n\n@スプライト13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@表示用\n\nwhen [0 v] key pressed\nhide variable [1 v]\n\nwhen [1 v] key pressed\nshow variable [1 v]\n\nif <(username) = [kuri-pa-2]> then\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ クラウド変数 v] to (item (5) of [雑用 v])\nend\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド記録 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド記録)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド記録)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド記録)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\n@スプライト14\n\nwhen flag clicked\nif <(username) = [ImageToMinecraft]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\n\n
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This project is an English remix of "Minecraft Platformer 5". It is currently not finished.
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Snow platformer/雪のプラットフォーマー
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@Stage\n\nwhen I receive [start v]\nset volume to (80) %\nforever\n play sound [You_and_Me v] until done\nend\n\nwhen I receive [start v]\nhide variable [time v]\nhide variable [☁ world record v]\nset [time v] to [0]\nset [☁ world record v] to [80]\nrepeat until <(ステージ) = [19]>\n change [time v] by (0.1)\n wait (0.1) seconds\nend\nwait (2.5) seconds\nshow variable [time v]\nshow variable [☁ world record v]\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [19]> then\n if <(time) < (☁ World record)> then\n set [☁ world record v] to (time)\n else\n set [☁ world record v] to (☁ World record)\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nwait (8.2) seconds\nbroadcast (START v)\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\nset [time v] to [0]\nset [☁ world record v] to [80]\n\n@Player\n\nwhen I receive [動いていいよ v]\nif <(ステージ) = [17]> then\n go to x: (-200) y: (150)\n show\nelse\n go to x: (-200) y: (20)\n show\nend\n\ndefine ミス\nbroadcast (i v)\nstart sound [Rip v]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <(ステージ) = [17]> then\n go to x: (-200) y: (150)\nelse\n go to x: (-200) y: (20)\nend\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ステージ v] to [1]\npoint in direction (90)\nswitch costume to (コスチューム v)\nset size to (60) %\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (40)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1.1)\n switch costume to (player右 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n switch costume to (player左 v)\n end\n if <not <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>>>> then\n switch costume to (player v)\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n switch costume to (player上 v)\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>> then\n switch costume to (player上右 v)\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (player上左 v)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by (1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by (1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by (1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by (1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by (1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by (1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change x by ((x) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<touching (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n start sound [パパッ 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 (stage v)?> or <touching (氷 v)?>> or <touching (つらら v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n go to x: (-200) y: (20)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v) and wait\n end\n if <<<(y position) < [-180]> or <touching (障害物 v)?>> or <<touching (つらら v)?> and <(Player y) < ([y position v] of [つらら v])>>> then\n ミス\n end\n if <touching (判定 v)?> then\n change [x v] by (pick random (1) to (-1))\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n end\n end\n if <touching (バネ v)?> then\n set [y v] to [18]\n end\nend\n\nwhen I receive [start v]\nforever\n set [player y v] to (y position)\n set [player x v] to (x position)\nend\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\nif <(ステージ) = [12]> then\n broadcast (つらら v)\nend\nif <(ステージ) = [15]> then\n broadcast (バネ v)\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (ステージ)\nend\n\n@雪\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset [a v] to (pick random (1) to (3))\nset size to (pick random (20) to (80)) %\nset [ghost v] effect to (pick random (30) to (50))\nshow\nif <(a) = [1]> then\n go to x: (pick random (400) to (0)) y: (200)\nend\nif <(a) = [2]> then\n go to x: (pick random (0) to (-270)) y: (200)\nend\nif <(a) = [3]> then\n go to x: (pick random (400) to (-270)) y: (200)\nend\nrepeat until <(y position) < [-170]>\n change y by (-3)\n change x by (-1)\n turn right (3) degrees\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nclone [1]\nwait (0.2) seconds\nclone [2]\nwait (0.2) seconds\nclone [3]\nwait (0.2) seconds\nclone [4]\nwait (2.4) seconds\nbroadcast (動いていいよ v)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone) = [1]> then\n start sound [High Whoosh v]\n go to x: (-488) y: (0)\n switch costume to (コスチューム4 v)\n show\n go to [front v] layer\n clear graphic effects\n point in direction (90)\n repeat (50)\n change x by (((-1) - (x position)) / (6))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(clone) = [2]> then\n go to x: (-488) y: (0)\n switch costume to (コスチューム2 v)\n show\n go to [front v] layer\n clear graphic effects\n point in direction (90)\n repeat (50)\n change x by (((-1) - (x position)) / (6))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(clone) = [3]> then\n go to x: (-488) y: (0)\n switch costume to (コスチューム3 v)\n show\n go to [front v] layer\n point in direction (90)\n clear graphic effects\n repeat (50)\n change x by (((-1) - (x position)) / (6))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(clone) = [4]> then\n go to x: (-488) y: (0)\n switch costume to (コスチューム1 v)\n show\n go to [front v] layer\n point in direction (90)\n clear graphic effects\n repeat (50)\n change x by (((-1) - (x position)) / (6))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine clone (id)\nset [clone v] to (id)\ncreate clone of (_myself_ v)\n\n@氷\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (ステージ)\nend\n\n@つらら\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (ステージ)\nend\n\nwhen I start as a clone\nif <(つららclone) = [1]> then\n set [つらら v] to [0]\n set size to (100) %\n show\n repeat (10)\n change x by (2)\n wait (0.05) seconds\n change x by (-2)\n wait (0.05) seconds\n end\n set [つらら v] to [1]\n repeat (27)\n change y by (((-170) - (y position)) / (13))\n end\n set [つらら v] to [0]\nend\nif <(つららclone) = [2]> then\n set [つらら v] to [0]\n set size to (150) %\n show\n wait until <[-20] < (Player x)>\n repeat (10)\n change x by (2)\n wait (0.05) seconds\n change x by (-2)\n wait (0.05) seconds\n end\n set [つらら v] to [1]\n repeat (27)\n change y by (((-170) - (y position)) / (13))\n end\n set [つらら v] to [0]\nend\nif <(つららclone) = [3]> then\n set [つらら v] to [0]\n set size to (150) %\n show\n wait until <[-50] < (Player x)>\n repeat (10)\n change x by (2)\n wait (0.05) seconds\n change x by (-2)\n wait (0.05) seconds\n end\n set [つらら v] to [1]\n repeat (13)\n change y by (((-130) - (y position)) / (13))\n end\n set [つらら v] to [0]\nend\nif <(つららclone) = [4]> then\n set [つらら v] to [0]\n set size to (150) %\n show\n wait until <[-100] < (Player x)>\n repeat (10)\n change x by (2)\n wait (0.05) seconds\n change x by (-2)\n wait (0.05) seconds\n end\n set [つらら v] to [1]\n repeat (70)\n change y by (((-200) - (y position)) / (30))\n end\n set [つらら v] to [0]\nend\n\nwhen I receive [つらら v]\nwait (3) seconds\nhide\ngo to x: (-100) y: (122)\nrepeat (9)\n つらら [1]\n change x by (50)\nend\nwait until <(ステージ) = [13]>\nbroadcast (clone削除 v)\ngo to x: (30) y: (10)\nつらら [2]\nhide\nwait until <(ステージ) = [14]>\nbroadcast (clone削除 v)\ngo to x: (-19) y: (95)\nつらら [3]\nhide\nwait until <(ステージ) = [15]>\nbroadcast (clone削除 v)\nwait until <(ステージ) = [17]>\ngo to x: (-61) y: (50)\nつらら [4]\nhide\nwait () seconds\ngo to x: (84) y: (50)\nつらら [4]\nhide\nwait until <(ステージ) = [18]>\nbroadcast (clone削除 v)\n\ndefine つらら (つらら)\nset [つららclone v] to (つらら)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [clone削除 v]\ndelete this clone\n\nwhen I receive [i v]\nbroadcast (clone削除 v)\nwait (0.1) seconds\nbroadcast (reset v)\n\nwhen I receive [reset v]\nif <(ステージ) = [12]> then\n wait (2) seconds\n hide\n go to x: (-100) y: (122)\n repeat (9)\n つらら [1]\n change x by (50)\n end\n wait until <(ステージ) = [13]>\nend\nif <(ステージ) = [13]> then\n wait (1) seconds\n broadcast (clone削除 v)\n go to x: (30) y: (10)\n つらら [2]\n hide\n wait until <(ステージ) = [14]>\nend\nif <(ステージ) = [14]> then\n wait (1) seconds\n broadcast (clone削除 v)\n go to x: (-19) y: (95)\n つらら [3]\n hide\n wait until <(ステージ) = [15]>\nend\nif <(ステージ) = [15]> then\n broadcast (clone削除 v)\n wait until <(ステージ) = [17]>\nend\nif <(ステージ) = [17]> then\n wait (1) seconds\n broadcast (clone削除 v)\n go to x: (-61) y: (50)\n つらら [4]\n hide\n wait () seconds\n go to x: (84) y: (50)\n つらら [4]\n hide\n wait until <(ステージ) = [18]>\n broadcast (clone削除 v)\nend\n\n@判定\n\nwhen flag clicked\ngo to x: (28) y: (-121)\nset [ghost v] effect to (100)\nshow\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (ステージ)\nend\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen I receive [バネ v]\ngo to x: (-111) y: (-38)\nバネ [1]\nhide\nwait until <(ステージ) = [16]>\nbroadcast (削除 v)\ngo to x: (-130) y: (-38)\nバネ [2]\nhide\nwait until <(ステージ) = [17]>\nbroadcast (削除 v)\nwait until <(ステージ) = [18]>\ngo to x: (-145) y: (-38)\nバネ [3]\nhide\nwait until <(ステージ) = [19]>\nbroadcast (削除 v)\n\nwhen I start as a clone\nif <(バネclone) = [1]> then\n switch costume to (コスチューム1 v)\n set size to (70) %\n point in direction (90)\n show\n repeat until <(ステージ) = [16]>\n wait until <touching (player v)?>\n if <touching (player v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム1 v)\n end\n end\nend\nif <(バネclone) = [2]> then\n switch costume to (コスチューム1 v)\n set size to (70) %\n point in direction (90)\n show\n repeat until <(ステージ) = [17]>\n wait until <touching (player v)?>\n if <touching (player v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム1 v)\n end\n end\nend\nif <(バネclone) = [3]> then\n switch costume to (コスチューム1 v)\n set size to (70) %\n point in direction (90)\n show\n repeat until <(ステージ) = [19]>\n wait until <touching (player v)?>\n if <touching (player v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム1 v)\n end\n end\nend\nif <(バネclone) = [2]> then\n switch costume to (コスチューム1 v)\n set size to (70) %\n point in direction (90)\n show\n repeat until <(ステージ) = [17]>\n wait until <touching (player v)?>\n if <touching (player v)?> then\n repeat (10)\n next costume\n end\n switch costume to (コスチューム1 v)\n end\n end\nend\n\ndefine バネ (バネ)\nset [バネclone v] to (バネ)\ncreate clone of (_myself_ v)\n\nwhen I receive [削除 v]\ndelete this clone\n\n@判定3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (ステージ)\n if <<(ステージ) = [17]> and <touching (player v)?>> then\n set [つらら触れた? v] to [2]\n else\n set [つらら触れた? v] to [0]\n end\nend\n\n@判定2\n\nwhen flag clicked\ngo to x: (28) y: (-121)\nset [ghost v] effect to (100)\nshow\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (ステージ)\n if <<(ステージ) = [17]> and <touching (player v)?>> then\n set [つらら触れた? v] to [3]\n else\n set [つらら触れた? v] to [0]\n end\nend\n\n@Thank you for playing\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [19]> then\n show\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (145) y: (160)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nclear graphic effects\nshow\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (145) y: (200)\nwait (4) seconds\nrepeat (7)\n start sound [ポップ v]\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (((150) - (y position)) / (7))\n end\n repeat (5)\n change y by (((160) - (y position)) / (7))\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (((200) - (y position)) / (7))\n end\n wait (7) seconds\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\nswitch costume to (サムネ v)\n\nwhen [timer v] > (タイマー)\nforever\n set [タイマー v] to (timer)\nend\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [2]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [35]\n set [横 v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\nend\n\n@intro by @-VEF-\n\ndefine cc\nif <[99] < ((item (4) of [\[remon\] v]) + (クローンsize))> then\n set [その他 v] to (costume [name v])\n switch costume to (\[\] v)\n set size to ((1) / ()) %\n go to x: (item (1) of [\[remon\] v]) y: (item (2) of [\[remon\] v])\n point in direction (item (3) of [\[remon\] v])\n move (((item (4) of [\[remon\] v]) / (100)) * (クローンx)) steps\n turn right (-90) degrees\n move (((item (4) of [\[remon\] v]) / (100)) * (クローンy)) steps\n point in direction ((item (3) of [\[remon\] v]) + (クローンdi))\n set size to ((item (4) of [\[remon\] v]) + (クローンsize)) %\n switch costume to (その他)\nelse\n set [その他 v] to (costume [name v])\n switch costume to (fill v)\n go to x: (item (1) of [\[remon\] v]) y: (item (2) of [\[remon\] v])\n point in direction (item (3) of [\[remon\] v])\n move (((item (4) of [\[remon\] v]) / (100)) * (クローンx)) steps\n turn right (-90) degrees\n move (((item (4) of [\[remon\] v]) / (100)) * (クローンy)) steps\n point in direction ((item (3) of [\[remon\] v]) + (クローンdi))\n set size to ((item (4) of [\[remon\] v]) + (クローンsize)) %\n switch costume to (その他)\nend\n\nwhen I start as a clone\nforever\n cc\n cc\n cc\n cc\nend\n\ndefine clone (x) (y) (di) (size) (name) (color)\nset [color v] effect to (color)\nset [クローンx v] to (x)\nset [クローンy v] to (y)\nset [クローンdi v] to (di)\nset [クローンsize v] to (size)\nswitch costume to (name)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [chev]> then\n go to [front v] layer\n show\n repeat (200)\n change [クローンsize v] by (40)\n set [fisheye v] effect to (size)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [chev2]> then\n show\n repeat (200)\n change [クローンsize v] by (200)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [start]> then\n go to [back v] layer\n set [クローンその他 v] to [1]\n show\n repeat (50)\n change [クローンその他 v] by ((クローンその他) / (4))\n change [クローンsize v] by (クローンその他)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [text5]> then\n show\n set [クローンsize v] to [-100]\n set [クローンx v] to [-50]\n set [brightness v] effect to (item (5) of [\[remon\] v])\n repeat (10)\n change [クローンx v] by (((160) - (クローンx)) / (25))\n change [クローンその他 v] by (1)\n change [クローンsize v] by (クローンその他)\n end\n repeat (100)\n change [クローンsize v] by (((25) - (クローンsize)) / (10))\n change [クローンx v] by (((160) - (クローンx)) / (25))\n end\nend\n\nwhen I receive [intro:boom v]\nif << (costume [name v]) contains [text]?> and <<not <(costume [name v]) = [text4]>> and <not <(costume [name v]) = [text5]>>>> then\n set [スプライトその他 v] to [0]\n repeat (10)\n set [brightness v] effect to (スプライトその他)\n change [スプライトその他 v] by (10)\n end\nelse\n set [スプライトその他2 v] to [0]\n repeat (10)\n set [brightness v] effect to (スプライトその他2)\n change [スプライトその他2 v] by (-10)\n end\nend\nwait (1) seconds\nset [スプライトその他2 v] to [0]\nrepeat (100)\n change [スプライトその他2 v] by (-0.02)\n change [cc size v] by (スプライトその他2)\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [text2]> or <(costume [name v]) = [text]>> then\n set [brightness v] effect to (item (5) of [\[remon\] v])\n show\n set [クローンsize v] to [-100]\n repeat (10)\n change [クローンその他 v] by (1)\n change [クローンsize v] by (クローンその他)\n end\n repeat (100)\n change [クローンsize v] by (((25) - (クローンsize)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [text4]> then\n show\n set [brightness v] effect to (item (5) of [\[remon\] v])\n set [クローンsize v] to [-100]\n set [クローンx v] to [50]\n repeat (10)\n change [クローンx v] by (((-160) - (クローンx)) / (25))\n change [クローンその他 v] by (1)\n change [クローンsize v] by (クローンその他)\n end\n repeat (100)\n change [クローンsize v] by (((25) - (クローンsize)) / (10))\n change [クローンx v] by (((-150) - (クローンx)) / (25))\n end\nend\n\nwhen I receive [intro:boom v]\nrepeat (50)\n change [cc y v] by (((20) - (cc y)) / (10))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [text3]> then\n go [backward v] (3) layers\n set [brightness v] effect to (item (5) of [\[remon\] v])\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [クローンsize v] by (((25) - (クローンsize)) / (10))\n change [クローンy v] by (((-75) - (クローンy)) / (5))\n end\n repeat (80)\n change [ghost v] effect by (-10)\n change [クローンsize v] by (((25) - (クローンsize)) / (10))\n change [クローンy v] by (((-75) - (クローンy)) / (5))\n end\nend\n\nwhen I receive [intro:end v]\nstop [other scripts in sprite v]\nif <(costume [name v]) = [end]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n set [スプライトその他 v] to [0]\n delete all of [\[remon\] v]\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [text7]> then\n go to [front v] layer\n show\n repeat (300)\n set [brightness v] effect to (item (5) of [\[remon\] v])\n change [クローンx v] by ((size) / (50))\n change [クローンy v] by ((size) / (50))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [end]> then\n show\n set [クローンy v] to [-20]\n set [クローンその他 v] to [0.1]\n repeat (55)\n go to [front v] layer\n change [クローンその他 v] by ((クローンその他) / (4))\n change [クローンsize v] by (クローンその他)\n end\n broadcast (Intro:end v)\nend\n\nwhen I receive [intro:start v]\nwait (1) seconds\nrepeat (400)\n change [cc di v] by (((90) - (cc di)) / (35))\nend\n\nwhen I receive [intro:start v]\nclone [] [-20] [] [-100] [start] []\nwait (1.5) seconds\nclone [] [-20] [] [-100] [text2] []\nclone [] [-20] [] [-100] [text] []\nclone [] [-20] [] [-100] [text5] []\nclone [] [-20] [] [-100] [text4] []\nwait (2) seconds\nclone [] [] [] [] [text3] []\nbroadcast (Intro:boom v)\nwait (2) seconds\nclone [] [] [] [-100] [end] []\n\nwhen I receive [intro:start v]\nset volume to (60) %\nstart sound [SICKOTOY & IRAIDA - Maria v]\n\nwhen I receive [intro:start v]\nset [スプライトその他2 v] to [0]\nset [スプライトその他 v] to [0]\nwait (1) seconds\nforever\n clone (pick random (1000) to (-1000)) [-350] [] (pick random (-25) to (300)) [text7] []\nend\n\nwhen I receive [intro:start v]\nset [cc y v] to [0]\nset [cc x v] to [0]\nset [cc di v] to [0]\nset [cc size v] to [100]\nforever\n delete all of [\[remon\] v]\n insert (cc x) at (1) of [\[remon\] v] \n insert (cc y) at (2) of [\[remon\] v] \n insert (cc di) at (3) of [\[remon\] v] \n insert (cc size) at (4) of [\[remon\] v] \n insert (スプライトその他) at (5) of [\[remon\] v] \nend\n\nwhen flag clicked\nbroadcast (Intro:start v)\n\n
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日本語は下⇓\nMethod of operation\n\nOperate with arrow keys, WASD key, or screen tap\n\nIf you touch or fall, it will be returned to the initial position. Also, the icicle moves\n\nEven if you touch it from below, it will be returned to the initial position\n\nYou can jump high when you touch the spring\n\nPlease be careful as it will slip on the ice\n\n操作方法\n\n矢印キー、WASDキー、または画面タップで操作する\n\n棘に触れたり落下すると初期位置に戻されます。また、氷柱が動い\n\nているときに下から触れてしまっても初期位置に戻されます\n\nバネに触れると高くジャンプできます\n\n氷の上にのると滑るので気をつけてください
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Green Valley - A Platformer #All #Games #Art #Music #Animations #Trending
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@Stage\n\n@player\n\nwhen flag clicked\nswitch costume to (right v)\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 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 (right v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (trail v)\n change size by (-4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (40) %\nswitch costume to (middle v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<touching (flag v)?> and <not <(Level) = [13]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (saw v)?> then\n start sound [ Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-190) y: (-50)\n end\n if <touching (danger v)?> then\n set volume to (100) %\n start sound [ Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-190) y: (-50)\n end\nend\n\nchange [time v] by (0.04)\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nforever\n\nset y to (-4)\n\nrepeat (4)\n change y by (4)\nend\nwait (.3) seconds\nrepeat (4)\n change y by (-4)\nend\n\n@ground\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (1) y: (-8)\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\nif <[] = [50]> then\n\n@Flag\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (5) to (15))\nswitch costume to (cloud v)\nset size to (pick random (60) to (80)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (100) to (20))\nrepeat until <[290] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo [backward v] (10000000) layers\nforever\n repeat (pick random (5) to (6))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\n end\n wait (pick random (1) to (3)) seconds\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\n\n play sound [Prelude v] until done\n set volume to (10) %\nend\n\n
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Play my New Game : https://scratch.mit.edu/projects/725257856\n\nHii Guys! \nWelcome to Green Valley\nLov, Fav and Follow @Racing_Max for Part 2 :)\nTouch the flag to go to the next level.\nInform me about bugs\nI hope you will enjoy it :D\n\nTags -\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All \n#Games #Trending #Music #Animations #Art\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #Animations #Art #Music #Games #Stories\n#All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All \n#All #All #All #All #All #All #All #All #All #All #All #All
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Adventure Platformer (Minecraft Platformer)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [information v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [information v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [information v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [information v]) = [22]>\nswitch backdrop to (背景2 v)\n\nreplace item (1) of [information v] with ((item (1) of [information v]) + (1))\n\n@special effects\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [information v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [information v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [information v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [settings v]) = [10]> or <(item (1) of [settings v]) = [16]>> then\n hide\n end\nend\n\n@player\n\nwhen I receive [スタート v]\nreplace item (8) of [information v] with [20]\nreplace item (2) of [information v] with [0]\nreplace item (3) of [information v] with [0]\nreplace item (1) of [information v] with [1]\nreplace item (14) of [information v] with ((0.5) + ((0.5) * <(item (1) of [settings v]) = [19]>))\nset [speed v] to [0.5]\nset [is there life? v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [information v] with [0]\nreplace item (3) of [information v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [information v]) = [0]>> and <(Is there life?) = [1]>> then\n if <not <(item (26) of [information v]) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(Attack state) = [0]>>> then\n point in direction (-90)\n if <<touching (oxygen gauge judgment v)?> or <touching (magma v)?>> then\n replace item (2) of [information v] with ((item (2) of [information v]) + ((0) - ((item (14) of [information v]) / (2))))\n else\n replace item (2) of [information v] with ((item (2) of [information v]) + ((0) - (item (14) of [information v])))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(Attack state) = [0]>>> then\n point in direction (90)\n if <<touching (oxygen gauge judgment v)?> or <touching (magma determination v)?>> then\n replace item (2) of [information v] with ((item (2) of [information v]) + ((item (14) of [information v]) / (2)))\n else\n replace item (2) of [information v] with ((item (2) of [information v]) + (item (14) of [information v]))\n end\n end\n end\n replace item (2) of [information v] with ((item (2) of [information v]) * (0.9))\n change x by (item (2) of [information v])\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change x by ((0) - (item (2) of [information v]))\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 <(Attack state) = [0]>>> then\n if <not <(item (26) of [information v]) = [1]>> then\n if <not <<touching (water v)?> or <touching (magma determination v)?>>> then\n if <[0] < (item (2) of [information v])> then\n replace item (2) of [information v] with [-4]\n else\n replace item (2) of [information v] with [4]\n end\n replace item (3) of [information v] with ((9) + ((4) * <(item (1) of [settings v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [information v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [information v] with ((item (3) of [information v]) - (0.8))\n if <<<touching (oxygen gauge judgment v)?> or <touching (magma determination v)?>> and <(item (3) of [information v]) < [-2]>> then\n replace item (3) of [information v] with [-2]\n end\n change y by (item (3) of [information v])\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n change y by ((0) - (item (3) of [information v]))\n replace item (3) of [information v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [information v]) = [1]>> then\n if <<touching (oxygen gauge judgment v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(Attack state) = [0]>>>> then\n replace item (3) of [information v] with ((4) + ((1) * <(item (1) of [settings v]) = [20]>))\n else\n if <<touching (magma determination v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(Attack state) = [0]>>>> then\n replace item (3) of [information v] with ((4) + ((1) * <(item (1) of [settings v]) = [20]>))\n else\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <touching (player fixed v)?>>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(Attack state) = [0]>>> then\n replace item (3) of [information v] with ((11) + ((3) * <(item (1) of [settings v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<<not <(item (1) of [information v]) = [21]>> and <not <(item (1) of [information v]) = [17]>>> and <not <(item (1) of [information v]) = [20]>>> and <not <(item (1) of [information v]) = [13]>>>> then\n if <(item (19) of [information v]) = [0]> then\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [information v]) = [19]>))\n replace item (1) of [move processing v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [settings v]) = [12]> then\n if <<touching (flare v)?> and <not <([costume # v] of [flare v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (cyborg v)?> and <not <([costume # v] of [cyborg v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (evil spirits v)?> or <touching (zombified piglin v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (skeleton v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (magma v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (cactus v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [information v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (explosion v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-2] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [settings v]) = [13]> then\n if <<touching (flare v)?> and <not <([costume # v] of [flare v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (cyborg v)?> and <not <([costume # v] of [cyborg v]) = [3]>>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <<touching (evil spirits v)?> or <touching (zombified piglin v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (skeleton v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (magma v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (cactus v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [information v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (explosion v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (爆発3 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (magma v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (cactus v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [information v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (explosion v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (スプライト7 v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [settings v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [information v]) = [0]>> then\n if <(item (1) of [settings v]) = [16]> then\n if <(item (1) of [information v]) = [21]> then\n replace item (8) of [information v] with ((item (8) of [information v]) + (攻撃力))\n else\n replace item (8) of [information v] with ((item (8) of [information v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n end\n else\n replace item (8) of [information v] with ((item (8) of [information v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [damage v]\n if <(item (1) of [settings v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (Mob position x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (Skeleton position x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (Skeleton position x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [information v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [information v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [information v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [information v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (Mob position x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (Skeleton position x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (Skeleton position x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [information v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [information v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [information v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [information v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [information v] with (x)\nreplace item (3) of [information v] with (y)\n\nwhen I receive [スタート v]\nset [fire spread damage v] to [0]\nforever\n if <touching (magma v)?> then\n set [fire spread damage v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [information v] with [20]\nforever\n if <(item (8) of [information v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [information v] with [0]\n replace item (3) of [information v] with [0]\n replace item (8) of [information v] with [0]\n wait until <not <(item (8) of [information v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [move processing v]\ninsert [-100] at (1) of [move processing v] \nset [time record v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [move processing v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (water v)?> or <touching (magma v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [move processing v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [settings v]) = [16]> then\n replace item (8) of [information v] with ((item (8) of [information v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [information v] with ((item (8) of [information v]) + (スピード))\n end\n set [time record v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (for determining fall damage v)?> then\n wait until <not <touching (for determining fall damage v)?>>\n wait until <touching (for determining fall damage v)?>\n set [time record v] to ((item (1) of [move processing v]) - (round (y position)))\n replace item (1) of [move processing v] with [-100]\n if <[0] < ((time record) - (105))> then\n if <(item (2) of [settings v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((time record) - (105)) / (10)) ))\n else\n if <(item (2) of [settings v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((time record) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((time record) - (105)) / (8)) ))\n end\n end\n start sound [damage v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [information v] with [20]\nif <(item (1) of [information v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [information v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [information v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [information v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [information v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [information v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [information v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [information v]) = [0]> then\n set [fire spread damage v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [information v]) = [0]>> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(Attack state) = [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(Attack state) = [0]>>>>> then\n set volume to (100) %\n wait (0.05) seconds\n if <touching (oxygen gauge judgment v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (ground v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (ground – sand v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (background v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [settings v]) = [14]> and <not <(item (1) of [settings v]) = [9]>>> then\n forever\n end\n if <<(item (3) of [settings v]) = [14]> and <(item (1) of [settings v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [settings v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [settings v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [settings v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [information v]) < [20]> and <not <(item (8) of [information v]) = [0]>>> then\n replace item (8) of [information v] with ((item (8) of [information v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [move processing v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(Fire spread damage) = [0]>> then\n start sound (pick random (18) to (20))\n change [fire spread damage v] by (-1)\n replace item (8) of [information v] with ((item (8) of [information v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (water v)?> and <touching (oxygen gauge judgment v)?>>\n wait (1) seconds\n if <[0] < (Oxygen Gauge)> then\n if <<touching (water v)?> and <touching (oxygen gauge judgment v)?>> then\n wait (0.1) seconds\n if <<touching (water v)?> and <touching (oxygen gauge judgment v)?>> then\n change [oxygen gauge v] by (-1)\n wait (0.15) seconds\n change [oxygen gauge v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(Oxygen Gauge) = [0]> then\n replace item (8) of [information v] with ((item (8) of [information v]) - (1))\n start sound [damage v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [oxygen gauge v] to [20]\nforever\n if <not <touching (oxygen gauge judgment v)?>> then\n if <(Oxygen Gauge) < [20]> then\n change [oxygen gauge v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [oxygen gauge v] to [20]\nset [fire spread damage v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (oxygen gauge judgment v)?>> then\n replace item (4) of [settings v] with [水外]\n end\n if <touching (oxygen gauge judgment v)?> then\n replace item (4) of [settings v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [settings v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [for critical attack determination v] to (y position)\nforever\n repeat until <not <(for critical attack determination) < (y position)>>\n set [for critical attack determination v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (for critical attack determination)> then\n set [result v] to [クリティカル攻撃可能]\n else\n set [result v] to [クリティカル攻撃不可能]\n end\n if <touching (for determining fall damage v)?> then\n set [for critical attack determination v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [information v] with [1]\nreplace item (8) of [information v] with [20]\nforever\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n replace item (5) of [settings v] with [1]\n else\n replace item (5) of [settings v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [information v]) = [0]> and <(item (5) of [settings v]) = [1]>> and <(item (1) of [settings v]) = [10]>> then\n point towards (death beam judgment v)\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [information v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [information v]) = [7]> or <(item (1) of [information v]) = [13]>>> then\n start sound [Nether portal v]\n repeat until <(item (13) of [information v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [information v] with ((item (13) of [information v]) + (1))\n else\n replace item (13) of [information v] with [0]\n end\n end\n play sound [Nether portal 2 v] until done\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [move processing v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [information v] with [20]\n\nwhen flag clicked\nreplace item (8) of [information v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [information v]) = [15]>> then\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [move processing v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [information v]) = [17]>> then\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [move processing v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [information v]) = [19]>>> then\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [move processing v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [information v]) = [20]>> then\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [move processing v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [information v]) = [21]> and <(item (33) of [information v]) = [1]>>> then\n replace item (1) of [information v] with ((item (1) of [information v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [move processing v] with [0]\n repeat until <(item (35) of [information v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [information v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [information v]) = [19]>>\nreplace item (26) of [information v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [information v] with [0]\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [information v]) + (1))\nend\n\nwhen I receive [ クリーパー v]\nwait (0.01) seconds\nif <not <(item (1) of [settings v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [settings v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@kinds of sword\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]\nset [attack v] to [0]\nforever\n switch costume to (Belongings)\n if <[0] < ([direction v] of [player v])> then\n set [right and left v] to [右]\n go to x: (([x position v] of [player v]) + (15)) y: (([y position v] of [player v]) + (-5))\n if <(attack) = [0]> then\n point in direction (-100)\n end\n else\n set [right and left v] to [左]\n go to x: (([x position v] of [player v]) + (-15)) y: (([y position v] of [player v]) + (-5))\n if <(attack) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [belongings v] to [1]\nif <(item (1) of [settings v]) = [16]> then\n set [belongings v] to [11]\nend\nshow\nforever\n if <(item (1) of [settings v]) = [10]> then\n hide\n end\n if <(right and left) = [右]> then\n switch costume to ((Belongings) + (1))\n else\n switch costume to (Belongings)\n end\nend\n\nwhen I receive [attack v]\nif <[0] < ([direction v] of [player v])> then\n point in direction (-99)\nelse\n point in direction (100)\nend\nset [attack v] to [1]\nif <(right and left) = [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 [attack v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n if <(item (1) of [settings v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [settings v]) = [10]> then\n hide\n set [belongings v] to [ソニックブーム]\n end\nend\n\n@ground\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [information v])\nend\n\n@upgrade\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [information v])\n if <touching (player v)?> then\n set [belongings v] to (costume [name v])\n broadcast (k 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 (item (6) of [information v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [information v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [settings v]) = [10]> or <(item (1) of [settings v]) = [16]>> then\n hide\n end\nend\n\n@Ground – Sand\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [information v])\nend\n\n@background\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [information v])\nend\n\n@For determining fall damage\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [information v])\nend\n\n@background2\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [information v])\nend\n\n@decoration\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [information v])\nend\n\n@water\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [information v])\n set [ghost v] effect to (40)\nend\n\n@magma\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [information v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@sun\n\nwhen flag clicked\nreplace item (6) of [information v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [information v] with ((item (6) of [information v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [information v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [information v]) = [8]>\nhide\n\n@turbo\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [time/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [time/time v] to ((round ((timer) * (100))) / (100))\nshow variable [time/time v]\nstop [this script v]\n\n@cactus\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [information v])\n go to [back v] layer\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [information v]) y: (item (5) of [information v])\n Particles\nend\n\nwhen I start as a clone\nif <<not <[11] < (costume [number v])>> or <[17] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <<touching (magma v)?> or <touching (_edge_ 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [information v]) y: (item (5) of [information v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [information v]) y: (item (5) of [information v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [information v]) y: (item (5) of [information v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [vauden location v]) y: (item (2) of [vauden location v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [settings v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (ground v)?> or <<touching (ground – sand v)?> or <<touching (background v)?> or <<touching (magma v)?> or <touching (_edge_ 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [ゾンビピグリン v]\nrepeat (2)\n switch costume to (pick random (18) to (20))\n go to x: (item (4) of [information v]) y: (item (5) of [information v])\n Particles\nend\n\n@diamond sword item\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [settings v]) = [18]> then\n show\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [attack state 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 [attack state v] to [0]\n end\n end\n end\n hide\nend\n\n@skeleton\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [information v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [information v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [skeleton spacing v] to ((round ([x position v] of [player v])) - (round (Skeleton position x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [player v]) < (Skeleton position x)> then\n set [skeleton orientation v] to [-90]\n point in direction (-90)\n else\n set [skeleton orientation v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [the presence of a skeleton v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [the presence of a skeleton v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [information v]) = [0]>> then\n if <<((round ([x position v] of [player v])) - (round (Skeleton position x))) < [-200]> and <((round ([x position v] of [player v])) - (round (Skeleton position x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [player v])) - (round (Skeleton position x)))> and <((round ([x position v] of [player v])) - (round (Skeleton position x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [player v])) - (round (Skeleton position x)))> and <((round ([x position v] of [player v])) - (round (Skeleton position x))) < [170]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [player v])) - (round (Skeleton position x)))> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [player v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (water v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [スケルトンy v] to [4]\n else\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [information v] with ((item (12) of [information v]) + (1))\n replace item (9) of [information v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [information v] with (x position)\n replace item (5) of [information v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [the presence of a skeleton v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [settings v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (magma v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (cactus v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(result) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n set [attack position x v] to (x position)\n set [attack position y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [kinds of sword v])\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (death beam supplement 4 v)?> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n if <(item (4) of [information v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-14]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [skeleton position x v] to (x position)\n set [skeleton position y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [settings v]) = [4]>> then\n if <(item (1) of [information v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (bow v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [the presence of a skeleton v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [31]> then\n delete this clone\nend\n\n@bow\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(Skeleton orientation) = [90]> then\n change x by (20)\n end\n if <(Skeleton orientation) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (player v)?>> or <<touching (cactus v)?> or <<touching (magma v)?> or <<touching (ground v)?> or <<touching (background v)?> or <touching (ground – sand v)?>>>>>> or <<touching (kinds of sword v)?> and <(attack) = [1]>>>\n if <(Skeleton orientation) = [90]> then\n change x by (22)\n end\n if <(Skeleton orientation) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(The presence of a skeleton) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (player v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(Skeleton orientation) = [90]> then\n point in direction (-135)\n go to x: ((Skeleton position x) + (20)) y: ((Skeleton position y) + (-2))\n end\n if <(Skeleton orientation) = [-90]> then\n point in direction (45)\n go to x: ((Skeleton position x) + (-20)) y: ((Skeleton position y) + (-2))\n end\n end\nend\n\n@evil spirits \n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [information v]) = [0]>> then\n if <([x position v] of [player v]) < (x position)> then\n point in direction (-90)\n if <touching (water 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 [player v])> then\n point in direction (90)\n if <touching (water 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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 [player 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 (water 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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 (water 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [settings v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (magma v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (cactus v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(result) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n set [attack position x v] to (x position)\n set [attack position y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [kinds of sword v])\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (explosion v)?