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Search-{PLATFORMER} HACKED
@Stage\n\n@Sprite1\n\nwhen flag clicked\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]\nforever\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 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 ((SpeedX) * (-1))\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\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\n end\n change y by (SpeedY)\n if <touching (level v)?> then\n change y by ((SpeedY) - ((SpeedY) * (2)))\n set [speedy v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [speedy v] to [15]\n end\n change y by (1)\n if <(x position) > [238]> then\n set x to (() - (x position))\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n create clone of (_myself_ v)\n Begin Game At: [-222] [100]\n end\nend\n\ndefine Begin Game At: (x) (y)\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nset rotation style [all around v]\nset size to (50) %\nset [ghost v] effect to (40)\nrepeat (40)\n change [ghost v] effect by (3)\n change size by (-1)\n turn right (15) degrees\nend\ndelete this clone\n\nwhen flag clicked\nshow\nwait until <touching (key v)?>\nadd [Key] to [key v]\n\nwhen flag clicked\nwait until <<(Level) = [10]> 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\n@Level\n\nwhen flag clicked\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\nshow\n\nwhen I receive [end v]\nhide\n\n@Text\n\nwhen flag clicked\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\nshow\n\nwhen I receive [end v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\n\n@Key\n\nwhen flag clicked\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\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nwait until <touching (sprite1 v)?>\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\n@Outro\n\nwhen I receive [end v]\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\nhide\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)\nwait (1.5) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) 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\n
Hello guys!\nThis is my best project yet!\nCONTROLS:\nMobile: Mouse\nPc: space key\nArrow keys\nVersions:\nV1.0 \nFirst version
Space | A platformer #games #All
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (sprite not good v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x vel v] by (5)\n end\nend\n\n\n\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x vel v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\nhide\n\nwhen flag clicked\nshow\n\nwhen [down arrow v] key pressed\nswitch costume to (costume3 v)\nif <[] = [0]> then\n switch costume to (costume1 v)\nend\n\n@Sprite Not Good\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nhide\n\nwhen flag clicked\nshow\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\nwhen flag clicked\nshow\n\nchange y by (10)\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nhide\n\nwhen flag clicked\nshow\n\n@Tumbnal\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nshow\n\n@Sprite2\n\n
Space is a platformer placed in space, all you have to do is win, its quite simple if you ask me\n\nShould I continue with the series?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncredits to @MetalLightning
Prairie Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\n play sound [Starship v] until done\nend\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\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5\n\nwhen I receive [お疲れ様ズラ v]\ngo to [front v] layer\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: (-80)\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)?> 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 [☁ せかいきろく v]\nforever\n wait (1) seconds\n if <[10] < (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 [☁ せかいきろく v]\nshow variable [タイム/time v]\nif <(タイム/Time) < (☁ せかいきろく)> then\n set [☁ せかいきろく 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 [☁ せかいきろく 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 [0] 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 [50] to [鍵の位置x v]\nadd [200] to [鍵の位置x v]\nadd [200] 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 [-110] to [鍵の位置x v]\nadd [150] to [鍵の位置x v]\n\nwhen flag clicked\ndelete all of [鍵の位置y v]\nadd [0] to [鍵の位置y v]\nadd [150] to [鍵の位置y v]\nadd [0] to [鍵の位置y v]\nadd [0] to [鍵の位置y v]\nadd [0] to [鍵の位置y v]\nadd [-50] to [鍵の位置y v]\nadd [0] to [鍵の位置y v]\nadd [20] to [鍵の位置y v]\nadd [-60] to [鍵の位置y v]\nadd [-60] 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) = [11]> 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\n\nwhen I start as a clone\nwait (0) seconds\nset [削除! 削除!! 削除ぉぉおお!!! v] to [0]\nwait until <(削除! 削除!! 削除ぉぉおお!!!) = [1]>\ndelete this clone\n\nwhen I receive [タイトル表示 v]\nhide\n\nwhen I start as a clone\nforever\n if <<[3] < (ステージ)> and <[4] = (ステージ)>> then\n repeat (50)\n change y by (5)\n end\n repeat (50)\n change y by (-5)\n end\n else\n if <<[6] < (ステージ)> and <[7] = (ステージ)>> then\n repeat (50)\n change y by (5)\n end\n repeat (50)\n change y by (-5)\n end\n else\n if <<[9] < (ステージ)> and <[10] = (ステージ)>> then\n repeat (80)\n change y by (0.5)\n end\n repeat (80)\n change y by (-0.5)\n end\n else\n point in direction (90)\n go to x: (0) y: (0)\n end\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
English is below\n初めてのプラフォです!!\n▶︎ルール\nタップまたは矢印キー&スペースキーで操作です。\n鍵をゲットしてドアに入ると次のステージに進みます!\n針やマグマに触れるとスタートに戻ってしまいます!\n全部で10ステージです!\n頑張ってクリアして世界記録を目指しましょう!!\n- English -\nTap or arrow keys & space keys to operate.\nGet the key and enter the door to advance to the next stage!\nIf you touch a needle or magma, you will be back to the start!\nThere are 10 stages in total!\nLet's do our best to clear it and aim for the world record!!\n
【Blackboard Platformer】【MASSA game 40】
@Stage\n\nwhen I receive [日数リセット v]\nset [日数リセット v] to (days since 2000)\nforever\n set [日数タイマー v] to (((days since 2000) - (日数リセット)) * (86400))\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [記録 v]\nwait (1) seconds\nshow variable [time v]\nshow variable [☁ 世界記録 v]\nstop [other scripts in sprite v]\nif <(Time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (Time)\nend\n\nwhen flag clicked\nrepeat (10)\n hide variable [time v]\n hide variable [☁ 世界記録 v]\nend\n\nwhen flag clicked\nset [fps v] to [0]\nforever\n if <[35] < (FPS)> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nbroadcast (日数リセット v)\nforever\n set [fps測定 v] to [0]\n repeat until <[1] < (日数タイマー)>\n change [fps測定 v] by (1)\n end\n set [fps v] to (Fps測定)\n broadcast (日数リセット v)\nend\n\n@スプライト1\n\nwhen flag clicked\nset size to (75) %\nset rotation style [left-right v]\nshow\ngo to [front v] layer\ngo to x: (-174) y: (-80)\nforever\n 動け\n 死\nend\n\ndefine 動け\nif <not <key (any v) pressed?>> then\n point in direction (90)\n switch costume to (止まってるとき v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (左右 v)\n point in direction (90)\n change [x v] by (1.2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (左右 v)\n point in direction (-90)\n change [x v] by (-1.2)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-7)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <[0] < (X)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching color (#ffffff)?> then\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 [15]\n end\nend\nif <touching color (#de9347)?> then\n set [y v] to [20]\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (Y)\nif <touching color (#ffffff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n\ndefine 死\nif <[230] < (x position)> then\n broadcast (次のステージ v)\n リスポーン\nend\nif <(y position) < [-185]> then\n 死のリスポーン\nend\nif <touching color (#ff0000)?> then\n 死のリスポーン\nend\n\ndefine リスポーン\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-174) y: (-80)\n\ndefine 死のリスポーン\nset [x v] to [0]\nset [y v] to [0]\nglide (0.3) secs to x: (-174) y: (-80)\n\n@スプライト2\n\nwhen flag clicked\n\nwhen I receive [次のステージ v]\nif <(costume [number v]) < [11]> then\n next costume\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [11]> then\n broadcast (記録 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\n@スプライト3\n\nwhen I receive [サムネ v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nhide variable [time v]\nhide variable [☁ 世界記録 v]\nswitch costume to (コスチューム4 v)\nbroadcast (サムネ v)\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Radiant v] until done\nend\n\n@スプライト5\n\nwhen flag clicked\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [記録 v]\ngo to [back v] layer\nshow\ngo to x: (-316) y: (0)\nforever\n point towards (スプライト4 v)\n move ((distance to [スプライト4 v]) / (10)) steps\nend\n\nset [☁ 世界記録 v] to [100]\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n
黒板の世界を探検しよう!\n赤いチョークで描かれたものに触れてはいけないよ!\n黒板消しに触れると大ジャンプ!!\n世界記録を目指してね!\n矢印キーまたはタップで操作だよっ!!\n\nnishintokoyasan || Lov&Fav!!\nYY-H || Lov&Fav!?!?!?\nNyantyuGO || Lov&Fav!!\ncloudcoder19 || Lov&Fav!!\naz229 || Lov&Fav!?\nyouking2010 || Lov&Fav!?
Erased- A Platformer
@Stage\n\n@Arse\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (-215) y: (137)\nset [delete v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nbroadcast (reset lock v)\nwait (1) seconds\nforever\n switch costume to (costume3 v)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <touching (platform v)?> then\n change x by (Change)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-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 (#ffffff)?> 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 change x by (Change)\n end\n if <touching color (#ffffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching (teleporter 1 v)?> then\n set [yv v] to [10]\n go to x: ([x position v] of [teleporter 2 v]) y: (([y position v] of [teleporter 2 v]) + (20))\n end\n if <touching (teleporter 2 v)?> then\n set [yv v] to [10]\n go to x: ([x position v] of [teleporter 1 v]) y: (([y position v] of [teleporter 1 v]) + (20))\n end\n if <touching (teleporter 3 v)?> then\n set [yv v] to [10]\n go to x: ([x position v] of [teleporter 4 v]) y: (([y position v] of [teleporter 4 v]) + (20))\n end\n if <touching (teleporter 4 v)?> then\n set [yv v] to [10]\n go to x: ([x position v] of [teleporter 3 v]) y: (([y position v] of [teleporter 3 v]) + (20))\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n switch costume to (costume2 v)\n go to x: (-215) y: (137)\n broadcast (reset lock v)\n set [delete v] to [1]\n wait (1) seconds\n set [delete v] to [0]\n end\n if <<touching (goal v)?> and <(lock) = [unlocked]>> then\n broadcast (next level v) and wait\n end\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (costume2 v)\ngo to x: (-215) y: (137)\nbroadcast (reset lock v)\nset [delete v] to [1]\nwait (1) seconds\nset [delete v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\n go to x: ([x position v] of [arse v]) y: (([y position v] of [arse v]) - (17))\n if <touching color (#ffffff)?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nwait (0.03) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(delete) = [1]>\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo [backward v] (999) layers\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nset [level v] to [1]\n\nset [level v] to [7]\n\nset [level v] to [6]\n\nset [level v] to [5]\n\nset [level v] to [10]\n\nset [level v] to [11]\n\n@Goal\n\nwhen flag clicked\nforever\n turn right (1) degrees\n go to x: (item (level) of [goal x v]) y: (item (level) of [goal y v])\nend\n\ndelete (last) of [goal x v]\ndelete (last) of [goal y v]\n\nadd (x position) to [goal x v]\nadd (y position) to [goal y v]\n\nwhen flag clicked\nforever\n repeat (50)\n if <(lock) = [locked]> then\n switch costume to (costume3 v)\n set [color v] effect to (0)\n else\n switch costume to (costume2 v)\n change [color v] effect by (1)\n end\n end\n repeat (50)\n if <(lock) = [locked]> then\n switch costume to (costume3 v)\n set [color v] effect to (0)\n else\n switch costume to (costume2 v)\n change [color v] effect by (-1)\n end\n end\nend\n\n@Key\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\nwhen I receive [reset lock v]\nset [ghost v] effect to (0)\nif <(level) = [5]> then\n set [lock v] to [locked]\n go to x: (223) y: (17)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [5]>>\n wait (0.08) seconds\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [6]> then\n set [lock v] to [locked]\n go to x: (227) y: (-102)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [6]>>\n wait (0.08) seconds\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [8]> then\n set [lock v] to [locked]\n go to x: (218) y: (-112)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [8]>>\n wait (0.08) seconds\n set [lock v] to [unlocked]\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [9]> then\n set [lock v] to [locked]\n go to x: (223) y: (120)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [9]>>\n wait (0.08) seconds\n set [lock v] to [unlocked]\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [10]> then\n set [lock v] to [locked]\n go to x: (38) y: (-9)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [10]>>\n wait (0.08) seconds\n set [lock v] to [unlocked]\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [11]> then\n set [lock v] to [locked]\n go to x: (212) y: (-69)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [11]>>\n wait (0.08) seconds\n set [lock v] to [unlocked]\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [12]> then\n set [lock v] to [locked]\n go to x: (206) y: (-55)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [11]>>\n wait (0.08) seconds\n set [lock v] to [unlocked]\nelse\n hide\n set [lock v] to [unlocked]\nend\nif <(level) = [15]> then\n set [lock v] to [locked]\n go to x: (212) y: (-93)\n show\n wait until <touching (arse v)?>\n set [lock v] to [unlocked]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(level) = [11]>>\n wait (0.08) seconds\n set [lock v] to [unlocked]\nelse\n hide\n set [lock v] to [unlocked]\nend\n\n@Teleporter 1\n\nwhen flag clicked\nhide\nforever\n repeat (50)\n change [color v] effect by (1)\n end\n repeat (50)\n change [color v] effect by (-1)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n go to x: (-156) y: (-127)\n show\n else\n if <(level) = [8]> then\n go to x: (174) y: (61)\n show\n else\n if <(level) = [9]> then\n go to x: (-214) y: (-159)\n show\n else\n if <(level) = [10]> then\n go to x: (-129) y: (15)\n show\n else\n if <(level) = [12]> then\n go to x: (220) y: (108)\n show\n else\n if <(level) = [14]> then\n go to x: (-146) y: (-143)\n show\n else\n if <(level) = [15]> then\n go to x: (219) y: (34)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Teleporter 2\n\nwhen flag clicked\nhide\nforever\n repeat (50)\n change [color v] effect by (1)\n end\n repeat (50)\n change [color v] effect by (-1)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n go to x: (200) y: (115)\n show\n else\n if <(level) = [8]> then\n go to x: (-204) y: (-158)\n show\n else\n if <(level) = [9]> then\n go to x: (-102) y: (-160)\n show\n else\n if <(level) = [10]> then\n go to x: (115) y: (80)\n show\n else\n if <(level) = [12]> then\n go to x: (-222) y: (-100)\n show\n else\n if <(level) = [14]> then\n go to x: (198) y: (102)\n show\n else\n if <(level) = [15]> then\n go to x: (-222) y: (-148)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Teleporter 3\n\nwhen flag clicked\nhide\nforever\n repeat (50)\n change [color v] effect by (1)\n end\n repeat (50)\n change [color v] effect by (-1)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n go to x: (-68) y: (55)\n show\n else\n if <(level) = [9]> then\n go to x: (206) y: (-117)\n show\n else\n if <(level) = [10]> then\n go to x: (37) y: (-94)\n show\n else\n if <(level) = [14]> then\n go to x: (-168) y: (-9)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@Teleporter 4\n\nwhen flag clicked\nhide\nforever\n repeat (50)\n change [color v] effect by (1)\n end\n repeat (50)\n change [color v] effect by (-1)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n go to x: (0) y: (-103)\n show\n else\n if <(level) = [9]> then\n go to x: (-106) y: (114)\n show\n else\n if <(level) = [10]> then\n go to x: (209) y: (79)\n show\n else\n if <(level) = [14]> then\n go to x: (142) y: (-163)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (backdrop2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n if <(level) = [16]> then\n switch costume to (backdrop3 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [level v] to [1]\n stop [all v]\n end\nend\n\n
Use the arrow keys to move. Hold up arrow on a wall to wall jump. Avoid red. Get to the goal.