> then\n ダメージ [-15]\n if <(item (4) of [information v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (death beam supplement 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [information v] with [0]\n replace item (12) of [information v] with ((item (12) of [information v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [information v] with (x position)\n replace item (5) of [information v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [information v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [information v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [information v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [information v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [information v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [settings v]) = [4]>> then\n if <(item (1) of [information v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [information v] with [1]\nreplace item (12) of [information v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [31]> then\n delete this clone\nend\n\n@bombers\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [information v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [information v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [information v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [player v]) < (x position)> then\n point in direction (-90)\n if <touching (water v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [player v])> then\n point in direction (90)\n if <touching (water v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [player v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (water v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパーy v] to [0]\n end\n change y by (-2)\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [クリーパーy v] to [4]\n else\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [settings v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (magma v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (cactus v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <(result) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n set [attack position x v] to (x position)\n set [attack position y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [kinds of sword v])\n end\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n if <(item (4) of [information v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (death beam supplement 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-15]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [player v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [player v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [information v] with (x position)\n replace item (5) of [information v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [settings v]) = [4]>> then\n if <(item (1) of [information v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n change [ghost v] effect by (25)\n replace item (12) of [information v] with ((item (12) of [information v]) + (1))\n replace item (9) of [information v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [information v] with (x position)\n replace item (5) of [information v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [31]> then\n delete this clone\nend\n\n@explosion\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [information v]) y: (item (5) of [information v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@denote\n\nwhen I receive [やられた v]\nset [costume v] to [7]\nrepeat (2)\n switch costume to (costume)\n create clone of (_myself_ v)\n change [costume v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [costume v] to [1]\nrepeat (2)\n switch costume to (costume)\n create clone of (_myself_ v)\n change [costume v] by (1)\nend\n\nwhen flag clicked\nset [costume v] to [1]\nreplace item (6) of [settings v] with [17]\nreplace item (1) of [settings v] with [3]\nreplace item (2) of [settings v] with [12]\nreplace item (3) of [settings v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((costume) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [settings v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [settings v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [settings v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [settings v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [settings v]) = [20]> then\n replace item (1) of [settings v] with [3]\n else\n if <(item (1) of [settings v]) = [3]> then\n replace item (1) of [settings v] with [10]\n else\n if <(item (1) of [settings v]) = [10]> then\n replace item (1) of [settings v] with [9]\n else\n if <(item (1) of [settings v]) = [9]> then\n replace item (1) of [settings v] with [15]\n else\n if <(item (1) of [settings v]) = [15]> then\n replace item (1) of [settings v] with [16]\n else\n if <(item (1) of [settings v]) = [16]> then\n replace item (1) of [settings v] with [19]\n else\n if <(item (1) of [settings v]) = [19]> then\n replace item (1) of [settings v] with [11]\n else\n if <(item (1) of [settings v]) = [11]> then\n replace item (1) of [settings v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [settings v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [settings v]) = [13]> then\n replace item (2) of [settings v] with [4]\n else\n if <(item (2) of [settings v]) = [4]> then\n replace item (2) of [settings v] with [12]\n else\n replace item (2) of [settings v] with [13]\n end\n end\n switch costume to (item (2) of [settings v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [settings v]) = [14]> then\n replace item (3) of [settings v] with [5]\n else\n replace item (3) of [settings v] with [14]\n end\n switch costume to (item (3) of [settings v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [settings v]) = [18]> then\n replace item (6) of [settings v] with [17]\n else\n replace item (6) of [settings v] with [18]\n end\n switch costume to (item (6) of [settings v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [costume v] to [17]\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nwait () seconds\nset [costume v] to [3]\nrepeat (4)\n switch costume to (costume)\n create clone of (_myself_ v)\n change [costume v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [costume v] to [1]\nrepeat (2)\n switch costume to (costume)\n create clone of (_myself_ v)\n change [costume v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@Hardcore Life\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [settings v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [settings v]) = [11]> then\n forever\n switch costume to ((item (8) of [information v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@critical hit\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (Attack position x) y: (Attack position y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [information v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [information 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\n\n@oxygen gauge judgment\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [information v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [settings v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [settings v]) = [水中]> then\n show\n end\n else\n if <(Oxygen Gauge) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((Oxygen Gauge) + (1))\nend\n\n@Magma determination\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [information v])\nend\n\n@Death Beam Supplement 3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [information v]) = [0]> and <<(item (5) of [settings v]) = [1]> and <(item (1) of [settings v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [information v] with [1]\n go to (player v)\n point towards (death beam judgment v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [information v] with [0]\n\nwhen flag clicked\nreplace item (7) of [information v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [information v]) = [0]> and <<(item (5) of [settings v]) = [1]> and <(item (1) of [settings v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [information v] with [1]\n go to (player v)\n point towards (death beam judgment v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@Death_Beam2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [information v]) = [0]> and <<(item (5) of [settings v]) = [1]> and <(item (1) of [settings v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (death beam judgment v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [information v]) = [0]> and <<(item (5) of [settings v]) = [1]> and <(item (1) of [settings v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (death beam judgment v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@Death Beam Supplement 4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [information v]) = [0]> and <<(item (5) of [settings v]) = [1]> and <(item (1) of [settings v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (death beam judgment v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [information v]) = [0]> and <<(item (5) of [settings v]) = [1]> and <(item (1) of [settings v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (death beam judgment v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@Death Beam judgment\n\nwhen flag clicked\nhide\nforever\n go to x: (Mob position x) y: (Mob position y)\nend\n\n@Explosion 2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [settings v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [information v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [z v] to [1]\nif <(right and left) = [右]> then\n go to x: (([x position v] of [player v]) + (40)) y: (([y position v] of [player v]) + (-5))\nelse\n go to x: (([x position v] of [player v]) + (-40)) y: (([y position v] of [player v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [settings v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [information v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@Player Fixed\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [information v]) = [0]> and <(item (5) of [settings v]) = [1]>> and <(item (1) of [settings v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [information v]) = [0]> and <(item (5) of [settings v]) = [1]>> and <(item (1) of [settings v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@door\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@speedrun time\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@main page\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@zombified piglin\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [information v]) = [0]>> then\n if <([x position v] of [player v]) < (x position)> then\n point in direction (-90)\n if <touching (magma determination 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 [player v])> then\n point in direction (90)\n if <touching (magma determination 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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 [player 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 (magma determination 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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 (magma determination 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [settings v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(result) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n set [attack position x v] to (x position)\n set [attack position y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [kinds of sword v])\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (explosion v)?> then\n ダメージ [-15]\n if <(item (4) of [information v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (death beam supplement 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [information v] with [0]\n replace item (12) of [information v] with ((item (12) of [information v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビピグリン v)\n replace item (4) of [information v] with (x position)\n replace item (5) of [information v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [information v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [information v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [settings v]) = [4]>> then\n if <(item (1) of [information v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [information v] with [1]\nreplace item (12) of [information v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [31]> then\n delete this clone\nend\n\n@cyborg\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [information v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [player v]) < (x position)>> or <<([x position v] of [player v]) < (x position)> and <[0] < (item (15) of [information v])>>> then\n point in direction (-90)\n if <touching (magma determination v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [player v])>> or <<(x position) < ([x position v] of [player v])> and <[0] < (item (15) of [information v])>>> then\n point in direction (90)\n if <touching (magma determination v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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 [player 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 (magma determination 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background 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 (magma determination 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 (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [information v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [10]> then\n replace item (19) of [information v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [settings v]) = [12]> then\n replace item (15) of [information v] with [50]\n replace item (16) of [information v] with [50]\n else\n replace item (15) of [information v] with [60]\n replace item (16) of [information v] with [60]\n end\nelse\n if <(item (2) of [settings v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(result) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n set [attack position x v] to (x position)\n set [attack position y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [kinds of sword v])\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [information v])> then\n switch costume to (player v)\n end\n end\n if <touching (explosion v)?> then\n ダメージ [-15]\n if <(item (4) of [information v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [information v])> then\n switch costume to (player v)\n end\n end\n if <touching (death beam supplement 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [information v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [information v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [information v] with ((item (15) of [information v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player4 v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [information v] with [0]\n replace item (12) of [information v] with ((item (12) of [information v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [information v] with (x position)\n replace item (5) of [information v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [information v]) < [0.01]> then\n replace item (17) of [information v] with (x position)\n replace item (18) of [information v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (player v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [information v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [information v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [settings v]) = [4]>> then\n if <(item (1) of [information v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [information v] with [1]\nreplace item (12) of [information v] with [0]\nreplace item (15) of [information v] with [1]\nreplace item (16) of [information v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [information v] with [0]\n\n@pen\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [information v]) = [10]>\nwait until <[10] < (item (15) of [information v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [settings v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [information v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [information v]) (item (16) of [information v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [information v]) = [10]>\nwait until <[10] < (item (15) of [information v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [settings v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [information v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [information v])>\nwait until <[10] < (item (15) of [information v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [settings v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [information v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [information v])>\nwait until <[10] < (item (15) of [information v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [settings v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [information v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [information v])>\nwait until <[10] < (item (15) of [information v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [settings v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [information v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [information v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [information v])>\nwait until <[10] < (item (15) of [information v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [settings v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [information v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [settings v]) = [4]> then\n replace item (15) of [information v] with [0]\n erase all\n end\nend\n\n@flare\n\nwhen I start as a clone\nforever\n set [skeleton position x v] to (x position)\n set [skeleton position y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [the presence of a skeleton v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [information v]) = [0]>> then\n if <[0] < (item (15) of [information v])> then\n if <<((round ([x position v] of [player v])) - (round (Skeleton position x))) < [-200]> and <((round ([x position v] of [player v])) - (round (Skeleton position x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [player v])) - (round (Skeleton position x)))> and <((round ([x position v] of [player v])) - (round (Skeleton position x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [player v])) - (round (Skeleton position x)))> and <((round ([x position v] of [player v])) - (round (Skeleton position x))) < [170]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [player v])) - (round (Skeleton position x)))> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [player v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [information v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (ground v)?> or <<touching (sprite 5 v)?> or <touching (background v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [player v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [information v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [information v] with (x position)\n replace item (25) of [information v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [information v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [skeleton spacing v] to ((round ([x position v] of [player v])) - (round (Skeleton position x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [information v])> then\n if <([x position v] of [player v]) < (Skeleton position x)> then\n set [skeleton orientation v] to [-90]\n point in direction (-90)\n else\n set [skeleton orientation v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [information v] with ((item (15) of [information v]) + (ダメージ量))\nif <(item (15) of [information v]) < [0.01]> then\n replace item (17) of [information v] with (x position)\n replace item (18) of [information v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (player v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [information v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [information v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [settings v]) = [12]> then\n replace item (15) of [information v] with [24]\n replace item (16) of [information v] with [24]\nelse\n replace item (15) of [information v] with [34]\n replace item (16) of [information v] with [34]\nend\nforever\n if <touching (magma v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (cactus v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(result) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n set [attack position x v] to (x position)\n set [attack position y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [kinds of sword v])\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [information v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (death beam supplement 4 v)?> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [information v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n if <(item (4) of [information v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-14]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [information v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [settings v]) = [4]>> then\n if <(item (1) of [information v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [information v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [information v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [information v]) < [0.01]>\n replace item (20) of [information v] with (x position)\n replace item (21) of [information v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [information v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\n@fireball\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [information v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [information v]) y: (item (21) of [information v])\nshow\npoint towards (player v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (player v)?> or <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>>>\n move (8) steps\nend\nreplace item (22) of [information v] with (x position)\nreplace item (23) of [information v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (item (22) of [information v]) y: (item (23) of [information v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@eyes of ender\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (player v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(item (1) of [information v]) = [22]>> then\n if <(item (15) of [information v]) < [2]> then\n if <not <(item (15) of [information v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm2\n\nwhen flag clicked\nforever\n if <(item (15) of [information v]) < [2]> then\n if <not <(item (15) of [information v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [information v]) < [2]>>\nrepeat until <(item (15) of [information v]) = [0]>\n if <not <(item (2) of [settings v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [information v]) < [2]>>\n wait until <(item (15) of [information v]) < [1]>\n if <not <(item (2) of [settings v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@final dragon\n\ndefine damage (amount of damage)\nreplace item (28) of [information v] with [10]\nreplace item (15) of [information v] with ((item (15) of [information v]) + (amount of damage))\nif <(item (15) of [information v]) < [0.01]> then\n replace item (17) of [information v] with (x position)\n replace item (18) of [information v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine Knockback (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen flag clicked\nreplace item (27) of [information v] with [1]\nforever\n if <(item (27) of [information v]) < [10]> then\n replace item (27) of [information v] with ((item (27) of [information v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [information v]) = [1]>\n replace item (27) of [information v] with ((item (27) of [information v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [information v])> then\n switch costume to ((item (27) of [information v]) + (item (28) of [information v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nif <(item (2) of [settings v]) = [12]> then\n replace item (15) of [information v] with [300]\n replace item (16) of [information v] with [300]\nelse\n replace item (15) of [information v] with [350]\n replace item (16) of [information v] with [350]\nend\nforever\n if <<touching (kinds of sword v)?> and <(attack) = [1]>> then\n if <(result) = [クリティカル攻撃可能]> then\n set [attack position x v] to ([x position v] of [kinds of sword v])\n set [attack position y v] to ([y position v] of [kinds of sword v])\n broadcast (クリティカル v)\n damage ([floor v] of (([costume name v] of [kinds of sword v]) * (1.5)) )\n else\n damage ([costume name v] of [kinds of sword v])\n end\n wait until <(attack) = [0]>\n wait (0.3) seconds\n end\n if <touching (death beam supplement 4 v)?> then\n damage [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [information v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (explosion v)?> then\n damage [-16]\n wait (0.3) seconds\n end\n if <touching (explosion 2 v)?> then\n damage [-14]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nreplace item (19) of [information v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [information v]) < [0.01]>\n if <not <(item (2) of [settings v]) = [4]>> then\n replace item (20) of [information v] with (x position)\n replace item (21) of [information v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [information v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nforever\n replace item (24) of [information v] with (x position)\n replace item (25) of [information v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [information v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [information v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [information v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [information v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [information v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [information v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nif <not <(item (2) of [settings v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [information v])> then\n if <(item (1) of [information v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [information v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nwait until <(item (15) of [information v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [information v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [settings v]) = [4]> then\n replace item (33) of [information v] with [1]\nelse\n replace item (33) of [information v] with [0]\nend\n\nreplace item (1) of [information v] with ((item (1) of [information v]) + (1))\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\n@dragon breath\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [information v]) = [0]> then\n delete this clone\nend\ngo to (final dragon v)\nshow\npoint towards (player v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (player v)?> or <<touching (ground v)?> or <<touching (ground – sand v)?> or <touching (background v)?>>>>\n move (7) steps\nend\nreplace item (22) of [information v] with (x position)\nreplace item (23) of [information v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (スプライト7 v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [information v]) y: (item (23) of [information v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@nether star\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [information v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (kinds of sword v)?> and <(attack) = [1]>> or <touching (death beam supplement 4 v)?>> or <touching (explosion 2 v)?>>\nreplace item (22) of [information v] with (x position)\nreplace item (23) of [information v] with (y position)\ncreate clone of (爆発3 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [information v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [settings v]) = [4]>> then\n replace item (29) of [information v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [information v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [information v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [information v]) = [0]> then\n if <not <(item (8) of [information v]) = [0]>> then\n replace item (30) of [information v] with [1]\n replace item (31) of [information v] with (x position)\n replace item (32) of [information v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [information v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [information v] with [0]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [settings v]) = [4]>> then\n wait until <(item (1) of [information v]) = [21]>\n replace item (29) of [information v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [information v] with [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [information v]) = [21]>\nforever\n set [mob position x v] to (x position)\n set [mob position y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@スプライト10\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [information v]) < ((item (16) of [information v]) - (10))> then\n show\n go to x: (item (31) of [information v]) y: (item (32) of [information v])\n point towards (final dragon v)\n repeat until <touching (final dragon v)?>\n if <[0] < (item (15) of [information v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [information v])> then\n replace item (15) of [information v] with ((item (15) of [information v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [information v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [information v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [information v]) < [0.01]> then\n hide\n end\nend\n\n@Sprite 5\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [information v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [information v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [information v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [information v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [information v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [information v] with [x]\n\n@Sprite 11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@Sprite 12\n\n@Sprite 13\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@Representation with\n\nwhen [0 v] key pressed\nhide variable [1 v]\n\nwhen [1 v] key pressed\nshow variable [1 v]\n\nif <(username) = [kuri-pa-2]> then\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ cloud variables v] to (item (5) of [chore v])\nend\n\nwhen flag clicked\nreplace item (1) of [chore v] with [1]\nreplace item (2) of [chore v] with [0]\nreplace item (3) of [chore v] with [1]\nreplace item (4) of [chore v] with []\nreplace item (5) of [chore v] with []\nset [1 v] to []\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [chore v] with [0]\n repeat until <(letter (item (1) of [chore v]) of (username)) = (item (item (2) of [chore v]) of [candidate v])>\n replace item (2) of [chore v] with ((item (2) of [chore v]) + (1))\n end\n replace item (1) of [chore v] with ((item (1) of [chore v]) + (1))\n if <(length of (item (2) of [chore v])) = [1]> then\n replace item (2) of [chore v] with (join [0] (item (2) of [chore v]))\n end\n replace item (5) of [chore v] with (join (item (5) of [chore v]) (item (2) of [chore v]))\nend\nset [☁ cloud recording v] to (item (5) of [chore v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ Cloud Recording)) * (2))\n replace item (4) of [chore v] with (join (letter (item (3) of [chore v]) of (☁ Cloud Recording)) (letter ((item (3) of [chore v]) + (1)) of (☁ Cloud Recording)))\n set [1 v] to (join (1) (item (item (4) of [chore v]) of [candidate v]))\n replace item (3) of [chore v] with ((item (3) of [chore v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [chore v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\n@Sprite 14\n\nwhen flag clicked\nif <(username) = [ImageToMinecraft]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\n\n
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Guys, this game has been fixed\n---->New Update<-------\n- cooler dragon breath effect\n- the exploding sword is officially orange\n-new texture for sword(for update 20 blox fruit and clownpierce texture pack)\n- all the sound got translate for easier edits and remix\n- a player detector, and the tip of the arrow got changed\n- the netherite mode has a diamond helmet to show that are u taking damage or not\n- all the mobs got reworked\n- sonic boom got reworked into death beam and is currently getting buff\n- the sun and clouds got change a little\n- dragon breath and fireball got re-texture\n- zombified piglins got made brighter\nNotes:\nMy Glitch finder found a glitch that cyborg can be immortal, so I made that if the cyborg is immortal, let it kill you and also I set a timer for it to be immortal.\nAlso, at first sometimes, your health bar will not appear but after u die once, it just reappears again.\nSpeedruns:\nMy Glitch Finder-394:17 normal mode\nMine: 161.07 Peace mode and 2.68-explosive, 3.00 normal mode\nRecommended game modes:\n- explosive sword for speedrunner\n- death beam for relaxing\n- normal is for most skill required\n- most fun is netherite\n
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||☁ Eggplant and moon platformer! ! #game
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@Stage\n\nwhen flag clicked\nwait (2.2) seconds\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (夕方 v)\n\nwhen flag clicked\nwait (2.2) seconds\nforever\n if <key (p v) pressed?> then\n stop all sounds\n next backdrop\n wait until <not <key (p v) pressed?>>\n end\nend\n\n@プラフォくん\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nwait (2.7) seconds\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [壁キック v]\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-165]> or <touching (針 v)?>> then\n broadcast (やられ v)\n start sound [Teleport2 v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[220] < (x position)> then\n if <not <(ステージ) = [30]>> then\n broadcast (NEXT v)\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n reset timer\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [0]> and <mouse down?>>> then\n switch costume to (プラフォくん縮む v)\n else\n switch costume to (プラフォくん v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nwait (2.7) seconds\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (4)\n change size by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [0]> and <mouse down?>>> then\n switch costume to (圧縮目無し v)\nelse\n switch costume to (目無し v)\nend\n\nwhen flag clicked\nwait (2.8) seconds\nforever\n if <key (space v) pressed?> then\n broadcast (SKIP v)\n start sound [Finger Snap v]\n point in direction (90)\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 wait until <not <key (space v) pressed?>>\n end\n if <key (r v) pressed?> then\n point in direction (90)\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 wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [skip v]\npoint in direction (90)\nhide\nclear graphic effects\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwait (2) seconds\n\nwhen flag clicked\nshow\n\nwhen I receive [skip v]\nchange [ステージ v] by (1)\n\n@針\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@サムネ4\n\nwhen flag clicked\nwait (2) seconds\nswitch costume to (サムネ2 v)\nshow\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen [timer v] > (0.15)\nswitch costume to (サムネ v)\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\n@チュートリアル\n\nwhen flag clicked\ndelete all of [リンク v]\nshow list [リンク v]\nswitch costume to (1 v)\ngo to x: (132) y: (23)\ngo to [back v] layer\nhide\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nwait (5) seconds\nforever\n if <<([costume # v] of [地面 v]) = [21]> or <([costume # v] of [地面 v]) = [22]>> then\n if <([costume # v] of [地面 v]) = [21]> then\n hide list [リンク v]\n add [https://scratch.mit.edu/projects/684736431] to [リンク v]\n wait until <not <([costume # v] of [地面 v]) = [21]>>\n end\n if <([costume # v] of [地面 v]) = [22]> then\n hide list [リンク v]\n delete all of [リンク v]\n add [https://scratch.mit.edu/projects/712051346] to [リンク v]\n wait until <not <([costume # v] of [地面 v]) = [22]>>\n end\n else\n show list [リンク v]\n delete all of [リンク v]\n end\nend\n\nwhen [timer v] > (0)\nforever\n show list [リンク v]\n delete all of [リンク v]\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [23]> then\n show list [リンク v]\n delete all of [リンク v]\n end\nend\n\n@SKIP\n\nwhen flag clicked\nset [skip v] to [0]\nhide\n\nwhen I receive [やられ v]\nchange [skip v] by (1)\n\nwhen I receive [skip v]\nset [skip v] to [0]\nhide\n\nwhen this sprite clicked\nstart sound [Finger Snap v]\nbroadcast (SKIP v)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\ngo to x: (-181) y: (-144)\nforever\n if <(SKIP) > [4]> then\n show\n end\nend\n\nwhen I receive [next v]\nset [skip v] to [0]\nhide\n\n
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操作方法 ※English description is below.\n--モバイル勢--\nタップで行きたい方向に指で動かしましょう。足の指もおススメですよ(((臭い\n\n--パソコン勢--\n\n上下左右キーで移動です。\n\n簡単なルール説明\n針に当たったら最初からになります。プラフォくんは縮みます。うまく使い分けてゴールを目指しましょう。それではスタートです!\n\n【English】\nThose who are scratching on mobile\nMove with your fingers.\n\nA person who is scratching on a computer\nUse the up, down, left, and right keys to move in the direction you want to go.\n\nsimple rule explanation\nWhen you hit the needle, you start from the beginning. Plafo-kun shrinks. Let's use it properly and aim for the goal. Let's start! ⭐️と❤️please!
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Key platformer
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (背景1 v)\n play sound [Starship v] until done\n play sound [The Next Thing I Knew v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\n@No turbo mode\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nreset timer\nwait (0) seconds\nif <(timer) = [0]> then\n show\n switch costume to (ターボモードになりました v)\n go to x: (0) y: (0)\n stop [all v]\nend\n\nwhen I receive [タイトル表示 v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトル表示 v]\nshow\n\n@スプライト5\n\nwhen I receive [お疲れ様ズラ v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトル表示 v]\nhide\n\n@ジメン\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [タイム/time v] to [0]\nforever\n set ["" v] to (costume [number v])\nend\n\nwhen I receive [タイトル表示 v]\nhide\n\n@👤\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nset size to (20) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (100)\ngo [backward v] (1) layers\nforever\n switch costume to (コスチューム1 v)\n 動作\nend\n\nif <(1234) = [0]> then\n\ndefine 動作\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change y by (1)\n if <touching (ジメン v)?> then\n change x by ((x) * (-1))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (ジメン v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [14]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (ジメン v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <touching (スプライト7 v)?> then\n set [鍵ゲット v] to [1]\nend\nif <<touching (スプライト6 v)?> and <(鍵ゲット) = [1]>> then\n はーい、死んだー\n broadcast (ステージ次だよーん v)\n go to x: (-200) y: (100)\n hide\nend\nif <<touching (邪魔者 v)?> or <[-173] > (y position)>> then\n はーい、死んだー\nend\n\ndefine はーい、死んだー\nset [鍵ゲット v] to [0]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [変数 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (100)\npoint in direction (90)\nset [変数 v] to [9999]\nshow\n\nwhen I receive [ステージ次だよーん v]\nshow\nset [鍵ゲット v] to [0]\n\nwhen I receive [タイトル表示 v]\nhide\n\n@スコア\n\nwhen flag clicked\nwait (0) seconds\nhide variable [タイム/time v]\nhide variable [☁ 世界記録 v]\nforever\n wait (1) seconds\n if <[7] < (ステージ)> then\n broadcast (お疲れ様ズラ v)\n stop [this script v]\n end\n change [タイム/time v] by (1)\nend\n\nwhen I receive [お疲れ様ズラ v]\nshow variable [☁ 世界記録 v]\nshow variable [タイム/time v]\nif <(タイム/Time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム/Time)\nend\n\nwhen I receive [タイトル表示 v]\nhide variable [タイム/time v]\nhide variable [☁ 世界記録 v]\n\n@スプライト7\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset [ステージ v] to [1]\nset [鍵ゲット v] to [0]\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n repeat (40)\n change size by (0.25)\n end\n repeat (40)\n change size by (-0.25)\n end\nend\n\nwhen I receive [ステージ次だよーん v]\nchange [ステージ v] by (1)\nset [鍵ゲット v] to [0]\n\ndefine ブロック名\nif <(鍵ゲット) = [1]> then\n if <([direction v] of [👤 v]) = [90]> then\n go to x: (([x position v] of [👤 v]) - (20)) y: ([y position v] of [👤 v])\n else\n go to x: (([x position v] of [👤 v]) + (20)) y: ([y position v] of [👤 v])\n end\nelse\n go to x: (鍵のx座標) y: (鍵のy座標)\nend\n\nwhen flag clicked\nforever\n 鍵\n ブロック名\nend\n\ndefine 鍵\nset [鍵のx座標 v] to (item (ステージ) of [鍵の位置x v])\nset [鍵のy座標 v] to (item (ステージ) of [鍵の位置y v])\n\nwhen flag clicked\ndelete all of [鍵の位置x v]\nadd [120] to [鍵の位置x v]\nadd [200] to [鍵の位置x v]\nadd [0] to [鍵の位置x v]\nadd [170] to [鍵の位置x v]\nadd [100] to [鍵の位置x v]\nadd [0] to [鍵の位置x v]\nadd [200] to [鍵の位置x v]\n\nwhen flag clicked\ndelete all of [鍵の位置y v]\nadd [80] to [鍵の位置y v]\nadd [0] to [鍵の位置y v]\nadd [30] to [鍵の位置y v]\nadd [30] to [鍵の位置y v]\nadd [100] to [鍵の位置y v]\nadd [-50] to [鍵の位置y v]\nadd [100] to [鍵の位置y v]\n\nwhen I receive [お疲れ様ズラ v]\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [8]> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [タイトル表示 v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\nwhen I receive [タイトル表示 v]\nhide\n\n@邪魔者\n\nwhen flag clicked\nset [削除! 削除!! 削除ぉぉおお!!! v] to [0]\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [ステージ次だよーん v]\nset [削除! 削除!! 削除ぉぉおお!!! v] to [1]\nnext costume\nwait (0) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nif <(costume [number v]) = [5]> then\n forever\n turn right (5) degrees\n end\nend\nif <(costume [number v]) = [6]> then\n go to x: (-100) y: (-50)\n forever\n point in direction (90)\n repeat (40)\n change x by (5)\n end\n wait (0.5) seconds\n repeat (40)\n change x by (-5)\n end\n wait (0.5) seconds\n end\nend\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (0)\n forever\n point in direction (90)\n repeat (20)\n change y by (5)\n end\n wait (0.5) seconds\n repeat (40)\n change y by (-5)\n end\n wait (0.5) seconds\n repeat (20)\n change y by (5)\n end\n wait (0.5) seconds\n end\nelse\n go to x: (0) y: (0)\n point in direction (90)\nend\n\nwhen I start as a clone\nwait (0) seconds\nwait until <(削除! 削除!! 削除ぉぉおお!!!) = [1]>\nset [削除! 削除!! 削除ぉぉおお!!! v] to [0]\ndelete this clone\n\nwhen I receive [タイトル表示 v]\nhide\n\n
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English is below\n- 日本語 -\n⚑矢印キーやタップで操作しよう!\n⚑障害物を避けて鍵をゲットしてクリアしよう!\n⚑世界記録を目指して頑張ろう!\n⚑拡散もしよう((((\n⚑あとフォローもしよう(((\n- - - - - - - -\n- English -\n⚑Use the arrow keys or tap to operate!!\n⚑Avoid obstacles and get the key to clear the game!!\n⚑Let's do our best to aim for the world record!!\n\n- credit -\nBGM / @-xaf-様\nMobile Mark / @takogori様\nTurbo mode judgment / @Pikurin様
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*・゜・*:.。.。:*・' Sky '・*:.。. 。:*・゜・* -Platformer- #all #games
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@Stage\n\nwhen I receive [終わり v]\nforever\n play sound [Sunburst haruharuyoshi 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 flag clicked\nhide\n\nwhen I receive [終わり v]\ngo to [front v] layer\nshow\ngo [backward v] (2) layers\nshow\nswitch costume to (1 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 <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1.75)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <(y position) > [179]> 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 <(y position) = [-179]>> or <touching (マグマ v)?>> then\n go to x: (-200) y: (25)\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 set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> 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 else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (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 <<touching color (#1db500)?> and <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (土ぼこりと飛び散った草 v)\n end\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [14]\n end\n change y by (1)\nend\n\nwhen [timer v] > (0.01)\nhide variable [☁ world record v]\nhide\n\n@地面\n\nwhen flag clicked\nset [stage v] to [1]\nhide\n\nwhen I receive [終わり v]\nshow\nswitch costume to (1 v)\nset [time v] to [0]\nforever\n if <(NEXT終わり) = [1]> then\n set [stage v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (Stage)\n end\n end\n if <(Stage) = [13]> then\n broadcast (ステージクリア v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [10]> then\n show variable [time v]\n if <(☁ World record) > (Time)> then\n set [☁ world record v] to (Time)\n end\n else\n hide variable [time v]\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\nset [next終わり v] to [0]\n\nwhen I receive [メッセージ1 v]\nset [nextx v] to [-155]\nset [next終わり v] to [0]\nrepeat (3)\n switch costume to (コスチューム1 v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n end\n change [nextx v] by (174)\nend\nset [nextx v] to [0]\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <not <(costume [number v]) = [5]>> then\n go to [front v] layer\n go to x: (NEXTx) y: (345)\n set [nexty v] to [-86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [1]\n set [nexty v] to [86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n delete this clone\nelse\n go to [front v] layer\n go to x: (0) y: (345)\n set [nexty v] to [-60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n wait (0.1) seconds\n set [nexty v] to [60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [2]\n broadcast (メッセージ3 v)\n delete this clone\nend\n\nbroadcast (メッセージ1 v)\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり 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\nchange [stage v] by (-1)\n\nbroadcast (メッセージ1 v)\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nstart sound [Pokemon Opening 1 v]\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nstop all sounds\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (終わり v)\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen I receive [裏ステージ v]\nhide\n\nwhen I receive [裏ステージ v]\nhide\n\nwhen I receive [裏ステージ v]\nhide\n\n@紙吹雪 Pinosuke_c5\n\nwhen flag clicked\nhide\nset [なにか笑 v] to [0]\nforever\n if <(なにか笑) = [0]> then\nend\n\nwhen I start as a clone\nset y to (-180)\nshow\nrepeat until <(y position) = [180]>\n change x by (0)\n change y by (5)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [メッセージ3 v]\nset [なにか笑 v] to [1]\n\nwait (1) seconds\n\n@空の雲 RRR-Scratch\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (10) to (30))\n wait (pick random (2) to (0.7)) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (100) to (150))\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (300) y: (300)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n show\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (10))\nend\nwait (0.1) seconds\n\n
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New ››› https://scratch.mit.edu/projects/729493052\n *・゜・*:.。.。:*・' Sky '・*:.。. 。:*・゜・*\n\n日本語は⤵\n\n↓English\nThis"Sky"platformer , you can clear the stage by going up!\n➤Wasd , Arrow key\nTry to get the time world record!\n\n※Don't comment "Too hard" .\n@az229 will be sad .\n\n↓日本語\nステージのうえに行くと次のステージへ行けます!\n➤wasd キー、矢印キー\nタイムもあります!目指せ世界記録!\nたまーにバグります。ご了承ください!\n\n※「ムズい」「難しい」などはやめて(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)\n@az229が悲しむ()\n\n-----Credit-----\nIntro / @Tralaxy\nClowd / @RRR-scratch\nUpdraft/ / @Pinosuke_c5\n\nThank you for reading to here!\n\n\n\nTags\n#all #games #art #music #fun #cool #platformer #az229\n#all #games #art #music #fun #cool #platformer #az229\n#all #games #art #music #fun #cool #platformer #az229\n#all #games #art #music #fun #cool #platformer #az229
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Stealt color needle platformer ver1.0
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@Stage\n\nwhen I receive [ゲームスタート v]\nswitch backdrop to (884f6e14-1860-4598-9002-23f808cf484f v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [ゲームスタート v]\nforever\n play sound [Starship v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [終わり v]\nwait (1) seconds\nrepeat (5)\n change volume by (-20)\nend\nstop all sounds\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <(…) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@キャラ\n\nwhen I receive [\] v]\nhide\n\nwhen [timer v] > (0.0001)\nhide variable [☁ クリアできた人数 v]\nbroadcast (最 v)\nhide\n\nwhen I receive [ゲームスタート v]\nset [… v] to [0]\nset volume to (70) %\nbroadcast (q v)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (70) %\ngo to [front v] layer\ngo to x: (-200) y: (0)\nset [横に移動 v] to [0]\nset [変数 v] to [0]\nforever\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム6 v)\n else\n switch costume to (コスチューム5 v)\n end\n if <(隠し) = [1]> then\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [横に移動 v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [横に移動 v] by (-1)\n end\n set [横に移動 v] to ((横に移動) * (0.89))\n change x by (横に移動)\n if <<touching (死なない地面 v)?> or <touching (タヒなせない! v)?>> then\n change y by (1)\n if <<touching (死なない地面 v)?> or <touching (タヒなせない! v)?>> then\n change y by (1)\n if <<touching (死なない地面 v)?> or <touching (タヒなせない! v)?>> then\n change y by (1)\n if <<touching (死なない地面 v)?> or <touching (タヒなせない! v)?>> then\n change y by (1)\n if <touching (死なない地面 v)?> then\n change y by (1)\n if <touching (死なない地面 v)?> then\n change x by ((横に移動) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [変数 v] to [10]\n if <[0] < (横に移動)> then\n set [横に移動 v] to [-7]\n else\n set [横に移動 v] to [7]\n end\n else\n set [横に移動 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 (ばね v)?> or <touching (ばね2 v)?>> or <touching (ばね3 v)?>> then\n set [変数 v] to [20]\n end\n if <touching (死なない地面 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [変数 v] to [15]\n end\n end\n change y by (1)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching (死なない地面 v)?> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<touching (死ぬ地面 v)?> and <(隠し) = [0]>> then\n go to x: (-200) y: (0)\n broadcast (タヒ v)\n end\n if <<<(y position) < [-200]> and <(隠し) = [0]>> and <not <([costume # v] of [死なない地面 v]) = [8]>>> then\n go to x: (-200) y: (0)\n broadcast (タヒ v)\n end\n if <[220] < (x position)> then\n if <not <[] = [1]>> then\n broadcast (メッセージ1 v)\n set [横に移動 v] to [0]\n repeat (1)\n go to x: (-200) y: (0)\n end\n wait until <(ネクスト) = [0]>\n end\n end\n if <(…) = [0]> then\nend\n\nwait (1.2) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [やり直し v]\ngo to x: (-230) y: (50)\n\nwhen I receive [ゲームスタート v]\nforever\n if <not <([costume # v] of [死なない地面 v]) = [7]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [5]>> then\n switch costume to (コスチューム3 v)\n repeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [6]>> then\n switch costume to (コスチューム4 v)\n repeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [隠し v]\nset [隠し v] to [1]\nswitch costume to (コスチューム1 v)\nwait (5) seconds\nset [隠し v] to [0]\nswitch costume to (コスチューム5 v)\n\nwhen I receive [背景白 v]\nhide\n\nwhen I receive [owata v]\nshow\n\nwhen flag clicked\nhide variable [☁ クリアできた人数 v]\n\nwhen I receive [タヒ v]\ngo to x: (-180) y: (0)\n\nwhen I receive [ゲームスタート v]\nforever\n if <([costume # v] of [死なない地面 v]) = [7]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n hide variable [死んだ要因 v]\nend\n\nsay [針どこいった?]\n\nset [☁ クリアできた人数 v] to [0]\n\n@死なない地面\n\nwhen I receive [最初から v]\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (0.0001)\nhide\n\nwhen I receive [ゲームスタート v]\nset [あああああ v] to [0]\nshow\nswitch costume to (コスチューム1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次の背景 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n show variable [☁ クリアできた人数 v]\n set [☁ クリアできた人数 v] to ((☁ クリアできた人数) + (1))\n wait until <touching color (#a6bd63)?>\n end\nend\n\n@死ぬ地面\n\nwhen I receive [メッセージ1 v]\n\nwait (1) seconds\n\nwhen [timer v] > (0.0001)\nhide\n\nwhen I receive [ゲームスタート v]\nset [あああああ v] to [0]\nshow\nswitch costume to (コスチューム1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次の背景 v]\nnext costume\n\nswitch costume to (コスチューム6 v)\n\n@飛んでけ~w\n\nwhen flag clicked\ngo to x: (465) y: (0)\nset [色 v] to [0]\nforever\n set [color v] effect to (色)\nend\n\nwhen I start as a clone\nwait (1.3) seconds\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nbroadcast (owata v)\nset [いい? v] to [0]\nset [ネクスト v] to [0]\ngo to x: (465) y: (0)\nhide\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nbroadcast (背景白 v)\nset [ネクスト v] to [1]\ngo to [front v] layer\nset [いい? v] to [1]\nswitch costume to (コスチューム1 v)\nshow\nrepeat (7)\n repeat until <(x position) < [.1]>\n change x by (((x position) / (1.3)) * (-1))\n end\n create clone of (_myself_ v)\n next costume\n go to x: (465) y: (0)\nend\nbroadcast (次の背景 v)\nhide\n\nset [色 v] to ((色) + (10))\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [owata v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [色 v] to [20]\n\nset [☁ クリアできた人数 v] to [0]\n\n@intro\n\nwhen I receive [ゲームスタート v]\nstop [other scripts in sprite v]\nbroadcast (クローン消す v)\n\nwhen flag clicked\nforever\n if <<(イントロスキップ) > [22]> and <mouse down?>> then\n set [イントロスキップ v] to [30]\n stop all sounds\n hide\n broadcast (ゲームスタート v)\n end\nend\n\nwhen flag clicked\nforever\n set [イントロスキップ v] to ((イントロスキップ) + (0.033))\nend\n\nwhen flag clicked\nstart sound [Axol x Alex Skrindo - You \[NCS Release\].mp7 v]\n\nwhen I start as a clone\nif < (costume [name v]) contains [ブロック]?> then\n show\n set size to (100) %\n clear graphic effects\n point in direction (90)\n go to x: (0) y: ((((letter (5) of (costume [name v])) * (2)) - (3)) * (-240))\n repeat until <(え!) = [1]>\n go to [front v] layer\n change y by (((0) - (y position)) / (10))\n end\n repeat (55)\n go to [front v] layer\n change y by ((((((letter (5) of (costume [name v])) * (2)) - (3)) * (-100)) - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n point in direction (90)\n show\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nreset timer\nset [color v] effect to (0)\nset [pixelate v] effect to (0)\npoint in direction (90)\nset size to (100) %\nhide\n◆\nwait (1.2) seconds\n✳︎\nwait (4.3) seconds\n●\nwait (1.6) seconds\n○\nwait (2) seconds\nbroadcast (クローン消す v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n✳︎\n文字\nbroadcast (クローン消す v)\nbroadcast (ゲームスタート v) and wait\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [x v] to (x)\n set [y v] to (y)\n show\n set [ghost v] effect to (100)\n go to x: (-249) y: (-189)\n point in direction (0)\n repeat until <<(x position) = (x)> and <(y position) = (y)>>\n change [ghost v] effect by (-2)\n turn left (((direction) - (90)) / (7)) degrees\n change x by (((x) - (x position)) / (7))\n change y by (((y) - (y position)) / (7))\n end\n set [yv v] to [0]\n set [ghost v] effect to (10)\n repeat until <(y position) < [-185]>\n go to [front v] layer\n change [brightness v] effect by (3)\n change [ghost v] effect by (3)\n change y by (yv)\n turn right (yv) degrees\n change [yv v] by (-1)\n broadcast (2 v)\n switch backdrop to (背景1 v)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n forever\n go to (random position v)\n point in direction (pick random (0) to (360))\n set [ghost v] effect to (100)\n repeat (20)\n move (1) steps\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\n repeat (20)\n move (1) steps\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n wait (pick random (0.2) to (1)) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to x: (0) y: (0)\n set size to (0) %\n set [揺れ v] to [0]\n repeat (55)\n go to [back v] layer\n go [forward v] (1) layers\n set [揺れ v] to (((揺れ) * (0.75)) + (((100) - (size)) / (3)))\n change size by (揺れ)\n end\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n go [forward v] (1) layers\n set size to (4) %\n repeat until <(size) = [101]>\n change size by (((101) - (size)) / (9))\n end\nend\n\ndefine ◆\ngo to x: (-215) y: (157)\nrepeat (8)\n repeat (10)\n switch costume to (◆ v)\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\n change x by (49)\n end\n set x to (-215)\n change y by (-48)\nend\n\ndefine ✳︎\nswitch costume to (✳︎ v)\nrepeat (45)\n create clone of (_myself_ v)\nend\n\ndefine ●\nswitch costume to (● v)\ncreate clone of (_myself_ v)\n\ndefine ○\nswitch costume to (○ v)\ncreate clone of (_myself_ v)\n\nwhen I receive [クローン消す v]\ndelete this clone\n\ndefine 文字\nswitch costume to (ブロック1 v)\ncreate clone of (_myself_ v)\nswitch costume to (ブロック2 v)\ncreate clone of (_myself_ v)\nswitch costume to (文字 v)\nrepeat (2)\n show\n go to x: (0) y: (0)\n set size to (0) %\n set [揺れ v] to [0]\n repeat (55)\n go to [back v] layer\n set [揺れ v] to (((揺れ) * (0.75)) + (((100) - (size)) / (3)))\n change size by (揺れ)\n end\nend\nset size to (100) %\npoint in direction (90)\npoint in direction (0)\nset [傾き v] to [0]\nturn right (1) degrees\nrepeat (60)\n change [傾き v] by (4)\n point in direction ((85) + (([tan v] of (傾き) ) * (3)))\nend\nrepeat (2)\n show\n go to x: (0) y: (0)\n set size to (0) %\n set [揺れ v] to [0]\n repeat (55)\n go to [back v] layer\n set [揺れ v] to (((揺れ) * (0.75)) + (((100) - (size)) / (3)))\n change size by (揺れ)\n end\nend\nset [え! v] to [1]\nrepeat (50)\n change [pixelate v] effect by (5)\n change size by (-2)\nend\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [え! v] to [0]\nwait (5) seconds\nplay sound [Doorbell v] until done\n\nwhen [timer v] > (0.01)\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.0001)\nhide\n\nwhen I receive [ゲームスタート v]\nforever\n wait (pick random (5) to (7)) seconds\n show\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n set y to (130)\nend\n\nwhen I start as a clone\nset x to (240)\nrepeat (208)\n change x by (-2.5)\nend\ndelete this clone\n\n@スプライト3\n\nwhen [timer v] > (0.0001)\nhide\n\nwhen I receive [ゲームスタート v]\nhide\nforever\n if <(…) = [0]> then\n wait (pick random (8) to (5)) seconds\n show\n start sound [ポップ v]\n go to x: (-150) y: (180)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.0001)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [押した! v]\nnext costume\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.001)\ngo to [front v] layer\nwait (1) seconds\nshow\ngo to x: (-240) y: (-240)\nglide (0.8) secs to x: (-141) y: (-171)\nbroadcast (押した! v)\nstart sound [クリック v]\nwait (0.2) seconds\nglide (1.7) secs to x: (-30) y: (-171)\nbroadcast (押した! v)\nstart sound [クリック v]\nwait (0.2) seconds\nglide (1.3) secs to x: (162) y: (-171)\nbroadcast (押した! v)\nstart sound [クリック v]\nwait (0.2) seconds\nglide (1.7) secs to x: (30) y: (-171)\nrepeat (20)\n wait (0.025) seconds\n change [ghost v] effect by (5)\nend\nhide\n\nswitch backdrop to (背景1 v)\n\nset [ghost v] effect to (0)\n\n@スプライト6\n\nwhen [timer v] > (0.001)\ngo to [front v] layer\ngo [backward v] (5) layers\nset size to (100) %\nshow\ngo to x: (-40) y: (0)\nset [brightness v] effect to (100)\nset [縦 v] to [35]\nset [横 v] to [20]\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\nend\nrepeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\nend\n\nwhen flag clicked\nhide\n\nset size to (100) %\n\n@スプライト8\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(…) = [1]> and <([costume # v] of [死なない地面 v]) = [2]>> then\n show\n set [ghost v] effect to (30)\n else\n hide\n set [ghost v] effect to (0)\n end\nend\n\n@飛ぶ地面\n\nwhen I receive [メッセージ1 v]\n\nwait (1) seconds\n\nwhen [timer v] > (0.0001)\nhide\n\nwhen I receive [ゲームスタート v]\nset [あああああ v] to [0]\nshow\nswitch costume to (コスチューム1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次の背景 v]\nnext costume\n\nswitch costume to (コスチューム6 v)\n\n@ばね\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait until <not <touching (キャラ v)?>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [死なない地面 v]) = [6]> then\n show\n end\n if <([costume # v] of [死なない地面 v]) = [7]> then\n hide\n end\n if <([costume # v] of [死なない地面 v]) = [9]> then\n show\n end\n if <([costume # v] of [死なない地面 v]) = [10]> then\n hide\n end\nend\n\n@ばね2\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait until <not <touching (キャラ v)?>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [死なない地面 v]) = [9]> then\n show\n end\n if <([costume # v] of [死なない地面 v]) = [10]> then\n hide\n end\nend\n\n@ばね3\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait until <not <touching (キャラ v)?>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [死なない地面 v]) = [9]> then\n show\n end\n if <([costume # v] of [死なない地面 v]) = [10]> then\n hide\n end\nend\n\n
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☆日本語は下☆ ❤️⭐️拡散お願いします\n針が見えにくいってコメントでくるけど題名は「針が同色プラットフォーマー」を英語にしただけです。\n〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜\n【English】\nPC, arrow keys, mobile, touch in the direction you want to go.\n[★★☆☆☆] Easy\nClearly checked\n【日本語】\nPCは矢印キーモバイルは進みたい方向にタッチ\n【★★☆☆☆】簡単\nクリアチェック済み
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~~•!NATURAL!•~~ A Scrolling Platformer #intrend #imtrend #griffpatch #games #all #art
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@Stage\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Crickets v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Tropical Birds v] until done\nend\n\nforever\n switch backdrop to (backdrop1 v)\n next backdrop\nend\n\n@Loading!\n\nwhen flag clicked\nswitch costume to (1cd9f7d4-326a-4dcc-9c1e-6a3af95f12b3 v)\ngo to x: (4) y: (4)\nshow\nset size to (150) %\npoint in direction (90)\nforever\n next costume\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@detector TMMCCOOL\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\nwhen I receive [begin v]\n\nwhen flag clicked\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\n@Gefahr\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo [forward v] (2) layers\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 7 v)\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [650] Y [360]\nend\n\ndefine POSTION (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\n\nwhen I receive [joined v]\nreset timer\n\nwhen flag clicked\nreset timer\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (b-vel)) ((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 8 v)\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\nend\n\ndefine POSTION (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@die anderen\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\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\nset [color v] effect to (0)\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\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\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 end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (b-vel))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\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 flag clicked\ndelete (10) of [chat v]\ndelete (2) of [chat v]\nadd [Yes] to [chat v]\n\n@ART\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (b-vel)) ((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 8 v)\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\nend\n\ndefine POSTION (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@Clouds\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\ngo [backward v] (10) layers\n\nwhen flag clicked\nshow\nforever\n go to x: (250) y: (71)\n switch costume to (pick random (1) to (4))\n glide (pick random (15) to (25)) secs to x: (-550) y: (71)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Umrandung\n\nwhen flag clicked\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Figur1\n\nwhen this sprite clicked\nChat\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\nbroadcast (Decode chat v)\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nadd (username) to [who sees v]\n\n@player\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\ndefine Position\ngo to x: ((x) - (b-vel)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [b-vel v] to [0]\nshow list [chat v]\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 [inair 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 [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [sy v] to [0]\nset [sx v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [-75]\n set [y v] to [0]\n set [b-vel v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2000]\n set [y v] to [20]\n set [b-vel v] to [2000]\n set [scroll y v] to [20]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [3600]\n set [y v] to [350]\n set [b-vel v] to [2974]\n set [scroll y v] to [107]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [4687]\n set [y v] to [42]\n set [b-vel v] to [4687]\n set [scroll y v] to [42]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [6987]\n set [y v] to [282]\n set [b-vel v] to [6987]\n set [scroll y v] to [282]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\ndefine Game-Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal 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 <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [28]\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [b-vel v] by (round (((x) - (b-vel)) / (8)))\nif <(b-vel) < [-75]> then\n set [b-vel v] to [-75]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-170]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\nwait (0.5) seconds\n\ndefine TEST-DIE\nif <touching (gefahr v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\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 (-18)\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 [inair 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\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin 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 if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\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 end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\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 (encodied)\n\nwhen I receive [begin v]\nwait (3) seconds\nswitch backdrop to (blank v)\n\nwhen I receive [cool effect v]\nset [sy v] to [16]\n\nwhen flag clicked\nswitch costume to (basic v)\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [1]\ndelete all of [chat v]\nadd [Hey] to [chat v]\nadd [I'm Cold!] to [chat v]\nadd [This way!] to [chat v]\nadd [Through here] to [chat v]\nadd [Love and fave?] to [chat v]\nadd [Gotta go!] to [chat v]\nadd [Bye!] to [chat v]\nadd [So Hard!] to [chat v]\nadd [I love this!] to [chat v]\nadd [Yes] to [chat v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (basic2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (basic3 v)\n else\n switch costume to (basic v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\nforever\n repeat until <(LEVEL) = [2]>\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n if <(LEVEL) = [2]> then\n show variable [timer v]\n end\nend\n\ndefine Spin off screen\n\ndefine TEST-DIE\nbroadcast (dead v)\nif <touching (gefahr v)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\nwhen [up arrow v] key pressed\nplay sound [Jump v] until done\n\n
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~~~~~~~~~~~~~~~~•!NATURAL!•~~~~~~~~~~~~~~~ \nHEY GUYS! ( please read until the end!)\nPlease like and fave!!!!! :D \n:D After 3 Weeks to Work, I finished my first Scrolling Platformer! I present u my new Game! ==NATURAL==\nThis is a Scrolling Platformer With a lot of art, many details and levels! I hope you enjoy it!! :D \n-CONTROLS= arrow keys; w, a, d and with your finger! •CHAT: Press T or Click the Chat button, to open and close the chat!\nPress 1 - 10 to write some words!\n •I really hope that i win! :D \nI added the Multiplayer version, but i deleted it not extra.. -_- XD i wanna add it later!\nFor more projects like this or other, leave a ⭐️&❤️ and don’t forgot to follow! \nHave a nice day!\n\n=ADDED=\n-CHAT\n-SCROLLING\n\n=ADDED SOON=\n-Multiplayer Version\n-Checkpoints\n-More Levels\n-make it easier for mobile\n-more details\n-Grass moves \n(if u have other ideas to add, just comment! :D)
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【拡散希望】Water - A Platformer
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@Stage\n\nwhen I receive [end v]\nwait (2) seconds\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@suraimu\n\nwhen I receive [intro v]\ndelete this clone\n\nwhen I receive [intro v]\nhide\nstart sound [Subtact - My Heart v]\nreset timer\nclone [back] [1]\nclone [cycle1] [1]\nwait (0.5) seconds\nclone [cycle2] [1]\nwait (0.3) seconds\nclone [P] [20]\nclone [texts] [1]\nwait (0) seconds\nclone [text ] [1]\nwait (0) seconds\nclone [textr] [1]\nwait (0) seconds\nclone [texta] [1]\nwait (0) seconds\nclone [texti] [1]\nwait (0) seconds\nclone [textm] [1]\nwait (0) seconds\nclone [textu2] [1]\nwait (2) seconds\nclone [square1] [1]\nwait (0.0) seconds\nclone [square2] [1]\nwait (0.05) seconds\nclone [square3] [1]\nwait (0.3) seconds\nclone [square4] [1]\nwait (0.0) seconds\nclone [square5] [1]\nwait (0.05) seconds\nclone [square6] [1]\nwait (0.4) seconds\nclone [P] [20]\nclone [LOGO2] [1]\nclone [LOGO1] [1]\nwait (1.7) seconds\nclone [P] [20]\nclone [cycle3] [1]\nwait (0.4) seconds\nclone [P] [20]\nclone [cycle4] [1]\nwait (1) seconds\nclone [end1] [1]\nwait (0.3) seconds\nclone [end2] [1]\n\ndefine clone (id) (#)\nset [id v] to (id)\nrepeat (#)\n set [id v] to (id)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif < (ID) contains [back]?> then\n clear graphic effects\n go to [front v] layer\n switch costume to (back v)\nend\nif < (ID) contains [cycle]?> then\n go to x: (0) y: (0)\n clear graphic effects\n go to [front v] layer\n switch costume to (square v)\n if < (ID) contains [1]?> then\n go to x: (0) y: (-130)\n set [brightness v] effect to (100)\n end\n if < (ID) contains [2]?> then\n go to x: (0) y: (130)\n set [color v] effect to (56)\n end\n if < (ID) contains [3]?> then\n go to x: (130) y: (0)\n set [brightness v] effect to (100)\n end\n if < (ID) contains [4]?> then\n go to x: (-130) y: (0)\n set [color v] effect to (56)\n end\n set size to (100) %\n repeat (30)\n switch costume to (size hack v)\n change size by (((830) - (size)) / (5))\n switch costume to (square v)\n end\nend\nif < (ID) contains [text]?> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n if < (ID) contains [s]?> then\n switch costume to (not fill text s v)\n set size to (30) %\n end\n if < (ID) contains [ ]?> then\n switch costume to (not fill text u v)\n set size to (30) %\n end\n if < (ID) contains [r]?> then\n switch costume to (not fill text r v)\n set size to (30) %\n end\n if < (ID) contains [a]?> then\n switch costume to (not fill text a v)\n set size to (30) %\n end\n if < (ID) contains [i]?> then\n switch costume to (not fill text i v)\n set size to (30) %\n end\n if < (ID) contains [m]?> then\n switch costume to (not fill text m v)\n set size to (30) %\n end\n if < (ID) contains [u]?> then\n switch costume to (not fill text u2 v)\n set size to (30) %\n end\n repeat (10)\n change size by (((100) - (size)) / (4))\n end\nend\nif < (ID) contains [text]?> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n if < (ID) contains [s]?> then\n switch costume to (text s v)\n set size to (30) %\n end\n if < (ID) contains [ ]?> then\n switch costume to (text u v)\n set size to (30) %\n end\n if < (ID) contains [r]?> then\n switch costume to (text r v)\n set size to (30) %\n end\n if < (ID) contains [a]?> then\n switch costume to (text a v)\n set size to (30) %\n end\n if < (ID) contains [i]?> then\n switch costume to (text i v)\n set size to (30) %\n end\n if < (ID) contains [m]?> then\n switch costume to (text m v)\n set size to (30) %\n end\n if < (ID) contains [u]?> then\n switch costume to (text u2 v)\n set size to (30) %\n end\n repeat (10)\n change size by (((100) - (size)) / (4))\n end\n point in direction (91)\n repeat (75)\n turn right ([abs v] of (((90) - (direction)) / (6)) ) degrees\n end\nend\nif < (ID) contains [end]?> then\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (コスチューム1 v)\n change [color v] effect by (46)\n if < (ID) contains [1]?> then\n if < (ID) contains [2]?> then\n change [ghost v] effect by (50)\n end\n broadcast (end v)\n set [y v] to [1]\n repeat (300)\n switch costume to (pos hack v)\n go to [front v] layer\n change y by (y)\n switch costume to (コスチューム1 v)\n change [y v] by (-1.2)\n end\n delete this clone\nend\nif < (ID) contains [LOGO]?> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to ( v)\n set size to (100) %\n if < (ID) contains [1]?> then\n switch costume to (logo v)\n go to x: (0) y: (344)\n end\n if < (ID) contains [2]?> then\n switch costume to (logo2 v)\n go to x: (0) y: (-344)\n end\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n repeat (10)\n change size by (((130) - (size)) / (4))\n end\n repeat (3)\n change size by (((145) - (size)) / (4))\n end\n repeat (30)\n change size by (((20) - (size)) / (4))\n end\nend\nif < (ID) contains [square]?> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to ( v)\n set size to (100) %\n if < (ID) contains [1]?> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (40)\n go to x: (130) y: (-515)\n end\n if < (ID) contains [2]?> then\n set [brightness v] effect to (100)\n go to x: (130) y: (-515)\n end\n if < (ID) contains [3]?> then\n set [brightness v] effect to (47)\n go to x: (130) y: (-515)\n end\n if < (ID) contains [4]?> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (40)\n go to x: (-130) y: (-515)\n end\n if < (ID) contains [5]?> then\n set [brightness v] effect to (100)\n go to x: (-130) y: (-515)\n end\n if < (ID) contains [6]?> then\n set [brightness v] effect to (47)\n go to x: (-130) y: (-515)\n end\n repeat until <[-225] < (y position)>\n change y by (((y position) + (517)) / (2))\n end\n repeat until <[-150] < (y position)>\n change y by (((0) - (y position)) / (6))\n end\n repeat until <[-2.5] < (y position)>\n switch costume to (pos hack v)\n change y by (((-2) - (y position)) / (8))\n switch costume to ( v)\n end\nend\n\nrepeat (10)\n change size by (((200) - (size)) / (4))\nend\n\nwhen I receive [end v]\nif <not < (ID) contains [end]?>> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [P]> then\n go to [front v] layer\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (pick random (23) to (24))\n go to x: (0) y: (0)\n point in direction (pick random (0) to (360))\n set size to (pick random (50) to (100)) %\n set [temp v] to (pick random (5.0) to (20.0))\n repeat until <<<([abs v] of (x position) ) > [150]> or <([abs v] of (y position) ) > [150]>> or <(timer) > ((Keyframe) + (2))>>\n go to [front v] layer\n move (Temp) steps\n set [temp v] to ((Temp) * (.97))\n turn right (pick random (-5.0) to (5.0)) degrees\n end\n repeat (10)\n go to [front v] layer\n move (Temp) steps\n set [temp v] to ((Temp) * (.97))\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\nshow\n\nwhen I receive [intro v]\nwait (0.8) seconds\n\nwhen flag clicked\nbroadcast (intro v)\n\n@water\n\nwhen I receive [end v]\nwait (2) seconds\nshow\nforever\n あああああああああああ\nend\n\nwhen flag clicked\nhide\n\ndefine あああああああああああ\ngo to [front v] layer\nset [ghost v] effect to (50)\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 \(1\) v)\nhide\n\nwhen I receive [end v]\nwait (2) seconds\nshow\n\nwhen I receive [next v]\nnext costume\n\n@player\n\nwhen flag clicked\nhide\n\ndefine 初期設定プログラム\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (右 v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [end v]\n初期設定プログラム\nset rotation style [left-right v]\nwait (2) seconds\nforever\n if <touching (water v)?> then\n change [y v] by (-1)\n set [y v] to [-1.2]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [3]\n end\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1.1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1.1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n change y by (1)\n change [y v] by (-0.5)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[240] < (x position)> then\n 初期設定プログラム\n broadcast (next v)\n end\n if <<touching (とげ v)?> or <<(y position) < [-180]> or <touching (とげ v)?>>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\nend\n\nwhen I receive [end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (6)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n@アワ\n\nwhen I receive [end v]\nwait (2) seconds\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (pick random (-360) to (360))\nshow\nset size to (pick random (20) to (40)) %\ngo to (player v)\nrepeat until <touching (_edge_ v)?>\n change y by (2)\nend\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (2) seconds\nshow\nforever\n go to [front v] layer\n player 移動\nend\n\ndefine player 移動\ngo to (player v)\n\n@とげ\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nnext costume\n\n@広告\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nnext costume\n\n@魚\n\nwhen I receive [end v]\nhide\nwait (2) seconds\nforever\n wait (pick random (1) to (1.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (40) %\nswitch costume to (pick random (1) to (4))\ngo to (random position v)\npoint in direction (pick random (90) to (-90))\nrepeat until <touching (_edge_ v)?>\n move (6) steps\nend\ndelete this clone\n\n@スプライト2\n\nwhen I receive [end v]\nforever\n reset timer\n go to [front v] layer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\n\n
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傾向2pありがとう\nThanks for the trend 2p\n音楽傾向3位あありがとう\nMusic Trend #3 Oh thank you!
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Minecraft scroll platformer!
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@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [無敵・ v] to [0]\nswitch costume to (idle v)\nset rotation style [left-right v]\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nif <touching (水スプライト v)?> then\n change [yの力 v] by (-0.2)\nelse\n change [yの力 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 if <touching (水スプライト v)?> then\n change [xの力 v] by (0.8)\n else\n change [xの力 v] by (1)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n if <touching (水スプライト v)?> then\n change [xの力 v] by (-0.8)\n else\n change [xの力 v] by (-1)\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n if <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <not <touching (水スプライト v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\n end\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nif <touching (水スプライト v)?> then\n change y by (-0.2)\nelse\n change y by (-1.1)\nend\nif <not <touching (水スプライト v)?>> then\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\n end\nelse\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [6]\n end\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n if <(無敵・) = [0]> then\n broadcast (333 v)\n set [無敵・ v] to [1]\n start sound [A Elec Bass v]\n if <<<touching color (#ffff54)?> or <touching color (#f3c633)?>> or <<touching color (#b92601)?> or <touching color (#a70f00)?>>> then\n change [ライフ v] by (-2.5)\n broadcast (111 v)\n else\n change [ライフ v] by (-1.5)\n broadcast (222 v)\n if <(ライフ) < [0.5]> then\n 初期位置\n end\n end\n end\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nset rotation style [left-right v]\nstart sound [_oof v]\nclear graphic effects\nwait (1) seconds\nshow\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nswitch costume to (idle v)\ngo to x: (0) y: (-20)\nset [ライフ v] to [20]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nset size to (500) %\n\nwhen flag clicked\nforever\n if <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> then\nend\n\nwhen flag clicked\nforever\n if <not <touching (水スプライト v)?>> then\n if <<<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> and <not <touching (障害物 v)?>>> then\n if <not <[7] = (costume [number v])>> then\n wait (0.2) seconds\n start sound (pick random (2) to (4))\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching (ステージ v)?>> and <not <(yの力) = [0]>>> then\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <not <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\nend\n\nwhen flag clicked\nforever\n if <<[1] < (y 過去)> or <(y 過去) < [-1]>> then\n switch costume to (jump v)\n end\nend\n\nwhen I receive [111 v]\nwait (0.3) seconds\nset [無敵・ v] to [0]\n\nwhen I receive [222 v]\nwait (0.05) seconds\nset [無敵・ v] to [0]\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n set [y 過去 v] to (yの力)\nend\n\nwhen I receive [333 v]\nset [brightness v] effect to (-20)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (水スプライト v)?> then\n play sound [Swim3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (チェックポイント v)?> or <touching (チェックポイント2 v)?>> then\n set [yの力 v] to [15]\n end\nend\n\nwhen flag clicked\nset size to (500) %\nforever\n reset timer\n if <touching (障害物 v)?> then\n set [yの力 v] to [7]\n if <(direction) = [90]> then\n change [xの力 v] by (1)\n else\n change [xの力 v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [水に触れた v] to [0]\nforever\n if <touching (水スプライト v)?> then\n set [水に触れた v] to [1]\n forever\n if <touching (水スプライト v)?> then\n set [水に触れた v] to [1]\n else\n set [水に触れた v] to [0]\n end\n end\n end\nend\n\nwhen [timer v] > (1)\nset rotation style [all around v]\nswitch costume to (jump v)\ngo to x: (-143) y: (112)\npoint in direction (90)\nturn left (15) degrees\nset size to (1110) %\ngo to [front v] layer\nclear graphic effects\n\n@Health2\n\nwhen flag clicked\ngo to x: (0) y: (-160)\nset [ライフ v] to [20]\ngo to [front v] layer\nforever\n show\n switch costume to ((ライフ) + (1))\nend\n\nplay sound [う v] until done\n\nwhen flag clicked\nforever\n set [前ライフ v] to (ライフ)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(ライフ) < [4]> then\n change y by (3)\n wait (0.07) seconds\n change y by (-3)\n end\nend\n\nwhen [timer v] > (1)\nhide\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [1435] [-130] [1]\nステージ配置 [1435] [-180] [1]\nステージ配置 [1435] [-230] [1]\nステージ配置 [1435] [-280] [1]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [239] [0] [1]\nステージ配置 [478] [0] [1]\nステージ配置 [717] [0] [1]\nステージ配置 [1195] [0] [1]\nステージ配置 [1396] [0] [2]\nステージ配置 [1686] [0] [2]\nステージ配置 [1924] [0] [2]\nステージ配置 [2150] [0] [2]\nステージ配置 [2350] [-100] [2]\nステージ配置 [2700] [-100] [2]\nステージ配置 [3000] [-140] [2]\nステージ配置 [3300] [-200] [2]\nステージ配置 [3600] [-200] [2]\nステージ配置 [3900] [-100] [3]\nステージ配置 [4100] [0] [3]\nステージ配置 [4300] [100] [3]\nステージ配置 [4500] [200] [3]\nステージ配置 [4800] [300] [3]\nステージ配置 [5200] [200] [4]\nステージ配置 [5300] [200] [4]\nステージ配置 [5400] [200] [4]\nステージ配置 [5500] [200] [4]\nステージ配置 [5600] [200] [4]\nステージ配置 [5700] [200] [4]\nステージ配置 [5800] [200] [4]\nステージ配置 [5900] [200] [4]\nステージ配置 [6100] [250] [4]\nステージ配置 [6300] [300] [4]\nステージ配置 [6500] [350] [4]\nステージ配置 [6700] [400] [4]\nステージ配置 [6900] [450] [4]\nステージ配置 [7100] [500] [4]\nステージ配置 [7300] [550] [2]\nステージ配置 [7500] [600] [2]\nステージ配置 [7500] [800] [9]\nswitch costume to (netherportal v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@ステージ(背面)\n\nwhen flag clicked\nhide\nステージ配置 [-218] [-20] [4]\nステージ配置 [269] [-60] [4]\nステージ配置 [0] [0] [1]\nステージ配置 [600] [0] [2]\nステージ配置 [870] [-100] [3]\nステージ配置 [1000] [-20] [4]\nステージ配置 [1300] [-100] [5]\nステージ配置 [1760] [0] [2]\nステージ配置 [2100] [-77] [8]\nステージ配置 [3441] [-280] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\n@水スプライト\n\nwhen flag clicked\nhide\nステージ配置 [2400] [-300] [1]\nステージ配置 [2650] [-10] [1]\nステージ配置 [2650] [-100] [1]\nステージ配置 [2650] [-200] [1]\nステージ配置 [2950] [0] [1]\nステージ配置 [2500] [-200] [1]\nステージ配置 [2891] [-200] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n go to [back v] layer\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 go to [back v] layer\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\n@スプライト1\n\n@スプライト2\n\nwhen [timer v] > (0)\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n
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https://scratch.mit.edu/projects/724488307/\n↑↑↑↑↑↑新作!見てね!星ハート押してくれたらフォロー!\n日本語説明は下\n続編出ました!\nhttps://scratch.mit.edu/projects/725060678/\n▲English▲\n▲▲●●How to operate●●▲▲\nArrow key operation!\nMobile ready ✅\nI will return the star heart!\n\n▲▲●●操作方法●●▲▲\n矢印キー操作です!\nモバイル対応✅\n
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✨Minecraft Platformer マインクラフトプラットフォーマー Part2✨ #All #games
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [bgm v] until done\nend\n\nwhen I receive [outro / start v]\nset [音 v] to [1]\n\nwhen flag clicked\nforever\n if <(音) = [1]> then\n set volume to (0) %\n stop [this script v]\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [スタート v]\nset volume to (100) %\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n next costume\n if <(costume [number v]) = [9]> then\n switch costume to (walk1 v)\n end\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n next costume\n if <(costume [number v]) = [9]> then\n switch costume to (walk1 v)\n if <not <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>>> then\n end\n end\n if <not <<<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>>>> then\n switch costume to (idle v)\n end\n set [x v] to ((X) * (0.89))\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 (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n if <not <(ステージ) = [15]>> then\n if <not <<<(ステージ) = [5]> or <<(ステージ) = [9]> or <(ステージ) = [12]>>> or <(ステージ) = [11]>>> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n end\n end\n if <<<(y position) < [-180]> or <touching (マグマ v)?>> or <<touching (ゾンビ v)?> or <touching (クリーパー v)?>>> then\n start sound [ダメージ v]\n 初期設定プログラム\n broadcast (死んだ v)\n end\n if <<(ステージ) = [5]> or <(ステージ) = [9]>> then\n if <[242] < (x position)> then\n if <(ゾンビHP) = [0]> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n end\n end\n if <(ステージ) = [11]> then\n if <[242] < (x position)> then\n if <(クリーパーHP) = [0]> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n end\n end\n if <(ステージ) = [12]> then\n if <[242] < (x position)> then\n if <<(クリーパーHP) = [0]> and <(ゾンビHP) = [0]>> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n end\n end\nend\n\ndefine 初期設定プログラム\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-210) y: (-30)\ngo to [front v] layer\nset size to (650) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nshow list [これをコピーしてコメントで打ってね v]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(ステージ) = [15]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [死んだ v]\nchange [hp v] by (-1)\n\nwhen I receive [死んだー v]\nchange [hp v] by (-1)\n\nwhen I receive [outro / start v]\nhide\n\nwhen flag clicked\nset [音 v] to [0]\nforever\n if <(音) = [1]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nbroadcast (起動 v)\n\nwhen I receive [起動 v]\nforever\n if <(Y) < [-20]> then\n start sound [hurt v]\n broadcast (死んだ v)\n broadcast (起動 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [x v] to ((X) / (1.3))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n change [y v] by (4)\n else\n change [y v] by (-2)\n end\n end\nend\n\nwhen I receive [爆発! v]\nif <touching (クリーパー v)?> then\n change [hp v] by (-2)\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>>> then\n if <(Y) = [0]> then\n if <<(ステージ) = [8]> or <(ステージ) = [9]>> then\n start sound [stone1 v]\n wait (0.49) seconds\n else\n start sound [grass3 v]\n wait (0.51) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [15]> then\n hide list [これをコピーしてコメントで打ってね v]\n delete all of [これをコピーしてコメントで打ってね v]\n add (join [time] (join (time) (join [ ] (join [HP] (HP))))) to [これをコピーしてコメントで打ってね v]\n end\nend\n\nwhen I receive [outro / start v]\nforever\n show list [これをコピーしてコメントで打ってね v]\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\nbroadcast (スタート v)\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [outro / start v]\nhide\n\n@マグマ\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@雑草\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n go to [back v] layer\n switch costume to (ステージ)\nend\n\nset [ゾンビhp v] to [5]\nset [ステージ v] to [10]\n\nwhen I receive [outro / start v]\nhide\n\n@剣\n\nwhen flag clicked\nshow\npoint in direction (90)\nset rotation style [left-right v]\nforever\n go to (player v)\n go to [front v] layer\n if <([direction v] of [player v]) = [90]> then\n point in direction (90)\n end\n if <([direction v] of [player v]) = [-90]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (剣を振る v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [剣を振る v]\nset rotation style [left-right v]\nrepeat (1)\n move (10) steps\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [剣を振った v] to [y]\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@ゾンビ\n\nwhen flag clicked\nhide\nswitch costume to (zombie5 v)\nforever\n if <(ステージ) = [9]> then\n if <(ゾンビHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (zombie5 v)\n set rotation style [left-right v]\n go to x: (175) y: (25)\n point in direction (-90)\n glide (2) secs to x: (10) y: (25)\n point in direction (90)\n glide (2) secs to x: (175) y: (25)\n end\n if <(ステージ) = [10]> then\n set [ゾンビhp v] to [5]\n end\n if <(ステージ) = [11]> then\n set [ゾンビhp v] to [5]\n end\nend\n\nwhen flag clicked\nhide\nset [ゾンビhp v] to [5]\nforever\n if <touching (剣 v)?> then\n if <(剣を振った) = [y]> then\n change [ゾンビhp v] by (-1)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nset [ゾンビhp v] to [5]\nforever\n if <(ゾンビHP) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (剣 v)?> then\n if <(剣を振った) = [y]> then\n switch costume to (zombie_h5 v)\n wait (0.1) seconds\n switch costume to (zombie5 v)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (zombie5 v)\nforever\n if <(ステージ) = [5]> then\n if <(ゾンビHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (zombie5 v)\n set rotation style [left-right v]\n go to x: (105) y: (125)\n point in direction (90)\n glide (2) secs to x: (229) y: (125)\n point in direction (-90)\n glide (2) secs to x: (105) y: (125)\n end\n if <(ステージ) = [6]> then\n set [ゾンビhp v] to [5]\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (zombie5 v)\nforever\n if <(ステージ) = [12]> then\n if <(ゾンビHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (zombie5 v)\n set rotation style [left-right v]\n go to x: (175) y: (-73)\n point in direction (-90)\n glide (3) secs to x: (-130) y: (-73)\n point in direction (90)\n glide (3) secs to x: (130) y: (-73)\n end\nend\n\n@クリーパー\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nhide\nswitch costume to (creeper-2 v)\nforever\n if <(ステージ) = [11]> then\n if <(クリーパーHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (creeper-2 v)\n set rotation style [left-right v]\n go to x: (200) y: (-70)\n point in direction (90)\n glide (2) secs to x: (0) y: (-70)\n point in direction (-90)\n glide (2) secs to x: (200) y: (-70)\n end\nend\n\nwhen flag clicked\nhide\nset [クリーパーhp v] to [8]\nforever\n if <touching (剣 v)?> then\n if <(剣を振った) = [y]> then\n change [クリーパーhp v] by (-1)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (剣 v)?> then\n if <(剣を振った) = [y]> then\n switch costume to (creeper-1_hit v)\n wait (0.1) seconds\n switch costume to (creeper-2 v)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(クリーパーHP) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (creeper-2 v)\n\nwhen flag clicked\nhide\nswitch costume to (creeper-2 v)\nforever\n if <(ステージ) = [12]> then\n if <(クリーパーHP) = [0]> then\n hide\n else\n show\n end\n switch costume to (creeper-2 v)\n set rotation style [left-right v]\n go to x: (200) y: (-73)\n point in direction (90)\n glide (4) secs to x: (-100) y: (-73)\n point in direction (-90)\n glide (4) secs to x: (200) y: (-73)\n end\nend\n\nwhen I receive [ネクスト v]\nset [クリーパーhp v] to [8]\n\nwhen flag clicked\nforever\n if <(ステージ) = [13]> then\n hide\n end\nend\n\n@Health\n\nwhen flag clicked\nshow\nset [hp v] to [20]\nset [コスチューム v] to [21]\nforever\n switch costume to (コスチューム)\nend\n\nwhen I receive [死んだ v]\nchange [コスチューム v] by (-1)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <not <(ステージ) = [15]>> then\n broadcast (ゲームオーバー v)\n end\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@ゲームオーバー\n\nwhen I receive [ゲームオーバー v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [outro / start v]\nhide\n\n@太陽\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (140) y: (100)\nforever\n go to [back v] layer\n if <<(ステージ) = [9]> or <(ステージ) = [8]>> then\n hide\n else\n show\n go to [back v] layer\n change [三角関数 v] by (8)\n change size by ([cos v] of (三角関数) )\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@アタック\n\nwhen flag clicked\nshow\ngo to x: (168) y: (-148)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [剣を振った v] to [y]\n broadcast (剣を振る v)\n else\n if <not <key (space v) pressed?>> then\n set [剣を振った v] to [n]\n end\n end\nend\n\nwhen I receive [outro / start v]\nhide\n\n@outro\n\ndefine clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [outro / start v]\nreset timer\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow list [project 1 url v]\nshow list [project 2 url v]\ndelete all of [project 1 url v]\ndelete all of [project 2 url v]\nadd [|| A loophole!? Platformer! || #games #All] to [project 1 url v]\nadd [https://scratch.mit.edu/projects/720936396/] to [project 1 url v]\nadd [never die platformer! #games #all] to [project 2 url v]\nadd [https://scratch.mit.edu/projects/719768988/] to [project 2 url v]\nshow\nclone [ss 1-1]\nwait (0.3) seconds\nclone [ss 1-2]\nwait (0.5) seconds\nclone [Thanks]\nwait (0.1) seconds\nclone [for]\nwait (0.1) seconds\nclone [watching!]\nparticle [] []\nwait (1) seconds\nclone [ss 2-1]\nwait (0.1) seconds\nclone [ss 2-2]\nwait (0.5) seconds\nclone [3DText]\nclone [logo]\nwait (0.2) seconds\nclone [project1]\nclone [project2]\n♥,★ and follow ....\n\nwhen I start as a clone\nif < (cloneID) contains [ss 1]?> then\n switch costume to (ss1 v)\n go to x: (0) y: (340)\n point in direction (90)\n set size to (100) %\n if <(cloneID) = [ss 1-2]> then\n set [brightness v] effect to (100)\n end\n set [speed v] to [0]\n repeat (17)\n change y by (speed)\n change [speed v] by (-1)\n end\n repeat (30)\n change y by (((-95) - (y position)) / (6))\n end\nend\n\nwhen I start as a clone\nif <<(cloneID) = [Thanks]> or <<(cloneID) = [for]> or <(cloneID) = [watching!]>>> then\n switch costume to (cloneID)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n repeat (50)\n change [bound v] by ((((100) - (size)) / (10)) - ((bound) / (5)))\n change size by (bound)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [particle]> then\n go to [front v] layer\n switch costume to (join [particle-] (pick random (1) to (2)))\n set size to (pick random (5.) to (15)) %\n set [rn v] to (pick random (50.) to (150))\n move (RN) steps\n set [particle dx v] to (x position)\n set [particle dy v] to (y position)\n move (() - (RN)) steps\n show\n repeat until <(size) < [1.5]>\n change x by (((particle Dx) - (x position)) / (4))\n change y by (((particle Dy) - (y position)) / (4))\n change size by (-0.5)\n end\n delete this clone\nend\n\ndefine particle (x) (y)\nset [particle bmx v] to (x position)\nset [particle bmy v] to (y position)\ngo to x: (x) y: (y)\nrepeat (36)\n clone [particle]\n turn right (10) degrees\nend\ngo to x: (particle BMx) y: (particle BMy)\n\nwhen I start as a clone\nif < (cloneID) contains [ss 2]?> then\n switch costume to (ss 2 v)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n if <(cloneID) = [ss 2-2]> then\n set [brightness v] effect to (100)\n end\n go to [front v] layer\n set [speed v] to [0]\n repeat (10)\n switch costume to (back v)\n change [speed v] by (30)\n change size by (speed)\n switch costume to (ss 2 v)\n end\n repeat (50)\n switch costume to (back v)\n change size by (((5150) - (size)) / (4))\n switch costume to (ss 2 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [3DText]> then\n switch costume to (3dtext v)\n go to [front v] layer\n set size to (0) %\n go to x: (0) y: (115)\n point in direction (90)\n Reset the timer\n repeat (50)\n change size by (((90) - (size)) / (4))\n set y to ((115) + (([cos v] of ((timer) * (120)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n else\n change size by (((90) - (size)) / (4))\n end\n end\n forever\n set y to ((115) + (([cos v] of ((timer) * (120)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n if <mouse down?> then\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((85) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n switch costume to (logo v)\n go to [front v] layer\n set size to (85) %\n go to x: (0) y: (-270)\n point in direction (90)\n set [y v] to [-270]\n Reset the timer\n forever\n change [y v] by (((-20) - (y)) / (6))\n set y to ((y) + (([cos v] of ((timer) * (50)) ) * (15)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n if <mouse down?> then\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((85) - (size)) / (4))\n end\n if <key (space v) pressed?> then\n particle (x position) (y position)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [project1]> then\n switch costume to (project1 v)\n go to [front v] layer\n set size to (30) %\n go to x: (297) y: (-20)\n point in direction (90)\n Reset the timer\n repeat (20)\n change x by (((140) - (x position)) / (4))\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (15)))\n end\n forever\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (15)))\n if <touching (mouse-pointer v)?> then\n change size by (((35) - (size)) / (4))\n if <mouse down?> then\n if <(Are you viewing a list?) = [0]> then\n set [are you viewing a list? v] to [1]\n else\n show list [project 1 url v]\n set [are you viewing a list? v] to [0]\n end\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((30) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [project2]> then\n switch costume to (project2 v)\n go to [front v] layer\n set size to (30) %\n go to x: (-297) y: (-20)\n point in direction (90)\n set [are you viewing a list? v] to [0]\n Reset the timer\n repeat (20)\n change x by (((-140) - (x position)) / (4))\n set y to ((-20) + (([cos v] of ((timer) * (150)) ) * (15)))\n end\n forever\n set y to ((-20) + (([cos v] of ((timer) * (150)) ) * (15)))\n if <touching (mouse-pointer v)?> then\n change size by (((35) - (size)) / (4))\n if <mouse down?> then\n if <(Are you viewing a list?) = [0]> then\n set [are you viewing a list? v] to [1]\n else\n show list [project 2 url v]\n set [are you viewing a list? v] to [0]\n end\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((30) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [outro / start v]\nwait (2.5) seconds\nforever\n set [bmx v] to (x position)\n set [bmy v] to (y position)\n set [rn v] to (pick random (1) to (2))\n if <(RN) = [1]> then\n go to x: (pick random (-300) to (300)) y: (-220)\n else\n go to x: (-300) y: (pick random (-220) to (220))\n end\n clone [●]\n go to x: (BMx) y: (BMy)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nif <(cloneID) = [●]> then\n switch costume to (● v)\n set [ghost v] effect to (100)\n set size to (pick random (20) to (50)) %\n go to [front v] layer\n go [backward v] (9) layers\n repeat until <<([abs v] of (x position) ) > [270]> or <([abs v] of (y position) ) > [190]>>\n change x by ((size) / (10))\n change y by ((size) / (10))\n change [ghost v] effect by (-1)\n end\n delete this clone\nend\n\ndefine ♥,★ and follow ....\nswitch costume to (★ v)\ngo to x: (-120) y: (-130)\nrepeat (5)\n clone [♥,★ and follow]\n next costume\n change x by (65)\nend\nswitch costume to (back v)\n\nwhen I start as a clone\nif <(cloneID) = [♥,★ and follow]> then\n go to [front v] layer\n set size to (30) %\n set [y v] to [-183]\n set [rn v] to (pick random (50) to (200))\n Reset the timer\n forever\n set y to ((y) + (([cos v] of ((timer) * (RN)) ) * (10)))\n change [y v] by (((-130) - (y)) / (6))\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (4))\n if <mouse down?> then\n particle (x position) (y position)\n wait until <not <mouse down?>>\n end\n else\n change size by (((30) - (size)) / (4))\n end\n end\nend\n\ndefine Reset the timer\nset [number of days from 200 years at reset v] to (days since 2000)\n\nwhen I start as a clone\nforever\n set [timer v] to (((days since 2000) - (Number of days from 200 years at reset)) * (86400))\nend\n\nwhen I receive [outro / start v]\nforever\n play sound [Vexento Northern Lights v] until done\n wait (1) seconds\nend\n\nbroadcast (Outro / start v)\n\nset [ステージ v] to [15]\n\nwhen flag clicked\nhide\n\n@GOAL\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [15]> then\n show\n if <touching (player v)?> then\n hide\n broadcast (Outro / start v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@水\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(ステージ) = [13]> then\n show\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\n@TN\n\nwhen flag clicked\ngo [forward v] (15) layers\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