 Sengoku period platformer! IN Kyushu 戦国時代プラットフォーマー!I
@Stage\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (0)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [あなたのhp v]\n\nwhen I receive [suta-to v]\nshow variable [あなたのhp v]\nset [あなたのhp v] to [20]\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<touching (当たるとタヒ v)?> or <(y position) < [-180]>> then\n start sound [crashed oof v]\n broadcast (やられた v)\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n if <<(ステージ) = [8]> or <(ステージ) = [11]>> then\n if <touching (スプライト10 v)?> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n else\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n end\n if <(剣を振ったでやんす) = [振った]> then\n switch costume to (player3 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I receive [suta-to v]\nforever\n if <(あなたのHP) < [1]> then\n set [死んだのは… v] to [player]\n go to x: (-216) y: (50)\n broadcast (やられた v)\n set [あなたのhp v] to [20]\n end\nend\n\nwhen I receive [suta-to v]\nforever\n if <<touching (敵 v)?> or <touching (ボス v)?>> then\n change [あなたのhp v] by (-1)\n if <(x position) < (通常敵位置x)> then\n set [xのやつ v] to [-10]\n set [yだー v] to [10]\n else\n set [xのやつ v] to [10]\n set [yだー v] to [10]\n end\n end\nend\n\ngo to (random position v)\ngo to x: (-186) y: (77)\n\n@road-\n\nwhen flag clicked\nset [ステージ v] to [1]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\n\nwhen I receive [suta-to v]\nshow\nif <(場所はどこじゃ?) = [九州]> then\n set [ステージ v] to [1]\nend\nforever\n switch costume to (ステージ)\nend\n\n@スプライト1\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [suta-to v]\nshow\nforever\n go to (player v)\n set rotation style [left-right v]\n point in direction ([direction v] of [player v])\n set [剣を振ったでやんす v] to [振ってないよん]\n if <<key (space v) pressed?> or <key (v v) pressed?>> then\n set [攻撃 v] to [1]\n set rotation style [all around v]\n broadcast (剣振ったぜ! v)\n repeat (5)\n set [剣を振ったでやんす v] to [振った]\n turn right (20) degrees\n end\n repeat (5)\n turn right (-20) degrees\n end\n set [剣を振ったでやんす v] to [振ってないよん]\n wait until <not <<key (space v) pressed?> or <key (v v) pressed?>>>\n set [攻撃 v] to [0]\n point in direction (90)\n else\n end\nend\n\nif <key (space v) pressed?> then\n\ngo to [back v] layer\n\nwhen I receive [剣振ったぜ! v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [pinwheel colour v] to [0]\nset [pinwheel brightness v] to [0]\nset [energy v] to [0]\nset [sequence v] to [0]\nstart sound [Cool lntro Music v]\nwait (0) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nShockwave\nTween Screen x [-10] y [10]\nTween Screen x [10] y [-5]\nTween Screen x [0] y [0]\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nShockwave\nrepeat (10)\n change [cam x v] by (((10) - (Cam X)) / (3))\n change [cam y v] by (((10) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nrepeat (10)\n change [cam x v] by (((0) - (Cam X)) / (3))\n change [cam y v] by (((0) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nwait (0.3) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nGrid Explosion\nShockwave\nrepeat (10)\n change [cam x v] by (((-10) - (Cam X)) / (3))\n change [cam y v] by (((10) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nrepeat (30)\n change [cam x v] by (((0) - (Cam X)) / (3))\n change [cam y v] by (((0) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nwait (1) seconds\nbroadcast (名前決め v)\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n switch costume to (name v)\n set size to (0) %\n set [i1 v] to [0]\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n change size by (i1)\n point in direction ((90) + ((i1) / (5)))\n go to x: (Cam X) y: (Cam Y)\n end\n set size to (0) %\n set [i1 v] to [0]\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n change size by (i1)\n point in direction ((90) + ((i1) / (5)))\n go to x: (Cam X) y: (Cam Y)\n go [forward v] (1) layers\n end\n set [i1 v] to [90]\n repeat (30)\n go [forward v] (1) layers\n change [i1 v] by (((450) - (i1)) / (5))\n go to x: (Cam X) y: (Cam Y)\n point in direction (i1)\n go to x: (Cam X) y: (Cam Y)\n end\n set [sequence v] to [1]\n set [clone id v] to [6]\n create clone of (_myself_ v)\n delete this clone\nelse\n if <(Clone ID) = [2]> then\n go to [back v] layer\n set size to (100) %\n repeat (10)\n switch costume to (blank v)\n change size by ((size) / (3))\n switch costume to (pinwheel circle v)\n turn right (2) degrees\n go to x: (Cam X) y: (Cam Y)\n end\n repeat until <(Sequence) = [1]>\n turn right (2) degrees\n go to x: (Cam X) y: (Cam Y)\n set [color v] effect to (Pinwheel Colour)\n set [brightness v] effect to (Pinwheel Brightness)\n set [whirl v] effect to ((Pinwheel Colour) * (0.7))\n end\n delete this clone\n else\n if <(Clone ID) = [3]> then\n switch costume to (spline1 v)\n set size to ((size) * ((1) + (energy))) %\n point in direction (i1)\n set [i1 v] to [0]\n set [brightness v] effect to (brightness)\n repeat (10)\n change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((size) / (100))) - (i1)) / (7))\n go to x: ((x) + (Cam X)) y: ((y) + (Cam Y))\n move (i1) steps\n end\n repeat (9)\n change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((size) / (100))) - (i1)) / (7))\n go to x: ((x) + (Cam X)) y: ((y) + (Cam Y))\n move (i1) steps\n next costume\n end\n delete this clone\n else\n if <(Clone ID) = [4]> then\n switch costume to (square1 v)\n go [backward v] (1) layers\n set size to (0) %\n point in direction (45)\n repeat (30)\n change size by (((500) - (size)) / (7))\n go to x: (Cam X) y: (Cam Y)\n end\n repeat (30)\n switch costume to (blank v)\n change size by (((1300) - (size)) / (7))\n switch costume to (square1 v)\n go to x: (Cam X) y: (Cam Y)\n end\n delete this clone\n else\n if <(Clone ID) = [5]> then\n switch costume to (square2 v)\n go [backward v] (1) layers\n set size to (0) %\n point in direction (45)\n repeat (30)\n change size by (((200) - (size)) / (7))\n go to x: (Cam X) y: (Cam Y)\n end\n repeat (30)\n switch costume to (blank v)\n change size by (((1300) - (size)) / (7))\n switch costume to (square2 v)\n go to x: (Cam X) y: (Cam Y)\n end\n delete this clone\n else\n if <(Clone ID) = [6]> then\n switch costume to (screencamlense v)\n set [color v] effect to (Pinwheel Colour)\n set [brightness v] effect to (Pinwheel Brightness)\n set size to (0) %\n repeat (30)\n switch costume to (blank v)\n change size by (((1200) - (size)) / (4))\n switch costume to (screencamlense v)\n end\n delete this clone\n else\n if <(Clone ID) = [7]> then\n switch costume to (shockwave v)\n repeat (50)\n switch costume to (blank v)\n change size by (((300) - (size)) / (10))\n switch costume to (shockwave v)\n change [ghost v] effect by (4)\n end\n else\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine Explosion x (x) y (y) size (size)\nset [brightness v] to [-10]\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [x v] to (x)\nset [y v] to ((y) - (5))\nset [size v] to (size)\nrepeat (12)\n create clone of (_myself_ v)\n change [i1 v] by (30)\nend\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [brightness v] to [0]\nrepeat (12)\n create clone of (_myself_ v)\n change [i1 v] by (30)\nend\n\ndefine Tween Screen x (x) y (y)\nrepeat (10)\n change [cam x v] by (((x) - (Cam X)) / (3))\n change [cam y v] by (((y) - (Cam Y)) / (3))\nend\n\ndefine Grid Explosion\nset [energy v] to [1]\nset [c1 v] to [-150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\n\ndefine Shockwave\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\n\n@スプライト3\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\ndefine 1\npoint in direction ([direction v] of [スプライト2 v])\nset size to (200) %\nclear graphic effects\nset [ぐらびて v] to [16]\nrepeat (8)\n change x by (ぐらびて)\n change y by (join [-] (ぐらびて))\n change [ぐらびて v] by (-2)\n change [ghost v] effect by (12)\nend\nhide\n\nwhen flag clicked\n\nwhen I receive [suta-to v]\nset volume to (20) %\nforever\n hide\n if <<key (space v) pressed?> or <key (v v) pressed?>> then\n start sound [sword-slash1 v]\n wait (0.07) seconds\n show\n 1\n wait until <<key (space v) pressed?> or <key (v v) pressed?>>\n end\nend\n\nwhen I receive [suta-to v]\nforever\n go to (スプライト2 v)\nend\n\ngo to x: (-40) y: (40)\n\n@当たるとタヒ\n\nwhen flag clicked\nset [別のプログラムへ! v] to [0]\nset [ステージ v] to [1]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [suta-to v]\nset [別のプログラムへ! v] to [0]\nshow\nforever\n if <(ステージ) = [2]> then\n show\n switch costume to (f172ca0139239a8a6cf908ddbe208a7e-removebg-preview v)\n else\n if <(ステージ) = [9]> then\n show\n switch costume to (f172ca0139239a8a6cf908ddbe208a7e-removebg-preview2 v)\n else\n hide\n end\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [場所選び v]\ngo to [back v] layer\nshow\n\nwhen I receive [suta-to v]\nhide\n\n@スプライト8\n\nwhen I receive [名前決め v]\nshow\nask [名前を決めてください。] and wait\nset [名前ええ v] to (answer)\nsay (join (名前ええ) [さんですね。分かりました!頑張ってください!]) for (4) seconds\nbroadcast (九州からスタート! v)\nbroadcast (suta-to v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [場所選び v]\n\n@スプライト4\n\n@スプライト6\n\n@敵\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\n end\nend\n\nif <touching (自分の矢 v)?> then\n\nwhen I start as a clone\nforever\n if <touching (自分の矢 v)?> then\n change [矢のhp v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (スプライト2 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by (-4)\n if <(HP) < [0.01]> then\n switch costume to (ダメージ v)\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n set [死んだのは… v] to [ゾンビ]\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (ダメージ v)\n else\n start sound [攻撃2 v]\n switch costume to (ダメージ v)\n end\n wait until <(攻撃) = [0]>\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <([x position v] of [player 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 [player 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 (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n if <not <(ライフ) = [0]>> then\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\nif <(ステージ) = [10]> then\n go to x: (300) y: (300)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nforever\n set [通常敵位置x v] to (x position)\n set [通常敵位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n delete this clone\nend\nif <(ステージ) = [4]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [10]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [21]> then\n go to x: (250) y: (150)\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n wait (pick random (0.8) to (0.9)) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (ダメージ v)\n else\n start sound [攻撃2 v]\n switch costume to (ダメージ v)\n end\n wait until <touching (自分の矢 v)?>\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n switch costume to (ダメージ v)\n else\n if <(攻撃) = [0]> then\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I receive [suta-to v]\nset [hp v] to [20]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [suta-to v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(ステージ) = [4]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [10]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by (-4)\nend\nif <(HP) < [0.01]> then\n switch costume to (ダメージ v)\n start sound [Bowling Strike v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n set [死んだのは… v] to [敵]\n change [通常敵 倒した数 v] by (1)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [剣で斬る3 v]\n switch costume to (ダメージ v)\n else\n start sound [剣で斬る3 v]\n switch costume to (ダメージ v)\n end\n wait until <touching (自分の矢 v)?>\n switch costume to (コスチューム2 v)\nend\n\n\nforever\n \n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by (-4)\n end\nend\n\nif <(HP) < [0.01]> then\n switch costume to (ダメージ v)\n start sound [Bowling Strike v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n set [死んだのは… v] to [敵]\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [剣で斬る3 v]\n switch costume to (ダメージ v)\n else\n start sound [剣で斬る3 v]\n switch costume to (ダメージ v)\n end\n wait until <touching (自分の矢 v)?>\n switch costume to (コスチューム2 v)\nend\n\nswitch costume to (ダメージ v)\n\nwhen I start as a clone\nforever\n\nwhen I start as a clone\n\nbroadcast (痛いっすね。 v)\n\nchange [hp v] by (-4)\n\nwhen this sprite clicked\nset [通常敵 タップ v] to [1]\nwait (0.8) seconds\nset [通常敵 タップ v] to [0]\n\nwhen flag clicked\nhide\nset [通常敵 タップ v] to [0]\n\nset [通常敵 倒した数 v] to []\n\nwhen I start as a clone\nforever\n if <(y position) < [-180]> then\n go to x: (-20) y: (0)\n end\nend\n\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 until <(ステージ) = [17]>\ngo to x: (250) y: (150)\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 <(ステージ) = [21]>\nwait (0.5) seconds\ngo to x: (250) y: (150)\nwait (pick random (0.8) to (0.9)) seconds\nif <(ステージ) = [21]> then\n create clone of (_myself_ v)\nend\ngo to x: (-250) y: (150)\nwait (pick random (0.8) to (0.9)) seconds\nif <(ステージ) = [21]> then\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [ボス敵を倒した! v] to [0]\n\nwhen I receive [suta-to v]\nset [ボス敵を倒した! v] to [0]\n\nwhen I receive [slime death v]\n\nif <(ステージ) = [7]> then\n go to x: (300) y: (300)\nend\n\n@ボス\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\n end\nend\n\nif <touching (自分の矢 v)?> then\n\nwhen I start as a clone\nforever\n if <touching (自分の矢 v)?> then\n change [矢のhp v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ぼすてきhp v] to [100]\n\nswitch costume to (ダメージ v)\nstart sound [倒した v]\nset [slime x v] to (x position)\nset [slime y v] to (y position)\nbroadcast (Slime Death v)\nset [死んだのは… v] to [ゾンビ]\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I start as a clone\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) = [8]> then\n go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nforever\n set [通常敵位置x v] to (x position)\n set [通常敵位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ngo to x: (300) y: (0)\nif <(ステージ) = [8]> then\n set [ぼすてきhp v] to [35]\nelse\n if <(ステージ) = [11]> then\n set [ぼすてきhp v] to [50]\n end\nend\nbroadcast (ボスぅ! v)\n\nwhen I receive [suta-to v]\nhide\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [ボスぅ! v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nforever\n if <(ステージ) = [8]> then\n if <not <(ぼすてきHP) < [1]>> then\n clear graphic effects\n set size to (70) %\n wait (0.01) seconds\n point in direction (90)\n set [ゾンビx v] to [0]\n set [ゾンビy v] to [0]\n clear graphic effects\n show\n forever\n if <([x position v] of [player 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 [player 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 (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n if <(ぼすてきHP) < [1]> then\n hide\n broadcast (7 v)\n stop [this script v]\n end\n end\n else\n stop [this script v]\n end\n else\n if <(ステージ) = [11]> then\n if <not <(ぼすてきHP) < [1]>> then\n clear graphic effects\n set size to (70) %\n wait (0.01) seconds\n point in direction (90)\n set [ゾンビx v] to [0]\n set [ゾンビy v] to [0]\n clear graphic effects\n show\n forever\n if <([x position v] of [player 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 [player 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 (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (road- v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n if <(ぼすてきHP) < [1]> then\n hide\n broadcast (8 v)\n stop [this script v]\n end\n if <(y position) < [-180]> then\n go to x: (-20) y: (300)\n end\n end\n else\n stop [this script v]\n end\n end\n end\nend\n\nhide\n\ncreate clone of (_myself_ v)\nwait until <[] = [600000]>\n\nswitch costume to (ダメージ v)\n\nwhen I start as a clone\nforever\n\nwhen I start as a clone\nforever\n\nif <(HP) < [0.01]> then\n switch costume to (ダメージ v)\n start sound [Bowling Strike v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n set [死んだのは… v] to [敵]\n change [通常敵 倒した数 v] by (1)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [剣で斬る3 v]\n switch costume to (ダメージ v)\n else\n start sound [剣で斬る3 v]\n switch costume to (ダメージ v)\n end\n wait until <touching (自分の矢 v)?>\n switch costume to (コスチューム2 v)\nend\n\nwhen this sprite clicked\nset [通常敵 タップ v] to [1]\nwait (0.8) seconds\nset [通常敵 タップ v] to [0]\n\nwhen flag clicked\nhide\nset [通常敵 タップ v] to [0]\n\nset [通常敵 倒した数 v] to []\n\nwhen I start as a clone\nforever\n if <(y position) < [-180]> then\n go to x: (-20) y: (0)\n end\nend\n\nwhen flag clicked\nset [ボス敵を倒した! v] to [0]\n\nwhen I receive [suta-to v]\nbroadcast (ボスぅ! v)\n\nwhen I start as a clone\n\nset [ぼすてきhp v] to [1]\n\nwhen I receive [ボスぅ! v]\nforever\n if <<touching (スプライト2 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [player v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [ぼすてきhp v] by (-4)\n \n end\nend\n\nset [ステージ v] to [8]\n\nwhen I receive [ボスぅ! v]\nset [ボス敵を倒した! v] to [0]\nforever\n if <not <(ボス敵を倒した!) = [1]>> then\n if <(ステージ) = [8]> then\n show\n broadcast (痛いっすね。 v)\n if then\n change [ぼすてきhp v] by (-4)\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [ぼすてきhp v] by (攻撃力)\n if <[ 1] < (ぼすてきHP)> then\n switch costume to (コスチューム6 v)\n start sound [Bowling Strike v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (ボスデス v)\n set [死んだのは… v] to [敵]\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n stop [this script v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [剣で斬る3 v]\n switch costume to (コスチューム6 v)\n else\n start sound [剣で斬る3 v]\n switch costume to (コスチューム6 v)\n end\n wait until <touching (自分の矢 v)?>\n switch costume to (コスチューム4 v)\n end\n end\n switch costume to (コスチューム4 v)\n broadcast (痛いっすね。 v)\n show\n else\n if <(ステージ) = [11]> then\n broadcast (痛いっすね。 v)\n if then\n change [ぼすてきhp v] by (-4)\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [ぼすてきhp v] by (-4)\n if <[ 1] < (ぼすてきHP)> then\n switch costume to (コスチューム6 v)\n start sound [Bowling Strike v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (ボスデス v)\n set [死んだのは… v] to [敵]\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n stop [this script v]\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [剣で斬る3 v]\n switch costume to (コスチューム6 v)\n else\n start sound [剣で斬る3 v]\n switch costume to (コスチューム6 v)\n end\n wait until <touching (自分の矢 v)?>\n switch costume to (コスチューム4 v)\n end\n end\n switch costume to (コスチューム4 v)\n broadcast (痛いっすね。 v)\n show\n end\n end\n end\nend\n\nwhen I receive [next v]\nbroadcast (ボスぅ! v)\n\nwhen I receive [slime death v]\nstop [other scripts in sprite v]\n\nset [ステージ v] to [8]\n\nwhen I receive [7 v]\nhide\nbroadcast (🔑よ鯉! v)\nstop [other scripts in sprite v]\nhide\nset [ボス敵を倒した! v] to [0]\nset [ぼすてきhp v] to [50]\nwait until <(ステージ) = [11]>\nwait (1) seconds\nif <(ステージ) = [11]> then\n set [ぼすてきhp v] to [50]\nend\nset [ぼすてきhp v] to [50]\nbroadcast (ボスぅ! v)\n\nshow\n\nwhen I receive [suta-to v]\nforever\n\nif <(ステージ) = [11]> then\nend\n\nwhen I receive [ボスぅ! v]\nforever\n set size to (100) %\nend\n\nwhen I receive [8 v]\nhide\nbroadcast (🔑よ鯉! v)\nstop [other scripts in sprite v]\nhide\nset [ボス敵を倒した! v] to [0]\n\n@ペン\n\ndefine 最大HPを (最大hp) に設定し、現在のHPを (現在のhp) にする\nset [最大hp v] to (最大hp)\nset [変数 v] to (現在のhp)\npen up\nerase all\nset pen size to (15)\nset pen color to (#000000)\nset y to (165)\nset x to (-225)\npen down\nset x to (225)\npen up\nset pen color to (#ff80f8)\nset pen size to (10)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (変数)))\npen up\nset pen color to (#ffffff)\nset pen size to (3)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (変数)))\n\nwhen flag clicked\n最大HPを [35] に設定し、現在のHPを [35] にする\nset [ぼすてきhp v] to [35]\nerase all\n\nwhen I receive [痛いっすね。 v]\nif <(ステージ) = [8]> then\n 最大HPを [38] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\nelse\n if <(ステージ) = [11]> then\n 最大HPを [50] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\n else\n forever\n if <(ステージ) = [8]> then\n if <not <(ボス敵を倒した!) = [1]>> then\n if <(ぼすてきHP) < [1]> then\n change [ボス敵を倒した! v] by (1)\n broadcast (🔑よ鯉! v)\n end\n else\n erase all\n end\n else\n if <(ステージ) = [11]> then\n if <not <(ボス敵を倒した!) = [1]>> then\n if <(ぼすてきHP) < [1]> then\n change [ボス敵を倒した! v] by (1)\n broadcast (🔑よ鯉! v)\n end\n else\n erase all\n end\n else\n erase all\n end\n end\n end\n end\nend\nif <(ステージ) = [8]> then\n 最大HPを [38] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\nelse\n if <(ステージ) = [11]> then\n 最大HPを [50] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\n else\n forever\n if <(ステージ) = [8]> then\n if <not <(ボス敵を倒した!) = [1]>> then\n if <(ぼすてきHP) < [1]> then\n change [ボス敵を倒した! v] by (1)\n broadcast (🔑よ鯉! v)\n end\n else\n erase all\n end\n else\n if <(ステージ) = [11]> then\n if <not <(ボス敵を倒した!) = [1]>> then\n if <(ぼすてきHP) < [1]> then\n change [ボス敵を倒した! v] by (1)\n broadcast (🔑よ鯉! v)\n end\n else\n erase all\n end\n else\n erase all\n end\n end\n end\n end\nend\n\nwhen I receive [たひい v]\n\nbroadcast (やられた v)\n\nwhen I receive [痛いっすね。 v]\nforever\n if <<(ステージ) = [8]> or <(ステージ) = [8]>> then\n else\n erase all\n end\nend\n\n最大HPを [50] に設定し、現在のHPを ((ぼすてきHP) - (4)) にする\n\n@スプライト10\n\nwhen I receive [🔑よ鯉! v]\ngo to x: (0) y: (0)\nforever\n show\n if <touching (player v)?> then\n go to (player v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nhide\n\n@音楽\n\nwhen I receive [suta-to v]\nforever\n play sound [魔王魂 民族06 v] until done\n set volume to (50) %\nend\n\n@サムネぃ\n\nwhen flag clicked\nset [あなたのhp v] to [20]\nhide\n\n
https://scratch.mit.edu/projects/739471890\nイントロコンテスト開催中!\nhttps://scratch.mit.edu/projects/726334047\n↑新作!\n\n矢印キー又はWASDで操作 モバイル不対応です!スペースキーまたはVキーで攻撃!扇子に当たると4にます!星とハートお願いします!星とハートが400行ったので、続編か新作どっちか作ります!(アニメの続きを作る可能性もあり)\n\nOperated with arrow keys Mobile is not supported! Stars and hearts please! I'm aiming for trend 1
September Platformer! セプテンバープラットフォーマー! #All #games
@Stage\n\nwhen flag clicked\nshow list [thanks for playing! v]\nforever\n play sound [Radiant v] until done\nend\n\nwhen [timer v] > (0.1)\nshow list [thanks for playing! v]\nswitch backdrop to (背景2 v)\nforever\n play sound [Radiant v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n reset timer\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <(ステージ) = [15]>\n change [タイム v] by (1)\n wait (1) seconds\nend\nif <(タイム) < (☁ time - 1)> then\n set [☁ time - 4 v] to (☁ time - 3)\n set [☁ name - 4 v] to (☁ name - 3)\n set [☁ time - 3 v] to (☁ time - 2)\n set [☁ name - 3 v] to (☁ name - 2)\n set [☁ time - 2 v] to (☁ time - 1)\n set [☁ name - 2 v] to (☁ name - 1)\n set [☁ time - 1 v] to (タイム)\n set [☁ name - 1 v] to (ユーザー名)\nelse\n if <(タイム) < (☁ time - 2)> then\n set [☁ time - 4 v] to (☁ time - 3)\n set [☁ name - 4 v] to (☁ name - 3)\n set [☁ time - 3 v] to (☁ time - 2)\n set [☁ name - 3 v] to (☁ name - 2)\n set [☁ time - 2 v] to (タイム)\n set [☁ name - 2 v] to (ユーザー名)\n else\n if <(タイム) < (☁ time - 3)> then\n set [☁ time - 4 v] to (☁ time - 3)\n set [☁ name - 4 v] to (☁ name - 3)\n set [☁ time - 3 v] to (タイム)\n set [☁ name - 3 v] to (ユーザー名)\n else\n if <(タイム) < (☁ time - 4)> then\n set [☁ time - 4 v] to (タイム)\n set [☁ name - 4 v] to (ユーザー名)\n end\n end\n end\nend\nhide list [thanks for playing! v]\ndelete all of [thanks for playing! v]\n解読 (☁ name - 1)\nadd (join [1st] (join [ ] (join (item (51) of [user name v]) (join [ - ] (join (☁ time - 1) [s]))))) to [thanks for playing! v]\n解読 (☁ name - 2)\nadd (join [2nd] (join [ ] (join (item (51) of [user name v]) (join [ - ] (join (☁ time - 2) [s]))))) to [thanks for playing! v]\n解読 (☁ name - 3)\nadd (join [3rd] (join [ ] (join (item (51) of [user name v]) (join [ - ] (join (☁ time - 3) [s]))))) to [thanks for playing! v]\n解読 (☁ name - 4)\nadd (join [4th] (join [ ] (join (item (51) of [user name v]) (join [ - ] (join (☁ time - 4) [s]))))) to [thanks for playing! v]\nadd [] to [thanks for playing! v]\nadd (join [time:] (join (タイム) [s])) to [thanks for playing! v]\n\nwhen flag clicked\nset [ユーザー名 v] to []\nreplace item (50) of [user name v] with [0]\nrepeat (20)\n replace item (50) of [user name v] with ((item (50) of [user name v]) + (1))\n set [ユーザー名 v] to (join (ユーザー名) (item # of (letter (item (50) of [user name v]) of (username)) in [user name v]))\nend\n\ndefine 解読 (txt)\nreplace item (50) of [user name v] with [0]\nreplace item (51) of [user name v] with []\nrepeat (20)\n replace item (50) of [user name v] with ((item (50) of [user name v]) + (2))\n replace item (51) of [user name v] with (join (item (51) of [user name v]) (item (join (letter ((item (50) of [user name v]) - (1)) of (txt)) (letter (item (50) of [user name v]) of (txt))) of [user name v]))\nend\n\nwhen flag clicked\nforever\n if <(turbo) > [200]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [turbo v] to [100]\nend\n\nwhen flag clicked\nset [turbo v] to [100]\nforever\n change [turbo v] by (1)\nend\n\n@NEXT\n\nwhen I receive [next v]\nstart sound [High Whoosh v]\nswitch costume to (5 v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to x: (646) y: (0)\ngo to [front v] layer\nshow\nrepeat until <(round (x position)) = [0]>\n change x by ((() - (x position)) / (7))\nend\nwait (((10) + (costume [name v])) / (10)) seconds\nrepeat until <(round (x position)) < [-643]>\n change x by (((-700) - (x position)) / (7))\nend\ndelete this clone\n\n@Moon\n\nwhen flag clicked\nforever\n set x to ((160) - ((([x position v] of [player v]) + ((486) * (ステージ))) / (25)))\n go to [back v] layer\n if <(ステージ) < [14]> then\n show\n else\n hide\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Player\n\nwhen I start as a clone\nif <(ステージ) = [14]> then\n switch costume to (captain rocket2 v)\n repeat (6)\n set y to (-185)\n change size by (-6)\n change [ghost v] effect by (10)\n end\nelse\n switch costume to (player2 v)\n repeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\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 動作\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 (1)\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 (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <touching (地面 v)?> then\n change y by <<touching (地面 v)?> or <touching (地面 v)?>>\n end\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 ((11) * (重力))\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 [14]\n end\nend\nchange y by (1)\n\nwhen I receive [next v]\nrepeat (100)\n if <(ステージ) = [14]> then\n X [0] Y [0]\n else\n X [-200] Y [-10]\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\nwhen flag clicked\nswitch costume to (player1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\nX [-200] Y [-10]\nset [ok v] to [0]\nforever\n if <(ステージ) = [14]> then\n switch costume to (captain rocket1 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change x by (5)\n if <touching (地面 v)?> then\n change x by (-5)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change x by (-5)\n if <touching (地面 v)?> then\n change x by (5)\n end\n end\n if <touching (宇宙 v)?> then\n start sound [Crunch v]\n set [隕石 v] to [x]\n end\n else\n switch costume to (player1 v)\n 動作\n if <<touching (地面 v)?> or <<touching (障害物 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 end\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@地面\n\nwhen flag clicked\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@障害物\n\nwhen flag clicked\nforever\n switch costume to ((ステージ) - (3))\n go to [back v] layer\n go [forward v] (1) layers\n if <(ステージ) < [4]> then\n hide\n else\n show\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@ジャンプ台\n\nwhen flag clicked\nforever\n switch costume to ((ステージ) - (6))\n go to [back v] layer\n go [forward v] (2) layers\n if <(ステージ) < [7]> then\n hide\n else\n show\n end\n if <touching (player v)?> then\n set [y v] to [15]\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@宇宙\n\nwhen flag clicked\nset [隕石 v] to [0]\nforever\n if <(ステージ) = [13]> then\n switch costume to (locket v)\n show\n if <touching (player v)?> then\n change [ステージ v] by (1)\n broadcast (next v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [14]> then\n set [隕石 v] to [0]\n broadcast (damage v)\n 宇宙\n else\n set [隕石 v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (join [I] (pick random (1) to (2)))\ngo to x: (pick random (-230) to (230)) y: (230)\nshow\nif <(pick random (1) to (7)) = [1]> then\n point towards (player v)\n repeat until <(y position) < [-230]>\n move (10) steps\n end\nelse\n glide (2) secs to x: (x position) y: (-230)\nend\ndelete this clone\n\ndefine 宇宙\nwait (3) seconds\nrepeat (20)\n create clone of (_myself_ v)\n wait (0.5) seconds\n if <(隕石) = [x]> then\n stop [this script v]\n end\nend\nwait (4) seconds\nif <(隕石) = [0]> then\n change [ステージ v] by (1)\n broadcast (next v)\nend\n\nwhen I receive [damage v]\ndelete this clone\n\n
2.5D Platformer! #All #Games
@Stage\n\nwhen flag clicked\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]\npoint in direction (90)\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 point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0034ff)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0034ff)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0039ff)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0034ff)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0034ff)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0034ff)?>>>> 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 <<touching (地面 v)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0034ff)?>>>> 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)?> and <<not <touching color (#ff0000)?>> and <not <touching color (#0031ff)?>>>> then\n start sound [ニュッ 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 color (#ff0000)?>> then\n 初期設定プログラム\n end\n if <touching color (#0030ff)?> then\n set [y v] to [22]\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\nbroadcast (スタート v)\nhide variable [time 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 I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [スタート v]\n地面作成\n\ndefine 地面作成\nerase all\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nset size to (50) %\nrepeat (50)\n stamp\n change size by (1.1)\n change [brightness v] effect by (1)\n change y by (0.1)\nend\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\nwait (0) seconds\n地面作成\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (サムネイル v)\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@☆と♡\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
°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°°˖✧◜✧˖°\nhello!\nWelcome to my platformer.\nhave fun.\n\nThis time it's a 2.5D platformer!\n\n▶Description\nIt can be operated with the arrow keys.\nMobile friendly.\n\nIf you hit the magma, you will die.\nPlease be careful.\n\nComment your time :D\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2.5Dのプラットフォーマーです!\n\n▶説明\n矢印キーで操作できます。\nモバイル対応です。\n\n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タイムをコメントしてね:D
super easy platformer 2!!(超!簡単!プラットフォーマー2!!)