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°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°\n\nWelcome to my platformer!\nhave fun.\n*Be sure to press the flag twice.\n\nturbo Warp ⇩\nhttps://turbowarp.org/723544244\n\n▼Description\nOperate with the arrow keys.\nIf it hits magma, it will die.\n\nYou can swing the sword with the space key.\n\nEnglish and mobile compatible!\n\n°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°°˖✧˖°✧˖°\n\n僕のプラットフォーマーへようこそ!\n楽しんでください。\n※必ず旗を二回押してください。\n\n今回はマインクラフトのプラットフォーマーを作りました!\n\n重い人は⇩\nhttps://turbowarp.org/723544244\n\n▼説明\n矢印キーで操作します。\nスペースキーで剣を振れる。\n\nマグマやゾンビ、クリーパーに当たると死んでしまいます。\n気を付けてください。\n\n英語・モバイル対応です!\n※クリーパーは爆発しません。
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一ターン目に100%クリアできないplatformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (コスチューム2 \(5\) v)\n\n@プラフォ\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(11\) v)\nswitch backdrop to (背景2 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\nstart sound [シーン切り替え1 v]\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x2 v] by (-0.8)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x2 v] by (0.8)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1.0)\n if <touching (ステージ v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <touching (バネ v)?> then\n start sound [Whiz v]\n set [y2 v] to [23]\n else\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n else\n if <touching (バネ v)?> then\n start sound [Whiz v]\n set [y2 v] to [23]\n end\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (ステージ v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v) and wait\n go to x: (-201) y: (152)\n end\n if <<touching (触れちゃダメ v)?> or <(y position) < [-174]>> then\n start sound [キャンセル5 v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-201) y: (152)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <<<(mouse y) < (y position)> and <mouse down?>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 \(11\) v)\n end\nend\n\nnext backdrop\n\nwhen flag clicked\nset [タイム v] to [0]\nwait (0.5) seconds\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\nrepeat until <([costume # v] of [ステージ v]) = [5]>\n wait (0.3) seconds\n change [タイム v] by (1)\nend\nif <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nset [☁ 死んだ数 v] to [0]\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(12\) v)\n\nwhen I receive [あ v]\nnext costume\n\n@コスチューム1 (10)\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(10\)3 v)\n\nwhen I receive [あ v]\nnext costume\ngo to [back v] layer\n\n@触れちゃダメ\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム3 v)\n\nwhen I receive [あ v]\nnext costume\ngo to [back v] layer\n\nswitch costume to (コスチューム3 v)\n\n@触れちゃダメ2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム3 v)\n\nwhen I receive [あ v]\nnext costume\ngo to [back v] layer\n\nswitch costume to (コスチューム3 v)\n\n
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今度こそ傾向1p上位に行きたいお☆\n一ターン目=初挑戦てことではないからね???\n傾向一位はえぐいww\nコミュリミかコミュ好き乗りたいから協力してくれ~\nこれ絶対クリアできる\n★とハート押してぇぇぇぇぇぇぇぇ\n実はこれ二回しか死なないでクリアできる
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Minecraft Platformer 5 English Version
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nswitch backdrop to (背景3 v)\nwait until <(item (1) of [情報 v]) = [14]>\nswitch backdrop to (背景2 v)\nwait until <(item (1) of [情報 v]) = [20]>\nswitch backdrop to (背景4 v)\nwait until <(item (1) of [情報 v]) = [22]>\nswitch backdrop to (背景2 v)\n\nreplace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n\n@Picker\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@Player\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nreplace item (14) of [情報 v] with ((0.5) + ((0.5) * <(item (1) of [設定 v]) = [19]>))\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <not <(item (26) of [情報 v]) = [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 (oxygen judgement v)?> or <touching (lava v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((item (14) of [情報 v]) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (item (14) of [情報 v])))\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 (oxygen judgement v)?> or <touching (lava determination v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((item (14) of [情報 v]) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (item (14) of [情報 v]))\n end\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\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 <(item (26) of [情報 v]) = [1]>> then\n if <not <<touching (water v)?> or <touching (lava determination v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with ((9) + ((4) * <(item (1) of [設定 v]) = [20]>))\n 移動処理 (y position) [✕]\n end\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (oxygen judgement v)?> or <touching (lava determination v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <not <(item (26) of [情報 v]) = [1]>> then\n if <<touching (oxygen judgement 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (lava determination 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 replace item (3) of [情報 v] with ((4) + ((1) * <(item (1) of [設定 v]) = [20]>))\n else\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <touching (c 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 replace item (3) of [情報 v] with ((11) + ((3) * <(item (1) of [設定 v]) = [20]>))\n end\n end\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 <<[238] < (x position)> and <<<<not <(item (1) of [情報 v]) = [21]>> and <not <(item (1) of [情報 v]) = [17]>>> and <not <(item (1) of [情報 v]) = [20]>>> and <not <(item (1) of [情報 v]) = [13]>>>> then\n if <(item (19) of [情報 v]) = [0]> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: ((0) - ((50) * <(item (1) of [情報 v]) = [19]>))\n replace item (1) of [移動処理 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <<touching (blaze v)?> and <not <([costume # v] of [blaze v]) = [3]>>> then\n 敵攻撃 [-7] [6]\n wait (0.4) seconds\n end\n if <<touching (enderman v)?> and <not <([costume # v] of [enderman v]) = [3]>>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <<touching (zombie v)?> or <touching (zombie 2 v)?>> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (skeleton v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (lava v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (cactus v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (explosion v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n if <touching (pen 2 v)?> then\n 敵攻撃 [-2] [6]\n wait (0.3) seconds\n end\n if <touching (smoke v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <<touching (blaze v)?> and <not <([costume # v] of [blaze v]) = [3]>>> then\n 敵攻撃 [-8] [6]\n wait (0.4) seconds\n end\n if <<touching (enderman v)?> and <not <([costume # v] of [enderman v]) = [3]>>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <<touching (zombie v)?> or <touching (zombie 2 v)?>> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (skeleton v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (lava v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (cactus v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (explosion v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n if <touching (pen 2 v)?> then\n 敵攻撃 [-3] [6]\n wait (0.3) seconds\n end\n if <touching (smoke v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n else\n if <touching (lava v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (cactus v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <<(y position) < [-178]> and <not <(item (1) of [情報 v]) = [15]>>> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (explosion v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n if <touching (smoke v)?> then\n 敵攻撃 [-1] [7]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n if <(item (1) of [情報 v]) = [21]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.3)) ))\n end\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [6]> then\n if <(x position) < (item (22) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [7]> then\n if <(なに?) = [8]> then\n if <(x position) < (item (24) of [情報 v])> then\n ▶ノックバック [-10] [12]\n else\n ▶ノックバック [10] [12]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (lava v)?> then\n set [延焼ダメージ v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n replace item (8) of [情報 v] with [0]\n wait until <not <(item (8) of [情報 v]) < [0.01]>>\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 移動処理 (y position) [✕]\n end\n if <<touching (water v)?> or <touching (lava v)?>> then\n 移動処理 (y position) [✕]\n end\nend\n\ndefine 移動処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (fall damage v)?> then\n wait until <not <touching (fall damage v)?>>\n wait until <touching (fall damage v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 移動処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (8) of [情報 v] with [20]\nif <(item (1) of [情報 v]) = [18]> then\n go to x: (-200) y: (-75)\nelse\n if <(item (1) of [情報 v]) = [21]> then\n go to x: (-100) y: (-50)\n else\n if <(item (1) of [情報 v]) = [19]> then\n go to x: (-200) y: (-50)\n else\n if <(item (1) of [情報 v]) = [16]> then\n go to x: (-180) y: (0)\n else\n if <(item (1) of [情報 v]) = [14]> then\n go to x: (-155) y: (-55)\n else\n if <(item (1) of [情報 v]) = [8]> then\n go to x: (-155) y: (-55)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> 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 set volume to (100) %\n wait (0.05) seconds\n if <touching (oxygen judgement v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (ground - dirt v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (ground - sand v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (ground - stone v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(item (3) of [設定 v]) = [14]> and <not <(item (1) of [設定 v]) = [9]>>> then\n forever\n end\n end\n if <<(item (3) of [設定 v]) = [14]> and <(item (1) of [設定 v]) = [9]>> then\n wait (0.2) seconds\n else\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (water v)?> and <touching (oxygen judgement v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (water v)?> and <touching (oxygen judgement v)?>> then\n wait (0.1) seconds\n if <<touching (water v)?> and <touching (oxygen judgement v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (oxygen judgement v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (oxygen judgement v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (oxygen judgement v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (fall damage v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n point towards (sonic boom judgement v)\nend\n\nwhen I receive [スタート v]\nreplace item (13) of [情報 v] with [0]\nforever\n if <<touching color (#4801b8)?> and <<(item (1) of [情報 v]) = [7]> or <(item (1) of [情報 v]) = [13]>>> then\n start sound [ネザーゲート v]\n repeat until <(item (13) of [情報 v]) = [18]>\n wait (0.2) seconds\n if <touching color (#4801b8)?> then\n replace item (13) of [情報 v] with ((item (13) of [情報 v]) + (1))\n else\n replace item (13) of [情報 v] with [0]\n end\n end\n play sound [ネザーゲート2 v] until done\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-155) y: (-55)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\n\nwhen flag clicked\nreplace item (8) of [情報 v] with [20]\n\nwhen I receive [スタート v]\nforever\n if <<(y position) < [-178]> and <(item (1) of [情報 v]) = [15]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-170) y: (300)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [17]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-300) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[60] > (y position)> and <<[60] < (x position)> and <(item (1) of [情報 v]) = [19]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-180) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<[238] < (x position)> and <(item (1) of [情報 v]) = [20]>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-75) y: (-50)\n replace item (1) of [移動処理 v] with [0]\n end\n if <<<(y position) < [-60]> and <<(x position) < [40]> and <[-40] < (x position)>>> and <<(item (1) of [情報 v]) = [21]> and <(item (33) of [情報 v]) = [1]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (/xp 10000L @s v)\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n repeat until <(item (35) of [情報 v]) = [x]>\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (26) of [情報 v] with [0]\nwait (1) seconds\nwait until <<[-50] < (x position)> and <(item (1) of [情報 v]) = [19]>>\nreplace item (26) of [情報 v] with [1]\nbroadcast (エンダーアイ v)\nwait (10) seconds\nreplace item (26) of [情報 v] with [0]\n\n@Health\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@Sword\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]\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [player v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [player v]) + (15)) y: (([y position v] of [player 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 [player v]) + (-15)) y: (([y position v] of [player 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]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\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]\nif <[0] < ([direction v] of [player v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\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 if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@Ground - dirt\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@upgrade\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (player v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k 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 (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [4] まで待つ [-140] [20]\n表示 [7] まで待つ [-80] [0]\n表示 [11] まで待つ [-20] [-30]\n表示 [13] まで待つ [40] [-10]\n表示 [20] まで待つ [150] [110]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@ground - sand\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ground - stone\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@fall damage\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@background\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@background 2\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@water\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@lava\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@sun\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nhide\n\n@turbo\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> 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 (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide\nforever\n wait (0.1) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I receive [エンドロールend-end v]\nset [タイム/time v] to ((round ((timer) * (100))) / (100))\nshow variable [タイム/time v]\nstop [this script v]\n\n@cactus\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@wreckage\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nrepeat (2)\n switch costume to (pick random (1) to (4))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nif <<not <[11] < (costume [number v])>> or <[17] < (costume [number v])>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat until <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <<touching (lava v)?> or <touching (_edge_ 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\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\nwhen I receive [スケルトン v]\nrepeat (2)\n switch costume to (pick random (4) to (5))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nrepeat (2)\n switch costume to (pick random (1) to (3))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nrepeat (2)\n switch costume to (pick random (8) to (9))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nrepeat (15)\n switch costume to (pick random (10) to (11))\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\nwhen I receive [ポータル開通 v]\nrepeat (10)\n switch costume to (pick random (12) to (13))\n go to x: (75) y: (20)\n Particles\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-8) to (8))\n set [yv v] to (pick random (5) to (20))\n repeat (pick random (15) to (25))\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 end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [エンドラend v]\nwait (0.1) seconds\nrepeat (15)\n if <not <(item (2) of [設定 v]) = [4]>> then\n switch costume to (pick random (14) to (17))\n go to x: (pick random (-50) to (50)) y: (pick random (120) to (80))\n Particles\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>>>> then\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (-5) to (5))\n set [brightness v] effect to (pick random (-30) to (10))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (15) to (25))\n repeat until <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <<touching (ground - stone v)?> or <<touching (lava v)?> or <touching (_edge_ 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [ゾンビピグリン v]\nrepeat (2)\n switch costume to (pick random (18) to (20))\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\n@attack button\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\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\n end\n end\n hide\nend\n\n@skeleton\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [5]>\nスケルトン召喚魔法 [5] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [16]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [player v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [player v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [5] [300] [-70] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [player v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [player v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [player v])) - (round (スケルトン位置x)))> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [player v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (water v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [スケルトンy v] to [4]\n else\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (lava v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (cactus v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (sonic oom 4 v)?> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-14]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (bow v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@bow\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (player v)?>> or <<touching (cactus v)?> or <<touching (lava v)?> or <<touching (ground - dirt v)?> or <<touching (ground - stone v)?> or <touching (ground - sand v)?>>>>>> or <<touching (sword v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (player v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@zombie\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [player v]) < (x position)> then\n point in direction (-90)\n if <touching (water 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 [player v])> then\n point in direction (90)\n if <touching (water 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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 [player 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 (water 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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 (water 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (lava v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (cactus v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (explosion v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (sonic oom 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [5]>\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [6]>\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [16]>\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [5] [300] [-70] [0.7] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [6] [300] [-100] [0.7] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [16] [300] [-100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [17] [300] [-100] [0.5] 秒待つ [4] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@creeper\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [6]>\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [17]>\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [player v]) < (x position)> then\n point in direction (-90)\n if <touching (water v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [player v])> then\n point in direction (90)\n if <touching (water v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [player v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (water v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパーy v] to [0]\n end\n change y by (-2)\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [クリーパーy v] to [4]\n else\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (lava v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (cactus v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (sonic oom 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-15]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [player v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [player v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [6] [300] [-100] [1] 秒待つ [1] 回繰り返す\nクリーパー [17] [300] [-100] [1.3] 秒待つ [2] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@explosion\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@express\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [20]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [9]> then\n replace item (1) of [設定 v] with [15]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [16]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [19]\n else\n if <(item (1) of [設定 v]) = [19]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [20]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@Hardcore\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@critical\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 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\n\n@oxygen judgement\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@lava determination\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@sonic boom 3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (player v)\n point towards (sonic boom judgement v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (player v)\n point towards (sonic boom judgement v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (sonic boom judgement v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (sonic boom judgement v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@sonic oom 4\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (sonic boom judgement v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (player v)\n point towards (sonic boom judgement v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@sonic boom judgement\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@explosion 2\n\nwhen I receive [爆発剣 v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [z v] to [1]\nif <(右左) = [右]> then\n go to x: (([x position v] of [player v]) + (40)) y: (([y position v] of [player v]) + (-5))\nelse\n go to x: (([x position v] of [player v]) + (-40)) y: (([y position v] of [player v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<<(item (1) of [設定 v]) = [15]> and <(z) = [0]>> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@c\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@door\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@time\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nshow\n\n@thumbnail 2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@zombie 2\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [player v]) < (x position)> then\n point in direction (-90)\n if <touching (lava determination 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 [player v])> then\n point in direction (90)\n if <touching (lava determination 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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 [player 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 (lava determination 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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 (lava determination 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player3 v)\nforever\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (explosion v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <touching (sonic oom 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player3 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nswitch costume to (player2 v)\nif <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n else\n start sound [pig3 v]\n end\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [pigdeath v]\n broadcast (ゾンビピグリン v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [8]>\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [9]>\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [8] [300] [-70] [0.2] 秒待つ [1] 回繰り返す\nゾンビピグリン召喚魔法 [9] [300] [0] [0.2] 秒待つ [2] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@enderman\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<<not <(HP) = [-100]>> and <([x position v] of [player v]) < (x position)>> or <<([x position v] of [player v]) < (x position)> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (-90)\n if <touching (lava determination v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.17)\n end\n end\n if <<<not <(HP) = [-100]>> and <(x position) < ([x position v] of [player v])>> or <<(x position) < ([x position v] of [player v])> and <[0] < (item (15) of [情報 v])>>> then\n point in direction (90)\n if <touching (lava determination v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.17)\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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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 [player 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 (lava determination 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone 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 (lava determination 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 (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>> then\n if <(y position) < ([y position v] of [player v])> then\n if <<<not <(HP) = [-100]>> and <[1] = (pick random (1) to (15))>> or <<[0] < (item (15) of [情報 v])> and <[1] = (pick random (1) to (15))>>> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [10]> then\n replace item (19) of [情報 v] with [1]\n set [hp v] to [-100]\n if <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [50]\n replace item (16) of [情報 v] with [50]\n else\n replace item (15) of [情報 v] with [60]\n replace item (16) of [情報 v] with [60]\n end\nelse\n if <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [36]\n else\n set [hp v] to [40]\n end\nend\nswitch costume to (player v)\nforever\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (explosion v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <touching (sonic oom 4 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n wait (1) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-16]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n if <not <(HP) = [-100]>> then\n switch costume to (player v)\n end\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (player v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nif <(HP) = [-100]> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nelse\n change [hp v] by (ダメージ量)\nend\nif <(pick random (1) to (2)) = [1]> then\n start sound [Enderman hurt v]\n switch costume to (player4 v)\nelse\n start sound [Enderman screams v]\n switch costume to (player4 v)\nend\nif <<(HP) < [0.01]> and <not <(HP) = [-100]>>> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player4 v)\n start sound [Enderman death v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (エンダーパール v)\n switch costume to (コスチューム1 v)\n start sound [Enderman death v]\n wait (0.5) seconds\n wait until <touching (player v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビピグリン召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビピグリン召喚魔法 [10] [300] [0] [0.2] 秒待つ [1] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\nreplace item (15) of [情報 v] with [1]\nreplace item (16) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I receive [エンダーパール v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リスポーン v]\nswitch costume to (player v)\n\nwhen I receive [next v]\nswitch costume to (player v)\n\nwhen flag clicked\nreplace item (19) of [情報 v] with [0]\n\n@pen\n\nwhen I receive [リスポーン v]\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\ndefine メーター (現在値) (最大値)\nset pen color to (#3d2867)\ngo to x: (-150) y: (150)\nset pen size to (15)\npen down\ngo to x: (150) y: (150)\npen up\ngo to x: (-150) y: (150)\nset pen color to (#5664ff)\nset pen size to (10)\npen down\ngo to x: ((-150) + (((([abs v] of (x position) ) * (2)) / (最大値)) * (現在値))) y: (y position)\npen up\n\ndefine 線\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-183) y: (180)\nrepeat (5)\n change x by (((183) + (183)) / (5))\n pen down\n repeat (30)\n go to x: (x position) y: ((((y position) - (-180)) * (0.8)) + (-180))\n end\n pen up\n repeat (30)\n go to x: (x position) y: ((((y position) - (180)) * (0.8)) + (180))\n end\nend\n\n線\n\ndefine 描画\npen up\nerase all\ngo to x: (-150) y: (150)\nメーター (item (15) of [情報 v]) (item (16) of [情報 v])\n\nwhen I receive [スタート v]\nerase all\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [10]>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [リスポーン v]\nwait until <[12] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I start as a clone\nshow\nwait until <(item (15) of [情報 v]) < [0.01]>\ndelete this clone\n\nwhen I receive [リスポーン v]\nwait until <[21] = (item (1) of [情報 v])>\nwait until <[10] < (item (15) of [情報 v])>\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\nif <not <(item (2) of [設定 v]) = [4]>> then\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n 描画\nend\nerase all\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(item (2) of [設定 v]) = [4]> then\n replace item (15) of [情報 v] with [0]\n erase all\n end\nend\n\n@blaze\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <[0] < (item (15) of [情報 v])> then\n if <<((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <<[-170] < ((round ([x position v] of [player v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n if <<[0] < ((round ([x position v] of [player v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [player v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (water v)?> then\n change [スケルトンx v] by (-0.1)\n else\n change [スケルトンx v] by (-0.1)\n end\n end\n if <[200] < ((round ([x position v] of [player v])) - (round (スケルトン位置x)))> then\n if <touching (water v)?> then\n change [スケルトンx v] by (0.1)\n else\n change [スケルトンx v] by (0.1)\n end\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by (1)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [player v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to ((スケルトンy) * (0.9))\n else\n change [スケルトンy v] by (-1)\n end\n change y by (スケルトンy)\n if <<touching (ground - dirt v)?> or <<touching (end screen v)?> or <touching (ground - stone v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <(y position) < (([y position v] of [player v]) + (50))> then\n if <[1] = (pick random (1) to (10))> then\n if <[0] < (item (15) of [情報 v])> then\n set [スケルトンy v] to [3]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [12]>\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [player v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <[0] < (item (15) of [情報 v])> then\n if <([x position v] of [player v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n broadcast (ブレイズロット v)\n start sound [撃破 v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n wait until <touching (player v)?>\n repeat (25)\n change size by (5)\n change [ghost v] effect by (5)\n end\n replace item (19) of [情報 v] with [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [ブレイズダメージ2 v]\n else\n start sound [ブレイズダメージ v]\n end\nend\nwait (0.25) seconds\nif <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\nend\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [24]\n replace item (16) of [情報 v] with [24]\nelse\n replace item (15) of [情報 v] with [34]\n replace item (16) of [情報 v] with [34]\nend\nforever\n if <touching (lava v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (cactus v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <touching (sonic oom 4 v)?> then\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [10] [7]\n else\n ノックバック [-10] [7]\n end\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [9]\n else\n ノックバック [-15] [9]\n end\n wait (0.3) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-14]\n if <([x position v] of [player v]) < (x position)> then\n ノックバック [14] [9]\n else\n ノックバック [-14] [9]\n end\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [12] [300] [100] [1] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\nwhen I start as a clone\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレイズ v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (6) to (8)) seconds\n end\nend\n\nwhen I receive [ブレイズロット v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nswitch costume to (スケルトン v)\n\nwhen I receive [リスポーン v]\nswitch costume to (スケルトン v)\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\n@fire charge\n\nwhen I receive [ブレイズ v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to x: (item (20) of [情報 v]) y: (item (21) of [情報 v])\nshow\npoint towards (player v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (player v)?> or <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>>>\n move (8) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (pen 2 v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@pen 2\n\nwhen I start as a clone\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@eye of ender\n\nwhen flag clicked\nhide\n\nwhen I receive [エンダーアイ v]\nwait (1) seconds\ngo to (player v)\nshow\nrepeat until <[60] < (y position)>\n change y by (1.5)\nend\nrepeat until <[75] < (x position)>\n change x by (1.5)\nend\nrepeat until <(y position) < [20]>\n change y by (-1.5)\nend\nhide\nrepeat (3)\n start sound (pick random (1) to (3))\n wait (0.3) seconds\nend\nbroadcast (ポータル開通 v)\nstart sound [ポータル開通音 v]\n\n@bgm1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(item (1) of [情報 v]) = [22]>> then\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (10)\n end\n else\n change volume by (-10)\n end\n end\nend\n\nwhen I receive [エンドロールend-end v]\nset volume to (100) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm2\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <not <(item (15) of [情報 v]) < [2]>>\nrepeat until <(item (15) of [情報 v]) = [0]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-中 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [2]> then\n if <not <(item (15) of [情報 v]) = [1]>> then\n change volume by (-10)\n end\n else\n change volume by (10)\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@bgm3\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n wait until <not <(item (15) of [情報 v]) < [2]>>\n wait until <(item (15) of [情報 v]) < [1]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n play sound [boss-撃破 v] until done\n end\nend\n\nwhen I receive [/xp 10000l @s v]\nset volume to (0) %\n\n@ender dragon\n\ndefine ダメージ (ダメージ量)\nreplace item (28) of [情報 v] with [10]\nreplace item (15) of [情報 v] with ((item (15) of [情報 v]) + (ダメージ量))\nif <(item (15) of [情報 v]) < [0.01]> then\n replace item (17) of [情報 v] with (x position)\n replace item (18) of [情報 v] with (y position)\n wait (0.5) seconds\nelse\n if <(pick random (1) to (3)) = [1]> then\n start sound [1 v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [2 v]\n else\n start sound [3 v]\n end\n end\nend\nbroadcast (#四国を四角に v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen flag clicked\nreplace item (27) of [情報 v] with [1]\nforever\n if <(item (27) of [情報 v]) < [10]> then\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) + (1))\n wait (0.01) seconds\n else\n repeat until <(item (27) of [情報 v]) = [1]>\n replace item (27) of [情報 v] with ((item (27) of [情報 v]) - (1))\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0.01] < (item (15) of [情報 v])> then\n switch costume to ((item (27) of [情報 v]) + (item (28) of [情報 v]))\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <(item (2) of [設定 v]) = [12]> then\n replace item (15) of [情報 v] with [300]\n replace item (16) of [情報 v] with [300]\nelse\n replace item (15) of [情報 v] with [350]\n replace item (16) of [情報 v] with [350]\nend\nforever\n if <<touching (sword v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n set [攻撃位置x v] to ([x position v] of [sword v])\n set [攻撃位置y v] to ([y position v] of [sword v])\n broadcast (クリティカル v)\n ダメージ ([floor v] of (([costume name v] of [sword v]) * (1.5)) )\n else\n ダメージ ([costume name v] of [sword v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n end\n if <touching (sonic oom 4 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n if <[0] < (item (15) of [情報 v])> then\n switch costume to (スケルトン v)\n end\n wait (1) seconds\n end\n if <touching (explosion v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n end\n if <touching (explosion 2 v)?> then\n ダメージ [-14]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nreplace item (19) of [情報 v] with [1]\nwait (1) seconds\nrepeat until <(item (15) of [情報 v]) < [0.01]>\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (20) of [情報 v] with (x position)\n replace item (21) of [情報 v] with (y position)\n broadcast (ブレス v)\n if <not <(item (15) of [情報 v]) < [0.01]>> then\n wait (pick random (9) to (14)) seconds\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n replace item (24) of [情報 v] with (x position)\n replace item (25) of [情報 v] with (y position)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n repeat (pick random (1) to (2))\n repeat until <[100] < (x position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (1)\n point in direction (90)\n end\n end\n repeat until <(x position) < [-100]>\n if <[0.01] < (item (15) of [情報 v])> then\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n repeat until <(y position) < [-30]>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (-1)\n end\n end\n repeat until <(round (x position)) = [0]>\n if <[0.01] < (item (15) of [情報 v])> then\n if <[0] < (x position)> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n wait (pick random (4) to (7)) seconds\n repeat until <[100] < (y position)>\n if <[0.01] < (item (15) of [情報 v])> then\n change y by (1)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nif <not <(item (2) of [設定 v]) = [4]>> then\n show\nend\n\nwhen I receive [リスポーン v]\nif <[0.01] < (item (15) of [情報 v])> then\n if <(item (1) of [情報 v]) = [21]> then\n show\n end\nend\n\nwhen I receive [#四国を四角に v]\nwait (0.3) seconds\nreplace item (28) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nclear graphic effects\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nwait until <(item (15) of [情報 v]) < [0.01]>\nif <[0] < (x position)> then\n repeat until <(x position) = [0]>\n change x by (-1)\n point in direction (-90)\n end\nelse\n repeat until <(x position) = [0]>\n change x by (1)\n point in direction (90)\n end\nend\nrepeat until <[100] < (y position)>\n change y by (1)\nend\nbroadcast (エンドラend v)\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nreplace item (33) of [情報 v] with [1]\nhide\n\nwhen I receive [エンドラend v]\nrepeat (25)\n create clone of (爆発4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(item (2) of [設定 v]) = [4]> then\n replace item (33) of [情報 v] with [1]\nelse\n replace item (33) of [情報 v] with [0]\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nreplace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n\n@dragon breath\n\nwhen I receive [ブレス v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\ngo to (ender dragon v)\nshow\npoint towards (player v)\nturn right (pick random (-5) to (5)) degrees\nrepeat until <<touching (player v)?> or <<touching (ground - dirt v)?> or <<touching (ground - sand v)?> or <touching (ground - stone v)?>>>>\n move (7) steps\nend\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\nbroadcast (l v)\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [l v]\nrepeat (25)\n create clone of (smoke v)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\n@smoke\n\nwhen I start as a clone\nshow\ngo to x: (item (22) of [情報 v]) y: (item (23) of [情報 v])\nset [a v] to (x position)\nset [z v] to (y position)\nswitch costume to (pick random (1) to (4))\nchange x by (pick random (-50) to (50))\nchange y by (pick random (-20) to (20))\n\nwhen I start as a clone\nwait (pick random (7) to (9)) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\n@nether star\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [hekopyon v] to [1]\nif <(item (29) of [情報 v]) = [0]> then\n go to x: (-196) y: (137)\nelse\n go to x: (196) y: (137)\nend\nwait until <<<<touching (sword v)?> and <(攻撃) = [1]>> or <touching (sonic oom 4 v)?>> or <touching (explosion 2 v)?>>\nreplace item (22) of [情報 v] with (x position)\nreplace item (23) of [情報 v] with (y position)\ncreate clone of (pen 2 v)\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <<(item (1) of [情報 v]) = [21]> and <(hekopyon) = [0]>> then\n if <not <(item (2) of [設定 v]) = [4]>> then\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I start as a clone\nforever\n wait (pick random (8.0) to (15.0)) seconds\n if <(item (30) of [情報 v]) = [0]> then\n if <not <(item (8) of [情報 v]) = [0]>> then\n replace item (30) of [情報 v] with [1]\n replace item (31) of [情報 v] with (x position)\n replace item (32) of [情報 v] with (y position)\n broadcast (エンドラ回復 v)\n wait (1) seconds\n broadcast (1 v)\n wait (3) seconds\n replace item (30) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\nreplace item (30) of [情報 v] with [0]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <not <(item (2) of [設定 v]) = [4]>> then\n wait until <(item (1) of [情報 v]) = [21]>\n replace item (29) of [情報 v] with [0]\n create clone of (_myself_ v)\n wait (0.01) seconds\n replace item (29) of [情報 v] with [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [21]>\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@circle\n\nwhen I receive [エンドラ回復 v]\nif <(item (15) of [情報 v]) < ((item (16) of [情報 v]) - (10))> then\n show\n go to x: (item (31) of [情報 v]) y: (item (32) of [情報 v])\n point towards (ender dragon v)\n repeat until <touching (ender dragon v)?>\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n if <[0] < (item (15) of [情報 v])> then\n replace item (15) of [情報 v] with ((item (15) of [情報 v]) + (8))\n end\n repeat (3)\n if <[0] < (item (15) of [情報 v])> then\n create clone of (_myself_ v)\n move (12) steps\n end\n end\n hide\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nif <(item (8) of [情報 v]) = [0]> then\n delete this clone\nend\nwait (2) seconds\ndelete this clone\n\nwhen I receive [1 v]\ndelete this clone\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(item (15) of [情報 v]) < [0.01]> then\n hide\n end\nend\n\n@end screen\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nif <(item (35) of [情報 v]) = [1]> then\n broadcast (/effect @s health_boost 100 10 true v)\nend\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\nif <(item (35) of [情報 v]) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nreplace item (35) of [情報 v] with [1]\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I start as a clone\nforever\n if <(item (35) of [情報 v]) = [x]> then\n delete this clone\n end\nend\n\nwhen I receive [エンドロールend v]\nreplace item (35) of [情報 v] with [0]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\nreplace item (35) of [情報 v] with [x]\n\n@1\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\n\nwhen I start as a clone\nset [y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\n@2\n\n@darkness\n\nwhen I receive [/xp 10000l @s v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [エンドロールend-end v]\nhide\n\n@to express\n\nwhen [0 v] key pressed\nhide variable [1 v]\n\nwhen [1 v] key pressed\nshow variable [1 v]\n\nif <(username) = [kuri-pa-2]> then\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (10) seconds\n set [☁ クラウド変数 v] to (item (5) of [雑用 v])\nend\n\nwhen flag clicked\nreplace item (1) of [雑用 v] with [1]\nreplace item (2) of [雑用 v] with [0]\nreplace item (3) of [雑用 v] with [1]\nreplace item (4) of [雑用 v] with []\nreplace item (5) of [雑用 v] with []\nset [1 v] to []\n高速処理-定義\n\ndefine 高速処理-定義\nrepeat (length of (username))\n replace item (2) of [雑用 v] with [0]\n repeat until <(letter (item (1) of [雑用 v]) of (username)) = (item (item (2) of [雑用 v]) of [候補 v])>\n replace item (2) of [雑用 v] with ((item (2) of [雑用 v]) + (1))\n end\n replace item (1) of [雑用 v] with ((item (1) of [雑用 v]) + (1))\n if <(length of (item (2) of [雑用 v])) = [1]> then\n replace item (2) of [雑用 v] with (join [0] (item (2) of [雑用 v]))\n end\n replace item (5) of [雑用 v] with (join (item (5) of [雑用 v]) (item (2) of [雑用 v]))\nend\nset [☁ クラウド記録 v] to (item (5) of [雑用 v])\n高速処理-定義2\n\ndefine 高速処理-定義2\nrepeat ((length of (☁ クラウド記録)) * (2))\n replace item (4) of [雑用 v] with (join (letter (item (3) of [雑用 v]) of (☁ クラウド記録)) (letter ((item (3) of [雑用 v]) + (1)) of (☁ クラウド記録)))\n set [1 v] to (join (1) (item (item (4) of [雑用 v]) of [候補 v]))\n replace item (3) of [雑用 v] with ((item (3) of [雑用 v]) + (2))\nend\n\nwhen flag clicked\nforever\n replace item (3) of [雑用 v] with [1]\n set [1 v] to []\n 高速処理-定義2\nend\n\n@credits\n\nwhen flag clicked\nif <(username) = [ImageToMinecraft]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\n\n