@Stage\n\nset [stage v] to [11]\n\n@player\n\nwhen flag clicked\nhide variable [死んだ回数 v]\nhide variable [☁ 世界記録 v]\nset [死んだ回数 v] to [0]\nhide\n\nwhen flag clicked\nset [lock v] to [0]\ngo to x: (-200) y: (0)\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 ((コスチューム) + (4))\nchange x by (x)\nswitch costume to (コスチューム)\n\nwhen I receive [スタート v]\nset [復活してない v] to [0]\nswitch costume to (ローラースケート 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)?> or <(確定) = [1]>>> then\n change [死んだ回数 v] by (1)\n broadcast (game over v)\n repeat (15)\n change size by (5)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n set [確定 v] to [0]\n set [復活してない v] to [1]\n wait until <<key (r v) pressed?> or <mouse down?>>\n set size to (50) %\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 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 [白くなる v]\ngo to x: (-166) y: (-105)\nstop [other scripts in sprite v]\n\nwhen I receive [endロール v]\nglide (33) secs to x: (252) y: (-105)\nhide\n\nwhen I receive [スタート v]\nshow variable [死んだ回数 v]\n\nset [☁ 世界記録 v] to [1000]\n\n@針など\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\nwhen I receive [次のステージ v]\npoint in direction (90)\nhide\nif <(stage) = [5]> then\n switch costume to (針 new.ver\(\( v)\n go to x: (0) y: (-139)\n show\n repeat until <[-120] < ([x position v] of [player v])>\n point in direction (pick random (70) to (100))\n end\n point in direction (90)\n set [lock v] to [1]\n set [x v] to [0]\n set [y v] to [0]\n say (translate [君今こう思ったよね?] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [あのときの針じゃーーーーーーーーーーーーーーーん] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [どうせ説教して、怒ってないふりして、飛んでくるやつじゃーん] to ((language::translate) v)::translate) for (5) seconds\n say (translate [んー今回はそういうのないから安心してね!] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [僕はただここにいただけだから] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [じゃーね!] to ((language::translate) v)::translate) for (1.5) seconds\n wait (0.5) seconds\n set [雑用 v] to [0]\n repeat (5)\n set x to (pick random (-5) to (5))\n change [雑用 v] by (1)\n end\n repeat (12)\n set x to (pick random (-3) to (3))\n change y by (雑用)\n change [雑用 v] by (1)\n end\n repeat (6)\n set x to (pick random (-1) to (1))\n change y by (雑用)\n change [雑用 v] by (1)\n end\n hide\n wait (0.5) seconds\n set [lock v] to [0]\n wait until <[-100] < ([x position v] of [player v])>\n set [lock v] to [1]\n set [x v] to [0]\n set [y v] to [0]\n go to x: (0) y: (246)\n point in direction (-90)\n show\n glide (0.2) secs to x: (0) y: (-70)\n start sound [デュクシ☆ v]\n say (translate [あ、やべ、ミスった…] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [あ!お、お騒がせしました〜] to ((language::translate) v)::translate) for (2) seconds\n glide (1) secs to x: (0) y: (246)\n hide\n set [lock v] to [0]\n wait (1) seconds\n show\n point in direction (-75)\n glide (0.1) secs to x: (-60) y: (-70)\n start sound [デュクシ☆ v]\n wait until <[80] < ([x position v] of [player v])>\n point in direction (180)\n go to x: (-80) y: (-110)\n glide (0.1) secs to x: (240) y: (-110)\n hide\nend\nif <(stage) = [6]> then\n point in direction (90)\n switch costume to (ゴール\(?\) v)\n show\n go to x: (120) y: (100)\n wait until <[0] < ([x position v] of [player v])>\n set [雑用 v] to [8]\n repeat until <touching (_edge_ v)?>\n change y by (雑用)\n change [雑用 v] by (-2)\n end\n set [雑用 v] to [5]\n repeat (20)\n turn right (10) degrees\n change y by (雑用)\n change [雑用 v] by (-1)\n end\n hide\nend\nif <(stage) = [7]> then\n point in direction (90)\n switch costume to (🍎 v)\n show\n go to x: (120) y: (-122)\n wait until <[-30] < ([x position v] of [player v])>\n set [lock v] to [1]\n set [x v] to [0]\n say (translate [ゴールだと思ったよね?] to ((language::translate) v)::translate) for (2) seconds\n set [y v] to [0]\n say (translate [そして君今、こいつ誰?って思ったよね?] to ((language::translate) v)::translate) for (2) seconds\n say (translate [俺だよ俺!] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [りんごだよ!ヽ\(゚∀゚\)ノ パッ] to ((language::translate) v)::translate) for (1.5) seconds\n think [...] for (1) seconds\n say (translate [\(゚Д゚\)ハァ?] to ((language::translate) v)::translate) for (1.5) seconds\n set [lock v] to [0]\n wait (0.05) seconds\n glide (0.1) secs to x: (-240) y: (-122)\n hide\n wait until <[150] < ([x position v] of [player v])>\n show\n point in direction (90)\n go to x: (240) y: (-80)\n set [雑用 v] to [0]\n repeat until <touching (地面 v)?>\n change x by (-15)\n change y by (雑用)\n change [雑用 v] by (-1)\n turn left (15) degrees\n end\n set [雑用 v] to [5]\n repeat (11)\n change x by (-10)\n change y by (雑用)\n change [雑用 v] by (-1)\n turn left (15) degrees\n end\n set [雑用 v] to [-10]\n repeat (10)\n change x by (雑用)\n turn right (雑用) degrees\n change [雑用 v] by (0.5)\n end\n repeat (20)\n change x by (雑用)\n turn right (雑用) degrees\n turn left (1) degrees\n change [雑用 v] by (0.25)\n end\n wait until <([x position v] of [player v]) < [-150]>\n wait (1) seconds\n show\n point in direction (-15)\n go to x: (-150) y: (-125)\n if <([x position v] of [player v]) < (x position)> then\n set [雑用 v] to [15]\n repeat (21)\n change x by (-5)\n change y by (雑用)\n change [雑用 v] by (-1)\n turn left (15) degrees\n end\n hide\n else\n set [雑用 v] to [15]\n repeat (31)\n change x by (5)\n change y by (雑用)\n change [雑用 v] by (-1)\n turn left (-15) degrees\n end\n set [雑用 v] to [10]\n repeat (10)\n change x by ((雑用) / (2))\n turn right (雑用) degrees\n change [雑用 v] by (-0.5)\n end\n end\nend\nif <(stage) = [8]> then\n wait (1) seconds\n hide\n point in direction (-90)\n switch costume to (針 new.ver\(\( v)\n go to x: (150) y: (240)\n repeat (6)\n create clone of (_myself_ v)\n change y by (50)\n change x by (-50)\n wait (0.05) seconds\n end\nend\nif <(stage) = [9]> then\n show\n switch costume to (針 \(ぐるぐる回転\) v)\n go to x: (0) y: (0)\n repeat (100)\n turn left (5) degrees\n end\n repeat until <<(stage) = [10]> or <(復活してない) = [1]>>\n turn left (60) degrees\n end\n set [雑用 v] to [30]\n repeat (60)\n turn left (雑用) degrees\n go to x: (pick random (-10) to (10)) y: (0)\n change [雑用 v] by (-0.5)\n end\n set [雑用 v] to [0]\n repeat (30)\n turn left (雑用) degrees\n change y by (雑用)\n change [雑用 v] by (1)\n end\n hide\n if <(stage) = [9]> then\n wait until <[100] < ([x position v] of [player v])>\n set x to (150)\n set [雑用 v] to [0]\n show\n repeat (40)\n turn left (雑用) degrees\n change y by (雑用)\n change [雑用 v] by (-1)\n end\n hide\n end\nend\nif <(stage) = [10]> then\n wait (1) seconds\n point in direction (90)\n switch costume to (針 \(ぐるぐる回転\) v)\n show\n set [雑用 v] to [0]\n go to x: (240) y: (300)\n repeat until <touching (地面 v)?>\n change y by (雑用)\n change [雑用 v] by (-1)\n end\n set [雑用 v] to [0]\n repeat (25)\n turn right (雑用) degrees\n change x by (雑用)\n change [雑用 v] by (-1)\n 下に行く (まさか定義を使うことになるとは)\n end\n set [雑用 v] to [10]\n repeat (15)\n change x by (-15)\n turn right (-20) degrees\n change y by (雑用)\n change [雑用 v] by (-1)\n end\n hide\nend\nif <(stage) = [11]> then\n point in direction (90)\n switch costume to (ゴール\(?\) v)\n show\n go to x: (0) y: (100)\n set [lock v] to [1]\n say (translate [やぁ] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [前はごめんね] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [急に落ちたりして…] to ((language::translate) v)::translate) for (1.5) seconds\n say (translate [反省してるから許して!] to ((language::translate) v)::translate) for (1.5) seconds\n set [lock v] to [0]\n wait until <[100] < ([x position v] of [player v])>\n switch costume to (🍎 v)\n create clone of (_myself_ v)\n switch costume to (ゴール\(?\) v)\n say (translate [あ、やる!] to ((language::translate) v)::translate)\n wait (1) seconds\n glide (0.5) secs to x: (240) y: (100)\n say []\n hide\n wait until <<(stage) = [12]> or <([x position v] of [player v]) < [150]>>\n if <([x position v] of [player v]) < [100]> then\n wait until <[150] < ([x position v] of [player v])>\n say (translate [さっきはごめん!] to ((language::translate) v)::translate)\n switch costume to (🍎 v)\n show\n point in direction (90)\n go to x: (240) y: (-80)\n set [雑用 v] to [0]\n repeat until <touching (地面 v)?>\n change x by (-15)\n change y by (雑用)\n change [雑用 v] by (-1)\n turn left (15) degrees\n end\n repeat (13)\n change x by (雑用)\n turn left (15) degrees\n change [雑用 v] by (0.7)\n end\n say []\n point in direction (90)\n set [雑用 v] to [0]\n repeat (22)\n change x by (雑用)\n turn right (雑用) degrees\n change [雑用 v] by (1)\n end\n hide\n end\nend\nif <(stage) = [12]> then\n point in direction (90)\n switch costume to (本当のゴール v)\n show\n repeat until <([x position v] of [player v]) > [-50]>\n go to x: (pick random (-5) to (5)) y: (pick random (95) to (105))\n end\n go to x: (0) y: (100)\n wait until <([x position v] of [player v]) > [70]>\n point in direction (90)\n go to x: (0) y: (100)\n set [雑用 v] to [-10]\n repeat (28)\n change x by (((雑用) - ((雑用) * (2))) / (3))\n turn left (雑用) degrees\n change y by ((雑用) + (5))\n change [雑用 v] by (-1)\n end\n hide\nend\nif <(stage) = [13]> then\n switch costume to (針 \(ぐるぐる回転\) v)\n wait until <<(stage) = [14]> or <<[70] < ([y position v] of [player v])> or <[100] < ([x position v] of [player v])>>>\n if <[70] < ([y position v] of [player v])> then\n wait (0.5) seconds\n hide\n go to x: (-200) y: (300)\n repeat (7)\n change x by (50)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n wait (0.2) seconds\n go to x: (200) y: (300)\n repeat (7)\n change x by (-50)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n end\n if <[100] < ([x position v] of [player v])> then\n go to x: (-19) y: (0)\n switch costume to (右からマグマ v)\n show\n glide (0.5) secs to x: (-50) y: (0)\n glide (0.5) secs to x: (-19) y: (0)\n hide\n end\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nhide\nswitch costume to (右からマグマ v)\nwait until <[100] < ([x position v] of [player v])>\nshow\nglide (0.5) secs to x: (-50) y: (0)\nglide (0.5) secs to x: (-19) y: (0)\nhide\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [🍎]?> then\n say (translate [野球しようぜ] to ((language::translate) v)::translate)\n switch costume to (🍎 v)\n show\n point in direction (90)\n go to x: (240) y: (-80)\n set [雑用 v] to [0]\n repeat until <touching (地面 v)?>\n change x by (-15)\n change y by (雑用)\n change [雑用 v] by (-1)\n turn left (15) degrees\n end\n repeat (13)\n change x by (雑用)\n turn left (15) degrees\n change [雑用 v] by (0.7)\n end\n say []\n point in direction (90)\n set [雑用 v] to [0]\n repeat (22)\n change x by (雑用)\n turn right (雑用) degrees\n change [雑用 v] by (1)\n end\n hide\nend\nif < (costume [name v]) contains [針]?> then\n show\n switch costume to (針 new.ver\(\( v)\n set [雑用 v] to [-5]\n repeat until <touching (地面 v)?>\n change y by (雑用)\n change [雑用 v] by (-1)\n end\n start sound [デュクシ☆ v]\n set [雑用 v] to [10]\n repeat until <touching (_edge_ v)?>\n move (-20) steps\n turn right (pick random (30) to (20)) degrees\n change x by (15)\n change y by (雑用)\n change [雑用 v] by (-2)\n end\n repeat (2)\n turn right (60) degrees\n change x by (15)\n change y by (雑用)\n change [雑用 v] by (-2)\n end\nend\ndelete this clone\n\ndefine 下に行く (まさか定義を使うことになるとは)\nrepeat until <touching (地面 v)?>\n change y by (-10)\nend\n\nwhen I receive [白くなる v]\nstop [other scripts in sprite v]\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\nset [stage v] to [0]\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n if <(stage) = [2]> then\n wait until <[0] < ([x position v] of [player v])>\n switch costume to (2.5 v)\n start sound [ファー\(息を吸う\) v]\n wait until <([x position v] of [player v]) < [-150]>\n end\n if <(stage) = [4]> then\n wait until <[-40] < ([x position v] of [player v])>\n switch costume to (4.5 v)\n start sound [ファー\(息を吸う\) v]\n wait until <([x position v] of [player v]) < [-150]>\n end\nend\n\nwhen I receive [次のステージ v]\nstart sound [場面切替 v]\nswitch costume to (stage)\nif <(stage) = [14]> then\n broadcast (白くなる v)\nend\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 [白くなる v]\nstop [other scripts in sprite v]\n\nwhen I receive [スタート v]\nset volume to (100) %\nforever\n if <[5] > (stage)> then\n play sound [GREEN GREENS v] until done\n end\n if <<[9] > (stage)> and <(stage) > [4]>> then\n play sound [異空ヲカケル旅人 v] until done\n end\n if <(stage) > [8]> then\n play sound [ウルトラスーパーボスバトル v] until done\n end\nend\n\nwhen I receive [endロール v]\nplay sound [友と夕日と v] until done\n\n@gameover\n\nwhen I receive [game over v]\nset size to (160) %\nclear graphic effects\nshow\nrepeat (4)\n change size by (-15)\nend\ncreate clone of (_myself_ v)\nstart sound [やられた v]\nstart sound [チーン v]\nstart sound [タヒんだ 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\nwhen I start as a clone\ngo to [front v] layer\nrepeat (15)\n change size by (5)\n change [color v] effect by (5)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\nrepeat (10)\n change size by (3)\n change [pixelate v] effect by (10)\n change [color v] effect by (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [白くなる v]\nstop [other scripts in sprite v]\n\n@設定画面\n\nwhen I receive [設定へ v]\nset [設定画面 v] to [1]\nswitch costume to (戻るボタン v)\ncreate clone of (_myself_ v)\nswitch costume to (姿変更\(右\) v)\ncreate clone of (_myself_ v)\nswitch costume to (姿変更\(左\) v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [設定画面 v] to [0]\nset [コスチューム v] to [1]\nhide\n\nwhen I start as a clone\nshow\nif <<[0] < (costume [number v])> and <(costume [number v]) < [6]>> then\n go to x: (0) y: (0)\n repeat until <(設定画面) = [0]>\n switch costume to (コスチューム)\n end\nend\nif < (costume [name v]) contains [右]?> then\n go to x: (50) y: (0)\n repeat until <(設定画面) = [0]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n change [コスチューム v] by (1)\n if <(コスチューム) = [6]> then\n set [コスチューム v] to [1]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif < (costume [name v]) contains [左]?> then\n go to x: (-50) y: (0)\n repeat until <(設定画面) = [0]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n change [コスチューム v] by (-1)\n if <(コスチューム) = [0]> then\n set [コスチューム v] to [5]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif < (costume [name v]) contains [戻る]?> then\n go to x: (-170) y: (-150)\n repeat until <(設定画面) = [0]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n set [設定画面 v] to [0]\n broadcast (最初の画面 v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\ndelete this clone\n\nif <(コスチューム) = [5]> then\nelse\nend\n\nsay (translate [「?」は選択できません] to ((language::translate) v)::translate) for (1) seconds\n\nwhen I receive [白くなる 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\nbroadcast (最初の画面 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 [最初の画面 v]\nerase all\nset RGB ( R= [ff] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [80] , size= [4] , penSize= [6] , color= (RGB) , L-C-R= [c] , text= [\[super easy\]] )\n🖌 PDTE ( x= [0] , y= [-70] , size= [2] , penSize= [3] , color= (RGB) , L-C-R= [c] , text= [-Spacebar or tap to advance-] )\n🖌 PDTE ( x= [0] , y= [150] , size= [2] , penSize= [2] , color= (RGB) , L-C-R= [c] , text= (join [world record / 世界記録 ] (☁ 世界記録)) )\nset RGB ( R= [00] , G= [0] , B= [0] )\n🖌 PDTE ( x= [0] , y= [120] , size= [2] , penSize= [3] , color= (RGB) , L-C-R= [c] , text= [超超簡単!] )\n🖌 PDTE ( x= [0] , y= [0] , size= [6] , penSize= [8] , color= (RGB) , L-C-R= [c] , text= [<START>] )\n🖌 PDTE ( x= [100] , y= [-130] , size= [1.5] , penSize= [2] , color= (RGB) , L-C-R= [c] , text= [Click here for settings] )\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nif <<key (space v) pressed?> or <<mouse down?> and <not <<(mouse x) > [-30]> and <(mouse y) < [-120]>>>>> then\n erase all\n broadcast (スタート v)\nend\nif <<mouse down?> and <<(mouse x) > [-30]> and <(mouse y) < [-120]>>> then\n erase all\n broadcast (設定へ v)\nend\n\nwhen I receive [白くなる v]\nstop [other scripts in sprite v]\n\n@死の踊り\n\nwhen flag clicked\nset [確定 v] to [0]\nhide\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\ngo to x: (pick random (-240) to (240)) y: (0)\npoint in direction (90)\nset size to (10) %\nrepeat until <[250] < (size)>\n switch costume to (コスチューム2 v)\n repeat (2)\n wait (0.01) seconds\n next costume\n end\n repeat (2)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\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5 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\nend\ndelete this clone\n\nwhen I receive [次のステージ v]\nhide\nset volume to (0) %\nset size to (70) %\ngo to x: (300) y: (-105)\nset language to ((language::translate) v)::tts\nrepeat until <not <(stage) = [3]>>\n if <(stage) = [3]> then\n switch costume to (コスチューム1 v)\n set volume to (100) %\n set [lock v] to [1]\n show\n glide (1) secs to x: (150) y: (-105)\n set voice to (tenor v)::tts\n say (translate [死で現実から救済するよ。] to ((language::translate) v)::translate)\n speak (translate [死で現実から救済するよ。] to ((language::translate) v)::translate)::tts\n say []\n set [lock v] to [0]\n start sound [yonhonnorecorder v]\n wait (0.5) seconds\n repeat (2)\n switch costume to (コスチューム2 v)\n repeat (2)\n wait (pick random (0.01) to (0.1)) seconds\n next costume\n end\n repeat (2)\n wait (pick random (0.01) to (0.1)) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (pick random (0.01) to (0.1)) seconds\n switch costume to (コスチューム5 v)\n wait (pick random (0.01) to (0.1)) seconds\n switch costume to (コスチューム6 v)\n wait (pick random (0.01) to (0.1)) seconds\n switch costume to (コスチューム5 v)\n wait (pick random (0.01) to (0.1)) seconds\n switch costume to (コスチューム2 v)\n end\n set [確定 v] to [1]\n end\n set volume to (0) %\n switch costume to (コスチューム8 v)\n glide (1) secs to x: (250) y: (-105)\n hide\n wait until <(復活してない) = [0]>\nend\n\nwhen I receive [白くなる v]\nstop [other scripts in sprite v]\n\n@白い膜\n\nwhen flag clicked\nhide\n\nwhen I receive [白くなる v]\nset [☁ 個人の記録 v] to (死んだ回数)\nif <(死んだ回数) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (死んだ回数)\nend\nswitch costume to (コスチューム1 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (endロール v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [thanks v]\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow variable [☁ 世界記録 v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@スタッフロール\n\nwhen flag clicked\nhide\n\nwhen I receive [endロール v]\nclear graphic effects\nhide\nswitch costume to (制作 v)\nrepeat (7)\n wait (3.5) seconds\n create clone of (_myself_ v)\n next costume\nend\nwait (5) seconds\nshow\nswitch costume to (end v)\ngo to x: (0) y: (214)\nglide (4) secs to x: (0) y: (0)\nwait (1) seconds\nbroadcast (thanks v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (214)\nglide (8) secs to x: (0) y: (-214)\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
こっちも見てね\nhttps://scratch.mit.edu/projects/732351999/\n旗5回押し 使い方最後まで見てね 日本語は下\n。✧✧*。*。✧English✧*。✧*。✧*。✧✧*。*。✧。✧✧\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.\nIt's very easy. it's insanely easy. enjoy!\n✧**。*。*。*日本語✧*。✧*。✧*。✧✧*。*✧*。✧*。✧✧\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。\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ホームの右下を押すと衣装が変わります\nものすごく簡単です。では楽しんで!
LONG PLATFORMER! 長いプラットフォーマー!#geme#all
@Stage\n\nwhen I receive [イントロ終わった! v]\nforever\n if <<(すていじ) = [33]> or <(すていじ) = [34]>> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (コスチューム1 v)\n end\nend\n\n@スプライト2\n\ndefine タイマー> (時間) まで待つ\nwait until <(時間) < (timer)>\n\nwhen flag clicked\nbroadcast (イントロ v)\n\nwhen I receive [イントロ v]\nset [cc v] to [1]\nset size to (100) %\nswitch costume to (コスチューム3 v)\nreset timer\nshow\nhide\nwait (0.5) seconds\nset [cc v] to [0]\ncreate clone of (_myself_ v)\nset [cc v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cc v] to [6]\ncreate clone of (_myself_ v)\nタイマー> [3.07] まで待つ\nbroadcast (皆! v)\nset [cc v] to [2]\ncreate clone of (_myself_ v)\nClone\nタイマー> [7] まで待つ\nset [cc v] to [3]\ncreate clone of (_myself_ v)\nタイマー> [11] まで待つ\nset [cc v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I receive [イントロ v]\nset volume to (100) %\nstart sound [Different Heaven - Nekozilla \[NCS Release\] v]\n\nwhen I start as a clone\nif <(cc) = [2]> then\n go to x: (-50) y: (0)\n go to [front v] layer\n show\n switch costume to (1 v)\n repeat (2)\n set size to (130) %\n point in direction (-90)\n repeat (46)\n set [s v] to (((s) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (s) degrees\n end\n set [s v] to [0]\n end\n point in direction (90)\n set size to (130) %\n repeat until <[-240] > (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(cc) = [1]> then\n show\n switch costume to (コスチューム2 v)\n show\n go to x: (300) y: (0)\n go to [front v] layer\n set [ghost v] effect to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (10))\n end\n repeat (10)\n change [color v] effect by (pick random (10) to (20))\n go to [back v] layer\n change [brightness v] effect by (-5)\n end\n wait (10) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(cc) = [0]> then\n show\n switch costume to (コスチューム3 v)\n show\n go to x: (300) y: (0)\n go to [front v] layer\n set [ghost v] effect to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (10))\n end\n repeat (10)\n change [color v] effect by (pick random (-10) to (-20))\n change [brightness v] effect by (-5)\n end\n go to [back v] layer\n wait (10) seconds\n delete this clone\nend\n\nswitch costume to (コスチューム5 v)\n\npoint in direction (90)\nset size to (130) %\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I start as a clone\nif <(cc) = [3]> then\n switch costume to (1 v)\n go to x: (-50) y: (-240)\n go to [front v] layer\n show\n switch costume to (1 v)\n point in direction (90)\n set size to (130) %\n repeat until <(y position) > [0]>\n change y by (((2) - (y position)) / (7))\n end\n repeat until <(y position) > [179]>\n change y by (((2) + (y position)) / (7))\n end\n delete this clone\nend\n\ndelete this clone\n\nwait (1) seconds\nbroadcast (2 v)\ndelete this clone\n\nwhen I start as a clone\nif <(cc) = [4]> then\n set y to (0)\n show\n go to [front v] layer\n switch costume to (コスチューム1 v)\n set x to (-511)\n \n change x by ((x position) / (-10))\n go to [front v] layer\n if <[-1] < (x position)> then\n repeat (20)\n change [ghost v] effect by (25)\n end\n broadcast (イントロ終わった! v)\n delete this clone\n end\n end\nend\n\ndefine Clone\nset [cc v] to [5]\nrepeat (25)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(cc) = [5]> then\n go to [front v] layer\n hide\n go to [front v] layer\n switch costume to (pick random (5) to (6))\n set [s2 v] to (pick random (0.1) to (1))\n point in direction (pick random (0) to (360))\n go to (random position v)\n go to [front v] layer\n wait until <(timer) > [2]>\n show\n set size to (pick random (1) to (15)) %\n set [ghost v] effect to (pick random (20) to (50))\n repeat until <(timer) > [12.36]>\n go to [front v] layer\n turn right (0.25) degrees\n move ((s2) / (3)) steps\n end\n delete this clone\nend\n\ngo to x: (-50) y: (-240)\n\n@地面\n\nwhen flag clicked\ngo to x: (52) y: (30)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [イントロ終わった! v]\ngo to x: (52) y: (30)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nwait (1) seconds\nnext costume\n\n@とげ\n\nwhen flag clicked\nset [すていじ v] to [1]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nwait (1) seconds\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\nchange [すていじ v] by (1)\nnext costume\nforever\n if <(すていじ) = [12]> then\n set rotation style [all around v]\n go to x: (0) y: (62)\n turn right (-5) degrees\n else\n if <(すていじ) = [13]> then\n set rotation style [all around v]\n go to x: (0) y: (50)\n turn right (-9) degrees\n else\n go to x: (-86) y: (7)\n point in direction (90)\n end\n end\nend\n\n\n\n@スプライト1\n\nwhen I receive [next v]\nset y to (0)\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nset x to (-511)\n\n change x by ((x position) / (-10))\n go to [front v] layer\n if <[-1] < (x position)> then\n wait (1) seconds\n repeat until <(x position) < [-510]>\n change x by ((x position) * (0.2))\n go to [front v] layer\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen I receive [イントロ終わった! v]\nforever\n if <(すていじ) = [10]> then\n go to x: (36) y: (28)\n switch costume to (コスチューム1 v)\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(すていじ) = [13]> then\n switch costume to (コスチューム3 v)\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(すていじ) = [16]> then\n switch costume to (コスチューム4 v)\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n switch costume to (コスチューム2 v)\n end\n end\n end\nend\n\nswitch costume to (コスチューム2 v)\n\n@ばね\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わった! v]\nforever\n if <(すていじ) = [14]> then\n go to x: (-37) y: (-72)\n show\n else\n hide\n end\nend\n\nwhen I receive [イントロ終わった! v]\nforever\n if <touching (player v)?> then\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait until <not <touching (プレイヤー v)?>>\n end\nend\n\n@音楽係\n\nwhen I receive [イントロ終わった! v]\nforever\n set volume to (300) %\n set [pan left/right v] effect to ((x position) - ([x position v] of [      v]))\nend\n\nwhen I receive [イントロ終わった! v]\nforever\n play sound [Let You Go v] until done\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\ngo to [back v] layer\n\nwhen I start as a clone\nswitch costume to (player3 v)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わった! v]\nswitch backdrop to (コスチューム1 v)\nshow\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <<touching (とげ v)?> or <(y position) < [-164]>> then\n go to x: (-220) y: (-50)\n start sound [フウ v]\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (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)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [15]\n start sound [ニュッ v]\n if <(君に力を与えるっ\(。◕ˇдˇ​◕。\)/) = [与える!]> then\n if <key (space v) pressed?> then\n set [yだー v] to [25]\n end\n end\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)?> 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 hide\n go to x: (-220) y: (-50)\n start sound [Rip v]\n broadcast (NEXT v)\n wait (4.3) seconds\n show\n end\n if <key (down arrow v) pressed?> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\n if <touching (ばね v)?> then\n if <key (up arrow v) pressed?> then\n set [yだー v] to [25]\n start sound [ワピチ v]\n else\n set [yだー v] to [17]\n start sound [ワピチ v]\n end\n end\n if <touching (敵! v)?> then\n if <([y position v] of [敵! v]) < (y position)> then\n set [敵 v] to [あっ]\n set [yだー v] to [10]\n else\n go to x: (-220) y: (-50)\n end\n end\n if <key (7 v) pressed?> then\n start sound [crashed oof v]\n go to x: (-220) y: (-50)\n end\nend\n\ngo to x: (-210) y: (100)\n\nif <(x position) > [230]> then\n\nwait (0.5) seconds\ngo to x: (-216) y: (50)\n\n@敵!\n\nwhen flag clicked\n\nwhen I receive [イントロ終わった! v]\nset [敵 v] to [生きてます!]\nset [ghost v] effect to (0)\nforever\n if <(すていじ) = [18]> then\n go to x: (0) y: (-118)\n if <(敵) = [生きてます!]> then\n set [ghost v] effect to (0)\n show\n set rotation style [left-right v]\n point in direction (90)\n repeat (3)\n switch costume to (コスチューム1 v)\n repeat (6)\n next costume\n change x by (-5)\n wait (0.035) seconds\n end\n end\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n point in direction (-90)\n repeat (3)\n switch costume to (コスチューム1 v)\n repeat (6)\n next costume\n change x by (5)\n wait (0.035) seconds\n end\n end\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n end\n else\n hide\n end\nend\n\nmove (-5) steps\n\nwhen flag clicked\nhide\n\nset [敵 v] to [生きてます!]\n\nwhen I receive [イントロ終わった! v]\nforever\n if <(敵) = [あっ]> then\n hide\n set [ghost v] effect to (0)\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nset [君に力を与えるっ\(。◕ˇдˇ​◕。\)/ v] to [与えない!]\nhide\ngo to x: (15) y: (60)\n\nwhen I receive [イントロ終わった! v]\nforever\n if <(すていじ) = [20]> then\n show\n if <touching (player v)?> then\n hide\n set [君に力を与えるっ\(。◕ˇдˇ​◕。\)/ v] to [与える!]\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nforever\n if <<(すていじ) = [26]> or <<(すていじ) = [27]> or <<(すていじ) = [28]> or <<(すていじ) = [29]> or <(すていじ) = [30]>>>>> then\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (10)\n go to (player v)\n show\n else\n hide\n end\nend\n\n@スプライト6\n\ndefine Time (x) (y) (表示する桁)\ngo to [front v] layer\nset [大きさ v] to [100]\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [表示 v]\nrepeat until <(すていじ) = [38]>\n Time ((x) - (200)) ((y) + (180)) (桁)\nend\n\nwhen I receive [2 v]\nforever\n\nwhen I receive [イントロ終わった! v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nshow\n\n
矢印キーで操作!モバイルは現在不対応です。\nハイジャンプはハイジャンプゲット後スペースキーを押しながら上矢印キーでハイジャンプです!7キーでリスポーンできます。\nOperate with arrow keys! Mobile is currently unsupported.\nHigh jump is high jump with the up arrow key while holding down the space bar after getting a high jump!\nYou can respawn with 7 keys.\n
Massive Multiplayer Platformer (easy?)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [_size v] to [200]\nhide variable [_size v]\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nwhen [f v] key pressed\nif <<(username) = [harekome]> or <(username) = [Griffpatch]>> then\n set [@scroll x v] to [1150]\n set [@scroll y v] to [337]\n set [@player x v] to [1150]\n set [@player y v] to [337]\nend\n\nwhen [g v] key pressed\nif <<(username) = [harekome]> or <(username) = [Griffpatch]>> then\n repeat until <key (down arrow v) pressed?>\n change [@scroll y v] by (4)\n set [@player sy v] to [4]\n end\nend\n\nwhen [b v] key pressed\nif <(current [hour v]) = [19]> then\n repeat until <key (down arrow v) pressed?>\n change [@scroll y v] by (4)\n set [@player sy v] to [4]\n end\nend\n\nwhen [i v] key pressed\nif <(username) = [harekome]> then\n repeat until <not <key (i v) pressed?>>\n change [_size v] by (5)\n show variable [_size v]\n wait (0.1) seconds\n end\n wait (2) seconds\n hide variable [_size v]\nend\n\nwhen [u v] key pressed\nif <(username) = [harekome]> then\n repeat until <not <key (u v) pressed?>>\n change [_size v] by (-5)\n show variable [_size v]\n wait (0.1) seconds\n end\n wait (2) seconds\n hide variable [_size v]\nend\n\nwhen [j v] key pressed\nset [_size v] to [1000000000]\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until << or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\n set [fastest v] to (join [Fastest: ] (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\n if <(username) = [harekome]> then\n set [color v] effect to (15)\n think [harekome]\n end\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nset [showing v] to [0]\nhide\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n if <not <(costume [name v]) = [L1 00 5]>> then\n hide\n end\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nif <(showing) > [-1]> then\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (80) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (100) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (220) (173) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (340) (316) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (1500) (430) typ [13] width [230] time [0] costume [] mul []\nsetup clone at x,y: (2250) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4650) (910) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [変数x v] to [5116]\nset [変数y v] to [1500]\nrepeat (160)\n setup clone at x,y: (変数x) (変数y) typ [1] width [20] time [0.5] costume [] mul []\n change [変数x v] by (-30)\n change [変数y v] by (-5)\nend\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n if <[0] > (@Scroll X)> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n else\n change y by (20)\n if <touching (player v)?> then\n change x by (-10)\n if <touching (player v)?> then\n change [@player x v] by (-5)\n change [@scroll x v] by (-5)\n end\n change x by (10)\n end\n change y by (-10)\n end\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\nchange [@player x v] by (-5)\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (1203) (415) typ [14] width [180] time [0] costume [] mul []\n\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\n\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n\n\nwhen flag clicked\nshow variable [time v]\nshow variable [fastest v]\nshow variable [active players v]\n\nwhen [h v] key pressed\nif <(Hyouzi) = [1]> then\n set [hyouzi v] to [0]\nelse\n set [hyouzi v] to [1]\nend\n\nwhen flag clicked\nset [hyouzi v] to [0]\nforever\n if <(Hyouzi) = [1]> then\n show variable [@scroll x v]\n show variable [@scroll y v]\n else\n hide variable [@scroll x v]\n hide variable [@scroll y v]\n end\nend\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nforever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\nend\n\nwhen I receive [cloud - setup v]\nif <(username) = [harekome]> then\n stop all sounds\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(costume [name v]) = [123]> then\n switch costume to (コスチューム1 v)\n set size to (_size) %\n switch costume to (123 v)\nelse\n set size to (20) %\nend\nif <(id) = [0]> then\n UI\nelse\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@スプライト1\n\n@29BE3D44-C25A-4A0E-A41E-9ED20B951EFA\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Tutorials - https://www.youtube.com/griffpatch/\n\n\nHey Fellow Scratchers, I've been re-working the MMO platformer test project to see what new features I could add. This is a work in progress level, not yet complete so it may feel a little abrupt. Still, I need to test how it is working so far! So here goes :D - Jump on board and see how many players we get on this thing before it breaks lol.\n\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\nIf you see a yellow player... It's me guys :D\nThe rainbow player is the fastest player right now who is playing. Their name is shown at the top of the screen.\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nThank you for griffpatch.\n\n@griffpatch\n\n世界記録1位0*53.6 @jonut777\n     0*53.9 @yaymynamesshowing\n     0*57.6 \n     0*58.2\n     0*58.8\n     0*59.1(作者)\n     0*59.4\n     1*00.3\n     1*00.3\n     1*00.5\n     1*01.0\n     1*04.3\n     1*04.4\n     1*04.7\n     1*05.3\n     1*06.6\n     1*08.5\n     1*10.5\n     1*10.7\n     1*10.9\n     1*11.7\n     1*11.8\n     1*11.9\n 1*13.1\n     1*15.5\n 1*16.6\n     1*18.2\n     1*19.1\n     1*20.3\n     1*22.5\n     1*23.2\n     1*26.1\n     1*26.6\n     1*28.6\n     1*29.2\n     1*30.5\n     1*30.8\n     1*35.1\n     1*45.8\n     1*53.1\n     1*55.6\n     1*58.7\n     2*00.0\n    \n    \n    \n    \n    \n    \n
scratchcat! platformer! #all #games