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Check out my new game, Fishing Tycoon:\nhttps://scratch.mit.edu/projects/842726259\n\n\n ⚡How to play⚡\n◆You will be killed when your life reaches 0.\n◆Mobile users can set mobile mode from settings\n◆Good luck in defeating Ender dragon!\n\nBase Game made completely by kuri-pa-2 i just translated it!\n\n
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マイクラ・プラットフォーマー ♯❓ Myra Platformer ♯❓
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nbroadcast (outro! v)\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [魔王魂 8bit24 \(1\) v] until done\nend\n\n@ステージ\n\nwhen flag clicked\nforever\n if <<<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [10]>> or <(backdrop [number v]) = [11]>> then\n show variable [タイム v]\n end\nend\n\nwhen flag clicked\nhide variable [タイム v]\nset [タイム v] to [0]\nwait (8) seconds\nforever\n repeat until <<<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [10]>> or <(backdrop [number v]) = [11]>>\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (line v)\nif <(backdrop [number v]) = [10]> then\n switch costume to (コスチューム1 v)\nend\n\n@イントロ\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (23) to (25))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (pick random (-25.) to (100.))\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\ngo to x: (0) y: (0)\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n set size to (0) %\n go to [front v] layer\n point in direction (0)\n show\n repeat (25)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n point in direction (90)\n set [i v] to [-1]\n set [intro: y v] to [5]\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n set y to (300)\n set [intro: y v] to [0]\n repeat (19)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n wait (0.5) seconds\n set [intro: y v] to [25]\n repeat (11)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n set y to (-300)\n set [intro: y v] to [21]\n repeat (21)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n wait until <(timer) > [6]>\n set [intro: y v] to [0]\n if <(costume [name v]) = [k]> then\n wait (0.3) seconds\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [n]> then\n wait (0.2) seconds\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [_]> then\n wait (0.1) seconds\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [n2]> then\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [y]> then\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [o]> then\n wait (0.1) seconds\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [k2]> then\n wait (0.2) seconds\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n else\n if <(costume [name v]) = [o2]> then\n wait (0.3) seconds\n repeat (25)\n change [intro: y v] by (-1)\n change y by (Intro: y)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nclear graphic effects\nreset timer\nhide\nstart sound [intro v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nset [clone v] to [cube]\ncreate clone of (_myself_ v)\nwait (1) seconds\ngo to x: (-105) y: (-100)\nswitch costume to (k v)\nrepeat (8)\n set [clone v] to [Name]\n create clone of (_myself_ v)\n next costume\n change x by (30)\nend\nwait (0.5) seconds\nParticles\nset [clone v] to [line]\npoint in direction (90)\nline\nwait (0.575) seconds\nrepeat (10)\n set [clone v] to [particle]\n particle\nend\nwait (0.3) seconds\nset [clone v] to [line]\npoint in direction (join [22.5] [])\nline\nwait (0.575) seconds\nrepeat (10)\n set [clone v] to [particle]\n particle\nend\nwait (0.5) seconds\nset [clone v] to [line]\npoint in direction (90)\nline\nwait (0.575) seconds\nrepeat (10)\n set [clone v] to [particle]\n particle\nend\nwait (0.3) seconds\nset [clone v] to [line]\npoint in direction (join [22.5] [])\nline\nwait (5) seconds\nchange [color v] effect by (40)\n\nwhen I start as a clone\nif <(Clone) = [cube]> then\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (cube1 v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (cube13 v)\n end\n wait (4.5) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (cube13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [line]> then\n set size to (50) %\n switch costume to (line1 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (13)\n move (10) steps\n change [ghost v] effect by ((100) / (13))\n next costume\n end\n delete this clone\nend\n\ndefine line\ngo to x: (-120) y: (-100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\ngo to x: (120) y: (-100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\ngo to x: (120) y: (100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [particle]> then\n set size to (50) %\n switch costume to (circle v)\n show\n repeat (20)\n change size by (-2.5)\n move (10) steps\n turn left (5) degrees\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine particle\ngo to x: (-120) y: (-100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\ngo to x: (120) y: (-100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\ngo to x: (120) y: (100)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n change [ghost v] effect by (15)\nend\n\n@E\n\nwhen flag clicked\nwait (8) seconds\nforever\n if <touching color (#b82501)?> then\n go to x: (-208) y: (0)\n end\n if <touching (ステージ v)?> then\n go to x: (-208) y: (-42)\n next backdrop\n end\nend\n\nwhen flag clicked\nhide\nwait (8) seconds\nwait (0.1) seconds\nset [yy v] to [0]\nset [xx v] to [0]\ngo to x: (-220) y: (0)\nswitch backdrop to (ステージ v)\nshow\nset rotation style [left-right v]\nrepeat until <([costume # v] of [button3 v]) = [2]>\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [xx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n change [xx v] by (-1)\n end\n set [xx v] to ((Xx) * (0.9))\n change x by (Xx)\n if <<<touching color (#593d29)?> or <touching color (#a07f40)?>> or <touching color (#000000)?>> then\n change y by (6)\n if <<<touching color (#593d29)?> or <touching color (#a07f40)?>> or <touching color (#000000)?>> then\n change y by (-6)\n change x by ((Xx) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n if <(Xx) > [0]> then\n set [xx v] to [-10]\n else\n set [xx v] to [10]\n end\n else\n set [xx v] to [0]\n end\n end\n end\n change [yy v] by (-1)\n change y by (Yy)\n if <<<touching color (#593d29)?> or <touching color (#a07f40)?>> or <touching color (#000000)?>> then\n change y by (() - (Yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n end\n end\nend\n\ndefine 初期化\n\nwhen flag clicked\nwait (8) seconds\nforever\n if <key (right arrow v) pressed?> then\n next costume\n end\n if <key (left arrow v) pressed?> then\n next costume\n end\n if <key (up arrow v) pressed?> then\n next costume\n end\nend\n\n@移動する地面\n\nwhen flag clicked\ngo to x: (-249) y: (-141)\n\nwhen backdrop switches to [背景1 v]\nhide\n\nwhen backdrop switches to [背景11 v]\nshow\nforever\n repeat (100)\n change x by (3)\n end\n repeat (100)\n change x by (-3)\n end\nend\n\nwhen backdrop switches to [背景10 v]\nhide\n\n@スプライト1\n\n
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・矢印操作・マウスも使える!\nイントロ:kn_nyoko様\n地面 :-firstwave-様\n\n\n\n・Arrow operation\n・Intro reference: Mr. kn_nyoko\n\nI made a Minecraft style platformer for the first time
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MINECRAFT PLATFORMER
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@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft - Piano 3 v] until done\nend\n\n@障害物\n\nwhen flag clicked\nshow\ngo to [back v] layer\nステージ配置 [100] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3400] [520] [8]\nステージ配置 [3900] [520] [10]\nステージ配置 [4600] [520] [9]\nステージ配置 [5100] [520] [11]\nステージ配置 [5600] [800] [12]\nswitch costume to (コスチューム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし 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]\ngo to [back v] layer\ngo [forward v] (3) layers\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [5940] [1929] [11]\nステージ配置 [6600] [2217] [12]\n\n@背景\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [ghost v] effect to (50)\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [3900] [520] [7]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@地面\n\nwhen flag clicked\ngo to [front v] layer\nshow\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1185] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3400] [520] [8]\nステージ配置 [3900] [520] [9]\nステージ配置 [4600] [520] [10]\nステージ配置 [5100] [520] [11]\nステージ配置 [5600] [800] [12]\nステージ配置 [6100] [900] [13]\nswitch costume to (ステージ1 v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@キャラ\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n set [y 過去 v] to (y)\nend\n\nwhen flag clicked\nforever\n if <<[1] < (y 過去)> or <(y 過去) < [-1]>> then\n switch costume to (jump v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n set [y 過去 v] to (y)\nend\n\nwhen flag clicked\nforever\n if <touching (背景 v)?> then\n play sound [Swim3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (地面 v)?> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> and <not <touching (障害物 v)?>>> then\n if <not <[7] = (costume [number v])>> then\n wait (0.2) seconds\n start sound (pick random (2) to (4))\n end\n \n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <not <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\nend\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nif <touching (背景 v)?> then\n change [y v] by (-0.1)\nelse\n change [y v] by (-1)\nend\nchange [i v] by (1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.88))\nchange x by (x)\nrepeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\nif <touching (地面 v)?> then\n change y by (-15)\n 位置補正x (() - ((x) / ([abs v] of (x) ))) ([ceiling v] of ([abs v] of (x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [Jump v]\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (地面 v)?> then\n 位置補正y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\nend\nchange y by (-1.1)\nif <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <touching (背景 v)?> then\nend\nif <<touching (背景 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [y v] to [5]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n start sound [hurt v]\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\nif <(x position) > [70]> then\n set x to (70)\nend\nif <(x position) < [-60]> then\n set x to (-60)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (視点y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [視点y v] by ([floor v] of (((Y) - (視点y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (視点y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(x) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(y) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to (復活x)\nset [視点y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nshow\nshow\nswitch costume to (コスチューム1 v)\nset size to (600) %\npoint in direction (90)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n set [登ったm v] to ((Y) + (66))\nend\n\nplay sound [hurt v] until done\n\nwhen flag clicked\nforever\n if <<not <touching (地面 v)?>> and <not <(y) = [0]>>> then\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@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\nshow\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 flag clicked\nforever\n go [backward v] (3) layers\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@スプライト1\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nshow\n\nwhen I receive [プログラム2 v]\n移動 ((1175) - (視点x)) ((140) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1175]\n set [復活y v] to [140]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@スプライト2\n\n@ステージ2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@サムネだおだおおおおおおおお\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@チェックポイント3\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nshow\n\nwhen I receive [プログラム2 v]\n移動 ((4750) - (視点x)) ((475) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [4750]\n set [復活y v] to [475]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n
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\n傾向6位以上,コミュ好き目標です!\n<English> 拡散してね。実は、スクロールなのです。\n❤️ and ⭐️Press.\n(日本語は下)\nHow to operate "Mobile compatible!\nYou can play with arrow keys or tap.\n\n\n\n\n\n\n\n ❤️と⭐️を押してくれると、とてもうれしいです。\n「操作方法」モバイル対応!\n矢印キー、またはタップでプレイすることができます。\n難易度.....★★★★★ とても難しい\n\n\n
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scroll cave platformer! (スクロール洞窟プラットフォーマー)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@プレイヤー\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n 動き\nend\n\ndefine 動き\nif <(動き) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y v] by (重力)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change y by (重力)\nend\nif <touching (地面 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n if <<<mouse down?> and <(mouse y) < [0]>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\nchange y by (1)\nif <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n start sound [Pew v]\n broadcast (もう一回 v)\nend\nif <touching (バネ v)?> then\n start sound [Jump v]\n set [y v] to [20]\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <touching (ゴール v)?> then\n broadcast (メッセージ1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ゴール v)?> then\n hide variable [time v]\n end\nend\n\nwhen flag clicked\nshow variable [time v]\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nforever\n if <touching color (#549a10)?> then\n broadcast (クリア v)\n end\nend\n\nwhen I receive [クリア v]\nhide\n\nwhen I receive [クリア v]\nif <(time) < (☁ World record)> then\n set [☁ world record v] to (time)\nend\n\nset [☁ world record v] to [999]\n\nwhen flag clicked\nforever\n if <touching (障害物3 v)?> then\n broadcast (やったね v)\n end\nend\n\nwhen I receive [やったね v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [-2000]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [0] [6]\n配置 [3000] [0] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n配置 [-2000] [0] [11]\nhide\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [クリア v]\nchange [ghost v] effect by (100)\n\nwhen I receive [クリア v]\nhide\n\n@障害物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [0] [6]\n配置 [3000] [0] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n配置 [5000] [0] [11]\n配置 [5500] [0] [12]\nhide\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [クリア v]\nhide\n\n@障害物2\n\ndefine 動き (x) (y) (コスチューム)\ngo to [back v] layer\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [0] [6]\n配置 [3000] [0] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n配置 [5000] [0] [11]\n配置 [5500] [0] [12]\n配置 [-2000] [0] [12]\nhide\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\nif <<[5] < (costume [number v])> and <(costume [number v]) < [10]>> then\n set [brightness v] effect to (() - ([abs v] of ((20) * ([sin v] of ((0.5) * ((days since 2000) * (10000000))) )) ))\nend\nif <touching (プレイヤー v)?> then\n if <(costume [number v]) = [11]> then\n broadcast (クリア v)\n end\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nwait (0.000000001) seconds\ngo to [back v] layer\n\nwhen I receive [クリア v]\nforever\n hide\n stop [all v]\nend\n\n@ \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Overwatch Victory Theme v] until done\nend\n\nwhen I receive [クリア v]\nset [brightness v] effect to (100)\nset [ghost v] effect to (80)\nshow\nrepeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@障害物3\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [1500] [0] [1]\nhide\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [クリア v]\nhide\n\n
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日本語は下だよ(読まないと損するよ)\n(English)\nI operate it with arrow key\nWe jump over a splinter, and let's advance!\nBecause there is the lava(?), let's be careful\nThere is a hidden stage\n(日本語)\n矢印キーで操作\nトゲを飛び越えてすすもう!\n溶岩(?)もあるから気をつけよう\n隠しステージがあるよ\n今回もいろいろな仕掛けがあるよ
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||☁--Simple is best platformer ! !-- #game
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@プラフォくん\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nset size to (50) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (50) %\nshow\nswitch costume to (右 v)\ngo to x: (-220) y: (-50)\nset rotation style [left-right v]\npoint in direction (90)\nset [変数 v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [xv v] by (1)\n point in direction (90)\n switch costume to (右 v)\n create clone of (_myself_ v)\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 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 ((XV) * (-1))\n change y by (-7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (XV)> then\n start sound [ワピチ v]\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n start sound [ワピチ v]\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 end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [yv v] to [15]\n start sound [ワピチ v]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (YV)\n if <touching (地面 v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n if <(x position) > [230]> then\n hide\n go to x: (-220) y: (-50)\n broadcast (NEXT v)\n wait (4) seconds\n show\n end\n if <<touching (害物 v)?> or <(y position) < [-182]>> then\n go to x: (-220) y: (-50)\n start sound [フウ v]\n end\n if <touching color (#00c2ff)?> then\n set [yv v] to [20]\n start sound [ワピチ v]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [xv v] to ((XV) * (0.89))\n change x by (XV)\nend\n\nwhen flag clicked\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (31) y: (21)\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (終わりんご v)\nend\n\n@お月様\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat until <[110] < (size)>\n change size by (1)\n end\n wait (0) seconds\n repeat until <(size) < [99]>\n change size by (-1)\n end\n wait (0) seconds\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [next終了 v] to [0]\nstart sound [文字表示の衝撃音2 v]\nset [みんな集まったか? v] to [0]\ngo to [front v] layer\nNEXTのクローン作製\n幕を [-100] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-50] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-30] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [0] の明るさでクローンを作る\nwait until <(NEXT終了) = [1]>\n\ndefine NEXTのクローン作製\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (-381)\n repeat until <[-1] < (y position)>\n change y by (((0) - (y position)) / (5))\n end\n broadcast (みんな集まったぞ! v)\n broadcast (隠す v)\n change y by (1)\n repeat until <[250] < (y position)>\n change y by ((y position) / (5))\n end\n set [next終了 v] to [1]\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-228) y: (0)\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (-1)\n repeat until <(x position) < [-227]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (228) y: (0)\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (1)\n start sound [文字表示の衝撃音1 v]\n repeat until <[224] < (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen I receive [みんな集まったぞ! v]\nset [みんな集まったか? v] to [1]\n\ndefine 幕を (明るさ) の明るさでクローンを作る\nswitch costume to (コスチューム2 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\n\n@uta \n\nwhen flag clicked\nforever\n play sound [馬è»ã«æºãã㦠v] until done\nend\n\n@害物\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\n@スプライト1\n\nwhen flag clicked\nset [time v] to [0]\nforever\n hide variable [time v]\n hide variable [☁ 世界記録 v]\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [終わりんご v]\nshow variable [time v]\nstop [other scripts in sprite v]\nshow variable [☁ 世界記録 v]\nif <(TIME) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (TIME)\nend\n\n@AE508C52-05D0-41BC-8F3F-1DCA052BEECC\n\nwhen flag clicked\nhide\n\nshow\n\n
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(操作の仕方) ※English description below\n--モバイル勢--\nタップで好きな方向に動かしましょう。針には上でスワイプをすることで避けることが可能です。\n\n--pc勢--\n\n上下左右キーで移動です。\n\n簡単なルール説明\n針に当たったら最初からになります。プラフォくんは縮みます。うまく使い分けてゴールを目指しましょう。それではスタートです!\n\n【English】\nThose who are scratching on mobile\nMove with your fingers.\n\nA person who is scratching on a computer\nUse the up, down, left, and right keys to move in the direction you want to go.\n\nsimple rule explanation\nWhen you hit the needle, you start from the beginning. Plafo-kun shrinks. Let's use it properly and aim for the goal. Let's start! ⭐️と❤️please!\n\nyou love! @gurikkus! and @sabukkus
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山のプラットフォーマー/mountain platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@プラフォ君\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nset [動ける v] to [yes]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nset size to (100) %\ngo to x: (-200) y: (0)\npoint in direction (90)\nset volume to (100) %\nshow\nforever\n if <(動ける) = [yes]> then\n show\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n switch costume to (コスチューム2 v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (1)\n switch costume to (コスチューム1 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (X))\n change y by (5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <[0] > (X)> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> and <touching (地面 v)?>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\n change y by (1)\n if <<(x position) > [245]> and <<<not <(ステージ) = [8]>> and <not <(ステージ) = [10]>>> and <not <(ステージ) = [12]>>>> then\n broadcast (次 v)\n hide\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n switch costume to (コスチューム1 v)\n end\n if <<(y position) > [183]> and <<(ステージ) = [8]> or <(ステージ) = [10]>>> then\n broadcast (次 v)\n hide\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n switch costume to (コスチューム1 v)\n end\n if <<[-175] > (y position)> or <touching (障害物 v)?>> then\n start sound [やられた v]\n point in direction (90)\n set [やられた☆ v] to (pick random (15) to (18))\n repeat until <[-183] > (y position)>\n turn right (やられた☆) degrees\n change y by (やられた☆)\n change [やられた☆ v] by (-1)\n end\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@Next!\n\nwhen I receive [次 v]\nset [動ける v] to [no]\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]\nwait (2.4) seconds\nset [動ける v] to [yes]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\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\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\n\nswitch costume to (コスチューム2 v)\n\n
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12/12追記:なぜかこの作品だけすごい伸びてる\n\n【操作方法】\n右矢印、画面右側タップ・・・右に移動\n左矢印、画面左側タップ・・・左に移動\n上矢印、画面上側タップ・・・ジャンプ\n\n最近プラフォばっか作ってる@kinopio99でーす\nそろそろ傾向載りたいなぁ~(=^・^=)
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☁️Under Water! a multiplayer platformer #multiplayer #platformer #frolicking_cat #trending #top #1-2
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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\nwait (5) seconds\nforever\n play sound [Luke_Bergs_-_Tropical_Soul_Vlog_No_\(getmp3 v] until done\nend\n\nwhen flag clicked\n\nset [ghost v] effect to (50)\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 size to (125) %\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))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\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)\nrepeat (11)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\ngo to [front v] layer\n\nhide\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [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)\nrepeat (11)\n create clone of (_myself_ v)\n change [danger: x v] by (x)\n change [danger: y v] by (y)\n next costume\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n go to [front v] layer\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Joining\n\nwhen flag clicked\nwait (0) seconds\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Clouds\n\nwhen flag clicked\nshow\nforever\n go to x: (250) y: (71)\n switch costume to (pick random (1) to (4))\n glide (pick random (15) to (25)) secs to x: (-550) y: (71)\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\n\n@Blank\n\n@Loading\n\nwhen flag clicked\nwait (0) seconds\ngo [forward v] (213) layers\nset size to (120) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [connecting v]\nrepeat (1)\n create clone of (_myself_ v)\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 change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-60)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@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 (kostüm1 v)\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)\nrepeat (11)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\ngo [backward v] (1) layers\n\nhide\n\n@15 . Tree_Other\n\nwhen I receive [tick v]\n\nposition [] ((15 . Tree_Other: y) - (SCROLL Y))\n\ndefine position (x) (y)\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\n\nhide\nset [15 . tree_other: x v] to [0]\nset [15 . tree_other: y v] to [0]\nswitch costume to (1 v)\nClone at [-91] [-58]\nClone at [1152] [143]\nClone at [1758] [120]\nset [15 . tree_other: x v] to [-99999]\n\ndefine Clone at (x) (y)\n\nset [15 . tree_other: x v] to (x)\nset [15 . tree_other: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at [-91] [-58]\n\nwhen flag clicked\n\ngo [backward v] (5) layers\n\nhide\n\n@16 . Other tree_Other\n\ndefine position (x) (y)\n\ngo to x: (x) y: (-7)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\n\nset [16 . other tree_other: x v] to (x)\nset [16 . other tree_other: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\nset [16 . other tree_other: x v] to [0]\nset [16 . other tree_other: y v] to [0]\nswitch costume to (1 v)\nClone at [46] [-68]\nClone at [394] [-68]\nClone at [692] [-68]\nClone at [1514] [114]\nClone at [1995] [260]\nset [16 . other tree_other: x v] to [-99999]\n\nwhen I receive [tick v]\n\nposition ((16 . Other tree_Other: x) - (SCROLL X)) (() - (SCROLL Y))\n\nwhen flag clicked\n\ngo [backward v] (5) layers\nClone at [1514] [114]\n\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (40) to (60)) 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@Player2\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (125) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new normal v)\n else\n switch costume to (normal v)\n end\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new left v)\n change [sx v] by (-2)\n else\n switch costume to (left v)\n change [sx v] by (-2)\n end\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new right v)\n change [sx v] by (2)\n else\n switch costume to (right v)\n change [sx v] by (2)\n end\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new left up v)\n else\n switch costume to (left up v)\n end\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new right up v)\n else\n switch costume to (right up v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(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 [14]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>>> then\n play sound [Jump v] until done\n end\nend\n\nhide\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\nend\n\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n\nhide\n\n@Stars\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to x: (300) y: (pick random (-160) to (160))\nset [ghost v] effect to (pick random (0) to (0))\nswitch costume to (pick random (1) to (3))\nset size to (100) %\nset rotation style [all around v]\ngo to [back v] layer\npoint in direction (90)\nshow\nrepeat until <[-280] > (x position)>\n change x by (pick random (-10) to (-15))\nend\ndelete this clone\n\nwhen [timer v] > (0)\nhide\ndelete this clone\n\n@Love and fave reminder\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\ngo to [front v] layer\nforever\n go to [front v] layer\n if <((LOVED__) + (FAVED___)) < [2]> then\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [back 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\ngo to [back v] layer\nwait (1) seconds\ngo to [front v] layer\n\nhide\n\n@Thanks2\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <((LOVED__) + (FAVED___)) = [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 (violet 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\nwhen flag clicked\n\nwhen flag clicked\n\n
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⭐️NEW GAME: https://scratch.mit.edu/projects/743158370 CHECK THIS OUT!!⭐️\n~~~~~~~~~~~~~~~~•Under Water!•~~~~~~~~~~~~~~~\n\nAfter hard work and a few mental break downs (AGAIN AND AGAIN!)…\nI can present: Under Water! Under Water! is a completely mobile friendly multiplayer! With a lots of art details and cool level design! I hope you enjoy! :D\n\n•CONTROLS:\narrow keys; w, a, d and with your finger!\n\n•Be the fastest player and dodge the spikes and the lava!\n•I know that there are a few easy levels but I just made some harder levels because some people wanted to have harder level then in Darkside! because a lots of people wanted to have a easier part!\n\n•CHAT: Click on the chat button to open it! Press the keys 1 - 10 to write some words! To close you need to press SPACE button!\n\n•I hope we can get this trending again! :D\n\nIf you want to have more of this cool platformers or other projects then leave a ⭐️&❤️ and a follow!\nBye I am @frolicking_cat
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Square Quest - Platformer
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@Stage\n\ndefine title part\nbroadcast (menu show v) and wait\nswitch backdrop to (background v) and wait\nrepeat (10)\n change [ghost v] by (10)\n broadcast (main tick v)\n broadcast (menu tick v)\nend\nrepeat until <not <(screen) = [title]>>\n broadcast (main tick v)\n broadcast (menu tick v)\nend\nrepeat (10)\n change [ghost v] by (-10)\n broadcast (main tick v)\n broadcast (menu tick v)\nend\nset [clonesdelete v] to [1]\nbroadcast (menu hide v)\nswitch backdrop to (backdrop1 v)\n\ndefine options part\nbroadcast (options show v)\nshow variable [volume v]\nrepeat (10)\n change [ghost v] by (10)\n broadcast (main tick v)\n broadcast (options tick v)\nend\nbroadcast (light hide v)\nrepeat until <not <(screen) = [options]>>\n set volume to (Volume) %\n broadcast (main tick v)\n broadcast (options tick v)\nend\nbroadcast (light show v)\nrepeat (10)\n change [ghost v] by (-10)\n broadcast (main tick v)\n broadcast (options tick v)\nend\nhide variable [volume v]\nbroadcast (options hide v)\n\ndefine levels part\nswitch backdrop to (backdrop3 v)\nbroadcast (level select show v) and wait\nrepeat (10)\n change [ghost v] by (10)\n broadcast (main tick v)\n broadcast (level select tick v)\nend\nrepeat until <not <(screen) = [levels]>>\n broadcast (main tick v)\n broadcast (level select tick v)\nend\nrepeat (10)\n change [ghost v] by (-10)\n broadcast (main tick v)\n broadcast (level select tick v)\nend\nset [clonesdelete v] to [1]\nbroadcast (level select hide v)\nswitch backdrop to (backdrop1 v)\n\ndefine play part\nbroadcast (-load level and character v) and wait\nrepeat (10)\n change [ghost v] by (10)\n broadcast (main tick v)\nend\nset [-pause v] to [0]\nrepeat until <not <(screen) = [play]>>\n broadcast (main tick v)\n broadcast (-play tick v)\n if <(-pause) = [1]> then\n broadcast (show pause v)\n set [-pause v] to [1]\n repeat until <(-pause) = [0]>\n broadcast (pause tick v)\n end\n broadcast (hide pause v)\n end\nend\nrepeat (10)\n change [ghost v] by (-10)\n broadcast (main tick v)\nend\nbroadcast (-hide level v)\n\nwhen I receive [main tick v]\nset [:fps v] to (round ((1) / (timer)))\nchange [:time played v] by (timer)\nreset timer\n\ndefine variables\nset [:coins v] to [0]\nset [ticks v] to [0]\nset [clonesdelete v] to [0]\nset [screen v] to [start]\nset [ghost v] to [100]\nset [volume v] to [100]\nset [:time played v] to [0]\nset [level select start # v] to [1]\nset [:complete levels v] to [0]\nset [-pause v] to [0]\nset [current character costume v] to [1]\nhide variable [volume v]\nhide variable [level reader v]\nset volume to (Volume) %\n\ndefine reset completed levels\ndelete (all) of [levels - completed v]\nrepeat (60)\n add [0] to [levels - completed v]\nend\n\ndefine shop part\nbroadcast (shop show v) and wait\nrepeat (10)\n change [ghost v] by (10)\n broadcast (main tick v)\n broadcast (shop tick v)\nend\nrepeat until <not <(screen) = [shop]>>\n broadcast (main tick v)\n broadcast (shop tick v)\nend\nrepeat (10)\n change [ghost v] by (-10)\n broadcast (main tick v)\n broadcast (shop tick v)\nend\nbroadcast (shop hide v)\n\nwhen flag clicked\nerase all\nvariables\nreset completed levels\nreset costumes owned\nswitch backdrop to (backdrop2 v)\nbroadcast (menu hide v)\nbroadcast (main tick v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] by (-10)\n broadcast (main tick v)\nend\nset [screen v] to [title]\nswitch backdrop to (backdrop1 v)\nforever\n wait until <(screen) = [title]>\n title part\n if <(screen) = [levels]> then\n repeat until <(screen) = [title]>\n levels part\n if <(screen) = [play]> then\n play part\n end\n if <(screen) = [shop]> then\n shop part\n end\n end\n else\n options part\n end\nend\n\nwhen flag clicked\nforever\n play sound [18 Pedal wo fume - Yowamushi Pedal Grande Road.mp3 v] until done\nend\n\ndefine reset costumes owned\ndelete (all) of [shop - costumes owned v]\nadd [1] to [shop - costumes owned v]\nrepeat (9)\n add [0] to [shop - costumes owned v]\nend\n\n@Level Loader\n\ndefine load level code []\ndelete (all) of [level data c v]\ndelete (all) of [level data k/l id v]\nset [c v] to [1]\nrepeat (192)\n if <(letter ((c) + (1)) of (code)) = [,]> then\n add (letter (c) of (code)) to [level data c v]\n change [c v] by (2)\n else\n if <(letter ((c) + (2)) of (code)) = [,]> then\n add (join (letter (c) of (code)) (letter ((c) + (1)) of (code))) to [level data c v]\n change [c v] by (3)\n else\n if <(letter ((c) + (3)) of (code)) = [,]> then\n add (join (join (letter (c) of (code)) (letter ((c) + (1)) of (code))) (letter ((c) + (2)) of (code))) to [level data c v]\n change [c v] by (4)\n end\n end\n end\nend\nrepeat (192)\n if <(letter ((c) + (1)) of (code)) = [,]> then\n add (letter (c) of (code)) to [level data k/l id v]\n change [c v] by (2)\n else\n if <(letter ((c) + (2)) of (code)) = [,]> then\n add (join (letter (c) of (code)) (letter ((c) + (1)) of (code))) to [level data k/l id v]\n change [c v] by (3)\n else\n if <(letter ((c) + (3)) of (code)) = [,]> then\n add (join (join (letter (c) of (code)) (letter ((c) + (1)) of (code))) (letter ((c) + (2)) of (code))) to [level data k/l id v]\n change [c v] by (4)\n end\n end\n end\nend\nload level\n\nwhen I start as a clone\nshow\nwait until <(clonesdelete) = [1]>\ndelete this clone\n\nwhen flag clicked\nset size to (101) %\n\nwhen I receive [-load level and character v]\nset volume to (Volume) %\nset [clonesdelete v] to [0]\nload level code (item (-current level) of [levels - codes v])\nbroadcast (-show character v) and wait\n\nwhen I receive [-play tick v]\nif <(distance to [player v]) < [50]> then\n if <(costume [number v]) = [14]> then\n if <touching (player v)?> then\n broadcast (-play spring v)\n end\n else\n if <(costume [number v]) = [8]> then\n if <touching (player v)?> then\n if <not <(item (-current level) of [levels - completed v]) = [1]>> then\n change [:complete levels v] by (1)\n end\n replace item (-current level) of [levels - completed v] with [1]\n set [screen v] to [levels]\n end\n else\n if <(costume [number v]) = [9]> then\n if <touching (player v)?> then\n set [key id remove v] to (key/lock id)\n broadcast (remove lock v)\n hide\n end\n else\n if <(costume [number v]) = [16]> then\n if <touching (player v)?> then\n hide\n change [:coins v] by (1)\n start sound [Coin v]\n end\n else\n end\n end\n end\n end\nend\n\nwhen I receive [-hide level v]\nset [clonesdelete v] to [1]\n\nwhen I receive [remove lock v]\nif <(costume [number v]) = [10]> then\n if <(key/lock id) = (key id remove)> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nif <<not <(c id) = [-10]>> and <not <(costume [number v]) = [16]>>> then\n show\nend\n\ndefine load level\nhide\nset [c v] to [1]\ngo to x: (-225) y: (165)\nset [c id v] to [1]\nrepeat (12)\n repeat (16)\n switch costume to (item (c) of [level data c v])\n set [key/lock id v] to (item (c) of [level data k/l id v])\n if <not <<(item (c) of [level data c v]) = [0]> or <(item (c) of [level data c v]) = []>>> then\n create clone of (_myself_ v)\n change [c id v] by (1)\n end\n change x by (30)\n change [c v] by (1)\n end\n set x to (-225)\n change y by (-30)\nend\nset [c id v] to [-10]\n\n@Title\n\nwhen I receive [menu tick v]\ngo to x: (0) y: ((110) + (([sin v] of ((ticks) * (4)) ) * (30)))\nchange [ticks v] by (1)\n\nwhen I receive [menu show v]\nset size to (95) %\nswitch costume to (cooltext126331138032280 v)\nshow\n\nwhen I receive [menu hide v]\nhide\n\nwhen I receive [options show v]\nswitch costume to (cooltext127589092639506 v)\ngo to x: (0) y: (120)\nset size to (70) %\nshow\n\nwhen I receive [options hide v]\nhide\n\nwhen I receive [level select show v]\nswitch costume to (cooltext127589145727172 v)\ngo to x: (0) y: (135)\nset size to (60) %\nshow\n\nwhen I receive [level select hide v]\nhide\n\n@Play\n\nwhen I receive [menu tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [menu hide v]\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen this sprite clicked\nset [screen v] to [levels]\n\n@Light\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [main tick v]\nset [ghost v] effect to (ghost)\ngo to [front v] layer\n\nwhen I receive [light hide v]\nhide\n\nwhen I receive [light show v]\nshow\n\n@Options\n\nwhen I receive [menu tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-75)\n\nwhen I receive [menu hide v]\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen this sprite clicked\nset [screen v] to [options]\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (-180) y: (-150)\n\nwhen I receive [options show v]\nshow\n\nwhen I receive [options tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [options hide v]\nhide\n\nwhen this sprite clicked\nif <(screen) = [shop]> then\n set [screen v] to [levels]\nelse\n set [screen v] to [title]\nend\n\nwhen I receive [level select show v]\nshow\n\nwhen I receive [level select tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [level select hide v]\nhide\n\nwhen I receive [shop show v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen I receive [shop tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\n@Text Engine\n\ndefine None\nif <(mid/start) = [mid]> then\n go to x: ((x) - ((((length of (text)) - (1)) * (30)) * (size))) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset [brightness v] effect to (brightness effect)\nset size to ((size) * (100)) %\nset [c v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (c) of (text))\n stamp\n move ((60) * (size)) steps\n change [c v] by (1)\nend\n\ndefine None\nset [c2 v] to (level)\nset [level#print x v] to [-160]\nset [level#print y v] to [60]\nrepeat (3)\n repeat (5)\n print (c2) at (level#print x) (level#print y) size (0.2) BE (0) enlarged around [mid]\n change [level#print x v] by (80)\n change [c2 v] by (1)\n end\n set [level#print x v] to [-160]\n change [level#print y v] by (-50)\nend\n\nwhen I receive [level select # show v]\nnumber levels starting at (Level Select start #)\n\nwhen I receive [level select show v]\nprint (join (join [YOU HAVE ] (:coins)) [ COINS!]) at (-230) (-120) size (0.15) BE (0) enlarged around [start]\nprint (join (join [YOU HAVE COMPLETED ] (:complete levels)) [ LEVELS!]) at (-35) (-120) size (0.15) BE (0) enlarged around [start]\n\nwhen I receive [update shop text v]\nerase all\nprint (join [YOUR COINS - ] (:coins)) at (-220) (-90) size (0.25) BE (0) enlarged around [start]\nprint (join [PRICE - ] (item (shop character show #) of [shop - prices v])) at (-220) (-113) size (0.25) BE (0) enlarged around [start]\n\n@Level Select\n\ndefine create level select buttons\nhide\nset [l.select id v] to [1]\ngo to x: (-160) y: (60)\nrepeat (3)\n repeat (5)\n create clone of (_myself_ v)\n change x by (80)\n change [l.select id v] by (1)\n end\n change y by (-50)\n set x to (-160)\nend\n\nwhen I start as a clone\nif <(item ((Level Select start #) + ((L.Select ID) - (1))) of [levels - completed v]) = [0]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume3 v)\nend\nshow\nset [ghost v] effect to (0)\nstamp\nset [ghost v] effect to (99)\nwait until <(L.Select Clone delete) = [1]>\ndelete this clone\n\nwhen I receive [level select show v]\nshow variable [level reader v]\nbroadcast (refresh level buttons v)\n\nwhen I receive [refresh level buttons v]\nset [l.select clone delete v] to [0]\ncreate level select buttons\nbroadcast (level select # show v)\n\nwhen I receive [level button touch check v]\nif <(distance to [mouse-pointer v]) < [60]> then\n if <touching (mouse-pointer v)?> then\n set [level select level button touching v] to (L.Select ID)\n switch costume to (costume2 v)\n set [ghost v] effect to (70)\n if <(item ((Level Select Level Button Touching) + ((Level Select start #) - (1))) of [levels - completed v]) = [0]> then\n set [level reader v] to (join (join (join (join ((Level Select Level Button Touching) + ((Level Select start #) - (1))) [ - | ]) (item ((Level Select Level Button Touching) + ((Level Select start #) - (1))) of [levels - name v])) [ | by ]) (item ((Level Select Level Button Touching) + ((Level Select start #) - (1))) of [levels - creators v]))\n else\n set [level reader v] to (join [\(COMPLETED\) ] (join (join (join (join ((Level Select Level Button Touching) + ((Level Select start #) - (1))) [ - | ]) (item ((Level Select Level Button Touching) + ((Level Select start #) - (1))) of [levels - name v])) [ | by ]) (item ((Level Select Level Button Touching) + ((Level Select start #) - (1))) of [levels - creators v])))\n end\n else\n set [ghost v] effect to (99)\n switch costume to (costume1 v)\n end\nelse\n set [ghost v] effect to (99)\n switch costume to (costume1 v)\nend\n\nwhen I receive [level select tick v]\nset [level select level button touching v] to [0]\nbroadcast (Level button touch check v)\nset [level reader v] to [Level Info :D]\n\nwhen this sprite clicked\nset [-current level v] to ((Level Select Level Button Touching) + ((Level Select start #) - (1)))\nset [screen v] to [play]\n\nwhen I receive [level select hide v]\nset [l.select clone delete v] to [1]\nhide variable [level reader v]\nerase all\n\n@Level Select Arrows\n\nwhen I receive [level select show v]\nset [arrows show v] to [1]\nset rotation style [left-right v]\ncreate clones\n\ndefine create clones\npoint in direction (90)\ngo to x: (-215) y: (10)\nset [arrow id v] to [1]\ncreate clone of (_myself_ v)\nturn right (180) degrees\ngo to x: (215) y: (10)\nset [arrow id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(Arrow ID) = [1]> then\n if <(Level Select start #) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nelse\n if <(Level Select start #) = [46]> then\n switch costume to (costume2 v)\n else\n if <(:complete levels) > ([floor v] of ((((Level Select start #) + (15)) * (0.666)) - (1)) )> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\nend\nwait until <(Arrows show) = [0]>\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(Arrow ID) = [1]> then\n change [level select start # v] by (-15)\n else\n change [level select start # v] by (15)\n end\n broadcast (level select reset # v)\nend\n\nwhen I receive [level select reset # v]\nbroadcast (level select hide v) and wait\nbroadcast (level select show v) and wait\n\nwhen I receive [level select tick v]\nif <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(Level Select start #) = [1]> then\n say (join (join [Complete ] (([floor v] of (((Level Select start #) + (15)) * (0.666)) ) - (:complete levels))) [ more levels to unlock more levels!])\n else\n say [Thanks for playing! This is the end of the game so far! In the notes and credits I'll put a link to a project where you can make your own levels. If enough are posted in the forum I'll add them in! :D]\n end\n else\n set [brightness v] effect to (0)\n say []\n end\nelse\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\nend\n\nwhen I receive [level select hide v]\nset [arrows show v] to [0]\n\n@Player\n\nwhen flag clicked\nswitch costume to (still1 v)\ngo to x: (-225) y: (-75)\nhide\n\nwhen I receive [-play tick v]\nplatform script\n\ndefine platform script\nchange x by (Xvelo)\nchange y by (Yvelo)\nif <<touching color (#ed1c24)?> or <key (r v) pressed?>> then\n set [xvelo v] to [0]\n set [yvelo v] to [0]\n switch costume to (still v)\n if <touching color (#ed1c24)?> then\n start sound [death.mp3 v]\n end\n broadcast (death v)\n go to x: (-225) y: (-75)\nend\nif <touching color (#ff9400)?> then\n set [yvelo v] to [0]\nend\nchange x by ((Xvelo) * (-1))\nchange y by ((Yvelo) * (-1))\nif <key (right arrow v) pressed?> then\n change [xvelo v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xvelo v] by (-1)\nend\nset [xvelo v] to ((Xvelo) * (0.9))\nchange x by (Xvelo)\nif <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change y by (1)\n if <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change y by (1)\n if <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change y by (1)\n if <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change y by (1)\n if <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change y by (1)\n if <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change x by ((Xvelo) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xvelo) > [0]> then\n set [xvelo v] to [-5]\n else\n set [xvelo v] to [5]\n end\n set [yvelo v] to [10]\n else\n set [xvelo v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yvelo v] by (-1)\nchange y by (Yvelo)\nif <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n change y by ((Yvelo) * (-1))\n set [yvelo v] to [0]\nend\nchange y by (-1)\nif <<<<touching color (#b5e61d)?> or <touching color (#b97a57)?>> or <touching color (#7f7f7f)?>> or <touching color (#c3c3c3)?>> then\n if <key (up arrow v) pressed?> then\n set [yvelo v] to [15]\n end\nend\nchange y by (1)\nif <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (join [Still] (current character costume))\n else\n if <key (left arrow v) pressed?> then\n switch costume to (join [Left] (current character costume))\n else\n switch costume to (join [Right] (current character costume))\n end\n end\nelse\n switch costume to (join [Still] (current character costume))\nend\n\nwhen I receive [-hide level v]\nhide\n\nwhen I receive [-play spring v]\nset [yvelo v] to [20]\n\nwhen I receive [-retry v]\nset [xvelo v] to [0]\nset [yvelo v] to [0]\nswitch costume to (join [Still] (current character costume))\nbroadcast (death v)\ngo to x: (-225) y: (-75)\n\nwhen I receive [-show character v]\nset volume to (Volume) %\nset [xvelo v] to [0]\nset [yvelo v] to [0]\ngo to x: (-225) y: (-75)\nshow\nswitch costume to (join [Still] (current character costume))\n\n@Logo\n\nwhen flag clicked\nset size to (10) %\ngo to x: (220) y: (-160)\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen I receive [menu hide v]\nhide\n\n@Pause Backing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [show pause v]\nset [ghost v] effect to (10)\nshow\n\nwhen I receive [hide pause v]\nhide\n\n@Pause Continue\n\nwhen flag clicked\nhide\ngo to x: (0) y: (75)\nset size to (60) %\n\nwhen I receive [show pause v]\ngo to [front v] layer\nshow\n\nwhen I receive [hide pause v]\nhide\n\nwhen I receive [pause tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen this sprite clicked\nset [-pause v] to [0]\n\n@Pause Return\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-70)\nset size to (60) %\n\nwhen I receive [show pause v]\ngo to [front v] layer\nshow\n\nwhen I receive [hide pause v]\nhide\n\nwhen I receive [pause tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen this sprite clicked\nset [-pause v] to [0]\nset [screen v] to [levels]\n\n@Pause\n\nwhen flag clicked\ngo to x: (-230) y: (170)\nhide\n\nwhen I receive [-load level and character v]\nshow\n\nwhen I receive [-play tick v]\nif <key (p v) pressed?> then\n set [-pause v] to [1]\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [-hide level v]\nhide\n\nwhen this sprite clicked\nset [-pause v] to [1]\n\n@Pause Retry\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (60) %\n\nwhen I receive [hide pause v]\nhide\n\nwhen I receive [pause tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen this sprite clicked\nset [-pause v] to [0]\nbroadcast (-retry v)\n\nwhen I receive [show pause v]\ngo to [front v] layer\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Shop Button\n\nwhen flag clicked\nhide\ngo to x: (100) y: (-151)\nset size to (25) %\n\nwhen I receive [level select show v]\nshow\n\nwhen I receive [level select hide v]\nhide\n\nwhen I receive [level select tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen this sprite clicked\nset [screen v] to [shop]\n\n@Shop Character Show\n\nwhen flag clicked\ngo to x: (0) y: (30)\nset size to (700) %\nhide\nswitch costume to (still1 v)\n\nwhen I receive [shop show v]\nset [shop character show # v] to (current character costume)\nshow\nswitch costume to (join [Still] (shop character show #))\nset [ghost v] effect to (0)\nbroadcast (update shop text v)\n\nwhen I receive [shop hide v]\nerase all\nhide\n\nwhen I receive [shop update costume show v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nbroadcast (update shop text v)\nswitch costume to (join [Still] (shop character show #))\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Shop Arrows\n\nwhen flag clicked\nset size to (75) %\nhide\n\nwhen I receive [shop show v]\nset [shop clone delete v] to [0]\ncreate shop arrows\n\ndefine create shop arrows\npoint in direction (90)\nset rotation style [left-right v]\nset [shop arrow id v] to [1]\ngo to x: (-170) y: (30)\ncreate clone of (_myself_ v)\nturn right (180) degrees\nchange [shop arrow id v] by (1)\ngo to x: (170) y: (30)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <(shop clone delete) = [1]>\ndelete this clone\n\nwhen I receive [shop hide v]\nset [shop clone delete v] to [1]\n\nwhen I receive [shop tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen this sprite clicked\nif <(shop arrow id) = [1]> then\n if <(shop character show #) = [1]> then\n set [shop character show # v] to [11]\n else\n change [shop character show # v] by (-1)\n end\nelse\n if <(shop character show #) = [11]> then\n set [shop character show # v] to [1]\n else\n change [shop character show # v] by (1)\n end\nend\nbroadcast (shop update costume show v)\n\n@Shop Equip Notif.\n\nwhen flag clicked\nset size to (45) %\ngo to x: (0) y: (-35)\nhide\n\nwhen I receive [shop show v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen I receive [shop update costume show v]\nif <(current character costume) = (shop character show #)> then\n show\nelse\n hide\nend\n\n@Equip/ Purchase\n\nwhen flag clicked\nset size to (70) %\ngo to x: (60) y: (-150)\nhide\n\nwhen I receive [shop update costume show v]\nif <(current character costume) = (shop character show #)> then\n hide\nelse\n show\n if <(item (shop character show #) of [shop - costumes owned v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(:coins) > ((item (shop character show #) of [shop - prices v]) - (1))> then\n set [current character costume v] to (shop character show #)\n replace item (shop character show #) of [shop - costumes owned v] with [1]\n change [:coins v] by ((0) - (item (shop character show #) of [shop - prices v]))\n broadcast (shop update costume show v)\n end\nelse\n set [current character costume v] to (shop character show #)\n broadcast (shop update costume show v)\nend\n\nwhen I receive [shop tick v]\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [shop hide v]\nhide\n\n
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End of Summer - A Platformer #Games #Trending #Music #Stories #All
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@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\nwhen backdrop switches to [joined v]\nwait (0.1) seconds\nswitch backdrop to (sky v)\n\nwhen I receive [start game v]\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [start game v]\nforever\n if <(LEVEL) = [11]> then\n switch backdrop to (backdrop2 v)\n else\n if <(LEVEL) = [12]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (sky v)\n end\n end\nend\n\n@Player\n\nwhen I receive [start game v]\nforever\n Player Tick\nend\n\ndefine Player Tick\nGravity [-1.5] Jump Height [20] Speed [4] Friction [.75] Slope [8]\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\n set [yv v] to (<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> * ((speed) * (-1))) + (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> * (speed)))) * (friction))\nchange x by (XV)\nset [slope2 v] to [0]\nrepeat until <<(Slope2) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope2 v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope2)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\nif <touching (flagg v)?> then\n change [level v] by (1)\n broadcast (Next v)\nend\nif <<touching (hurty stuff v)?> or <<touching (lava v)?> or <touching (enemy v)?>>> then\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (Death v)\nend\nif <(Actions \(love/fave\)) < [2]> then\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 (player1 - r v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (player1 - l v)\n else\n switch costume to (player1 - r v)\n end\nend\n\nwhen flag clicked\nbroadcast (PLAY v)\n\nwhen I receive [next v]\ngo to x: (-203) y: (-30)\n\nwhen flag clicked\nbroadcast (PLAY v)\n\nwhen I receive [next v]\ngo to x: (-211) y: (93)\n\nwhen flag clicked\ngo to x: (-211) y: (93)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\npoint in direction (90)\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\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 (blue - r v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (blue - l v)\n else\n switch costume to (blue - r v)\n end\n end\nend\n\nwhen I receive [death v]\nplay sound [Crunch v] until done\n\nwhen I receive [next v]\nplay sound [Push v] until done\n\nbroadcast (different level v)\n\nchange x by (0)\n\nwhen I receive [death v]\ngo to x: (-210) y: (-30)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@LEVEL\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\nrepeat (9)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen flag clicked\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nshow\n\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [level v] to [1]\n\n@FLagg\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (188) y: (-73)\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\n\nwhen I receive [next v]\nstart sound [Ding Sound Effect v]\nset [switch in progress v] to [yes]\nswitch costume to (1 v)\nrepeat (2)\n next costume\nend\nrepeat (15)\n change [ghost v] effect by (10)\nend\nset [switch in progress v] to []\nif <(LEVEL) = [1]> then\n go to x: (200) y: (-73)\nelse\n if <(LEVEL) = [2]> then\n go to x: (178) y: (120)\n else\n if <(LEVEL) = [3]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [4]> then\n go to x: (187) y: (80)\n else\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [6]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [8]> then\n go to x: (202) y: (123)\n else\n if <(LEVEL) = [9]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [10]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [11]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [12]> then\n set size to (0) %\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\n\nwhen I receive [shake v]\n\ngo to x: ((pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) + ()) y: ((Checkpoint Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset volume to (80) %\nset size to (0) %\n\nwhen I receive [start game v]\nshow\nset size to (100) %\n\nwhen I receive [start game v]\ngo to x: (200) y: (-73)\n\n@leters\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\nrepeat (15)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen flag clicked\nhide\n\nrepeat (50)\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nshow\nshow\nset size to (100) %\n\n@Best thumnail ever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo [forward v] (9597260562762452) layers\nset [ghost v] effect to (100)\n\n@Clone thing\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-180]>\n change y by (-2)\n turn right (1) degrees\nend\ndelete this clone\n\nwhen I receive [start game v]\nwait (.05) seconds\nswitch costume to (イチョウ v)\nset y to (2000)\nhide\ngo to [back v] layer\nforever\n wait (pick random (1) to (3)) seconds\n point in direction (pick random (1) to (360))\n set size to (pick random (20) to (55)) %\n set x to (pick random (-250) to (250))\n create clone of (_myself_ v)\nend\n\n@Clone thing2\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-180]>\n change y by (-2)\n turn right (1) degrees\nend\ndelete this clone\n\nwhen I receive [start game v]\nwait (1) seconds\nswitch costume to (イチョウ v)\nset y to (2000)\nhide\ngo to [back v] layer\nforever\n wait (pick random (1) to (3)) seconds\n point in direction (pick random (1) to (360))\n set size to (pick random (20) to (55)) %\n set x to (pick random (-250) to (250))\n create clone of (_myself_ v)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nshow\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen I receive [next v]\nrepeat (9)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\n@Play Button\n\nwhen I receive [starrt v]\ngo to x: (0) y: (0)\n\nwhen I receive [starrt v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\nplay sound [Push v] until done\n\nwhen flag clicked\nhide\ngo to [front v] layer\nshow\nbroadcast (Starrt v)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (3)\n create clone of (_myself_ v)\n end\n repeat (10)\n change y by (-3)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nwait (0.2) seconds\ndelete this clone\n\n@Sun\n\nwhen I receive [start game v]\ngo to x: (8) y: (3)\nshow\nswitch costume to (sun v)\nset [ghost v] effect to (100)\nshow\n\n go to [back v] layer\n go [forward v] (8) layers\n set size to ((130) + (([sin v] of ((timer) * (220)) ) * (15))) %\n if <<[18] < (current [hour v])> or <(current [hour v]) < [6]>> then\n change [ghost v] effect by (5)\n else\n change [ghost v] effect by (-5)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I start as a clone\nwait (0.2) seconds\ndelete this clone\n\nforever\n repeat (10)\n change y by (3)\n create clone of (_myself_ v)\n end\n repeat (10)\n change y by (-3)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@Body parts :P\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 set x to ((x position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n set y to ((y position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (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 (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@Blank\n\n@hurty stuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nrepeat (9)\n move (0) steps\nend\nswitch costume to (LEVEL)\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 (15) to (22)) seconds\n else\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@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@Repeat\n\nwhen flag clicked\n\nwhen I receive [start game v]\ngo to x: (-216) y: (160)\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (95) %\n else\n set size to (75) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\nplay sound [Push v] until done\n\nwhen flag clicked\nhide\n\nshow\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (2)\n create clone of (_myself_ v)\n end\n repeat (10)\n change y by (-2)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nwait (0.2) seconds\ndelete this clone\n\nwhen I receive [start game v]\nset size to (75) %\nhide\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n
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Instructions:❤️ ⭐ Mobile friendly. WASD, arrow keys \n-IF IT IS LAGG go here https://turbowarp.org/724508835\n NO HATE I fixed the glitches!\nNew Fall Game! https://scratch.mit.edu/projects/730689606/\nShoutout to @yason5279\n\n\nSummer is coming to a close, so here is a platformer for you to enjoy the end of summer with this game. Updates will come soon \n\nShared at like 4:00 pm August 26 2022 *Accidentally Unshared while working on another project.\nLiterally 2 hours later: 79 views?!\nLiterally one more hour later. 142 views?\nAnother hour later, 230?\nAug 27 393 views nicee\nAug 28 568 views sheeeesh\nAug 29 1013 views!\nLater that day... Almost at 1300!\nCan we reach 2k?\nAug 30: 2110 views 207 loves \nliterally like 70-100 views in 1 hour DANNG\nsSheeeeeeeeeeeeeeeeeesh\ncan we get 5,000 by September 5th? can we get 400 loves?\nAug 31: 3800+ views! 300+loves \nSep 1: Top Loved!! Tysm!\nSep 1: 8k+ Views 500++ loves\nJeez, I'm getting ~200 views/hour\nSep 2: 16000+ views 900+ loves\nSep 3: 19500+Views 1060+ loves\nSep 5: 27000+Views 1440+ loves\nSep 6: 31700+ Views 1670+ loves\nsep 14 34300+ views 1810+ loves\nsep 25 35600 views 1890 loves\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nkeep scrolling\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncmon\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ngot em'
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"1ステージ"だけど難しいHard platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Dream Ami _ トライ・エヴリシング \(Dream Ami version\) - from YouTube v] until done\n play sound [ChouCho - 優しさの理由《Yasashisano Riyuu》\[Official Video\] - from YouTube v] until done\nend\n\n@ジメン\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [タイム/time v] to [0]\nforever\n set ["" v] to (costume [number v])\nend\n\nwhen I receive [タイトル表示 v]\nhide\n\n@👤\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nset size to (20) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-50)\ngo [backward v] (1) layers\nforever\n switch costume to (コスチューム1 v)\n 動作\nend\n\ndefine 動作\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by (1)\n if <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change x by ((x) * (-1))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [14]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <<touching (ジメン v)?> or <touching (ジメン2 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <touching (スプライト7 v)?> then\n set [鍵ゲット v] to [1]\nend\nif <<touching (スプライト6 v)?> and <(鍵ゲット) = [1]>> then\n はーい、死んだー\n broadcast (ステージ次だよーん v)\n go to x: (-200) y: (-50)\n hide\nend\nif <<touching (邪魔者2 v)?> or <<touching (邪魔者 v)?> or <[-173] > (y position)>>> then\n はーい、死んだー\nend\n\ndefine はーい、死んだー\nset [鍵ゲット v] to [0]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [変数 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [変数 v] to [9999]\nshow\n\nwhen I receive [ステージ次だよーん v]\nshow\nset [鍵ゲット v] to [0]\n\nwhen I receive [タイトル表示 v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nforever\n if <(鍵ゲット) = [1]> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (コスチューム8 v)\n end\nend\n\nhide\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\nwhen I receive [タイトル表示 v]\nshow\n\nwhen I receive [扉。煽れ v]\n\n@スプライト7\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset [ステージ v] to [1]\nset [鍵ゲット v] to [0]\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n repeat (40)\n change size by (0.25)\n end\n repeat (40)\n change size by (-0.25)\n end\nend\n\nwhen I receive [ステージ次だよーん v]\nchange [ステージ v] by (1)\nset [鍵ゲット v] to [0]\n\ndefine ブロック名\nif <(鍵ゲット) = [1]> then\n if <([direction v] of [👤 v]) = [90]> then\n go to x: (([x position v] of [👤 v]) - (20)) y: ([y position v] of [👤 v])\n else\n go to x: (([x position v] of [👤 v]) + (20)) y: ([y position v] of [👤 v])\n end\nelse\n go to x: (鍵のx座標) y: (鍵のy座標)\nend\n\nwhen flag clicked\nforever\n 鍵\n ブロック名\nend\n\ndefine 鍵\nset [鍵のx座標 v] to (item (ステージ) of [鍵の位置x v])\nset [鍵のy座標 v] to (item (ステージ) of [鍵の位置y v])\n\nwhen flag clicked\ndelete all of [鍵の位置x v]\nadd [200] to [鍵の位置x v]\n\nwhen flag clicked\ndelete all of [鍵の位置y v]\nadd [-20] to [鍵の位置y v]\n\nwhen I receive [お疲れ様ズラ v]\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [タイトル表示 v]\nhide\n\nstop [this script v]\n\n@邪魔者\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (-30)\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nforever\n turn left (2) degrees\nend\n\nwhen I receive [お疲れ様ズラ v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@ジメン2\n\nwhen I receive [ステージ次だよーん v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\nforever\n if <<[180] < ([x position v] of [👤 v])> and <[-50] < ([y position v] of [👤 v])>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [タイトル表示 v]\nhide\n\n@邪魔者2\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n if <<<([x position v] of [👤 v]) < [-120]> and <[0] < ([y position v] of [👤 v])>> and <(鍵ゲット) = [1]>> then\n show\n say [こんにちは^^] for (0.05) seconds\n else\n hide\n end\nend\n\n@さむね\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (0) y: (-30)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n turn left (2) degrees\nend\n\nwhen I receive [ステージ次だよーん v]\nswitch costume to (コスチューム2 v)\n\n@スコア\n\nwhen flag clicked\nwait (0) seconds\nset ["" v] to [1]\nset [鍵ゲット v] to [0]\nhide variable [タイム/time v]\nhide variable [☁ わぁるどぉれこぉど v]\nforever\n wait (1) seconds\n if <[2] = ("")> then\n broadcast (お疲れ様ズラ v)\n stop [this script v]\n end\n change [タイム/time v] by (1)\nend\n\nwhen I receive [お疲れ様ズラ v]\nshow variable [☁ わぁるどぉれこぉど v]\nshow variable [タイム/time v]\nif <(タイム/Time) = [0]> then\n set [☁ わぁるどぉれこぉど v] to (☁ わぁるどぉれこぉど)\nelse\n if <(タイム/Time) < (☁ わぁるどぉれこぉど)> then\n wait (0) seconds\n set [☁ わぁるどぉれこぉど v] to (タイム/Time)\n end\nend\n\nwhen I receive [タイトル表示 v]\nhide variable [タイム/time v]\nhide variable [☁ わぁるどぉれこぉど v]\n\nswitch backdrop to (背景1 v)\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [お疲れ様ズラ v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\n\n@空の雲\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (20) to (50))\n wait (0.2) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (140) to (180))\nend\n\n@No turbo mode\n\nwhen flag clicked\nhide\nswitch costume to (no turbo mode v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n turn right (0.0001) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <[90.1] < (direction)> then\n show\n switch costume to (ターボモードになりました v)\n go to x: (0) y: (0)\n stop [all v]\n else\n hide\n switch costume to (no turbo mode v)\n end\nend\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [お疲れ様ズラ v]\nswitch costume to (ダウンロード \(71\) v)\n\n
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English is below\n- 日本語 -\n⚑矢印キーやタップで操作しよう!\n⚑鍵をGETして扉を開こう!\n⚑世界記録を目指して頑張ろう!\n⚑拡散もしよう((((\n⚑あとフォローもしよう(((\n- - - - - - - -\n- English -\n⚑Let's operate with arrow keys or tap!\n⚑ Try to clear by avoiding many obstacles!\n⚑ Let's do our best to aim for the world record!\n\n- credit -\nBGM / YouTube\nclouds / @RRR-scratch\nMobile Mark / @takogori\nbackground / @Flash-warrior\nTurbo mode judgment / @Pikurin
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【自信作‼】脱獄プラットフォーマー / jailbreak platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (牢獄 v)\n\nwhen I receive [ステージ系 次 v]\nif <(ステージ) = [10]> then\n switch backdrop to (外 v)\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [BGM v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\nswitch costume to (普通 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nset [動いていい? v] to [OK]\nset [ステージ v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(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 (-1)\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: (0)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (NEXT v) and wait\n end\n if <<touching (トゲ v)?> or <<touching (レーザー v)?> or <<touching (警察官 v)?> or <<touching (レーザー2 v)?> or <(y position) < [-174]>>>>> then\n 死んだZE☆\n end\n if <touching (バネ v)?> then\n start sound [Jump v]\n set [y v] to [18]\n end\n end\nend\n\nwhen I receive [次 v]\ngo to x: (-200) y: (0)\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☆\nstart sound [やられた v]\nset rotation style [all around v]\nset [ghost v] effect to (0)\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 right (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 right (8) degrees\n change y by (死んだY)\n change [死んだy v] by (-1)\nend\nbroadcast (やられた v)\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [動いていい? v] to [OK]\n\nwhen flag clicked\nhide variable [time v]\n\nwhen flag clicked\nforever\n if <(動いていい?) = [OK]> then\n if <<<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<mouse down?> and <[0] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (左右 v)\n else\n switch costume to (普通 v)\n end\n end\nend\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 [タイム v] to [0]\nshow variable [☁ 世界記録 v]\nshow variable [タイム v]\n\nwhen flag clicked\nforever\n repeat until <(ステージ) = [11]>\n wait (0.1) seconds\n change [タイム v] by (0.1)\n end\nend\n\nwhen I receive [ステージ系 次 v]\nif <(ステージ) = [10]> then\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\nend\n\n@トゲ\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\nshow\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nforever\n repeat until <(ステージ) = [15]>\n wait (1) seconds\n change [time v] by (1)\n end\n if <(ステージ) = [15]> then\n show variable [time v]\n end\nend\n\n@警察官\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 (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))\nend\nset [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))\nchange x by (xv)\nset [enemy: enemy - slope v] to [0]\nrepeat 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)\nend\nif <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\nend\npoint towards (プレイヤー v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nwait (2.5) seconds\nif <(ステージ) = [3]> then\n Clone at [185] [-60]\nelse\n if <(ステージ) = [4]> then\n Clone at [185] [-60]\n else\n if <(ステージ) = [5]> then\n Clone at [-220] [170]\n Clone at [-200] [170]\n Clone at [-180] [170]\n else\n if <(ステージ) = [8]> then\n Clone at [185] [-60]\n else\n if <(ステージ) = [9]> then\n Clone at [75] [-60]\n Clone at [10] [-60]\n else\n if <(ステージ) = [10]> then\n Clone at [50] [-60]\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 if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [5] Speed [0.35] Friction [.89] Slope [2]\n end\nend\n\nwhen I receive [やられた v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n wait () seconds\nend\nif <(ステージ) = [3]> then\n Clone at [185] [-60]\nelse\n if <(ステージ) = [4]> then\n Clone at [185] [-60]\n else\n if <(ステージ) = [5]> then\n Clone at [-220] [170]\n Clone at [-200] [170]\n Clone at [-180] [170]\n else\n if <(ステージ) = [8]> then\n Clone at [185] [-60]\n else\n if <(ステージ) = [9]> then\n Clone at [75] [-60]\n Clone at [10] [-60]\n else\n if <(ステージ) = [10]> then\n Clone at [50] [-60]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (トゲ v)?> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\n if <<touching (剣 v)?> and <(剣振っている) = [OK]>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@レーザー\n\nwhen flag clicked\ngo to x: (190) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [レーザー off v]\nhide\n\n@スイッチ\n\nwhen flag clicked\ngo to x: (-197) y: (120)\nswitch costume to (no v)\ngo to [back v] layer\nshow\nset [スイッチ v] to [NO]\nforever\n if <(スイッチ) = [NO]> then\n if <touching (プレイヤー v)?> then\n switch costume to (on v)\n start sound [決定ボタンを押す7 v]\n set [スイッチ v] to [ON]\n broadcast (レーザー OFF v)\n end\n end\nend\n\nwhen I receive [next v]\nhide\n\n@NEXT\n\nwhen flag clicked\nset [next v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nstart sound [フォッ v]\nswitch costume to (1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n wait (0.15) seconds\nend\nwait until <(NEXT) = [2]>\nwait (0.8) seconds\nbroadcast (ステージ系 次 v)\nwait until <(NEXT) = [0]>\nbroadcast (次 v)\n\nwhen I start as a clone\nchange [next v] by (1)\ngo to x: (0) y: (350)\nset [ghost v] effect to (0)\nshow\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (8))\nend\nwait (0.1) seconds\nrepeat (5)\n set [ghost v] effect to (20)\nend\nchange [next v] by (-1)\ndelete this clone\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (3)\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 (_edge_ v)?> or <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 (5)\n create clone of (_myself_ v)\nend\n\n@剣\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-247) y: (187)\nset [剣振っている v] to [NO]\nforever\n if <(剣ゲットしてる??) = [OK]> then\n go to [front v] layer\n go to x: (([x position v] of [プレイヤー v]) + (20)) y: ([y position v] of [プレイヤー v])\n end\nend\n\nwhen I receive [剣ゲット!! v]\nshow\nforever\n if <key (space v) pressed?> then\n set rotation style [all around v]\n start sound [剣 v]\n point in direction (90)\n set [剣振っている v] to [OK]\n repeat (3)\n wait () seconds\n turn right (15) degrees\n end\n repeat (3)\n wait () seconds\n turn left (15) degrees\n end\n point in direction (90)\n set [剣振っている v] to [NO]\n end\nend\n\nwhen I receive [剣を振る\(モバイル\) v]\nset rotation style [all around v]\nstart sound [剣 v]\npoint in direction (90)\nset [剣振っている v] to [OK]\nrepeat (3)\n wait () seconds\n turn right (15) degrees\nend\nrepeat (3)\n wait () seconds\n turn left (15) degrees\nend\npoint in direction (90)\nset [剣振っている v] to [NO]\n\nwhen I receive [next v]\nhide\n\nwhen I receive [次 v]\nshow\n\n@剣2\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージ系 次 v]\ngo to x: (0) y: (30)\nif <(ステージ) = [6]> then\n go to [front v] layer\n go [backward v] (3) layers\n show\nend\n\nwhen flag clicked\nforever\n repeat (3)\n wait (0.025) seconds\n change y by (1)\n end\n wait (0.1) seconds\n repeat (3)\n wait (0.025) seconds\n change y by (-1)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [剣ゲットしてる?? v] to [NO]\nset [ghost v] effect to (0)\nset size to (85) %\nforever\n if <(ステージ) = [7]> then\n if <touching (プレイヤー v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n change size by (3)\n end\n set [剣ゲットしてる?? v] to [OK]\n broadcast (剣ゲット!! v)\n hide\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [剣ゲット!! v]\nshow\n\nwhen this sprite clicked\nbroadcast (剣を振る\(モバイル\) v) and wait\n\n@レーザー2\n\nwhen flag clicked\ngo to x: (213) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [レーザーoff 2 v]\nhide\n\nwhen I receive [ステージ系 次 v]\nif <(ステージ) = [9]> then\n show\nend\n\nwhen I receive [やられた v]\nif <(ステージ) = [10]> then\n show\nend\n\n@スイッチ2\n\nwhen flag clicked\ngo to x: (145) y: (-62)\nswitch costume to (no v)\ngo to [back v] layer\nhide\nset [スイッチ2 v] to [NO]\nforever\n if <(ステージ) = [10]> then\n if <(スイッチ2) = [NO]> then\n if <touching (プレイヤー v)?> then\n switch costume to (on v)\n start sound [決定ボタンを押す7 v]\n set [スイッチ2 v] to [ON]\n broadcast (レーザーOFF 2 v)\n end\n end\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [10]> then\n hide\nend\n\nwhen I receive [ステージ系 次 v]\nif <(ステージ) = [9]> then\n show\nend\n\nwhen I receive [やられた v]\nif <(ステージ) = [10]> then\n set [スイッチ2 v] to [NO]\n switch costume to (no v)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\n@広告\n\nwhen flag clicked\nhide\n\nwhen I receive [広告 v]\n\nwhen I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (マウス v)\ngo to [front v] layer\nset size to (45) %\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change x by (((115) - (x position)) / (4))\n change y by (((140) - (y position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((156) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((229) - (x position)) / (4))\n change y by (((95) - (y position)) / (4))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [音◯ v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [音 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [広告 v]\nwait (1) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\n\nrepeat (10)\n\nwhen I receive [\[intro\] over v]\nbroadcast (広告 v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n go to x: (152) y: (250)\n switch costume to (ぐれー v)\n set size to (40) %\n point in direction (90)\n show\n start sound [ポップ v]\n repeat (30)\n change y by (((145) - (y position)) / (4))\n end\n repeat (3)\n next costume\n wait (0.75) seconds\n end\n repeat (30)\n change y by (((220) - (y position)) / (4))\n end\n hide\n wait (12) seconds\nend\n\n
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有罪。\nみんなのおかげで傾向4Pに載りました!ありがとう!\n━━━━━━━━━━━━━━━━━━━━━━━━\n※旗2回押し推奨\n━━━━━━━━━━━━━━━━━━━━━━━━\n無罪なのに刑務所に入れられちゃった!刑務所から脱獄しよう!!\n\n▼遊び方\n矢印キー、タップで操作。\n剣をゲットしたらスペースキーで剣を振れます(右側にだけ)モバイルの方は左下のボタンで振れます。\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 \n━━━━━━━━━━━━━━━━━━━━━━━━\nI was put in prison even though I was innocent! Jailbreak from prison! !\n▼How to play\nOperate with arrow keys and tap.\nWhen you get a sword, you can swing the sword with the space key (only on the right side) mobile users can swing with the button on the bottom left.\nMobile friendly!\n\n▼Goals\nTrend 1P\n3000 references\n♥ and 100
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【#1】Lava! platformer! #game
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@Stage\n\nwhen flag clicked\nswitch backdrop to (fingerdash v)\nforever\n play sound [Fingerdash v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [960] [0] [4]\nステージ配置 [1400] [0] [5]\nステージ配置 [1700] [120] [6]\nステージ配置 [1900] [0] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [240] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [960] [0] [4]\nステージ配置 [1400] [0] [5]\nステージ配置 [1400] [0] [6]\nswitch costume to (none v)\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@lava!\n\nwhen flag clicked\nhide\n\n
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【日本語は下】\n【English】\n・lava platformer \n・On a PC, use the arrow keys.\n・Mobile device taps in the direction you want to go\n\n\n【日本語】\n・溶岩プラットフォーマ\n・パソコンでは矢印キーで操作\n・モバイル端末では進みたい方向にタップ\n\n
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[自信作]simple friendly platformer シンプルな易しいプラットフォーマー
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (背景1 v)\n\nwhen I receive [start v]\nswitch backdrop to (空 v)\n\nwhen flag clicked\n\nwhen I receive [おしまい v]\nstop all sounds\n\nwhen I receive [start v]\nstop all sounds\nforever\n start sound [Starship v]\n wait (247) seconds\nend\n\n@当たったらタヒぬ\n\nwhen I receive [start v]\nshow\nset [タイム v] to [0]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [おしまい v]\nhide\n\nwhen flag clicked\nhide\n\ncreate clone of (_myself_ v)\nset x to (-190)\n\n@お次!\n\nwhen I receive [次! v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nrepeat (4)\n wait (0.05) seconds\n next costume\n create clone of (_myself_ v)\nend\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\n@地面\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\npoint in direction (90)\nset [タイム v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nset [ステージ v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (ステージ)\nend\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [タイム v] by (1)\n if <(ステージ) = [16]> then\n stop [this script v]\n end\nend\n\nwhen I receive [アウトロ v]\nhide\n\nwhen I receive [おしまい v]\nforever\n hide variable [☁ 世界記録 v]\n hide variable [タイム v]\nend\n\nwhen I receive [おしまい v]\nhide variable [☁ 世界記録 v]\nhide\n\n@ジャンプ\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [start v]\nforever\n if <touching (プレイヤー v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [おしまい v]\nhide\n\n@イントロ\n\nwhen flag clicked\nstart sound [OP曲 v]\nset size to (100) %\npoint in direction (90)\nset [op区切り v] to [0]\nset [クローン v] to [0]\nhide\ngo to x: (-190) y: (130)\nrepeat (2)\n change [op区切り v] by (1)\n create clone of (_myself_ v)\nend\nset [op区切り v] to [0]\nrepeat (4)\n repeat (5)\n wait (0.05) seconds\n create clone of (_myself_ v)\n end\n set [クローン v] to [0]\n change y by (-100)\nend\nwait (1) seconds\nset [op区切り v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [op区切り v] to [4]\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [op区切り v] to [5]\nbroadcast (START v)\n\nwhen I start as a clone\nif <(OP区切り) = [0]> then\n go [backward v] (1) layers\n switch costume to (コスチューム1 v)\n set [☁ 世界記録 v] to [0]\n show\n change x by (クローン)\n change [クローン v] by (100)\n repeat (40)\n change size by (((200) - (size)) / (6))\n end\nend\nif <(OP区切り) = [1]> then\n go [forward v] (1) layers\n switch costume to (コスチューム2 v)\n go to x: (0) y: (-160)\n show\nend\nif <(OP区切り) = [2]> then\n go [forward v] (1) layers\n switch costume to (コスチューム2 v)\n go to x: (0) y: (160)\n show\nend\nif <(OP区切り) = [3]> then\n go [forward v] (15) layers\n switch costume to (コスチューム3 v)\n go to x: (0) y: (0)\n show\n repeat (40)\n change size by (((50) - (size)) / (6))\n end\nend\nif <(OP区切り) = [4]> then\n change [color v] effect by (pick random (1) to (50))\n go to (random position v)\n go [backward v] (7) layers\n switch costume to (コスチューム4 v)\n set size to (100) %\n repeat (10)\n change size by (25)\n end\n delete this clone\nend\nwait until <(OP区切り) = [5]>\ndelete this clone\n\nbroadcast (START v)\nchange y by ((クローン) - (100))\n\nwhen flag clicked\nrepeat (10)\n wait (0.25) seconds\nend\n\n@プレイヤー\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset volume to (100) %\n\ngo to x: (-200) y: (-76)\n\ndefine X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine スピード (スピード) 摩擦 (摩擦) 重力 (重力) ジャンプ高さ (ジャンプ高さ)\nchange [y v] by (重力)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (スピード)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((スピード) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (摩擦))\nchange x by (X)\nrepeat (8)\n change y by <<touching (地面 v)?> or <touching (地面 v)?>>\nend\nif <touching (地面 v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((ジャンプ高さ) - (1))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (地面 v)?> then\n set [y v] to (ジャンプ高さ)\n end\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nX [-200] Y [-10]\nset [ok v] to [0]\nset [ななめ v] to [1]\nforever\n スピード [1] 摩擦 [0.88] 重力 [-1] ジャンプ高さ [13]\n if <<touching (スプライト v)?> or <<touching (当たったらタヒぬ v)?> or <(y position) < [-175]>>> then\n リスポーン\n end\n if <[240] < (x position)> then\n if <(ステージ) = [16]> then\n broadcast (アウトロ v)\n else\n broadcast (次! v)\n change [ステージ v] by (1)\n X [-200] Y [-10]\n end\n end\nend\n\nwhen I receive [次! v]\nrepeat (100)\n X [-200] Y [-10]\nend\n\nwhen I receive [おしまい v]\nhide\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen flag clicked\nforever\n if <<touching (スプライト v)?> or <touching (当たったらタヒぬ v)?>> then\n if <(レーザー) = [1]> then\n end\nend\n\ndefine リスポーン\nset [ok v] to [1]\nset rotation style [all around v]\nset [y v] to [10]\nstart sound [Crunch v]\nrepeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\nend\nset [ok v] to [0]\nX [-200] Y [-10]\n\n@やってくれてテンキュー!\n\nwhen I receive [おしまい v]\nwait (0.01) seconds\nstart sound [らららん♡ v]\npoint in direction (90)\nshow\nforever\n change [動かし v] by (10)\n turn right (([sin v] of (動かし) ) * (5)) degrees\nend\n\nwhen flag clicked\nset [動かし v] to [0]\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nshow\n\n@スプライト\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\nforever\n if <(ステージ) = [16]> then\n go to x: (-30) y: (23)\n show\n end\n if <touching (プレイヤー v)?> then\n broadcast (おしまい v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nbroadcast (おしまい v)\nhide\n\nwhen I receive [おしまい v]\nhide\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [表示 v]\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nbroadcast (表示 v)\n\n
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\n↓第2弾です!↓\nhttps://scratch.mit.edu/projects/728036394/\n日本人の方、한국、は下の方↓\n(English)\nHello!\nIt's driveGOX!\nSorry for not being able to post much lately...\nThis time I made a full-fledged platformer!\n(Instructions are below.)\nIf you do ♡ & ☆, I will cry with joy\n【Method of operation】\nPC/keyboard users: Arrow keys\nMobile/iPad users: Tap\n\nhave fun! (16 stages)\n(translated)\n\n(日本人の方)\nこんちゃ!\ndriveGOXです!\n最近、あんま投稿できなくてすみません...\n今回は本格的なプラットフォーマーを作りました!\n(操作説明は下のほうにあります。)\n♡&☆をしてくれたら泣いて喜びます(ww)\n【操作方法】\nPC・キーボードの方:矢印キー\nモバイル・iPadの方:タップ\n\n楽しんでね!(16ステージ)\n\n\n(한국)\n안녕하세요! !\ndriveGOX입니다!\n최근 너무 게시할 수 없어서 죄송합니다...\n이번에는 본격적인 플랫폼을 만들었습니다!\n(조작 설명은 아래쪽에 있습니다.)\n♡&☆를 해 주면 울고 기뻐합니다\n【조작 방법】\nPC · 키보드 : 화살표 키\n모바일 iPad : 탭\n\n즐기세요! (16 스테이지)\n(번역입니다)
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Bamboo Pakour! || Multiplayer Platformer || Server1
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@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n@Checkpoints\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)\nchange [check points number# v] by (1)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (off v)\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen flag clicked\nset [check points number# v] to [0]\nset [@x v] to [1]\nset [@y v] to [-13]\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nswitch costume to (blankkk v)\n\nwhen flag clicked\nset [@x v] to [1]\nset [@y v] to [-13]\nwait (.009) seconds\nClone at x: [2780] y: [70]\nswitch costume to (blankkk v)\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nforever\n show\n switch costume to (full v)\n go to [front v] layer\nend\n\nwhen I receive [full v]\nplay sound [Disconnect v] until done\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@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@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 broadcast (Full v)\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Player \n\nwhen flag clicked\nforever\n if <(username) = [sweaterporcus99]> then\nend\n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nif <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\n\nforever\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nhide\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [5554] y: [288]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [3000] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nset [exit v] to [win]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED_MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected_max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nset [collected v] to [0]\nset [collected_max 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: [149] y: [42]\n Clone at x: [345] y: [20]\n Clone at x: [985] y: [100]\n Clone at x: [1300] y: [100]\n Clone at x: [1910] y: [10]\n Clone at x: [4861] y: [-30]\n Clone at x: [4925] y: [-30]\nelse\nend\nset [collectables: x v] to [-9999999999]\n\ndelete this clone\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [560] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@TN\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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Bamboo Pakour! || Multiplayer Platformer || Server1\nNEW GAME OUT!!! :D\n\nInstructions:\n\n-Click the green flag to start.\n-Use arrow keys, W,A,S,D or tap move. \n-Collect coins.\n-Finish the game.\n-Dodge Spikes.\n-Don't fall down to the void! :D\n-Don't forget to love, fav and follow me @sweaterporcus99 !!!
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Escape the Caverns - Blocky Platformer 2
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@Stage\n\nwhen flag clicked\nbroadcast (! initalise v)\nwait (0) seconds\nswitch backdrop to (cave v)\nwait until <(Level) = [10]>\nswitch backdrop to (surface v)\n\nwhen I receive [! initalise v]\nforever\n play sound [411096__zeraora__cave-ambient-02 v] until done\nend\n\n@1\n\nwhen I receive [! initalise v]\nhide\nset [clone? v] to [0]\nset [level v] to [1]\nset size to (432) %\nswitch costume to (a v)\ncreate levels\nrender\n\nwhen this sprite clicked\nif <(Level creator) = [1]> then\n if <key (a v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n end\n if <key (space v) pressed?> then\n switch costume to (a v)\n else\n next costume\n if <(costume [number v]) = [1]> then\n next costume\n end\n end\nend\n\ndefine render\nerase all\nswitch costume to (a v)\ngo to x: (-221) y: (-153)\nset [count1 v] to [0]\nrepeat (10)\n repeat (14)\n change [count1 v] by (1)\n switch costume to (letter (count1) of (item (Level) of [levels v]))\n if <(costume [number v]) = [16]> then\n stamp\n else\n create clone of (_myself_ v)\n end\n change x by (34)\n end\n set x to (-221)\n change y by (34)\nend\n\nwhen I receive [create level v]\nif <(clone?) = [1]> then\n if <(count1) = (count2)> then\n replace item (1) of [levels v] with (join (item (1) of [levels v]) (letter (costume [number v]) of [abcdefghijklmnopqrstuvwxyz]))\n end\nend\n\ndelete (all) of [levels v]\nadd [] to [levels v]\nset [count2 v] to [1]\nrepeat (140)\n broadcast (create level v)\n change [count2 v] by (1)\nend\nbroadcast (create level v)\n\ndefine create levels\ndelete (all) of [levels v]\nif <(Level creator) = [1]> then\n add [n] to [levels v]\nelse\n add [bcbbbfbbbbbbbbbccbfbbbbaagbbbbbcffbdaaaafbbbcbbbbaaaaabbabbbbbbaaaddbbaaaabddaadbbbbdaaaaadaadbbbbbdaaaaaafbbbcfbbdaaaadbbcccbfbbeebbbbfcdcc] to [levels v]\n add [dddbfiibbbbbcbcddiiiiibbcbcbcdhdhfhdbdccbcddadabaadagbccaaaaaaaaaaaacbaaaaaaaaaaaaddaaaaaaaaaabbcbbddaaaaadbbbbbbbbededbbbfbbbbfbbbbbbbbbbbf] to [levels v]\n add [iidfiidccdcdddiiiiiiiiiddgddhhhhhhhhhhdadhccaaaaaaaaaaaaaaacaaaaaaaaaaaaaaadaaaaaaaaaaaaajaaeaaaacdaaaaaaaaaaaddccdaaaaaaaaecdbcbcbbcdbcdccf] to [levels v]\n add [cfbccbdlccjbbcdcidaaaaaaadbdddcbajacaaaabdladfaaccebcabcaakbaacbllaabdaaafbadbaaaabdmaabcadcaajebddabdaacdaaagcidaaaaadbeaaabhhdaaadbfbbbbbb] to [levels v]\n add [bfbhdhhchhdfbcdbcaaaaaaajacdddaaaaaaaaaaacdbaaaaaaaaaaaaaaaanaaaaadfaanncbcbccbjcbaancdchbhhcmcaaadgaaaaaaadaaaebaaaaaaaaaaaddcbdbcbcbfcffc] to [levels v]\n add [ccbhhbhhbnlibcdcbaaaaaaaaibdcaaaaaaaacaibcaacaaacacbaiiaaacmcdcebcaiiccdccbccaaaaibcccbgcaaacaaiidcdcaaabddaahhcccbcccdddcaakcfbcbcbbdbbebc] to [levels v]\n add [dddbbnbnnnbnnndccdnbbnbnnagabdbnbnnaaaaaaaaaadnaaaaaaaaaaaaaaaannnnnnbaaacnnnnnbnnnnebnnnnnnnnnbnnbcbnbbnnnnnnnndbbnnnnnnnnnnnddnbnnnbnnnnnn] to [levels v]\n add [bnnnnnqnnnnqqnobpppnnqnnqnnbaaaaabnpppnqqaaaaaaabaaabnnaaaaaaaaaaaagnaqnaaaaaaaaaanbnqeaaaaaaannnnbnqbaaaenbnnnbnbqnnbnonnqnnbbnnnnnnnnnnnn] to [levels v]\n add [nnnnnnqnnnilinnqgaaaaajiiainqnnnnnaaannaipppndhhqaaaaahaaqnnaaaqnqqanqaabnaaaacnnannaaonaaqaoqaannnaanaanaaaaanqnaaaabnaaaaecnnnnqqnnqnqdpp] to [levels v]\n add [bnnnnqnbqnbnqqnbpppnpppqnnnnaaaaaaaaaancnnaaabnaaaaaaqnnadcbqbneqnanbqccccdcrrraacqrrrrrrraaaarrraaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa] to [levels v]\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\nswitch costume to (letter (count1) of (item (Level) of [levels v]))\nwait (0) seconds\n\nwhen I receive [level next v]\nwait (0) seconds\nswitch costume to (letter (count1) of (item (Level) of [levels v]))\nif <(clone?) = [1]> then\n show\nend\nif <(costume [number v]) = [7]> then\n replace item (1) of [end v] with (x position)\n replace item (2) of [end v] with (y position)\nend\nif <(costume [number v]) = [16]> then\n stamp\n hide\nend\n\nset [level v] to [8]\nbroadcast (level next v)\n\n@player\n\nwhen I receive [reset v]\ngo to x: (-225) y: (-22)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [level next v]\nerase all\nchange [level v] by (1)\nbroadcast (reset v)\n\nwhen I receive [! initalise v]\nif <(Level creator) = [0]> then\n go to x: (-225) y: (-22)\n show\n set [fails v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n forever\n if <<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 <<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 set [xv v] to ((Xv) * (0.9))\n if <touching color (#006622)?> then\n set [xv v] to ((Xv) * (0.8))\n end\n change x by (Xv)\n set size to (260) %\n if <<(y position) < [-165]> or <<touching color (#ff5305)?> or <touching color (#ffc10a)?>>> then\n start sound [burn v]\n broadcast (lava v)\n broadcast (reset v)\n end\n set size to (220) %\n if <touching (1 v)?> then\n change y by (1)\n if <touching (1 v)?> then\n change y by (1)\n if <touching (1 v)?> then\n change y by (1)\n if <touching (1 v)?> then\n change y by (1)\n if <touching (1 v)?> then\n change y by (1)\n if <touching (1 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 start sound (pick random (1) to (5))\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (1 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching color (#006622)?> then\n set [yv v] to [18]\n else\n if <touching color (#71b8ff)?> then\n change [yv v] by (10)\n start sound [splash v]\n else\n set [yv v] to [13]\n start sound (pick random (1) to (5))\n end\n end\n end\n end\n change y by (1)\n end\nelse\n hide\nend\n\nchange [yv v] by (8)\n\nwhen I receive [! initalise v]\nset volume to (20) %\nforever\n if <touching color (#59acff)?> then\n broadcast (splash v) and wait\n end\nend\n\nwhen [r v] key pressed\nbroadcast (pop v)\nbroadcast (reset v)\nwait until <not <key (r v) pressed?>>\nwait (1) seconds\n\nstart sound (pick random (1) to (5))\n\nstart sound (pick random (1) to (5))\n\n@end locator\n\nwhen I receive [! initalise v]\nwait (0) seconds\nset size to (490) %\nset [ghost v] effect to (100)\nshow\ngo to x: (152) y: (-127)\nforever\n if <touching (player v)?> then\n broadcast (level next v)\n start sound [effect v]\n end\nend\n\nwhen I receive [level next v]\nwait (0.1) seconds\ngo to x: (item (1) of [end v]) y: (item (2) of [end v])\nif <(Level) = [10]> then\n hide\nend\n\nset size to (490) %\n\n@particle\n\nwhen I receive [lava v]\nset [type v] to [lava]\ngo to (player v)\nhide\nswitch costume to (effect1 v)\nset rotation style [don't rotate v]\nset [i v] to [8]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\npoint in direction (pick random (-70) to (70))\nrepeat (8)\n change [i v] by (-1)\n move (i) steps\n if <(type) = [water]> then\n change y by ((1) - (i))\n end\nend\ndelete this clone\n\nwhen I receive [splash v]\nset [type v] to [water]\ngo to (player v)\nhide\nswitch costume to (effect2 v)\nset rotation style [don't rotate v]\nset [i v] to [8]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [pop v]\nset [type v] to [pop]\ngo to (player v)\nhide\nswitch costume to (effect3 v)\nset rotation style [don't rotate v]\nset [i v] to [8]\nrepeat (5)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n@thumbnail\n\nwhen I receive [! initalise v]\ngo to x: (0) y: (0)\nhide\n\nbroadcast (level next v)\n\nhide variable [level v]\nshow\ngo to [front v] layer\n\nset [level v] to [8]\n\nshow\ngo to [front v] layer\n\n@help\n\nwhen I receive [! initalise v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (1) seconds\nwait until <(Level) = [2]>\nnext costume\nwait (5) seconds\nhide\nwait until <<(Level) = [10]> and <[50] < ([y position v] of [player v])>>\nswitch costume to (costume3 v)\nshow\n\n@border\n\n@darkness\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (dark v)\nset [ghost v] effect to (50)\nforever\n go to (player v)\nend\n\n
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『初投稿』LONG!platformer!!