@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [natsuyasuminotanken v] until done\nend\n\n@player\n\nwhen I receive [スタート v]\nタイム\n\nwhen I receive [スタート v]\nタイム2\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [time v] to [0]\nhide variable [time v]\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide\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 (59) %\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 change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n point in direction (-90)\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 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 <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 start sound [ニュッ 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 if <not <(ステージ) = [14]>> then\n 初期設定プログラム\n end\n end\n if <(ステージ) = [14]> then\n if <(y position) < [-180]> then\n broadcast (隠し v)\n wait (1.8) seconds\n 初期設定プログラム\n show\n end\n end\nend\n\nwhen I receive [スタート v]\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 <(costume [number v]) = [17]> then\n switch costume to (2 v)\n else\n next costume\n end\n else\n switch costume to (1 v)\n end\nend\n\ndefine タイム\nset [time v] to [0]\nrepeat until <(ステージ) = [14]>\n wait (1) seconds\n change [time v] by (1)\nend\nforever\n if <(ステージ) = [14]> then\n stop [this script v]\n end\nend\n\ndefine タイム2\nhide variable [time v]\nset [time v] to [0]\nforever\n if <(ステージ) = [14]> then\n show variable [time v]\n stop [this script v]\n else\n hide 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\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@トゲ\n\nwhen flag clicked\nhide\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\n@サムネ\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@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset [sun v] to [0]\nset size to (100) %\nforever\n go to [back v] layer\n change [sun v] by (5)\n change size by ([cos v] of (sun) )\nend\n\nwhen flag clicked\nhide\n\n@隠し\n\nwhen flag clicked\nhide\n\nwhen I receive [隠し v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nchange [ステージ v] by (1)\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
°˖✧◝✧˖°°˖✧◝✧˖°°˖✧◝✧˖°°˖✧◝✧˖°°˖✧◝✧˖°°˖✧◝✧˖\nhello!\nWelcome to my platformer.\nhave fun.\n\nThe theme this time is the adventure of Scratch Cat!\nPlay around with it.\n\n*Press the flag twice\n\n▶Description\nYou can operate with arrow keys or WASD keys.\nMobile friendly.\n\nIf you hit a thorn, you will die.\nPlease be careful.\n\nPlease feel free to comment your time.\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今回はスクラッチキャットの冒険がテーマです!\n遊んでみてください。\n\n※旗は二回押してください\n\n▶説明\n矢印キー、またはWASDキーで操作できます。\nモバイル対応です。\n\nトゲ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。
… Long!! Platformer…
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景0 v)\nwait (3) seconds\nswitch backdrop to (背景1 v)\nforever\n if <<(ステージ) = [15]> or <<(ステージ) = [16]> or <<(ステージ) = [17]> or >>> then\n switch costume to (背景0 v)\n else\n switch costume to (背景1 v)\n end\nend\n\nshow variable [☁ 世界記録 v]\nshow variable [time v]\n\n@プレイヤー\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\n\nwhen I start as a clone\nswitch costume to (プラットフォーマー2 v)\nrepeat (6)\n change size by (-3)\n change [ghost v] effect by (-7)\nend\ndelete this clone\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\nwhen flag clicked\nforever\n if <<touching (針 v)?> or > then\n play sound [死ぬ v] until done\n end\nend\n\nwhen I receive [次のステージ v]\nwait (0.8) seconds\nstart sound [次 v]\n\ndefine リスポーン\npoint in direction (90)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-206) y: (-36)\nshow\n\nwhen I receive [スタート v]\nshow variable [time v]\n初期位置\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1.7)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.8))\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 (X)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (space v) pressed?>>>> then\n start sound [ジャンプ v]\n if <(X) > [0]> then\n set [x v] to [-11]\n else\n set [x v] to [11]\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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or >>> then\n if <touching (地面 v)?> then\n set [y v] to [14]\n broadcast (ジャンプ 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 <<touching (針 v)?> or > then\n repeat (8)\n change [ghost v] effect by (8)\n end\n hide\n リスポーン\n end\n if <(x position) > [234]> then\n if <(ステージ) = [32]> then\n end\n if <touching (ジャンプ v)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [スタート v]\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\ngo to [front v] layer\n\ndefine 初期位置\npoint in direction (90)\nclear graphic effects\nswitch costume to (プラットフォーマー v)\nset size to (55) %\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-206) y: (-36)\nshow\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [time v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(ステージ) = [32]> then\n show variable [☁ 世界記録 v]\n if <(time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (time)\n end\n wait (1000000) seconds\n end\nend\n\nwhen I receive [次のステージ v]\nhide variable [time v]\nwait (1.8) seconds\nshow variable [time v]\n\n@明かり\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset size to (108) %\ngo to [back v] layer\nforever\n if <<(ステージ) = [15]> or <<(ステージ) = [16]> or <<(ステージ) = [17]> or >>> then\n show\n else\n hide\n end\n go to (プレイヤー v)\nend\n\n@針\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nwait (1) seconds\npoint in direction (90)\nnext costume\n\nwhen I receive [スタート v]\nshow\nswitch costume to (針1 v)\ngo to [front v] layer\nforever\n go to x: (-11) y: (-90)\n if <(ステージ) = [13]> then\n turn right (8) degrees\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (地面1 v)\nhide\n\nwhen I receive [スタート v]\nshow\nwait (0.5) seconds\ngo to [front v] layer\nforever\n go to x: (6) y: (7)\nend\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nnext costume\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nswitch costume to (ball-a v)\ngo to x: (231) y: (165)\nshow\nset size to (230) %\nwait (0.7) seconds\ngo to [front v] layer\nforever\n repeat (18)\n change size by (-2)\n end\n repeat (18)\n change size by (2)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(ステージ) = [15]> or <<(ステージ) = [16]> or <<(ステージ) = [17]> or >>> then\n glide (1) secs to x: (186) y: (90)\n switch costume to (ball-e v)\n else\n glide (1) secs to x: (231) y: (165)\n switch costume to (ball-a v)\n end\nend\n\n@広告?\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (141) y: (181)\nwait (0.8) seconds\ngo to [front v] layer\nforever\n wait (9) seconds\n show\n play sound [Pop v] until done\n glide (1) secs to x: (141) y: (155)\n wait (5) seconds\n glide (1) secs to x: (141) y: (181)\n hide\nend\n\n@最後\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [❤️&⭐️あとfollowよろしく。 v] to [0]\nhide\nforever\n if <(ステージ) = [32]> then\n show\n repeat (5)\n change y by (1)\n change [❤️&⭐️あとfollowよろしく。 v] by (-1)\n change y by (❤️&⭐️あとFollowよろしく。)\n end\n set [❤️&⭐️あとfollowよろしく。 v] to [0]\n repeat (5)\n change y by (-1)\n change [❤️&⭐️あとfollowよろしく。 v] by (1)\n change y by (❤️&⭐️あとFollowよろしく。)\n end\n set [❤️&⭐️あとfollowよろしく。 v] to [0]\n else\n hide\n end\nend\n\n@next2\n\nwhen flag clicked\nset size to (30) %\nset [ghost v] effect to (120)\nhide\n\nwhen I receive [次のステージ v]\nwait (0.8) seconds\ngo to [front v] layer\nshow\nrepeat (12)\n change size by (6)\nend\nrepeat (12)\n change size by (-6)\nend\n\nwhen I receive [次のステージ v]\nwait (0.8) seconds\nrepeat (12)\n change [ghost v] effect by (-6)\nend\nrepeat (12)\n change [ghost v] effect by (6)\nend\nhide\n\n@Next1\n\nwhen I receive [次のステージ v]\nswitch costume to (3 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change x by (135)\n wait (0.1) seconds\nend\ngo to x: (-8) y: (376)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [次 v] to [0]\nrepeat (28)\n change y by (1)\n change [次 v] by (-1)\n change y by (次)\nend\nset [次 v] to [0]\nrepeat (28)\n change y by (-1)\n change [次 v] by (1)\n change y by (次)\nend\n\nwhen I start as a clone\nwait (1.1) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nhide\nswitch costume to (3 v)\nset [次 v] to [0]\ngo to x: (-8) y: (376)\n\n@イントロ。\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 broadcast (スタート v)\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@ジャンプ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (-117) y: (-134)\nswitch costume to (ball-a v)\nforever\n if <<(ステージ) = [20]> or <(ステージ) = [21]>> then\n show\n else\n hide\n end\n if <(ステージ) = [21]> then\n switch costume to (ball-a2 v)\n end\nend\n\n@みてくれてありがとう。\n\nwhen I receive [スタート v]\npoint in direction (90)\nhide\nset size to (100) %\nforever\n if <(ステージ) = [32]> then\n show\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\nshow\n\nswitch backdrop to (背景1 v)\n\ngo to x: (0) y: (0)\n\n@Basketball\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nforever\n if <(ステージ) = [1]> then\n hide\n else\n show\n end\n move (-3) steps\n if <(x position) = [-304]> then\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nwait (0.6) seconds\ngo to [front v] layer\nclear graphic effects\ngo to x: (164) y: (106)\nforever\n glide (pick random (0.1) to (0.8)) secs to x: (155) y: (150)\n glide (pick random (0.1) to (0.8)) secs to x: (155) y: (17)\nend\n\nwhen I receive [スタート v]\nforever\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\nend\n\n
(日本語は下です。読まないと損するよ。❤️)\n(English)\nThis time, I made a combination of all the elements of the platformer I made.\nThe works I made before.\nhttps://scratch.mit.edu/projects/722522418\nhttps://scratch.mit.edu/projects/727806867\nHow to operate\n・Computer\nW・Jump with the up arrow keys\nA - Move left with the left arrow key\nMove to the right with the D and right arrow keys\nIf you jump on the wall, you can kick the wall.\n・Smartphone\nTap the one you want to move.\nIf you hit a needle or magma, you will die, so be careful!\nThis time, I made everything by myself except the intro.\nUse it as a material.\nPlease take care of the remix.\n❤️&⭐️And please follow me!\n(日本語)\n今回は僕が作ったプラットフォーマーの要素を全て組み合わせて作りました。\n前作った作品達。\nhttps://scratch.mit.edu/projects/722522418\nhttps://scratch.mit.edu/projects/727806867\n操作方法\n・パソコン\nW・上矢印キーでジャンプ\n A・左矢印キーで左に移動\n D・右矢印キーで右に移動\n壁についた状態でジャンプしたら壁キックができる。\n・スマートフォン\n動かしたい方をタップしよう。\n針やマグマに当たったら死んでしまうので要注意!\n今回はイントロ以外は全部自作です。\n素材として使って。\nリミックスもよろしく。\n❤️&⭐️そしてフォローぜひぜひしていって下さい!\n
splatoon platformer/スプラトゥーンプラットフォーマー
@Stage\n\n@プラフォ\n\nwhen flag clicked\n\nnext backdrop\n\nwhen flag clicked\nwait (0.5) seconds\nrepeat until <([costume # v] of [ステージ v]) = [5]>\n wait (0.3) seconds\nend\nif <[] < [50]> then\n\nwhen I receive [v v]\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 if <(撃つか動くか) = [2]> then\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 if <<touching (銃玉 v)?> and <<<(mouse y) < (y position)> and <mouse down?>> or <key (down arrow v) pressed?>>> then\n change [x2 v] by (-2.5)\n else\n change [x2 v] by (-0.8)\n end\n else\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n if <<touching (銃玉 v)?> and <<<(mouse y) < (y position)> and <mouse down?>> or <key (down arrow v) pressed?>>> then\n change [x2 v] by (2.5)\n else\n change [x2 v] by (0.8)\n end\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\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 (1.0)\n if 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 end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if 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 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 (スプライト2 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\n if <touching (スプライト3 v)?> then\n change [x2 v] by (-3)\n end\n end\n if <<(Y2) < [9]> and <touching (銃玉 v)?>> then\n change [y2 v] by (0.5)\n end\nend\n\nchange [y3 v] by ((((y3) * (y3)) - ((2) * ((y3) * (y3)))) + (-0.2))\n\nchange y by (10)\n\n@銃玉\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\ngo to (プラフォ v)\nset [y3 v] to [0]\npoint towards (mouse-pointer v)\nrepeat until <<<<touching (_edge_ v)?> or <touching (スプライト2 v)?>> or <touching (hai v)?>> or <<touching (スプライト3 v)?> or <touching (プレイヤー2 v)?>>>\n move (pick random (12) to (18)) steps\n set [ohannko v] to [1]\n change [y3 v] by (((((2) * (y3)) - (y3)) / (2.5)) + (-0.2))\n change y by (y3)\nend\nrepeat until <not <touching (hai v)?>>\n change y by (5)\nend\nset [ohannko v] to [0]\nwait until <(mata) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\ndefine 消え方\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\npoint in direction (90)\n\n消え方\n\nwhen flag clicked\n\nwhen I receive [ras v]\nforever\n if <<(ohannko) = [0]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [ra v]\nforever\n if <mouse down?> then\n if <(ohannko) = [0]> then\n if <(撃つか動くか) = [1]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nif <(撃つか動くか) = [1]> then\n\nchange [y3 v] by (-0.2)\n\n@hai\n\nwhen flag clicked\n\nwhen I receive [あ v]\nnext costume\n\nwhen I receive [ra v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ras v]\nshow\nswitch costume to (コスチューム1 v)\n\nbroadcast (あ v)\n\nwhen flag clicked\nforever\n play sound [スプラトゥーン2 v] until done\nend\n\n@スプライト1\n\nwhen this sprite clicked\nchange [mata v] by (1)\nwait (0.1) seconds\nset [mata v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [あ v]\nchange [mata v] by (1)\nwait (0.1) seconds\nset [mata v] to [0]\n\nwhen I receive [ra v]\nset [mata v] to [0]\n\nbroadcast (あ v)\n\n@スプライト2\n\nwhen flag clicked\n\nwhen I receive [あ v]\nnext costume\n\nwhen I receive [あ v]\n\nbroadcast (あ v)\n\nwhen I receive [ra v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ras v]\nshow\nswitch costume to (コスチューム1 v)\n\nbroadcast (あ v)\n\n@スプライト3\n\nwhen flag clicked\n\nwhen I receive [あ v]\nnext costume\n\nwhen I receive [ra v]\nswitch costume to (コスチューム6 v)\n\nwhen I receive [ras v]\nswitch costume to (コスチューム6 v)\n\nbroadcast (あ v)\n\n@cooltext418127617523454 (1)\n\nwhen this sprite clicked\nbroadcast (ra v)\nbroadcast (v v)\nhide\n\nwhen I receive [ra v]\nhide\n\nwhen I receive [ra v]\nhide\n\nwhen I receive [ras v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\n@cooltext418127590502783\n\nwhen this sprite clicked\nbroadcast (ras v)\nhide\n\nwhen I receive [ra v]\nhide\n\nwhen this sprite clicked\nbroadcast (ras v)\nbroadcast (v v)\nhide\n\nwhen flag clicked\nshow\n\n@スプライト5\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (cool text - move 418130726895709 v)\nset [撃つか動くか v] to [2]\n\nwhen this sprite clicked\nif <(撃つか動くか) = [1]> then\n switch costume to (cool text - move 418130726895709 v)\n set [撃つか動くか v] to [2]\nelse\n if <(撃つか動くか) = [2]> then\n switch costume to (cooltext418129918436714 v)\n set [撃つか動くか v] to [1]\n end\nend\n\nwhen I receive [ras v]\nhide\n\n
1まずPCかモバイルを選んでください\n2PCはスペースキー、モバイルは右上のボタンがshootingになっていたらタップして打てます\n撃ったボタンに当たりながらしゃがんで移動すると早く移動できます\n3この作品に星とハートを押す(((
106 levels(a platformer) Longest platformer ever
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop 1 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [start v]\nnext backdrop\n\nwhen I receive [gametime v]\nnext backdrop\n\n@Sprite1\n\nwhen I receive [start v]\nshow variable [level v]\ngo to x: (-123) y: (-102)\nshow\nchange [level v] by (1)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ff00bf)?> then\n change [level v] by (1)\n start sound [zoop v]\n go to x: (-123) y: (-102)\n broadcast (next v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-123) y: (-102)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\n if <touching color (#99ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide variable [level v]\nset [level v] to [0]\nhide\n\nwhen I receive [gametime v]\nbroadcast (menu v)\ngo to x: (86) y: (0)\nshow\n\nwhen I receive [menu v]\nforever\n play sound [drum machine v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (150) %\nshow\nwait (1) seconds\nwait (1) seconds\nwait (1) seconds\nrepeat (30)\n change size by (-10)\nend\nhide\nswitch costume to (costume2 v)\nshow\nrepeat (30)\n change size by (10)\nend\nhide\nbroadcast (message1 v)\nswitch costume to (costume1 v)\n\n@real_madrid_by_deiby_ybied-d4mmg89 (1)\n\nwhen I receive [message1 v]\nswitch costume to (real_madrid_by_deiby_ybied-d4mmg89 \(1\)-0 v)\nshow\nrepeat (71)\n next costume\nend\nwait (1) seconds\nrepeat (71)\n next costume\nend\nhide\nbroadcast (gametime v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\n
arrow keys or a,s,d,w\n-------------------------------------------------------------------------------------------------------\nlevel 13, look close
Minecraft Platformer 豚編
@Stage\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nclear graphic effects\nset size to (35) %\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\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\n end\n change y by (1)\n if <<<<<<(y position) < [-165]> or <touching (マグマ v)?>> or <touching (マグマ2 v)?>> or <touching (マグマ3 v)?>> or <touching (マグマ4 v)?>> or <touching (マグマ5 v)?>> then\n start sound [Teleport2 v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n if <not <(ステージ) = [10]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (35) %\n\nwhen I receive [メッセージ1 v]\nstart sound [Teleport2 v]\nrepeat (15)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\ngo to x: (-200) y: (0)\n\nwhen [down arrow v] key pressed\nforever\n if <(y position) = [−145]> then\n broadcast (メッセージ1 v)\n end\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [name v]) = [10]> then\n if <(☁ 世界記録) > (かかった時間)> then\n set [☁ 世界記録 v] to (かかった時間)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[9] > (costume [name v])> or <[9] = (costume [number v])>> then\n change [かかった時間 v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [かかった時間 v] to [0]\n\nwhen flag clicked\nchange [☁ プレイした回数 v] by (1)\n\nwhen flag clicked\nif <(☁ 世界記録) = [0]> then\n set [☁ 世界記録 v] to [20]\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (-145) y: (-153)\nset size to (50) %\n\n
矢印キー操作\nモバイルも対応してます。
Long Platformer!! 長いプラットフォーマー!! 【全部で30ステージ!】
@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 [15.5]\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 [time v]\n show variable [☁ world record v]\nelse\n show variable [time v]\n show variable [☁ world record v]\n set [☁ world record v] to (Time)\nend\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\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 <(ステージ) = [30]> then\n repeat (90)\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 (軽量化 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) = [30]>> then\n broadcast (NEXT v)\n go to x: (-200) y: (-30)\n change [ステージ v] by (1)\n set [シーン v] to [1]\n set [x v] to [0]\n set [y v] to [0]\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 (スプライト3 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 (スプライト3 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 go to x: (-200) y: (-20)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nif <(コスチューム) = [6]> then\n go to x: (-194) y: (85)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [表示 v]\nhide variable [☁ world record v]\nhide variable [time v]\nforever\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <touching (スプライト1 v)?> then\n play sound [Jump v] until done\n end\n end\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\ngo to [front v] layer\nshow\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]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nforever\n go to [front v] layer\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\nhide\nwait (1) seconds\nhide\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (コスチューム1 v)\nshow\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\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@ばね\n\ndefine 動き\nshow\nif <touching (cube v)?> then\n start sound [Zoop v]\n switch costume to (2 v)\n set [y v] to [22]\n wait (0.1) seconds\nelse\n switch costume to (1 v)\nend\n\nwhen I start as a clone\nforever\n if <(クローン番号) = [1]> then\n forever\n set x to (100)\n 動き\n if <(ステージ) = [22]> then\n delete this clone\n end\n end\n end\n if <(クローン番号) = [2]> then\n forever\n set x to (230)\n 動き\n if <(ステージ) = [22]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nset [クローン番号 v] to [0]\nhide\nforever\n if <(ステージ) = [19]> then\n go to x: (0) y: (0)\n 動き\n end\n if <(ステージ) = [20]> then\n set x to (63)\n 動き\n end\n if <(ステージ) = [21]> then\n set x to (-30)\n 動き\n end\n if <(ステージ) = [22]> then\n hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [21]> then\n repeat (2)\n create clone of (_myself_ v)\n change [クローン番号 v] by (1)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@軽量化\n\n
(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
desert platformer!砂漠のプラットフォーマー
@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [Time To Leaf v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (イントロ v)\n\nwhen I receive [スタート v]\nswitch backdrop to (砂漠 v)\n\n@軽量化\n\n@サムネイル\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nhide\n\n@地面\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (ステージ1 v)\nset [変数 v] to [0]\nset [ステージ v] to [1]\n\nwhen I receive [次 v]\nnext costume\nchange [ステージ v] by (1)\n\nset [ステージ v] to [10]\n\nwhen I receive [スタート v]\nshow\n\nwhen flag clicked\nhide\n\n@トゲ\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (ステージ1 v)\n\nwhen I receive [次 v]\nnext costume\n\n@player2\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nrepeat (5)\n turn right (pick random (1) to (-1)) degrees\n change size by (-20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nbroadcast (エフェクト2 v)\n\nwhen I receive [スタート v]\nshow\nforever\n create clone of (_myself_ v)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [滑らかなx v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [滑らかなx v] by (-1)\n point in direction (-90)\n end\n set [滑らかなx v] to ((滑らかなx) * (0.9))\n change x by (滑らかな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 y by (-5)\n change x by ((0) - (滑らかなx))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(滑らかなx) > [0]> then\n set [滑らかなx v] to [-5]\n else\n set [滑らかなx v] to [5]\n end\n set [滑らかなy v] to [10]\n else\n set [滑らかな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 (地面 v)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [ニュッ v]\n set [滑らかなy v] to [15]\n end\n end\n change y by (1)\n change [滑らかなy v] by (-1)\n change y by (滑らかなy)\n if <touching (地面 v)?> then\n change y by ((0) - (滑らかなy))\n set [滑らかなy v] to [0]\n end\n if <(x position) > [219]> then\n go to x: (-210) y: (-30)\n broadcast (次 v)\n end\n if <<<(y position) < [-180]> or <touching (トゲ v)?>> or <touching (回るトゲ v)?>> then\n set [滑らかなy v] to [0]\n set [滑らかなx v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-210) y: (-30)\n end\nend\n\n@ターボセーバー\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nset [タイマー v] to [0]\nhide variable [タイマー v]\nhide variable [☁ 世界記録 v]\n\nwhen I receive [スタート v]\nshow variable [タイマー v]\nrepeat until <([costume # v] of [地面 v]) = [12]>\n wait ((0.1) - ((1) / (30))) seconds\n change [タイマー v] by (0.1)\nend\n\nwhen I receive [スタート v]\nforever\n if <([costume # v] of [地面 v]) = [12]> then\n show variable [☁ 世界記録 v]\n if <(タイマー) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to ((round ((タイマー) * (10))) / (10))\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\nforever\n if <(ターボ対策) > [10000]> then\n broadcast (ターボモードを感知しました v)\n end\nend\n\nwhen I receive [ターボモードを感知しました v]\nswitch costume to (コスチューム1 v)\nshow\nstop [all v]\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\nset [☁ 世界記録 v] to [60.0]\n\n@回るトゲ\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n turn right (5) degrees\n if <[10] = (ステージ)> then\n show\n end\n if <[11] = (ステージ)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n wait (0.01) seconds\nend\n\n@地下道\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <[11] = (ステージ)> then\n show\n end\n if <[12] = (ステージ)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Free Intro\n\ndefine x (x) y (y) rotation (rotation) size (size)\nrepeat (15)\n change size by (((size) - (size)) / (4))\n change x by (((x) - (x position)) / (4))\n change y by (((y) - (y position)) / (4))\n turn right (((rotation) - (direction)) / (4)) degrees\nend\n\nwhen flag clicked\nset [clone v] to [0]\nhide\nwait (1) seconds\nintro start\n\ndefine intro start\nhide\nbroadcast (定義 v)\nbroadcast (音楽 v)\nbroadcast (クローン削除 v)\ngo to x: (0) y: (0)\nswitch costume to (てきすと v)\ngo to [front v] layer\nset size to (353) %\npoint in direction (0)\nwait (2) seconds\nset [clone v] to [4]\ncreate clone of (_myself_ v)\nshow\nbroadcast (レンズ v)\nset [clone v] to [2]\ncreate clone of (_myself_ v)\nset [clone v] to [16]\ncreate clone of (_myself_ v)\nbroadcast (エフェクト2 v)\nx [0] y [0] rotation [90] size [120]\nset [clone v] to [1]\ncreate clone of (_myself_ v)\n揺らす\nx [0] y [0] rotation [180] size [130]\nbroadcast (エフェクト2 v)\nx [0] y [0] rotation [-90] size [125]\nx [0] y [0] rotation [90] size [120]\nset [clone v] to [3]\ncreate clone of (_myself_ v)\nx [0] y [0] rotation [-90] size [353]\nbroadcast (エフェクト2 v)\nx [0] y [0] rotation [90] size [120]\nx [0] y [0] rotation [-90] size [0]\nset [clone v] to [2]\ncreate clone of (_myself_ v)\nhide\nshow\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nx [0] y [0] rotation [90] size [120]\npoint in direction (90)\nturn right (1) degrees\nrepeat (30)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\nend\npoint in direction (90)\nset [clone v] to [7]\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I receive [定義 v]\nchange size by (size)\nchange x by (x)\nchange y by (y)\nturn right (rotation) degrees\n\nwhen I receive [音楽 v]\nplay sound [Domastic - Weird Dream \(CUT\) v] until done\n\nwhen I start as a clone\nif <(clone) = [1]> then\n show\n set [fisheye v] effect to (-80)\n switch costume to (丸 v)\n go to [front v] layer\n set size to (150) %\n repeat (10)\n change [fisheye v] effect by (100)\n end\n hide\n delete this clone\nend\nif <(clone) = [2]> then\n go to x: (0) y: (0)\n switch costume to (フラッシュ v)\n set [ghost v] effect to (0)\n go to [front v] layer\n set size to (100) %\n show\n repeat (10)\n point in direction (90)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n delete this clone\nend\nif <(clone) = [3]> then\n go to x: (145) y: (-95)\n show\n set [fisheye v] effect to (-80)\n switch costume to (丸 v)\n go to [front v] layer\n set size to (50) %\n repeat (10)\n change [fisheye v] effect by (100)\n end\n hide\n go to x: (-145) y: (-95)\n show\n set [fisheye v] effect to (-80)\n repeat (10)\n change [fisheye v] effect by (100)\n end\n hide\n go to x: (-145) y: (95)\n show\n set [fisheye v] effect to (-80)\n repeat (10)\n change [fisheye v] effect by (100)\n end\n hide\n go to x: (145) y: (95)\n show\n set [fisheye v] effect to (-80)\n repeat (10)\n change [fisheye v] effect by (100)\n end\n hide\n delete this clone\nend\n\nwhen I receive [レンズ v]\n\ndefine 揺らす\nset size to (180) %\npoint in direction (pick random (60) to (100))\nx [0] y [0] rotation [90] size [120]\npoint in direction (90)\nset size to (120) %\n\nwhen I start as a clone\nif <(clone) = [4]> then\n go to x: (0) y: (0)\n switch costume to (背景 v)\n go to [back v] layer\n set size to (100) %\n show\n x [0] y [0] rotation [-90] size [100]\n x [0] y [0] rotation [90] size [100]\n x [0] y [0] rotation [0] size [100]\n go to [back v] layer\n 揺らす\n x [0] y [0] rotation [-180] size [100]\n x [0] y [0] rotation [90] size [100]\n 揺らす\n show\n wait (3.5) seconds\n hide\n delete this clone\nend\nif <(clone) = [7]> then\n go to x: (469) y: (0)\n switch costume to (ラスト v)\n go to [front v] layer\n set size to (100) %\n show\n x [-50] y [0] rotation [90] size [100]\n go to x: (0) y: (0)\n switch costume to (ラスと v)\n wait (3) seconds\n broadcast (スタート v)\n repeat (40)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\n delete this clone\nend\n\nwhen I receive [レンズ v]\nset [clone v] to [5]\ncreate clone of (_myself_ v)\nset [clone v] to [6]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone) = [5]> then\n go to x: (0) y: (-240)\n switch costume to (棒 v)\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n show\n repeat (25)\n change y by (((-175) - (y position)) / (3))\n end\n repeat (3)\n set size to (140) %\n repeat (15)\n change size by (((100) - (size)) / (3))\n end\n set size to (125) %\n repeat (15)\n change size by (((100) - (size)) / (3))\n end\n end\n set size to (148) %\n repeat (15)\n change size by (((100) - (size)) / (3))\n end\n wait (3.5) seconds\n hide\n delete this clone\nend\nif <(clone) = [6]> then\n go to x: (0) y: (240)\n switch costume to (棒 v)\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n show\n repeat (25)\n change y by (((175) - (y position)) / (4))\n end\n repeat (3)\n set size to (140) %\n repeat (15)\n change size by (((100) - (size)) / (3))\n end\n set size to (125) %\n repeat (15)\n change size by (((100) - (size)) / (3))\n end\n end\n set size to (148) %\n repeat (15)\n change size by (((100) - (size)) / (3))\n end\n wait (3.5) seconds\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone) = [8]> then\n go to x: (-80) y: (0)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (90)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\nif <(clone) = [9]> then\n go to x: (80) y: (0)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (90)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\nif <(clone) = [10]> then\n go to x: (0) y: (-80)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (0)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\nif <(clone) = [11]> then\n go to x: (0) y: (80)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (0)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone) = [12]> then\n go to x: (50) y: (-65)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (-45)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\nif <(clone) = [13]> then\n go to x: (50) y: (65)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (45)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\nif <(clone) = [14]> then\n go to x: (-50) y: (65)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (135)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\nif <(clone) = [15]> then\n go to x: (-50) y: (-65)\n switch costume to (ぱーと v)\n set size to (60) %\n point in direction (-135)\n show\n repeat (9)\n next costume\n end\n hide\n delete this clone\nend\n\nwhen I receive [エフェクト2 v]\nset [clone v] to [8]\ncreate clone of (_myself_ v)\nset [clone v] to [9]\ncreate clone of (_myself_ v)\nset [clone v] to [10]\ncreate clone of (_myself_ v)\nset [clone v] to [11]\ncreate clone of (_myself_ v)\nset [clone v] to [12]\ncreate clone of (_myself_ v)\nset [clone v] to [13]\ncreate clone of (_myself_ v)\nset [clone v] to [14]\ncreate clone of (_myself_ v)\nset [clone v] to [15]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone) = [16]> then\n go to x: (0) y: (0)\n switch costume to (回るやつ v)\n set size to (100) %\n show\n go to [front v] layer\n go [backward v] (2) layers\n repeat (14)\n wait (0.02) seconds\n repeat (5)\n turn right (10) degrees\n end\n repeat (3)\n turn right (8) degrees\n end\n repeat (3)\n turn right (5) degrees\n end\n repeat (3)\n turn right (2) degrees\n end\n end\n hide\n delete this clone\nend\n\n
新作です。超頑張りました。\n傾向3pありがとう。 超うれしい\n❤️と⭐️必ずおねがいします。\n追加パーツ 回るトゲ 地下道 世界記録\nEnglish\nPC:Jumping is ↑key slide is ←and→key\nWith a world record.\nMobile:Jumping is avobe tap. slide is left and right tap.\n日本語 PC:ジャンプは↑キー スライドは←か→キー\nモバイル:ジャンプは上の方をタップ。\nスライドは右か左をタップ
Eggcellent (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-100)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#663b00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#663b00)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [235]> then\n switch backdrop to (next backdrop v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n end\n if <touching color (#d2d219)?> then\n change y by (5)\n set [y v] to [15]\n end\n if <touching color (#666666)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-100)\n end\n if <touching color (#dfe777)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-100)\n end\n if <touching color (#f7ff84)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-100)\n end\n if <touching color (#f7ff84)?> then\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n next backdrop\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-100)\n end\n if <touching color (#c1de6c)?> then\n switch costume to (costume3 v)\n end\nend\n\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (158) y: (-103)\n wait (0.08) seconds\n go to x: (158) y: (-100)\n wait (0.08) seconds\n go to x: (158) y: (-98)\n wait (0.08) seconds\n go to x: (158) y: (-95)\n wait (0.08) seconds\n go to x: (158) y: (-98)\n wait (0.08) seconds\n go to x: (158) y: (-100)\n wait (0.08) seconds\n go to x: (158) y: (-103)\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [14]> then\n hide\n else\n show\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n play sound [payphone v] until done\nend\n\n
Created sometime in 2016..?\nGet to the butter.\n\nFigured I would repost some of the projects that I spent a lot of time on.