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@Stage\n\n@キャラ\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [動き制限 v] to [なし]\nset [ステージ v] to [1]\nshow\ngo to x: (-200) y: (0)\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\ngo to [back v] layer\nset volume to (100) %\nshow\nforever\n if <(動き制限) = [なし]> then\n if <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n 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 <<(y position) < (mouse y)> and <mouse down?>>> then\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <touching color (#ff8900)?> then\n set [y v] to [19]\n end\n if <<[230] < (x position)> and <not <[21] < (ステージ)>>> then\n broadcast (次へ v)\n switch costume to (コスチューム1 v)\n go to x: (-200) y: (0)\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n set [動き制限 v] to [あり]\n show\n clear graphic effects\n end\n if <<[-166] > (y position)> or <touching (障害物 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@ネクスト\n\nwhen I receive [次へ v]\nset size to (1) %\nshow\nrepeat (34)\n change size by (((100) - (size)) / (7))\nend\nwait (0.3) seconds\nrepeat (34)\n change size by (((1) - (size)) / (7))\n change [ghost v] effect by (2.9)\nend\nhide\nclear graphic effects\nset [動き制限 v] to [なし]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@アイテム\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n clear graphic effects\n switch costume to (ステージ)\n if <touching (キャラ v)?> then\n if <<(costume [number v]) = [9]> or <(costume [number v]) = [16]>> then\n change [ステージ v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n end\n end\nend\n\n@テロップ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@サムネ\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\n
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【Operation explanation / 操作説明】\n\n▶PC…Operate with arrow keys\n 矢印キーで操作\n\n▶MOBILE…Operate by tapping the left, right, or\n top of the screen\n 画面の左右や上をタップで操作\n\nパソコンでプレイしてる人以外はしゃがむのが\n難しいです。すいません。\nCrouching is difficult unless you are playing on a computer.Excuse me.\n\n#all #games #platformer #LONG
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100 Stage Platformer!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (8 v)\n\n@キャラ\n\nwhen flag clicked\nhide\nhide variable [x座標オオオオオオオ v]\nhide variable [y座標 v]\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 (-10.0000000000000000000000000000000000000000000009)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (コスチューム3 v)\nset rotation style [left-right v]\nwait (0) seconds\nshow\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x座標オオオオオオオ v] to [0]\nset [y座標 v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x座標オオオオオオオ v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x座標オオオオオオオ v] by (-1)\n end\n set [x座標オオオオオオオ v] to ((x座標オオオオオオオ) * (0.9))\n change x by (x座標オオオオオオオ)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change x by ((x座標オオオオオオオ) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x座標オオオオオオオ) < [0]> then\n set [x座標オオオオオオオ v] to [10]\n else\n set [x座標オオオオオオオ v] to [-10]\n end\n set [y座標 v] to [15]\n else\n set [x座標オオオオオオオ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n set [y座標 v] to [15]\n start sound [dom \(1\) v]\n end\n end\n change y by (1)\n change [y座標 v] by (-1)\n change y by (y座標)\n if <<touching (スプライト1 v)?> or <touching color (#03fa3a)?>> then\n change y by ((y座標) * (-1))\n set [y座標 v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-180) y: (-60)\n broadcast (Next v)\n wait (1.4) seconds\n change [2 1 v] by (1)\n end\n if <<<touching (スプライト2 v)?> or <(y position) < [-169]>> or <key (space v) pressed?>> then\n go to [front v] layer\n start sound [dom \(1\)2 v]\n set [ぐるぐる v] to (pick random (15) to (19))\n set rotation style [all around v]\n point in direction (90)\n repeat until <[-180] > (y position)>\n show\n turn right (ぐるぐる) degrees\n change y by (ぐるぐる)\n change [ぐるぐる v] by (-1)\n end\n hide\n go to x: (-180) y: (-60)\n point in direction (90)\n set rotation style [left-right v]\n show\n set [x座標オオオオオオオ v] to [0]\n set [y座標 v] to [0]\n set [変数 v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n\nchange y by (-8)\n\nwhen flag clicked\nclear graphic effects\nforever\n if <touching (スプライト太陽 v)?> then\n set [brightness v] effect to (-75)\n else\n if <(変数) = [1]> then\n set [brightness v] effect to (-25)\n else\n set [brightness v] effect to (25)\n end\n end\nend\n\n\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n play sound [Tropical Birds v] until done\n go to [front v] layer\nend\n\ngo to x: (-180) y: (-50)\n\ngo to x: (-240) y: (-50)\n\nwhen flag clicked\nhide\nforever\n if <(変数) = [9]> then\n go to x: (0) y: (-50)\n \n end\nend\n\ngo to [front v] layer\nset [ぐるぐる v] to (pick random (15) to (19))\nset rotation style [all around v]\npoint in direction (90)\nrepeat until <[-180] > (y position)>\n show\n turn right (ぐるぐる) degrees\n change y by (ぐるぐる)\n change [ぐるぐる v] by (-1)\nend\nhide\ngo to x: (-180) y: (-60)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nset [x座標オオオオオオオ v] to [0]\nset [y座標 v] to [0]\n\nwhen I receive [李セッツ v]\n\nset [変数 v] to [0]\n\nchange y by (-1)\n\nwait (1) seconds\n\nwait (1) seconds\n\nwhen flag clicked\n\nstart sound [やられた v]\n\nwhen I receive [スタート v]\nrepeat (10)\n stop all sounds\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <key (down arrow 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\nend\n\nwhen I start as a clone\nif <key (down arrow v) pressed?> then\n switch costume to (コスチューム5 v)\nelse\n switch costume to (コスチューム2 v)\nend\n\nwhen I receive [スタート v]\nhide\nrepeat (10)\n wait (0) seconds\n hide\n go to [back v] layer\n go to x: (-180) y: (-51)\nend\nshow\nforever\n play sound [_Masked Heroes v] until done\n play sound [Jensation - Delicious 2 v] until done\nend\n\nwait (0) seconds\n\nif <touching color (#0026ff)?> then\n set [y座標 v] to [22]\nend\nplay sound [dom \(1\) v] until done\n\nwhen I receive [next v]\nhide\nwait (1.4) seconds\ngo to x: (-240) y: (-50)\nshow\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [go-ru v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [21]> then\n switch backdrop to (2 v)\n end\n if <(costume [number v]) = [41]> then\n switch backdrop to (背景1 v)\n end\n if <(costume [number v]) = [61]> then\n switch backdrop to (背景2 v)\n end\n if <(costume [number v]) = [81]> then\n switch backdrop to (rock-3 v)\n end\n if <(costume [number v]) = [93]> then\n switch backdrop to (rock-2 v)\n end\n if <(costume [number v]) = [99]> then\n switch backdrop to (15 v)\n end\n if <(costume [number v]) = [101]> then\n set [go-ru v] to [1]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [61]> then\n set [pika v] to [1]\n wait until <(costume [number v]) = [81]>\n set [pika v] to [0]\n end\nend\n\nset [☁ world record v] to [99999]\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nwait (1) seconds\nbroadcast (スタート v)\nwait (0.5) seconds\nhide\n\nwait (0) seconds\n\n@スプライト4\n\nwhen flag clicked\nset [☁ ワルドタイム v] to [0]\nset [go-ru v] to [0]\nset [1 v] to [0]\nset [10 v] to [0]\nset [100 v] to [0]\nset [1000 v] to [0]\ngo to x: (217) y: (156)\nhide\nset [1234567890 v] to [0]\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(1234567890) = [1]> then\n repeat until <(go-ru) = [1]>\n if <(1) = [10]> then\n set [1 v] to [0]\n change [10 v] by (1)\n end\n wait (1) seconds\n change [タイム v] by (1)\n change [1 v] by (1)\n switch costume to (1)\n end\n if <(go-ru) = [1]> then\n set size to (200) %\n go to x: (40) y: (0)\n end\nend\n\nwhen I start as a clone\nif <(1234567890) = [2]> then\n change x by (-20)\n forever\n if <(10) = [10]> then\n set [10 v] to [0]\n change [100 v] by (1)\n end\n switch costume to (10)\n if <(go-ru) = [1]> then\n set size to (200) %\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I start as a clone\nif <(1234567890) = [4]> then\n change x by (-60)\n forever\n if <(1000) = [10]> then\n forever\n set [1 v] to [9]\n set [10 v] to [9]\n set [100 v] to [9]\n set [1000 v] to [9]\n if <(go-ru) = [1]> then\n go to x: (-40) y: (0)\n end\n end\n end\n switch costume to (1000)\n if <(go-ru) = [1]> then\n set size to (200) %\n go to x: (-80) y: (0)\n end\n end\nend\n\nwhen I start as a clone\nif <(1234567890) = [3]> then\n change x by (-40)\n forever\n if <(100) = [10]> then\n set [100 v] to [0]\n change [1000 v] by (1)\n end\n switch costume to (100)\n if <(go-ru) = [1]> then\n set size to (200) %\n go to x: (-40) y: (0)\n end\n end\nend\n\nwhen I start as a clone\n\nwhen I receive [スタート v]\nwait (0.2) seconds\nrepeat (4)\n change [1234567890 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nset [タイム v] to (join (join (join (1) (10)) (100)) (1000))\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (-80) y: (150)\nset size to (150) %\nset [2 100 v] to [0]\nset [2 1 v] to [1]\nset [2 10 v] to [0]\nhide\nset [1234567890 v] to [0]\n\nset [100 v] to [0]\nset [100 v] to [0]\n\nwhen I start as a clone\nshow\nif <(1234567890) = [1]> then\n forever\n if <(2 1) = [10]> then\n set [2 1 v] to [0]\n change [2 10 v] by (1)\n end\n switch costume to (2 1)\n end\nend\n\nwhen I start as a clone\nif <(1234567890) = [2]> then\n change x by (-30)\n forever\n if <(2 10) = [10]> then\n set [2 10 v] to [0]\n change [2 100 v] by (1)\n end\n switch costume to (2 10)\n end\nend\n\nwhen I start as a clone\nif <(1234567890) = [3]> then\n change x by (-60)\n forever\n switch costume to (2 100)\n end\nend\n\nif <(100) = [10]> then\n set [100 v] to [0]\n change [1000 v] by (1)\nend\n\nwhen I start as a clone\n\nwhen I receive [スタート v]\nwait (0.2) seconds\nrepeat (3)\n change [1234567890 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(go-ru) = [1]> then\n delete this clone\n end\nend\n\nset [タイム v] to (join (join (join (1) (10)) (100)) (1000))\n\nset [タイム v] to (join (join (join (1) (10)) (100)) (1000))\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\n\ndelete this clone\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [☁ world record v]\nswitch costume to (コスチューム1 v)\nforever\n if <(go-ru) = [1]> then\n show variable [☁ world record v]\n switch costume to (コスチューム2 v)\n end\nend\n\nset [☁ world record v] to [9999]\n\nset [タイム v] to (join (join (join (1) (10)) (100)) (1000))\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n wait until <(go-ru) = [1]>\n if <(タイム) < (☁ world record)> then\n set [☁ world record v] to (タイム)\n end\n \nend\n\nrepeat until \n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@スプライト8\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\nrepeat (5)\n next costume\n wait (0) seconds\nend\nwait (1) seconds\nswitch costume to (コスチューム6 v)\nwait (0) seconds\nswitch costume to (コスチューム5 v)\nwait (0) seconds\nswitch costume to (コスチューム3 v)\nwait (0) seconds\nswitch costume to (コスチューム2 v)\nhide\n\n@スプライト9\n\nwhen flag clicked\nforever\n go to (キャラ v)\nend\n\nwhen flag clicked\nset [pika v] to [0]\nforever\n if <(pika) = [1]> then\n show\n end\n if <(pika) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n
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ハードモード版も出たお\nhttps://scratch.mit.edu/projects/733735116\n日本語訳は下へ(見ないと損します)\n-------------------------------------------------------------------------\n・Press the flag twice.\n・Operated by arrow keys\n・Mobile unsupported\n・Space key to reset\n・Press stars and hearts to follow the author\n・Get into a lot of studios.\n-------------------------------------------------------------------------\n・旗は二回押してね\n・矢印キーで操作\n・モバイル非対応\n・スペースキーでリセット\n・星とハートを押して作者をフォローする\n・たくさんのスタジオに入れる
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?platformer?
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [Radiant v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> and <<(ステージ) = [2]> or <<(ステージ) = [5]> or <(ステージ) = [10]>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> and <<(ステージ) = [2]> or <<(ステージ) = [5]> or <(ステージ) = [10]>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> and <<(ステージ) = [2]> or <<(ステージ) = [5]> or <(ステージ) = [10]>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> and <<(ステージ) = [2]> or <<(ステージ) = [5]> or <(ステージ) = [10]>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> and <<(ステージ) = [2]> or <<(ステージ) = [5]> or <(ステージ) = [10]>>>>> then\n change y by (1)\n if <(ステージ) = [5]> then\n if <touching (地面2 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n end\n end\n if <touching (地面 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n end\n if <(ステージ) = [2]> then\n if <touching (地面2 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n broadcast (q v)\n end\n end\n if <(ステージ) = [10]> then\n if <touching (地面2 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> and <<(ステージ) = [2]> or >>> 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n if <not <<[10] = (ステージ)> or <<[11] = (ステージ)> or <[12] = (ステージ)>>>> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (2.8) seconds\n end\n end\n if <<[10] = (ステージ)> or <<[11] = (ステージ)> or <[12] = (ステージ)>>> then\n if <(x position) < [-242]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (200) y: (0)\n broadcast (ネクスト v)\n wait (2.8) seconds\n end\n end\n if <<(y position) < [-180]> and <not <<(ステージ) = [9]> or <<(ステージ) = [11]> or <(ステージ) = [12]>>>>> then\n 初期設定プログラム\n broadcast (おわた v)\n end\n if <touching (トゲ v)?> then\n 初期設定プログラム\n end\n if <<(y position) < [-180]> and <(ステージ) = [9]>> then\n 初期設定プログラム\n broadcast (隠し発見!! v)\n broadcast (ネクスト v)\n wait (1) seconds\n end\n if <<(y position) < [-180]> and <<(ステージ) = [11]> or <(ステージ) = [12]>>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (200) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset [ステージ v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\n@地面2\n\nwhen flag clicked\nhide\nrepeat (10)\n go to x: (0) y: (0)\nend\n\nwhen I receive [q v]\nrepeat until <(y position) < [-160]>\n change y by (-5)\nend\n\nwhen I receive [ネクスト v]\ngo to x: (0) y: (0)\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [5]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム2 v)\n show\n if <([y position v] of [プレイヤー v]) < [-140]> then\n repeat (60)\n wait () seconds\n change y by (4.5)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [6]> then\n hide\n end\nend\n\nwhen I receive [おわた v]\ngo to x: (0) y: (0)\n\nwhen I receive [おわた v]\nforever\n if <(ステージ) = [5]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム2 v)\n show\n if <([y position v] of [プレイヤー v]) < [-140]> then\n repeat (60)\n wait () seconds\n change y by (4.5)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [6]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム3 v)\n if <touching (プレイヤー v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [7]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム3 v)\n if <touching (プレイヤー v)?> then\n change [ghost v] effect by (5)\n else\n change [ghost v] effect by (-5)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [7]> then\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n if <touching (プレイヤー v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [8]> then\n hide\n end\nend\n\nwhen I receive [スタート v]\nhide\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [2]> then\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージ) = [3]> then\n hide\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [スタート v]\nhide\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [12]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム6 v)\n show\n if <touching (プレイヤー v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [13]> then\n hide\n end\nend\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(ステージ) = [7]> then\n show\n end\nend\n\nwhen I receive [ネクスト v]\nif <(ステージ) = [7]> then\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [8]> then\n show\n switch costume to (8 v)\n if <[-85] < ([x position v] of [プレイヤー v])> then\n repeat (50)\n change y by (-11)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ネクスト v]\nif <(ステージ) = [8]> then\n go to x: (0) y: (0)\nend\n\n@???\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [プレイ v]\nshow\nswitch costume to (コスチューム2 v)\nclear graphic effects\nset [pixelate v] effect to (100)\nrepeat (34)\n change [pixelate v] effect by (-3)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (スタート v)\n\nwhen I receive [隠し発見!! v]\nshow\nswitch costume to (コスチューム1 v)\nclear graphic effects\nset [pixelate v] effect to (100)\nrepeat (34)\n change [pixelate v] effect by (-3)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@プレイ\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (-80)\nset [角 v] to [0]\nforever\n turn right ([cos v] of (角) ) degrees\n change [角 v] by (5)\nend\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [決定ボタンを押す23 v]\n broadcast (プレイ v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [neonpurple v] until done\nend\n\nwhen I receive [プレイ v]\nwait (0.3) seconds\nset volume to (0) %\n\n@タイトル\n\nwhen flag clicked\nshow\ngo to x: (0) y: (90)\nset [⇧ v] to [0]\nforever\n change y by ([cos v] of (⇧) )\n change [⇧ v] by (5)\nend\n\nwhen I receive [プレイ v]\nhide\n\n@サムネイル\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n stop [all v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nswitch costume to (pick random (1) to (4))\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [プレイ v]\nhide\n\n@Next!\n\nwhen I receive [ネクスト v]\nif <(ステージ) = [9]> then\nelse\n hide\n go to [front v] layer\n start sound [High Whoosh v]\n clone [1]\n wait (0.05) seconds\n clone [2]\n wait (0.05) seconds\n clone [3]\n wait (0.05) seconds\n clone [4]\n wait (0.05) seconds\n clone [5]\nend\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\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [10]> then\n if <[175] < ([x position v] of [プレイヤー v])> then\n show\n else\n hide\n end\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\n
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°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°✧✧˖°✧✧˖\nhello.\nWelcome to my platformer.\nhave fun!\n*Be sure to press the flag twice.\n\nIt's a platformer that's a little different than usual.\n\n▶Description\nOperate with the arrow keys.\nIt can also be operated by tapping.\n\nThere are stages with gimmicks, so please be careful and conquer.\n\n°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°✧✧˖°✧✧˖\n\nこんにちは。\n僕のプラットフォーマーへようこそ。\n楽しんでください!\n\n※旗を二回必ず押してください。\nいつもとは少し違ったプラットフォーマーです。\n\n▶説明\n矢印キーで操作します。\nタップでも操作可能です。\n\n仕掛けがあるステージがあるので気を付けて攻略してください。
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Travel - A Easy Platformer #All #Games #Animations #Art #Music #Stories #Trending
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@Stage\n\n@ground\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (1) y: (-8)\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\nif <[] = [50]> then\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nforever\n\nset y to (-4)\n\nrepeat (4)\n change y by (4)\nend\nwait (.3) seconds\nrepeat (4)\n change y by (-4)\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@player2\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (rightt v)\n change [x v] by (-2)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (left v)\n change [x v] by (2)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [10]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <(Level) = [15]> then\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nchange [color v] by (0)\nwait (.3) seconds\n\nturn right (15) degrees\n\nforever\n\nwhen flag clicked\nforever\n\nif <<(x position) > [212]> and > then\n broadcast (next v)\n change [level v] by (1)\n go to x: (x spawn) y: (y spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (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@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\n\n play sound [Starship v] until done\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 [level 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
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NEW GAME : https://scratch.mit.edu/projects/729501145\n\nLov, Fav and Follow @Racing_Max for New Game!\n\nWelcome to "Travel" A Platformer!\nI hope you will enjoy it!\nOrdinary Platformer Controls :)\n\nTags -\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#All #Games #Animations #Art #Music #Trending\n#Stories #Stories #Stories #Stories #Stories #Stories\n#Stories #Stories #Stories #Stories #Stories #Stories\n\n#Stories #Stories #Stories #Stories #Stories #Stories\n\n#Stories #Stories #Stories #Stories #Stories #Stories\n\n#Stories #Stories #Stories #Stories #Stories #Stories\n\n#Stories #Stories #Stories #Stories #Stories #Stories\n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n#all #all #all #all #all #all #games #games #games \n\n\n
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Sea Platformer / 海 プラットフォーマー
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@Stage\n\n@cube\n\ndefine #キー\nstart sound [Pew v]\nset [y v] to [0]\nset [x v] to [0]\nif <(コスチューム) = [6]> then\n go to x: (-200) y: (85)\nelse\n go to x: (-200) y: (0)\nend\n\ndefine 壁ジャンプ\nchange [y v] by (-1)\nchange y by (y)\nif <touching (スプライト1 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (スプライト1 v)?>> then\n set [y v] to [1]\nend\nchange y by (1)\n\nwhen I receive [解除 v]\nshow\ngo to x: (-200) y: (46)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [next v]\nset [シーン v] to [0]\n\nwhen I receive [解除 v]\nshow\nset [シーン v] to [1]\n\nwhen I receive [戻す v]\ngo to x: (-194) y: (85)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [クリア v]\ngo to x: (-192) y: (-33)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [世界だー v]\nset [シーン v] to [0]\nhide\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [隠す v]\nhide\n\nwhen I receive [y座標変更 v]\ngo to x: (-194) y: (85)\n\nwhen I receive [世界記録 v]\nif <(Time) > (☁ World Record)> then\n show variable [☁ world record v]\nelse\n show variable [☁ world record v]\n set [☁ world record v] to (Time)\nend\n\nwhen I receive [next v]\nwait (2) seconds\nchange [time v] by (-0.1)\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [表示 v]\nforever\n if <touching (スプライト6 v)?> then\n change [y v] by (1)\n set [y v] to ((y) * (0.8))\n end\n if <<touching (スプライト6 v)?> and <<<[0] < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>>> then\n change [y v] by (1)\n end\nend\n\nwhen I receive [表示 v]\nset [time v] to [0]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\n if <(コスチューム) = [12]> then\n repeat (90)\n end\n broadcast (世界記録 v)\n stop [this script v]\n end\nend\n\nwhen I receive [表示 v]\nforever\n show\nend\n\nwhen I receive [表示 v]\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [表示 v]\nforever\n if <touching (ジャンプ台 v)?> then\n change [y v] by (6)\n end\nend\n\nwhen I receive [表示 v]\nforever\n if <<<(y position) < [-180]> or <touching (棘 v)?>> or <touching (スプライト2 v)?>> then\n #キー\n end\nend\n\nwhen I receive [表示 v]\nforever\n if <[239] < (x position)> then\n if <not <(ステージ) = [13]>> then\n broadcast (NEXT v)\n go to x: (-200) y: (-30)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n set [シーン v] to [1]\n end\n end\nend\n\nwhen I receive [表示 v]\ngo to x: (-194) y: (46)\nset [シーン v] to [1]\nshow\nclear graphic effects\nswitch costume to (コスチューム2 v)\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-194) y: (-10)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n wait until <not <touching (軽量化 v)?>>\n point in direction (-90)\n change [x v] by ((-1) - ((coin) * (0.01)))\n create clone of (_myself_ v)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n wait until <not <touching (軽量化 v)?>>\n point in direction (90)\n change [x v] by ((1) + ((coin) * (0.01)))\n create clone of (_myself_ v)\n end\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプの着地 v]\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n set [x v] to ((x) * (0.885))\n 壁ジャンプ\nend\n\nwhen flag clicked\nhide\nset [シーン v] to [0]\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [next v]\nrepeat (90)\n if <(コスチューム) = [6]> then\n go to x: (-194) y: (85)\n else\n go to x: (-200) y: (-57)\n end\nend\n\nwhen I receive [next v]\nhide variable [☁ world record v]\nhide variable [time v]\nwait (3) seconds\nshow variable [☁ world record v]\nshow variable [time v]\n\nwhen flag clicked\nforever\n set [変数3 v] to (Time)\nend\n\nwhen I receive [next v]\nrepeat (90)\n set [time v] to (変数3)\nend\n\n@棘\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [表示 v]\nswitch costume to (コスチューム1 v)\nshow\ngo [forward v] (2) layers\n\nwhen flag clicked\nshow\ngo [forward v] (2) layers\nwait (1) seconds\nhide\nswitch costume to (コスチューム1 v)\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\ngo to x: (0) y: (0)\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nhide variable [☁ world record v]\nhide variable [time v]\nbroadcast (隠す v)\n\nwhen I receive [表示 v]\nshow variable [☁ world record v]\nshow variable [time v]\n\nwhen [timer v] > (0)\nforever\n go to [front v] layer\nend\n\n@スプライト4\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [next v]\nnext costume\nrepeat (90)\n hide\nend\nshow\n\nwhen I receive [表示 v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [表示 v]\nforever\n reset timer\nend\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [表示 v]\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait (1) seconds\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [表示 v]\ngo [backward v] (3) layers\nshow\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [画像変更 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [画面変更終わり v]\nswitch costume to (コスチューム1 v)\n\n@スプライト7\n\nwhen [timer v] > (0)\nhide\n\nwhen I start as a clone\ngo [backward v] (1) layers\nswitch costume to (pick random (1) to (5))\ngo to (cube v)\nchange x by (pick random (-10) to (10))\nchange y by (15)\nshow\nforever\n if <(y position) > [180]> then\n delete this clone\n else\n change y by (4)\n end\nend\n\nwhen I receive [表示 v]\ngo to [front v] layer\nforever\n wait (pick random (0.3) to (0.6)) seconds\n create clone of (_myself_ v)\nend\n\n@スプライト8\n\nwhen I start as a clone\ngo [backward v] (1) layers\nset size to (pick random (40) to (80)) %\nswitch costume to (pick random (1) to (6))\nset rotation style [left-right v]\nshow\ngo to x: (pick random (-100) to (100)) y: (pick random (-60) to (100))\nset [変数2 v] to (pick random (1) to (2))\nif <(変数2) = [1]> then\n forever\n point in direction (90)\n change x by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nif <(変数2) = [2]> then\n forever\n point in direction (-90)\n change x by (2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\n\nwhen I receive [表示 v]\nhide\ngo to x: (pick random (-200) to (200)) y: (pick random (-60) to (200))\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@スプライト1\n\nwhen I receive [next v]\nnext costume\nchange [コスチューム v] by (1)\nif <(コスチューム) = [5]> then\n broadcast (回転 v)\nelse\n broadcast (回転終了 v)\nend\nif <<(コスチューム) = [6]> or <(コスチューム) = [7]>> then\n broadcast (画像変更 v)\nelse\n broadcast (画面変更終わり v)\nend\nif <(コスチューム) = [11]> then\n broadcast (棘 v)\nelse\n broadcast (棘終わり v)\nend\nif <(コスチューム) = [6]> then\n broadcast (y座標変更 v)\nend\n\nwhen I receive [隠す v]\n\nwait (1) seconds\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\n\nwhen I receive [表示 v]\nforever\n play sound [Insert Music Here! v] until done\nend\n\nwhen I receive [表示 v]\ngo to x: (2) y: (-27)\nswitch costume to (コスチューム2 v)\nshow\ngo to [front v] layer\nset [コスチューム v] to [0]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\nwhen [timer v] > (0)\nwait (0.01) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (コスチューム1 v)\nshow\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [回転 v]\ngo to x: (0) y: (50)\nforever\n turn left (6) degrees\n if <(コスチューム) > [7]> then\n stop [this script v]\n end\nend\n\nwhen I receive [回転終了 v]\nhide\n\nwhen I receive [回転 v]\nswitch costume to (コスチューム1 v)\nwait (1) seconds\nshow\ngo [forward v] (6) layers\n\nwhen I receive [棘 v]\nforever\n show\n wait (1.1) seconds\n hide\n wait (1.1) seconds\n if <(コスチューム) > [11]> then\n stop [this script v]\n end\nend\n\nwhen I receive [棘 v]\ngo to x: (-66) y: (-99)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\nwait (1) seconds\nshow\ngo [forward v] (3) layers\n\nwhen I receive [棘終わり v]\nhide\n\n@スプライト10\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [棘 v]\nforever\n show\n if <(コスチューム) > [11]> then\n stop [this script v]\n end\nend\n\nwhen I receive [棘 v]\ngo to x: (-66) y: (-99)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\nwait (1) seconds\nshow\ngo [forward v] (3) layers\n\nwhen I receive [棘終わり v]\nforever\n hide\nend\n\n@Next!2\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\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 flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\n@intro3\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nstart sound [Foxsky - Kirby Smash v]\nreset timer\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [\( ;∀;\) v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((\( ;∀;\)) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [\( ;∀;\) v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\nwait (1.6) seconds\nbroadcast (表示 v)\n\n@軽量化\n\n
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(日本語は下です↓)\n--English--\nOperate with arrow keys.\nDon't hit the thorns!\nMobile compatible!\ndifficulty \n★★★☆☆\n\n--日本語--\n矢印キーで操作です!\n棘にあたらないようにしてね!\nモバイル対応!\n難易度\n★★★☆☆\n\nクリア目指して頑張ってください!\n
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-Summer- Platformer -夏- プラットフォーマー #Games #All
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@Stage\n\nwhen I receive [スタート v]\nswitch backdrop to (背景1 v)\nforever\n play sound [natsuyasuminotanken v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (100) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\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 (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\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 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if then\n start sound [ニュッ2 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n end\n if <<(y position) < [-180]> or <touching (トゲ v)?>> then\n 初期設定プログラム\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [14]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [14]> then\n show variable [time v]\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\ngo [forward v] (1) layers\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\n@太陽\n\nwhen I receive [スタート v]\nshow\nset size to (100) %\nforever\n go to [back v] layer\n change size by ([cos v] of (三角関数) )\n change [三角関数 v] by (8)\nend\n\nwhen flag clicked\nhide\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@水\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\nswitch costume to (コスチューム1 v)\ngo [backward v] (4) layers\nforever\n if <(ステージ) = [12]> then\n 動き\n end\n if <(ステージ) = [13]> then\n 動き\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\ndefine 動き\nshow\nif <touching (プレイヤー v)?> then\n set [x v] to ((X) / (1.2))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n change [y v] by (5)\n else\n change [y v] by (-3)\n end\nend\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@影\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\npoint in direction (38)\ngo [backward v] (3) layers\nforever\n go to (プレイヤー v)\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n switch costume to (コスチューム1 v)\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@星と❤\n\nwhen I receive [♥と★ v]\nshow\ngo to x: (-158) y: (187)\nglide (1) secs to x: (-158) y: (157)\nwait (1) seconds\nglide (1) secs to x: (-158) y: (187)\nhide\n\nwhen flag clicked\nhide\n\n
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°˖✧◝◜✧˖°°˖✧◝✧˖°°˖✧◝✧˖°°˖✧◝◜✧˖°°˖✧◝✧˖°°˖✧\nhello!\nWelcome to my platformer.\nhave fun.\n\nThis time, I made it with *summer* as the theme!!\n\n▶Description\nOperate with the arrow keys!\nMobile friendly.\n\nIf it hits a needle or magma, it will die.\nPlease be careful.\n\nPlease comment your time :D\n\n°˖✧◝◜✧˖°°˖✧◝✧˖°°˖✧◝✧˖°°˖✧◝◜✧˖°°˖✧◝✧˖°°˖✧\n\nこんにちは!\n僕のプラットフォーマーへようこそ。\n楽しんでください。\n\n今回は*夏*をテーマに作りました!!\n\n▶説明\n矢印キーで操作します!\nモバイル対応です。\n\n針やマグマに当たると死んでしまいます。\n気を付けてください。\n\nぜひ、タイムをコメントしてください:D
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MINECRAFT PLATFORMER!!!!!!!!!!!!!!!!!!!111!!!! OMG
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@Stage\n\n@intro/outro\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nplay sound [nananananow v] until done\nswitch costume to (3 v)\nstart sound [minecraft v]\nwait (0.3) seconds\nhide\nstop all sounds\nbroadcast (0 v)\n\nwhen I receive [-0 v]\ngo to [front v] layer\nswitch costume to (2 v)\nshow\nplay sound [nnnnnw v] until done\nswitch costume to (0 v)\nstop [all v]\n\n@steve from minecraft\n\nwhen I receive [6 v]\nstart sound [song in 80% of platformers v]\nset [z v] to [0]\nshow\nrepeat (350)\n change [z v] by (1)\n go to x: (item (z) of [x v]) y: (item (z) of [y v])\n create clone of (_myself_ v)\n if <touching (_edge_ v)?> then\n broadcast (6.1 v)\n end\nend\nstop all sounds\nbroadcast (7 v)\n\nwhen flag clicked\nhide\nset [z v] to [0]\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n if <(a) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [7 v]\nhide\n\n@me!! LOLZ!!!!!111!\n\nwhen I receive [0 v]\nstart sound [funi walk noice v]\nshow\nrepeat (26)\n change x by (10)\n change y by ((-100) / (27))\n turn left (80) degrees\nend\nswitch costume to (2 v)\nchange x by (10)\nchange y by ((-100) / (27))\nturn right ((3000) / (3)) degrees\nwait (0.6) seconds\nswitch costume to (2 v)\nstart sound [High Whoosh v]\nrepeat (8)\n next costume\nend\nwait (0.1) seconds\nbroadcast (1 v)\n\nwhen flag clicked\nset [a v] to [0]\nswitch costume to (1 v)\nhide\ngo to x: (-270) y: (100)\npoint in direction (90)\n\nwhen I receive [1 v]\ngo to x: (0) y: (-100)\nswitch costume to (11 v)\nwait (0.3) seconds\nstart sound [Low Whoosh v]\nrepeat (5)\n next costume\nend\nbroadcast (2 v)\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [7 v]\nset [a v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (16 v)\nshow\nwait (0.5) seconds\nstart sound [wa wa wa waaaa sound effect v]\nwait (1) seconds\nstop all sounds\nbroadcast (-0 v)\n\n@front bg\n\nwhen flag clicked\nset [z v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [0 v]\ngo to [front v] layer\n\nwhen I receive [1 v]\nswitch costume to (0 v)\ngo to x: (-3) y: (5)\n\nwhen I receive [3 v]\nswitch costume to (2 v)\nset [z v] to [0]\nrepeat (length of [x v])\n change [z v] by (1)\n go to x: (item (z) of [x v]) y: (item (z) of [y v])\nend\nstart sound [mouse click v]\nset size to (80) %\nwait (0.1) seconds\nset size to (100) %\nwait (0.2) seconds\nbroadcast (4 v)\n\nwhen I receive [7 v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwait (1.2) seconds\n\n@bg\n\nwhen flag clicked\nset size to (100) %\nshow\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (2 v)\n\nwhen I receive [2 v]\nswitch costume to (3 v)\nwait (0.6) seconds\nbroadcast (3 v)\n\nwhen I receive [3 v]\nswitch costume to (4 v)\n\nwhen I receive [4 v]\nswitch costume to (5 v)\nwait (0.4) seconds\nstart sound [vine boom full v]\nwait (1.8) seconds\nbroadcast (5 v)\n\nwhen I receive [5 v]\nswitch costume to (6 v)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nshow\nswitch costume to (1 v)\n\n@front front\n\nwhen I receive [4 v]\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (4)\n start sound [vine boom full v]\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\nswitch costume to (0 v)\nhide\n\nwhen I receive [5 v]\nrepeat (16)\n start sound [vine boom full v]\n next costume\n wait (0.06) seconds\nend\nstop all sounds\nnext costume\nstart sound [vine boom loud v]\nwait (0.4) seconds\nbroadcast (6 v)\nstop all sounds\n\nwhen I receive [6 v]\nswitch costume to (22 v)\n\nwhen I receive [7 v]\nhide\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [6 v]\nshow\n\nwhen I receive [6.1 v]\nnext costume\n\nwhen I receive [7 v]\nhide\n\n
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GUYS ITS MINECRAP PLATFORMERE SO YOU HAVE TO VIEW OMGOMGOGMOGOGMGGGGGG\n\nplease love, favorite, and follow me if you enjoyed this, it lets me know to make more projects :)
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||☁online night platformer|| #All #games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@Stage\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (削除しないで v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@Stage2\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n@prayer\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n say (username)\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (stage v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[4500] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[4500] < (scroll x)> then\n set [scroll x v] to [4500]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\n\ndefine 初期化\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (stage v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [壁キック v]\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (stage v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (コスチューム6 v)\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム4 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム5 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (stage2 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [timer v] > (time)\nhide\n\n@Stage7\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [4700] [475] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n stop [all v]\n end\nend\n\n@Stage6\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1550] [283] [1]\n配置 [3050] [268] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@online\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [user v] to [0]\nset [user2 v] to []\nrepeat (length of (username))\n change [user v] by (1)\n switch costume to (letter (user) of (username))\n set [user2 v] to (join (user2) (costume [number v]))\nend\nrepeat ((40) - (length of (user2)))\n set [user2 v] to (join (user2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\n@prayer2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll x)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll y))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\n@Stage4\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: (((1) + (+X)) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = (((1) + (+X)) - (scroll x))> and <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n if <[0] < (OK?)> then\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3))\n if <[0] < (monster X)> then\n switch costume to ((3) + (2))\n else\n switch costume to ((3) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [monster x v] to [0]\nforever\n repeat (+)\n change [monster x v] by (1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [monster x v] by (-1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (prayer v)?> then\n if <(y) < [0]> then\n set [y v] to [18]\n set [monster coin x v] to ((1) + (+X))\n set [monster coin y v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I receive [start v]\nhide\n配置 [2050] [-15] [1] [40]\n配置 [3250] [330] [1] [20]\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nglide (1) secs to x: (36) y: (60)\nwait (2) seconds\nglide (1) secs to x: (36) y: (31)\nhide\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧˖°°˖\n\nI am the red player.\nYour opponent is the blue player!\n\nIf you hit a yellow-green enemy, you will die.\nPlease be careful! ('ω')\n\nIf you touch a checkpoint, you can start over from that spot.\n\nThis is my first time making an online platformer!! \nEnjoy it :D\n\n°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧˖°°˖\n\n赤いプレイヤーが自分。\n青いプレイヤーが相手です!\n\n黄緑色の敵に当たると死にます。\n気を付けてください!('ω')\n\nチェックポイントに触れると、その場所からやり直しできます。\n\n今回は初めてオンラインプラットフォーマーを作りました!! \n楽しんでください:D
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Gren | #Games #Generic #2.5D #Platformer
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@Stage\n\nwhen flag clicked\nbroadcast (end v)\n\nwhen I receive [end v]\nwait (0.01) seconds\nforever\n play sound [Coldplay - Viva La Vida.mp3 v] until done\nend\n\nwhen I receive [end v]\nset volume to (0) %\nrepeat (1000)\n change volume by (0.1)\nend\n\n@Blank\n\n@Player\n\ndefine Looks\nEffect\nif <<mouse down?> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\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 switch costume to (costume3 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume7 v)\n end\n else\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 switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume6 v)\n end\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume4 v)\n end\n end\nelse\n switch costume to (costume1 v)\nend\nset size to (10) %\n\ndefine Dead?\nif <key (r v) pressed?> then\n Restart\nend\nif <<key (e v) pressed?> and <not <(Level) = [1]>>> then\n erase all\n broadcast (Back a Level v)\n Restart\n wait (0.2) seconds\nend\nif <<key (t v) pressed?> and <not <(Level) > [8]>>> then\n erase all\n broadcast (Next Level v)\n Restart\n wait (0.2) seconds\nend\nif <touching (flag v)?> then\n erase all\n broadcast (Next Level v)\n Restart\nend\nif <(y position) < [-160]> then\n Dead Looks [1]\nend\nif <touching (spikes and other v)?> then\n Dead Looks [2]\nend\nif <touching (lava and other v)?> then\n Dead Looks [3]\nend\nif <touching (saws and other v)?> then\n Dead Looks [4]\nend\n\ndefine Restart\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-215) y: (0)\nclear graphic effects\n\ndefine Dead Looks (type)\nif <(type) = [1]> then\n repeat (5)\n Effect\n switch costume to (costume1 v)\n change [brightness v] effect by (75)\n wait (0.1) seconds\n Effect\n switch costume to (costume1 v)\n clear graphic effects\n wait (0.1) seconds\n end\nend\nif <<(type) = [2]> or <(type) = [4]>> then\n repeat (20)\n Effect\n switch costume to (costume1 v)\n change y by (2.5)\n change [ghost v] effect by (5)\n set [yv v] to [0]\n end\nend\nif <(type) = [3]> then\n repeat (20)\n go to [back v] layer\n go [forward v] (1) layers\n Effect\n switch costume to (costume1 v)\n change y by (-0.5)\n change [ghost v] effect by (5)\n set [yv v] to [0]\n end\nend\nRestart\n\nwhen I receive [end v]\nwait (0.5) seconds\nshow\nRestart\nset rotation style [left-right v]\nforever\n go to [front v] layer\n change [yv v] by (-1)\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [12]\n if <([abs v] of (Xv) ) = (Xv)> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> or <touching (moving platform v)?>> and <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [yv v] to [12]\n end\n change y by (1)\n Looks\n Dead?\n if <touching (moving platform v)?> then\n change x by ([xv v] of [moving platform v])\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume8 v)\n\ndefine Effect\nbroadcast (effect v)\nrepeat (4)\n change [brightness v] effect by ()\n change x by (2)\n change y by (2)\n switch costume to (costume8 v)\n create clone of (_myself_ v)\nend\nchange x by (-8)\nchange y by (-8)\n\nwhen I receive [effect v]\ndelete this clone\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [back a level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I start as a clone\n\n@Spikes and Other\n\nwhen I receive [end v]\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Flag\n\nwhen I receive [end v]\nshow\nforever\n next costume\n go to [back v] layer\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (item (Level) of [x v]) y: (item (Level) of [y v])\n point in direction (item (Level) of [dir v])\nend\n\nswitch costume to (Level)\n\nwhen I receive [back a level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nreplace item (9) of [y v] with [80]\n\n@Cloud Effects\n\nwhen I receive [end v]\nforever\n hide\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (90) to (110)) %\nset y to (pick random (70) to (150))\nset [cloud speed v] to (pick random (0.3) to (1))\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [front v] layer\n move (Cloud Speed) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Effect\nset [i v] to [0]\nrepeat (4)\n change x by (2)\n change y by (2)\n create clone of (_myself_ v)\nend\nchange x by (-8)\nchange y by (-8)\n\n@Thumbnail love and fav detector\n\nwhen flag clicked\nhide\nset [timer v] to [0.01]\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\[email protected]\n\ndefine Effect\nset [brightness v] effect to (-10)\nchange x by (12)\nchange y by (12)\nrepeat (6)\n change x by (-2)\n change y by (-2)\n stamp\n if <(Level) = [10]> then\n change [brightness v] effect by (2)\n end\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\nforever\n switch costume to (Level)\n erase all\n Effect\nend\n\n
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-=- Gren -=-\n#117 on trending... \n#39 on games...\nAnother Platformer of the Generic Series. BUT ITS 2.5D... (making the effect took way too long ;-;) sooo-\n❤️⭐️ and follow (It would mean the world to me)\nHopefully the tree is cool, it's a new style.\nAll levels are possible.\nWASD, Arrow keys, touch.\nComment any bugs you find. There shouldn't be any...
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【kokyumaguroとコラボ‼︎】山と海のplatformer!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [海だぁ v]\nswitch backdrop to (背景3 v)\n\n@主人公\n\nwhen flag clicked\nset [海ですが何か? v] to [0]\nswitch costume to (コスチューム1 v)\ngo to x: (-210) y: (100)\nset size to (80) %\nset rotation style [left-right v]\nshow\nset [x座標 v] to [0]\nset [y座標 v] to [0]\nset [ステージの番号 v] to [1]\nスポーン地点\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [x座標 v] by (1.75)\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座標 v] by (-1.75)\n end\n set [x座標 v] to ((x座標) * (0.8))\n change x by (x座標)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x座標) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y座標 v] to [15]\n if <(direction) = [90]> then\n set [x座標 v] to [-15]\n else\n set [x座標 v] to [15]\n end\n else\n set [x座標 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y座標 v] by (-1)\n change y by (y座標)\n if <touching (ステージ v)?> then\n change y by ((y座標) * (-1))\n set [y座標 v] to [0]\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [ジャンプ v]\n change [y座標 v] by (15)\n end\n end\n change y by (1)\n if <<touching (障害物 v)?> or <(y position) < [-160]>> then\n start sound [たひぬ v]\n スポーン地点\n end\n if <<(x position) > [240]> and <not <(ステージの番号) = [14]>>> then\n broadcast (NEXT v)\n スポーン地点\n wait (1) seconds\n change [ステージの番号 v] by (1)\n wait (1.9) seconds\n end\n if <<<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n if <key (r v) pressed?> then\n スポーン地点\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nforever\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffb900)?> then\n set [y座標 v] to [20]\n broadcast (バネ v)\n end\nend\n\nwhen I receive [海だぁ v]\nset [海ですが何か? v] to [1]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(海ですが何か?) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [9 v] until done\nend\n\ndefine スポーン地点\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\nset size to (80) %\ngo to x: (-180) y: (-30)\nset rotation style [left-right v]\nset [x座標 v] to [0]\nset [y座標 v] to [0]\nshow\nbroadcast (リセット v)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@バネ\n\nwhen flag clicked\nset size to (80) %\nhide\nswitch costume to (バネ v)\n\nwhen I receive [バネ v]\nswitch costume to (バネ v)\nrepeat (5)\n next costume\nend\nswitch costume to (バネ v)\n\nwhen I receive [next v]\nwait (1.01) seconds\nif <<<(ステージの番号) = [11]> or <(ステージの番号) = [12]>> or > then\n set size to (80) %\n switch costume to (バネ v)\n go to x: (-113) y: (-43)\n show\nelse\n if <(ステージの番号) = [13]> then\n show\n go to x: (-17) y: (-45)\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@障害物\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (ステージの番号)\n if <(ステージの番号) = [6]> then\n go to x: (0) y: (0)\n hide\n wait (1) seconds\n repeat (2)\n create clone of (_myself_ v)\n end\n else\n if <(ステージの番号) = [13]> then\n go to x: (-2) y: (107)\n set size to (100) %\n repeat (20)\n change size by (0.1)\n end\n repeat (20)\n change size by (-0.1)\n end\n else\n set size to (100) %\n show\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen I start as a clone\nshow\nset x to (pick random (180) to (-180))\nrepeat until <touching (_edge_ v)?>\n change y by (-7)\nend\ndelete this clone\n\n@ステージ\n\nwhen flag clicked\ngo to x: (-24) y: (-45)\ngo to [front v] layer\nswitch costume to (ステージの番号)\nshow\nforever\n switch costume to (ステージの番号)\nend\n\nwhen I receive [next v]\nwait (1) seconds\nif <(ステージの番号) = [14]> then\n broadcast (海だぁ v)\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [next中 v] to [1]\nset [next終了 v] to [0]\nstart sound [文字表示の衝撃音2 v]\nset [みんな集まったか? v] to [0]\ngo to [front v] layer\nNEXTのクローン作製\n幕を [-100] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-50] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-30] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [0] の明るさでクローンを作る\nwait until <(NEXT終了) = [1]>\nset [next中 v] to [0]\n\ndefine NEXTのクローン作製\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo [backward v] (3) layers\nif <(costume [number v]) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (-381)\n repeat until <[-1] < (y position)>\n change y by (((0) - (y position)) / (5))\n end\n broadcast (みんな集まったぞ! v)\n broadcast (隠す v)\n change y by (1)\n repeat until <[250] < (y position)>\n change y by ((y position) / (5))\n end\n set [next終了 v] to [1]\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-228) y: (0)\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (-1)\n repeat until <(x position) < [-227]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (228) y: (0)\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (1)\n start sound [文字表示の衝撃音1 v]\n repeat until <[224] < (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen I receive [みんな集まったぞ! v]\nset [みんな集まったか? v] to [1]\n\ndefine 幕を (明るさ) の明るさでクローンを作る\nswitch costume to (コスチューム2 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [next中 v] to [0]\n\n@サムネ用\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@NEXT35億\n\nwhen flag clicked\nhide\n\nwhen I receive [next2 v]\nset [next中 v] to [1]\nset [next終了 v] to [0]\nstart sound [文字表示の衝撃音2 v]\nset [みんな集まったか? v] to [0]\ngo to [front v] layer\nNEXTのクローン作製\n幕を [-100] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-50] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-30] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [0] の明るさでクローンを作る\nwait until <(NEXT終了) = [1]>\nset [next中 v] to [0]\n\ndefine NEXTのクローン作製\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo [backward v] (3) layers\nif <(costume [number v]) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (-381)\n repeat until <[-1] < (y position)>\n change y by (((0) - (y position)) / (5))\n end\n broadcast (みんな集まったぞ! v)\n broadcast (隠す v)\n change y by (1)\n repeat until <[250] < (y position)>\n change y by ((y position) / (5))\n end\n set [next終了 v] to [1]\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-228) y: (0)\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (-1)\n repeat until <(x position) < [-227]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (228) y: (0)\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (1)\n start sound [文字表示の衝撃音1 v]\n repeat until <[224] < (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen I receive [みんな集まったぞ! v]\nset [みんな集まったか? v] to [1]\n\ndefine 幕を (明るさ) の明るさでクローンを作る\nswitch costume to (コスチューム2 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [next中 v] to [0]\n\n@主人公2\n\nwhen I receive [海だぁ v]\nswitch costume to (コスチューム1 v)\ngo to x: (-210) y: (100)\nset size to (80) %\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nスポーン地点\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse x)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> 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 else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.15)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<mouse down?> and <(y position) < (mouse x)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [2]\n end\n change y by (1)\n if <<touching (障害物 v)?> or <(y position) < [-175]>> then\n start sound [たひぬ v]\n スポーン地点\n end\n if <<(x position) > [240]> and <not <(ステージの番号) = [24]>>> then\n broadcast (NEXT2 v)\n change [ステージの番号 v] by (1)\n スポーン地点\n wait (3) seconds\n end\nend\n\nwhen I receive [海だぁ v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [海だぁ v]\nshow\nforever\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [海だぁ v]\nforever\n if <key (r v) pressed?> then\n スポーン地点\n end\nend\n\nwhen I receive [海だぁ v]\nforever\n play sound [Water v] until done\nend\n\nwhen flag clicked\nforever\n if <not <(ステージの番号) = [24]>> then\n wait (1) seconds\n change [time v] by (1)\n end\n if <(ステージの番号) = [24]> then\n if <(time) < [50]> then\n end\nend\n\ndefine スポーン地点\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\nset size to (80) %\ngo to x: (-180) y: (-30)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\nbroadcast (リセット v)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@ステージ2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (ステージの番号)\nshow\nforever\n switch costume to (ステージの番号)\nend\n\nwhen flag clicked\ngo to x: (-24) y: (-45)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n if <touching (主人公2 v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\n
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\n矢印キーで操作!モバイルも対応!WASDでも操作できます\n\n少し簡単にしました!\n\n@_-05kappa_FX-_様
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Extreme platformer
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@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Apoplexy tanks v] until done\nend\n\nwhen I receive [fight v]\nset [boss fight ended? v] to [0]\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (70) %\nplay sound [Bach-Toccata and Fugue in D Minor v] until done\nbroadcast (boss defeated v)\n\n@Sprite2\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-180) y: (-50)\nSet location\nset [level v] to [1]\nhide variable [☁ winners v]\nhide variable [deaths v]\nset [deaths v] to [0]\nset [cutscene v] to [0]\nset [boss fight ended? v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n if <not <(cutscene) = [1]>> then\n set [xinput v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>)\n if <not <(xinput) = [0]>> then\n point in direction ((xinput) * (90))\n end\n change [y v] by (-1)\n change [x v] by (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [eel v]\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level 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 down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n start sound [Jump v]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <<<touching (dangerrrrr v)?> or <touching (spinnies v)?>> or <[-167] > (y position)>> then\n start sound [die v]\n go to x: (oldx) y: (oldy)\n change [deaths v] by (1)\n end\n if <touching (lobster v)?> then\n if <(boss fight ended?) = [0]> then\n start sound [die v]\n go to x: (oldx) y: (oldy)\n broadcast (bruh v)\n change [deaths v] by (1)\n end\n end\n if <(boss fight ended?) = [1]> then\n if <(x position) > [240]> then\n set x to (-210)\n Set location\n broadcast (message1 v)\n change [level v] by (1)\n broadcast (loop v)\n end\n end\n end\nend\n\ndefine Set location\nset [oldx v] to (x position)\nset [oldy v] to (y position)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (normal v)\nforever\n if <(Level) = [3]> then\n broadcast (crouch loop v)\n end\nend\n\nwhen I receive [crouch loop v]\nforever\n if <not <<(Level) = [5]> or <(Level) = [9]>>> then\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 (crouch v)\n else\n switch costume to (normal v)\n end\n end\nend\n\nstamp\n\nerase all\n\nstamp\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n go to x: (oldx) y: (oldy)\n play sound [Cheer v] until done\n show variable [☁ winners v]\n show variable [deaths v]\n change [☁ winners v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [boss defeated v]\nset [cutscene v] to [1]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@dangerrrrr\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nturn right (1) degrees\n\n@spinnies\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset size to (200) %\nbroadcast (loop v)\n\nwhen I start as a clone\nshow\nforever\n turn right (-5) degrees\nend\n\ndefine Create spin at (x) y (y) at level (level)\n\nwhen I receive [loop v]\nif <(Level) = [2]> then\n go to x: (120) y: (-30)\n create clone of (_myself_ v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n go to x: (0) y: (80)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (90) y: (80)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n set size to (220) %\n go to x: (0) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\n@sun\n\nwhen flag clicked\nforever\n go to [back v] layer\n set size to ((90) + (([sin v] of ((timer) * (260)) ) * (3))) %\nend\n\npoint in direction ((90) + (([sin v] of ((timer) * (260)) ) * (3)))\n\n@lobster\n\nwhen flag clicked\nset [cutscene v] to [0]\nhide\nforever\n if <(Level) = [10]> then\n broadcast (boss lobster v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss lobster v]\nshow\ngo to x: (220) y: (-140)\nset [cutscene v] to [1]\ntalk [ah, you are finally here]\nwait (1) seconds\ntalk [i've been waiting for you for this moment]\nwait (1) seconds\ntalk [you thought that you gonna pass the level?]\nwait (1) seconds\ntalk [no no no]\nwait (1) seconds\ntalk [you have to defeat me first]\nwait (1) seconds\ntalk [it is not gonna be easy]\nwait (1) seconds\ntalk [muhahahahaha]\nset [cutscene v] to [0]\nbroadcast (fight v)\n\ndefine talk (string)\nset [char number v] to [1]\nset [text v] to []\nrepeat (length of (string))\n set [text v] to (join (text) (letter (char number) of (string)))\n say (text)\n start sound [Clang v]\n change [char number v] by (1)\nend\n\nwhen I receive [fight v]\nwait (0.1) seconds\nrepeat until <(boss fight ended?) = [1]>\n wait (1) seconds\n glide to (round ([x position v] of [sprite1 v])) (round ([y position v] of [sprite1 v]))\nend\n\ndefine glide to (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (3))\n change y by (((y) - (y position)) / (3))\nend\n\nwhen I receive [bruh v]\ngo to x: (220) y: (-140)\nbroadcast (fight v)\n\nwhen I receive [boss defeated v]\nstop [other scripts in sprite v]\ngo to x: (220) y: (-140)\ntalk [Great job]\nwait (1) seconds\ntalk [Seems that you have defeated me]\nwait (1) seconds\ntalk [you are actually very good]\nwait (1) seconds\ntalk [i didn't expect that]\nwait (1) seconds\ntalk [you are worthy to pass]\nwait (1) seconds\nhide\nset [boss fight ended? v] to [1]\nset [cutscene v] to [0]\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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This game is meant to be DIFFICULT.\n ----Controls---\nUp arrow keys or key W :Jump\nArrow left,right or key A,D : Move\nS or key down arrow: Crouch ( only in certain levels )\nWall jump: go left ( or right ) and jump ( only when touching wall)\nThis is mobile friendly too:)\n-----------------------How to play---------------\nYou already know, just get throught obstacles to get through the level\nAlso, there is a boss fight that is almost 10 minutes long, so... good luck.\nAnd be careful with the way you go to the next level.\nYou can went straight to the dirt and stuck in it if not.\nWith ten levels, can you beat it?\n-------------------------------------------------------\nMusic: Apoplexy tanks\nBoss fight music: Bach- Toccata and Fugue in D Minor\n\n\nIf you have beaten the game and felt that it isn't very diffcult, play here: https://scratch.mit.edu/projects/690457743/\n(AD)\n\n\n\n\n\n\n\n\n\n\n\nTags ( must ignore ):\n#All #Platformer #Hard #Games #Trending\n#All #Platformer #Hard #Games #Trending\n#All #Platformer #Hard #Games #Trending\n#All #Platformer #Hard #Games #Trending\n#All #Platformer #Hard #Games #Trending\n#All #Platformer #Hard #Games #Trending\n#All #Platformer #Hard #Games #Trendingre
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Search - Platformer [MOBILE] #games #all #trending
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@Stage\n\nwhen I receive [stop music v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen I receive [start game v]\nforever\n if <[14] > (Level)> then\n stop all sounds\n play sound [85046_newgrounds_parago.mp3 v] until done\n else\n stop all sounds\n play sound [Stomp v] until done\n end\nend\n\nwhen I receive [start game v]\nforever\n if <[15] > (Level)> then\nend\n\nwhen I receive [start game v]\nswitch backdrop to (level1 v)\nforever\n Level (join [Level] (Level))\nend\n\n@Blank\n\n@Player\n\ndefine Begin Game At: (x) (y)\ngo to x: (x) y: (y)\n\nwhen I start as a clone\n\nwhen flag clicked\nshow\nwait until <touching (key v)?>\nadd [Key] to [key v]\n\nwhen flag clicked\nwait until <<(Level) = [33]> and << (Key) contains [Key]?> and <[0] < (x position)>>>\nhide\nstop [other scripts in sprite v]\nbroadcast (end v)\nstop [this script v]\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\ndelete this clone\n\nwhen I receive [sound v]\nif <not <(Id) = [Clone]>> then\n play sound [Jump v] until done\nend\n\nwhen I receive [start game v]\nset [cube v] to [Priyanjit is cube owner :\)]\nhide variable [level v]\nshow variable [deaths v]\nhide variable [deaths v]\nsay (Cube)\nshow\nset size to (100) %\nset [gravity v] to [-1.5]\nset [speedx v] to [0]\nset [speedy v] to [0]\nBegin Game At: [-222] [100]\ndelete all of [key v]\nset rotation style [don't rotate v]\nswitch costume to (playerstand v)\nforever\n set [id v] to [Player]\n switch costume to ((costume [number v]) + (1))\n change [speedy v] by (-1)\n set [acceleration v] to [1]\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [speedx v] by ((0) - (Acceleration))\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [speedx v] by (Acceleration)\n point in direction (90)\n end\n set [speedx v] to ((SpeedX) * (0.9))\n change x by (SpeedX)\n Collisions and jumping\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nhide variable [cube v]\nhide variable [deaths v]\nhide\n\nwhen I receive [wall v]\nif <not <(Id) = [Clone]>> then\n play sound [Wall jump v] until done\nend\n\nwhen I receive [boing v]\nif <not <(Id) = [Clone]>> then\n play sound [Boing v] until done\nend\n\nwhen flag clicked\nwait until <<(Level) = [14]> and <[-20] < (x position)>>\nbroadcast (Blink v)\nchange [level v] by (1)\nstop [this script v]\n\nwhen I receive [start game v]\nwait (2) seconds\nsay []\n\nwhen I receive [death v]\nset [deaths v] to ((Deaths) + (1))\nrepeat (2)\n stop [this script v]\nend\n\ndefine Collisions and jumping\nif <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n change y by (-4)\n change x by ((SpeedX) * (-1))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<mouse down?> and <(y position) < (mouse y)>> or <touching (boing v)?>>> then\n start sound [Wall jump v]\n set [speedy v] to [17]\n if <(SpeedX) > [0]> then\n set [speedx v] to [-10]\n else\n set [speedx v] to [10]\n end\n else\n set [speedx v] to [0]\n end\nend\nchange y by (SpeedY)\nif <<touching (level v)?> or <touching (boing v)?>> then\n change y by ((SpeedY) - ((SpeedY) * (2)))\n set [speedy v] to [0]\nend\nchange y by (-1)\nif <<<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<mouse down?> and <(y position) < (mouse y)>> or <touching (boing v)?>>> and <<touching (boing v)?> or <touching (level v)?>>> then\n if <not <touching (boing v)?>> then\n start sound [Jump v]\n set [speedy v] to [15]\n else\n start sound [Boing v]\n set [speedy v] to [20]\n end\nend\nif <<touching (boing v)?> or <touching (level v)?>> then\n if <not <touching (boing v)?>> then\nend\nchange y by (1)\nif <(x position) > [238]> then\n set x to (() - (x position))\n set y to (40)\n change [level v] by (1)\nend\nif <<<touching (spikes v)?> or <touching (water v)?>> or <(y position) < [-170]>> then\n broadcast (Death v)\n wait () seconds\n Begin Game At: [-222] [100]\nend\n\n@Level\n\nwhen flag clicked\nhide\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n Level (join [Level] (Level))\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n show\nend\n\n@Text\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nrepeat (10)\n show\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n go to [back v] layer\n Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n show\nend\n\n@Key\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nwait until <touching (player v)?>\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n show\nend\n\n@Outro\n\nwhen I receive [end v]\nbroadcast (Stop Music v) and wait\nstart sound [Travel The Galaxy \(HD\) \(128 kbps\) v]\nhide\nswitch costume to (costume1 v)\ngo to x: (-500) y: (0)\nset size to (80) %\nhide\nwait (1) seconds\nshow\nSmooth Glide x: (-100) y: (0) speed: (8)\nswitch costume to (costume1 v)\nset [sine v] to [1]\ngo to [front v] layer\nforever\n point in direction ((([sin v] of (sine) ) * (7)) + (90))\n set y to ([sin v] of (sine) )\n change size by ([sin v] of (sine) )\n change [sine v] by (10)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\nrepeat (10)\n broadcast (Stop Glitch v)\n stop [other scripts in sprite v]\nend\n\nwhen I receive [end v]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (3) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n show\n go to [back v] layer\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (costume7 v)\n forever\n glide (1) secs to x: (220) y: (0)\n go to x: (0) y: (0)\n end\nend\nif <(clone id) = [2]> then\n point in direction (90)\n hide\n switch costume to (costume3 v)\n go to x: (500) y: (120)\n show\n Smooth Glide x: (100) y: (120) speed: (8)\nend\nif <(clone id) = [3]> then\n point in direction (90)\n hide\n switch costume to (costume4 v)\n go to x: (500) y: (60)\n show\n Smooth Glide x: (100) y: (60) speed: (8)\nend\nif <(clone id) = [4]> then\n point in direction (90)\n hide\n switch costume to (costume5 v)\n go to x: (500) y: (0)\n show\n Smooth Glide x: (100) y: (0) speed: (8)\nend\nif <(clone id) = [1]> then\n point in direction (90)\n hide\n switch costume to (costume2 v)\n go to x: (-500) y: (120)\n show\n Smooth Glide x: (-100) y: (120) speed: (8)\n forever\n point in direction ((([sin v] of (sine) ) * (7)) + (90))\n set y to (([sin v] of (sine) ) + (120))\n change size by ([sin v] of (sine) )\n end\nend\n\nwhen I receive [stop glitch v]\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\nset [xpos v] to [0]\nset [ypos v] to [0]\ngo to x: (212) y: (160)\nforever\n change [xpos v] by (0.1)\n change [ypos v] by (0.1)\n set x to ((([cos v] of (((Xpos) - (2)) * (100)) ) * (6)) + (90))\n set y to ((([cos v] of (((Ypos) - (2)) * (100)) ) * (6)) + (90))\nend\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\nset [level v] to [1]\nforever\n Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\n@Boing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n go to [back v] layer\n Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [e v]\nswitch costume to (boing! v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n show\nend\n\n@Sprite5\n\nwhen I start as a clone\nshow\nset [falling v] to [0]\nset rotation style [don't rotate v]\nset [dir v] to (pick random (-100) to (100))\nset [e v] to [1]\nforever\n if <(E) = [0]> then\n set size to (90) %\n point in direction (90)\n change [x vel v] by (([sin v] of (Dir) ) * (7))\n change [y vel v] by (([cos v] of (Dir) ) * (7))\n set [falling v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n set [x vel v] to ((x vel) * (0.9))\n set [y vel v] to ((y vel) * (0.9))\n change x by (x vel)\n change y by (y vel)\nend\n\nwhen I start as a clone\nset [fall v] to (pick random (-1) to (-3))\nforever\n if <(falling) = [1]> then\n forever\n change [y vel v] by (Fall)\n end\n end\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [death v]\nhide\nset [dir v] to [0]\ngo to (player v)\nset [y vel v] to [0]\nset [x vel v] to [0]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nbroadcast (A v)\n\nwhen I receive [a v]\nset [e v] to [0]\nwait () seconds\nset [e v] to [1]\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (1) seconds\nforever\n switch costume to (pick random (1) to (3))\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 (15) to (22)) seconds\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (232) y: (-5)\nhide\nset size to (100) %\nforever\n if <(Level) > [23]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (pick random (100) to (300)) %\nset [ghost v] effect to (pick random (10) to (50))\npoint in direction (-90)\nset [steps v] to (pick random (1) to (3))\nrepeat until <touching (_edge_ v)?>\n move (Steps) steps\n turn left (pick random (10) to (-10)) degrees\n change [ghost v] effect by (0.5)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [blink v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nhide\n\n@water\n\nwhen flag clicked\nhide\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n Level (join [Level] (Level))\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n show\nend\n\nwhen flag clicked\nforever\n set y to ((([cos v] of (((timer) - (2)) * (100)) ) * (6)) + (90))\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to (player v)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\ngo to x: (400) y: (pick random (60) to (160))\nif <[15] > (Level)> then\n switch costume to (pick random (1) to (3))\nelse\n switch costume to (costume4 v)\nend\nset size to (80) %\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen I receive [start game v]\nwait (0.01) seconds\nforever\n wait (pick random (0.8) to (4.0)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro (by Bwenedian aka @SilasFrankendael )\n\nwhen I start as a clone\nif <(CloneId) = [Logo]> then\n go to [front v] layer\n switch costume to (logo v)\n show\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n repeat (3)\n turn right (50) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) * (0.3)) degrees\n end\n set size to (115) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (0.3))\n end\n repeat (3)\n turn right (1) degrees\n end\n repeat (3)\n turn right (50) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) * (0.3)) degrees\n end\n repeat (3)\n turn right (50) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) * (0.3)) degrees\n end\n set size to (115) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (0.3))\n end\n repeat (3)\n turn right (1) degrees\n end\n repeat (3)\n turn right (50) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) * (0.3)) degrees\n end\n set size to (115) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (0.3))\n end\n wait (0.5) seconds\n go [backward v] (1) layers\n smooth glide to these positions on grid: X [150] and: Y [0] change direction in glide to: Dir [130] and friction (speed of glide): Friction [10] and size: size [10] []\n delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nset [cloneid v] to [Shutter]\ncreate clone of (_myself_ v)\nset [cloneid v] to [BackGround]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Screen]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Pinwheel]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Grid]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Logo]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Burst]\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (Vel v)\nset [cloneid v] to [Burst]\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (Vel v)\nset [cloneid v] to [Burst]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneId) = [Square]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n switch costume to (chev2 v)\n set size to () %\n repeat (50)\n switch costume to (sizehack v)\n change size by (10)\n switch costume to (chev2 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat (11)\n set [cloneid v] to [Square]\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(CloneId) = [Burst]> then\n go to [front v] layer\n switch costume to (fractal burst v)\n show\n go to x: (0) y: (0)\n set size to () %\n set [ghost v] effect to (20)\n repeat (20)\n switch costume to (sizehack v)\n change size by (50)\n switch costume to (fractal burst v)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen I receive [vel v]\nchange [color v] effect by (25)\n\nwhen I start as a clone\nif <(CloneId) = [Particles]> then\n change [color v] effect by (5)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (pick random (4) to (7))\n set [changex v] to (pick random (-0.5) to (0.5))\n go to x: (0) y: (0)\n set size to (100) %\n show\n set [x v] to [0]\n set [y v] to (pick random (15) to (17))\n forever\n change [x v] by (ChangeX)\n change x by (X)\n turn right (X) degrees\n change y by (Y)\n change [y v] by (-1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nstart sound [Prismo - Stronger v]\n\ndefine smooth glide to these positions on grid: X (x) and: Y (y) change direction in glide to: Dir (d) and friction (speed of glide): Friction (f) and size: size (s) (allow id?)\nif <not <(allow id?) = [4]>> then\n repeat until <<<<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> and <(round (direction)) = (round (d))>> and <(round (size)) = (round (s))>>\n turn right (((round (d)) - (round (direction))) / (f)) degrees\n change x by (((round (x)) - (round (x position))) / (f))\n change y by (((round (y)) - (round (y position))) / (f))\n change size by (((round (s)) - (round (size))) / (f))\n end\n point in direction (d)\n set size to (s) %\n go to x: (x) y: (y)\nelse\n set [c v] to (costume [name v])\n repeat until <<<<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> and <(round (direction)) = (round (d))>> and <(round (size)) = (round (s))>>\n switch costume to (sizehack v)\n turn right (((round (d)) - (round (direction))) / (f)) degrees\n change x by (((round (x)) - (round (x position))) / (f))\n change y by (((round (y)) - (round (y position))) / (f))\n change size by (((round (s)) - (round (size))) / (f))\n switch costume to (c)\n end\n point in direction (d)\n set size to (s) %\n go to x: (x) y: (y)\nend\n\nwhen I start as a clone\nif <(CloneId) = [Pinwheel]> then\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (pinwheel v)\n show\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n repeat (200)\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\nif <(CloneId) = [Grid]> then\n Instant\n forever\n switch costume to (grid2 v)\n go to [back v] layer\n go [forward v] (2) layers\n show\n go to x: (0) y: (0)\n set size to (100) %\n end\nend\n\ndefine Instant\nswitch costume to (grid2 v)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nif <(CloneId) = [BackGround]> then\n forever\n go to [back v] layer\n switch costume to (background v)\n show\n go to x: (0) y: (0)\n end\nend\n\nwhen I start as a clone\nif <(CloneId) = [Screen]> then\n forever\n go to [front v] layer\n switch costume to (screen v)\n show\n go to x: (0) y: (0)\n end\nend\n\nwhen I start as a clone\nif <(CloneId) = [Shutter]> then\n switch costume to (sizehack v)\n go to [front v] layer\n go to x: (480) y: (0)\n switch costume to (shutter v)\n wait (6) seconds\n start sound [Slice v]\n show\n repeat (100)\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (shutter v)\n change x by (((-440) - (x position)) / (12))\n end\n broadcast (Erase v)\n repeat (70)\n go to [front v] layer\n go [forward v] (99999) layers\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (shutter v)\n change x by (((480) - (x position)) / (12))\n end\n broadcast (Start Game v)\n delete this clone\nend\n\nwhen I receive [erase v]\nif <(CloneId) = [Shutter]> then\n stop [this script v]\nelse\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneId) = [Flash]> then\n show\n switch costume to (flash v)\n repeat (4)\n change [ghost v] effect by (33)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nrepeat (35)\n set [cloneid v] to [Particles]\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(CloneId) = [Arrow]> then\n go to [back v] layer\n show\n switch costume to (arrow v)\n go to x: (0) y: (-297)\n glide (1) secs to x: (0) y: (297)\n delete this clone\nend\n\nwhen flag clicked\nset [cloneid v] to [Start]\ncreate clone of (_myself_ v)\nwait (1) seconds\nrepeat (15)\n set [cloneid v] to [Arrow]\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(CloneId) = [Start]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n
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NEW HALLOWEEN THEME\nI’m gaining 1 view every few seconds…\nPLZ FOLLOW ME \nhttps://scratch.mit.edu/studios/32155420\nFollow this studio \nTalk about popular… I’m watching this gain like 3k views per day lol\nFOLLOW THIS STUDIO!!! https://scratch.mit.edu/studios/32144544\n900 HEARTS!!\nCan we hit 1k hearts!?\n#31 on trending!\nOMG 13,000+ VIEWS!!!!!\nFollow me for +2 follows!\nNote: the intro is not rickroll its just the music I put with it\nI CANT REPLY TO EVERYONE I GAINED 2000 VIEWS LAST NIGHT SO YEA THIS GAME IS POPULAR!\nNew game: https://scratch.mit.edu/projects/734886225\nSTOP SAYING THAT THIS IS “generic” CUZ ITS NOT!!!\n> :( I report those comments cuz there hurtful\nSorry if I don’t reply instantly… I’ve been getting lots if scratch mail and I’ve been busy on weekends\nEngine: https://scratch.mit.edu/projects/730129831\nType _meow_ in the comments and I’ll follow you!\nNote:I won’t give shoutout for _meow_ \nMake sure to ❤️+⭐️+ REMIX+\nAnd follow!\nPart 2 coming soon! Part 2 will be built into this game so Yea….\n-Story-\n.Your family and friends have been taken…\n.You need a key…..\n\nAvoid spikes and don’t fall!\n\nRemember; we need a key\n▶️-Instructions-▶️\nPlease ❤️ + ⭐️ if you enjoy!\n55 views!!!!!!\nHello guys!\nThis is my best project yet!\nCONTROLS:\nMobile: Mouse\nPc|\nJump-space key\nMovement-Arrow keys-WASD\n_______________\nThanks for the support guys!\nVersions:\nV1.0 \nFirst version\nV1.1\nAdded new color trail\nV1.2 \nRemoved tail\nV1.3 \nAdded better death machanics\nV1.4\nAdded another level\nV1.5 \nAdded new intro!\nV2.0\nAdded new music to intro\nV2.1\nAdded new player coustumes\n\n-tags- ignore!\n #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #scrolling #platformer #games #all #mobile #platformer #games #all #mobile #fun #platformer #games #all #mobile #platformer #games #all #mobile #platformer #games #all #mobile #platformer #games #all #mobile #platformer #games #all #mobile #scrolling #platformer #games #all #mobile #platformer #games #all #mobile #platformer #trending #mario\n#games #all #new #fun #scratch #scratch #spikes\n#games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer\n
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Unknown Platformer
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@Stage\n\n@map\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (2000) %\nshow\nbroadcast (tile set v) and wait\nhide\n\nwhen I receive [map clear v]\nnext costume\nshow\nbroadcast (tile set v) and wait\nhide\n\nwhen I receive [map clear 2 v]\nnext costume\nnext costume\nshow\nbroadcast (tile set v) and wait\nhide\n\nwhen I receive [map clear3 v]\nnext costume\nnext costume\nnext costume\nshow\nbroadcast (tile set v) and wait\nhide\n\n@charic\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (a v) pressed?> then\n change [speed x v] by (-1.5)\nend\nif <key (d v) pressed?> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (w v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <key (w v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [10]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (s v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <key (w v) pressed?>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (tiles v)?> then\n set [touch v] to [9]\nelse\n set [touch v] to [0]\nend\n\ndefine Reset Level\nset size to (200) %\nset rotation style [left-right v]\ngo to x: (spawnX) y: (spawnY)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nReset Level\n\nwhen I receive [tile end v]\nshow\ngo to x: (spawnX) y: (spawnY)\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n broadcast (tick v) and wait\n switch costume to (charic v)\nend\n\nwhen I receive [tile set v]\nhide\n\nwhen I receive [tram v]\nset [speed y v] to [18]\n\n@tiles\n\nwhen flag clicked\nhide\nset size to (200) %\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <(tile) = [1]>\n change y by (1)\n check\n change y by (-1)\n change y by (-1)\n check\n change y by (1)\n change x by (1)\n check\n change x by (-1)\n change x by (-1)\n check\n change x by (1)\nend\ndelete this clone\n\ndefine check\nif <touching (charic v)?> then\n if <[2] = (costume [number v])> then\n broadcast (die v)\n else\n if <[4] = (costume [number v])> then\n broadcast (map clear v) and wait\n else\n if <[5] = (costume [number v])> then\n broadcast (map clear 2 v) and wait\n else\n if <[6] = (costume [number v])> then\n broadcast (map clear3 v) and wait\n else\n if <[7] = (costume [number v])> then\n broadcast (tram v) and wait\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tile set v]\nshow\ngo to x: (-230) y: (170)\nset [tile v] to [1]\nwait (0.05) seconds\nset [tile v] to [0]\nrepeat (18)\n set x to (-230)\n switch costume to (detector v)\n repeat (24)\n switch costume to (detector v)\n if <touching color (#000000)?> then\n switch costume to (block v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#7f00ff)?> then\n switch costume to (trampolin v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#ff9400)?> then\n switch costume to (wooden platform v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#003fff)?> then\n switch costume to (half mass substance v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#066700)?> then\n switch costume to (portal1 v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#0cb500)?> then\n switch costume to (portal2 v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#10ff00)?> then\n switch costume to (portal3 v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#ff0000)?> then\n switch costume to (electrick v)\n create clone of (_myself_ v)\n else\n switch costume to (detector v)\n if <touching color (#00ffff)?> then\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n else\n switch costume to (detector v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (detector v)\n if <(x position) < [230]> then\n change x by (20)\n end\n end\n change y by (-20)\nend\nbroadcast (tile end v)\nhide\n\n
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Use WASD to move.\nWASD키로 움직입니다\n\nThanks For All of User!\nThis Project has been read 10000 times!\n\nFor Users!\nIt's An Platform to make Platformer Game.\nIt's not Game to play!\n\n유저 여러분께.\n이 프로젝트는 플랫포머 게임을 위한 단순 플랫폼일 뿐입니다.\n플레이를 위한 게임이 아닙니다!\nTo users.\nThis project is JUST cookie of platformer game, not a game!\nPlease remix this project and make your own game.\n\n검색창에 platformer을 치면 제 프로젝트가 나오네요! 감사합니다.\nNow we can see this project to type 'platformer' at search window.\n
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