*Autumn* a Platformer / #all #games
@Stage\n\nwhen I receive [スタート v]\nstop all sounds\n\nwhen I receive [reset v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen flag clicked\nwait (0.05) seconds\nswitch backdrop to (背景1 v)\n\nwhen I receive [let's go v]\nset [music v] to [M]\nswitch backdrop to (背景3 v)\n\nwhen I receive [スタート v]\nset [music v] to [G]\nswitch backdrop to (backdrop -glistr v)\nclear graphic effects\n\nforever\n play sound [Lensko - Cetus \[NCS Release\]3 v] until done\nend\n\nwhen [timer v] > (0.01)\nswitch costume to (背景3 v)\nshow\ngo to x: (0) y: (345)\nforever\n go to [front v] layer\n change y by (((0) - (y position)) / (12))\nend\n\nwhen flag clicked\nset [q v] to [0]\nforever\n change [q v] by (0.1)\n wait (0.04) seconds\nend\n\n@Intro TimMcCool\n\nwhen flag clicked\nset [a v] to [intro]\ngo to x: (0) y: (0)\nset size to (0) %\nhide\nwait (0.2) seconds\nClone\nswitch costume to (costume1 v)\nshow\nstart sound [Intro v]\nset [ghost v] effect to (100)\npoint in direction (-165)\nset [b v] to [0]\nrepeat (50)\n turn right (((direction) - (90)) / (-3)) degrees\n change [ghost v] effect by (-10)\n set [b v] to (((b) * (0.7)) + (((size) - (70)) * (-0.15)))\n change size by (b)\nend\nset [b v] to [0]\nrepeat (10)\n change [b 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\nwait (3) seconds\nbroadcast (Let's go v)\n\ndefine Clone\nset [c v] to [bg]\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 [c v] to (pick random (100) to (200))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(c) = [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 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 [d v] to (pick random (1) to (360))\n set [e v] to (([sin v] of (d) ) * (c))\n set [f v] to (([cos v] of (d) ) * (c))\n repeat (5)\n change x by (((x position) - (e)) / (-4))\n change y by (((y position) - (f)) / (-4))\n end\n set [g v] to (((x position) - (e)) / (-6))\n set [h v] to (((y position) - (f)) / (-4))\n forever\n change [ghost v] effect by (1.2)\n change y by (h)\n change [h v] by (-0.5)\n change x by (g)\n turn right (g) degrees\n end\nend\n\n@こいつだれ\n\nwhen flag clicked\nhide variable [time v]\nhide\n\ndefine 初期設定\nset rotation style [left-right v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-195) y: (0)\nswitch costume to (red v)\nset size to (100) %\nshow\n\nwhen I receive [スタート v]\nwait (2) seconds\nset [time v] to [0]\nrepeat until <(Stage) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [スタート v]\nforever\n if <(Stage) = [11]> then\n show variable [time v]\n else\n hide variable [time v]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nwait (2) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [スタート v]\nwait (2) seconds\nshow\n初期設定\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n switch costume to (1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (2 v)\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 ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [壁キック v]\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <touching (ステージ v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<[230] < (x position)> and <[11] > (Stage)>> then\n 初期設定\n broadcast (next v)\n end\n if <(y position) < [-175]> then\n start sound [Oops v]\n 初期設定\n end\n if <touching (とげ v)?> then\n start sound [Oops v]\n 初期設定\n end\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nset [stage v] to [1]\n\nwhen I receive [スタート v]\nwait (2) seconds\nshow\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\nwhen I receive [スタート v]\nshow variable [stage v]\n\n@とげ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (2) seconds\npoint in direction (90)\nshow\ngo to [front v] layer\nforever\n switch costume to (Stage)\nend\n\n@もみじ\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (100)) %\nset [ghost v] effect to (pick random (0) to (30))\ngo to x: (pick random (500) to (-30)) y: (pick random (-30) to (180))\nglide (pick random (2) to (5)) secs to x: (pick random (-240) to (240)) y: (pick random (-180.01) to (0))\nif <touching color (#995900)?> then\n stamp\nend\ndelete this clone\n\nwhen I receive [let's go v]\nforever\n create clone of (_myself_ v)\n turn right (15) degrees\n wait (1e-8) seconds\n next costume\nend\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [reset v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\nwhen I receive [スタート v]\nclear graphic effects\n\n@Button\n\nwhen I receive [let's go v]\nshow\n\nwhen I receive [let's go v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [let's go v]\nwait (0.15) seconds\ngo to x: (-278) y: (-30)\ngo to [front v] layer\nshow\nrepeat (20)\n change x by (((150) - (x position)) / (4))\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [選択 v]\nbroadcast (Reset v)\n\nwhen I receive [reset / ok v]\nbroadcast (スタート v)\n\nwhen I receive [reset v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\nbroadcast (Reset / ok v)\n\nclear graphic effects\n\nwhen I receive [let's go v]\nforever\n set y to ((-40) + (([sin v] of ((300) * (timer)) ) * (10)))\nend\n\n@Button2\n\nwhen I receive [let's go v]\nwait (0.15) seconds\ngo to x: (-278) y: (-130)\ngo to [front v] layer\nshow\nrepeat (20)\n change x by (((150) - (x position)) / (4))\nend\n\nwhen flag clicked\nclear graphic effects\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 [let's go v]\nforever\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 [選択 v]\nnext costume\nwait until <not <mouse down?>>\nif < (costume [name v]) contains [1]?> then\n switch costume to (0 v)\n set volume to (0) %\nelse\n switch costume to (1 v)\n set volume to (100) %\nend\n\nwhen I receive [reset v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\n\nwhen I receive [スタート v]\nforever\n if <(Music) = [G]> then\n play sound [taka020115 v] until done\n end\nend\n\nwhen I receive [let's go v]\nforever\n if <(Music) = [M]> then\n play sound [Menu rikkie7 v] until done\n end\nend\n\nwhen I receive [let's go v]\nforever\n set y to ((-130) + (([sin v] of ((300) * (timer)) ) * (10)))\nend\n\n@題名\n\nwhen I receive [reset v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\n\nwhen I receive [let's go v]\nforever\n set y to ((90) + (([sin v] of ((300) * (timer)) ) * (10)))\nend\n\nwhen I receive [let's go v]\ngo to x: (-50) 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\nclear graphic effects\nhide\n\nwhen I receive [let's go v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (5) %\nshow\nrepeat (23)\n change size by (((80) - (size)) / (4))\nend\n\n@スプライト2\n\n@Pop Up\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n set size to (110) %\n wait until <not <key (any v) pressed?>>\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change size by (((100) - (size)) / (5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@スプライト1\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nset size to (250) %\nshow\ngo to x: (-40) y: (0)\nset [縦 v] to [35]\nset [横 v] to [20]\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)\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\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)\nhide variable [stage v]\nhide variable [time v]\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 (コスチューム3 v)\n\n
New⇓\nhttps://scratch.mit.edu/projects/779400262/\n\n *・゜・*:.。.。:*・"Aᴜᴛᴜᴍɴ Pʟᴀᴛғᴏʀᴍᴇʀ"・*:.。. 。:*・゜・*\nEᴀsʏ Vᴇʀsᴏɴ↓\nhttps://scratch.mit.edu/projects/732626499\n\n日本語は⤵\n\n›››Eɴɢʟɪsʜ‹‹‹\nHello!\nIt's @az229!\nThis time, I made a platformer!\nIts name is..."Autumn Platformer"!\n\n*Explanation*\n\n※Press the flag twice!\n\n[Difficulty] ★★★★☆ \n↑ It's quite difficult!\nCan you clear it?\n\n【How to move】\nᴡᴀsᴅ key, arrow keys\n\nTry to get World record!\nLet's go!\n\n\n›››日本語‹‹‹\nこんにちは!\n@az229です!\n今回は、プラットフォーマーを作りました!\nその名も..."秋プラットフォーマー"!\n\n*説明*\n\n※旗2度押し必須!\n\n【難易度】★★★★☆ \n↑結構難しめです!\nきみはクリアできるかな〜?\n\n【操作】\nᴡᴀsᴅキー,矢印キー\n\n目指せ!世界記録!\nいってらっしゃい!\n\nCʀᴇᴅɪᴛs\nIɴᴛʀᴏ / @TimMcCool\nMᴏʙɪʟᴇ Mᴀʀᴋ / @alphabetica\nBᴜᴛᴛᴏɴ / @YY-H\nBᴀᴄᴋɢʀᴏᴜɴᴅ / @-glistr\nCʜᴀʀᴀᴄᴛᴇʀ ᴄᴏsᴛᴜᴍᴇ / @-glistr\nMᴜsɪᴄ / @rikkie7 , @taka020115\n\n\n\n-Tags-\n#all #games #art #music #fun #autumn #platformer #mobile #new #az229 #thanksfor2k ※再共有※
Peter Griffin Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until << or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\n set [fastest v] to (join [Fastest: ] (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
Tutorials - https://www.youtube.com/griffpatch/\n\nHey Fellow Scratchers, I've been re-working the MMO platformer test project to see what new features I could add. This is a work in progress level, not yet complete so it may feel a little abrupt. Still, I need to test how it is working so far! So here goes :D - Jump on board and see how many players we get on this thing before it breaks lol.\n\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\nIf you see a yellow player... It's me guys :D\nThe rainbow player is the fastest player right now who is playing. Their name is shown at the top of the screen.\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nChangelog:\n15 July 2022 - Removed Name of fastest player (due to hackers *sob*)\n31 Mar 2022 - Updated cloud code\n9 Dec 2021 - Trying to add current fastest + Fixes for slope sliding\n7 Dec 2021 - Bugfix - Stop end of buffer making players appear under level.\n6 Dec 2021 - Initial Release v1.0\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
Grassland | A Generic Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Hope \[NCS Release\] v] until done\nend\n\n@Shadow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [clone # v] to [-1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone # v] by (2)\nend\nforever\n switch costume to (LVL)\n go to x: ((([x position v] of [player v]) * (-1)) / (10)) y: ((([y position v] of [player v]) * (-1)) / (5))\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nswitch costume to (clones v)\nforever\n turn left (3) degrees\n if <(LVL) = [6]> then\n switch costume to (clone v)\n go to x: (((Clone #) * (90)) + ((([x position v] of [player v]) * (-1)) / (10))) y: ((-20) + ((([y position v] of [player v]) * (-1)) / (5)))\n show\n end\n if <(LVL) = [8]> then\n go to x: ((([x position v] of [player v]) * (-1)) / (10)) y: (((([sin v] of ((timer) * (100)) ) * (5)) - (155)) + ((([y position v] of [player v]) * (-1)) / (5)))\n go to [back v] layer\n go [forward v] (2) layers\n point in direction (90)\n switch costume to (lava v)\n show\n end\n if <<not <(LVL) = [6]>> and <not <(LVL) = [8]>>> then\n hide\n end\nend\n\n@Pixels\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n set [id v] to [0]\nend\n\nwhen I receive [dead v]\nif <(ID) = [0]> then\n go to x: (DX) y: (DY)\n set [id v] to [Death]\n Make Clones [7]\nend\n\nwhen I start as a clone\nif <(ID) = [Death]> then\n Make Dead Animation\nend\n\ndefine Make Dead Animation\ngo to [front v] layer\nset [y velocity v] to (pick random (10) to (15))\nset [x velocity v] to (pick random (-10) to (10))\nset [ghost v] effect to (5)\nshow\nrepeat (70)\n Move Left/Right [1.5] [3]\n Move Up/Down With Jump Height:\n if <(y position) < [-175]> then\n hide\n end\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine Make Clones (amount)\nrepeat (amount)\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (3))\nend\n\ndefine Move Left/Right (spd) (slope steepness)\nset [x velocity v] to ((X Velocity) * (0.95))\nchange x by (X Velocity)\nrepeat (slope steepness)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((slope steepness) * (-1))\n set [x velocity v] to ((X Velocity) * (-1))\n change x by (X Velocity)\n set [x velocity v] to [0]\nend\n\ndefine Move Up/Down With Jump Height:\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\nend\n\n@spikes\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nset [clone # v] to [-1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone # v] by (2)\nend\nforever\n switch costume to (LVL)\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nswitch costume to (clone v)\nforever\n turn left (3) degrees\n if <(LVL) = [6]> then\n switch costume to (clone v)\n go to x: ((Clone #) * (90)) y: ((-20) + ())\n show\n end\n if <(LVL) = [8]> then\n go to x: (0) y: ((([sin v] of ((timer) * (150)) ) * (5)) - (155))\n point in direction (90)\n go to [back v] layer\n go [forward v] (4) layers\n switch costume to (lava v)\n show\n end\n if <<not <(LVL) = [6]>> and <not <(LVL) = [8]>>> then\n hide\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (LVL)\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nset [id v] to [Walk]\nset [lvl v] to [1]\ngo to x: (-215) y: (Spawn Y)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n Move Left/Right [1.5] [3]\n Move Up/Down With Jump Height: [15] <key (w v) pressed?> or <key (up arrow v) pressed?> [4]\n Check Die [-170]\n Check Next LVL [235]\n Make Trail\nend\n\ndefine Move Left/Right (spd) (slope steepness)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <((x position) - (20)) > (mouse x)>>> then\n switch costume to (2 v)\n change [x velocity v] by ((spd) * (-1))\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> then\n switch costume to (1 v)\n change [x velocity v] by (spd)\nend\nset [x velocity v] to ((X Velocity) * (0.85))\nchange x by (X Velocity)\nset [player x v] to (x position)\nrepeat (slope steepness)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((slope steepness) * (-1))\n change x by ((X Velocity) * (-1))\n set [player x v] to (x position)\n set [x velocity v] to [0]\nend\n\ndefine Move Up/Down With Jump Height: (jump height) <jump button 1 pressed> or <jump button 2 pressed> (lag)\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nset [player y v] to (y position)\nif <touching (ground v)?> then\n repeat (lag)\n if <touching (ground v)?> then\n change y by (((Y Velocity) * (-1)) / (lag))\n end\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<jump button 1 pressed> or <jump button 2 pressed>> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>> and <touching (ground v)?>> then\n change [y velocity v] by (jump height)\nend\nchange y by (1)\n\ndefine Check Die (fall height)\nif <<touching (spikes v)?> or <(y position) < (fall height)>> then\n set [dx v] to (x position)\n set [dy v] to (y position)\n broadcast (Dead v)\nend\n\nwhen I receive [dead v]\nReset\n\ndefine Check Next LVL (x pos)\nif <(x pos) < (x position)> then\n broadcast (Next Lvl v)\n set x to (0)\n change [lvl v] by (1)\nend\n\ndefine Make Trail\nset [id v] to [Trail]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(ID) = [Trail]> then\n repeat (10)\n change [ghost v] effect by (11)\n end\n delete this clone\n end\nend\n\nwhen I receive [next lvl v]\nReset\n\ndefine Reset\ngo to x: (-215) y: (Spawn Y)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ndelete this clone\n\n@BG\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n play sound [Tobu - Hope \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch backdrop to (LVL)\nend\n\n
Just your average generic platformer\n\n- Arrow keys or WASD to move\n- Also mobile\n- Try to get the the end (every level is possible)\n\nWhy this is the best platformer engine (in my opinion): \n- First of all it has horizontal and vertical collision (can bump into ceilings and walls)\n- Second is that it doesn’t bounce when you land on the ground from a high drop like most other engines\n- Third is that it has mobile support so it works on all devices\n- The particle effects also look great in my opinion! :D\n\n\n\nMusic - Hope by Tobu\nAll code and art by me (@PrehistoricWaffle)\n\n\nTags:\n#games #platformer #all #art #game #platform #effects #fun #play #physics #levels #grassland
||☁online Fall platformer|| #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [tanoshiimugibatake v] until done\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 if <(変更) = [n]> then\n change [y v] by (-1.5)\n else\n change [y v] by (-0.25)\n end\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 if <(変更) = [n]> then\n set [y v] to [18]\n else\n set [y v] to [7]\n end\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 if <(変更) = [n]> then\n set [y v] to [18]\n else\n set [y v] to [7]\n end\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 (stage3 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\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@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@Stage\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 [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] [300] [6]\n配置 [3000] [200] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n\n@Stage3\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]\ngo to [back v] layer\nhide\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] [300] [6]\n配置 [3000] [200] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\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 hide\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 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 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 if <(変更) = [y]> then\n set [y v] to [6]\n else\n set [y v] to [15]\n end\n set [monster coin x v] to ((1) + (+X))\n set [monster coin y v] to (2)\n broadcast (monster coin v)\n change [ok? v] by (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 [1330] [-17] [1] [40]\n配置 [3300] [100] [1] [20]\n配置 [3550] [-22] [1] [40]\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] [0] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n set [! v] to [1]\n broadcast (クリア v)\n stop [this script 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 [2250] [122] [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@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [クリア v]\nstart sound [Rip v]\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (0)\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nstop [all v]\n\n@重力変更\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to (93) %\nshow\nset [変更 v] to [n]\nforever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [1]>>> then\n switch costume to (コスチューム2 v)\n wait until <not <mouse down?>>\n end\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [2]>>> then\n switch costume to (コスチューム1 v)\n wait until <not <mouse down?>>\n end\n if <(costume [number v]) = [2]> then\n set [変更 v] to [y]\n else\n set [変更 v] to [n]\n end\nend\n\nwhen I receive [クリア v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to (93) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((size) - (100)) / (-2))\n else\n change size by (((size) - (93)) / (-2))\n end\nend\n\n
°˖✧◝◜✧˖°°˖✧◝◜✧˖°°˖✧◝◜✧˖°°˖✧◝◜✧˖°°˖✧◝◜✧\nhello everyone!\nWelcome to my online platformer!\nPlease enjoy (*‘∀‘)\n\n▶How to operate\nYou can operate with arrow keys or tap.\nMobile friendly.\n\nThe red player is you, and the blue player is your opponent.\n\nIf you hit a yellow-green enemy or a thorn, you will die.\nplease be careful!\n\n°˖✧◝◜✧˖°°˖✧◝◜✧˖°°˖✧◝◜✧˖°°˖✧◝◜✧˖°°˖✧◝◜✧\n\nみなさんこんにちは!\n僕のオンラインプラットフォーマーへようこそ!\nぜひ楽しんでね(*‘∀‘)\n\n▶操作方法\n矢印キー、またはタップで操作できます。\nモバイル対応です。\n\n赤いプレイヤーが自分、青いプレイヤーが相手です。\n\n黄緑色の敵やトゲに当たると死んでしまいます。\n気を付けて下さい!\n\n最大10人でプレイ可能です!!
[MULTIPLAYER] Adventure - A platformer
@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 [Have Fun! v] until done\nend\n\nwhen flag clicked\n\nset [ghost v] effect to (50)\n\n@Blank\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@Detector\n\nwhen flag clicked\nhide\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 switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n if <touching (mouse-pointer v)?> then\n wait (.2) seconds\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\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 set [ghost v] effect to (pick random (40) to (70))\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 to [back v] layer\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@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@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n set [.timer v] to (timer)\nend\n\nwhen [timer v] > ((.timer) + (.01))\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nset size to (150) %\nrepeat (50)\n switch costume to (costume2 v)\n change [brightness v] effect by (-2)\n change size by (((0.2) / (100)) - (size))\n switch costume to (costume1 v)\nend\n\n@Player\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@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 [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)\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\nwhen I start as a clone\nforever\n go to [front v] layer\nend\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\n
1K Special Game Out Now - https://scratch.mit.edu/projects/729480326/\n\nArrow keys or mobile to move\nSHOUTOUT TO @Ironman201005\n✨Love, fave and follow me and comment "done" on my profile for a shoutout✨\n\nAnd please follow me to get me to 1K :)
Among Us Platformer I Mobile Friendly #games#all#trending#sus
@Stage\n\nwhen I receive [start v]\nplay sound [Among Us Music v] until done\n\n@player\n\nwhen flag clicked\nhide variable [lives v]\nhide\n\ndefine Platforming Physics\nchange [y velocity v] by (-1)\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 (-0.95)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (0.95)\nend\nset [x velocity v] to ((x velocity) * (0.9))\nchange x by (x velocity)\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels 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 set [y velocity v] to [15]\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 end\nend\nchange y by (y velocity)\nif <touching (levels v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (levels v)?>> then\n switch costume to (jump v)\n set [y velocity v] to [13]\nend\nchange y by (1)\nif <[232] < (x position)> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <<touching (danger v)?> or <<touching (saw v)?> or <<touching (acid v)?> or <<touching (imposter v)?> or <<touching (danger2 v)?> or <touching (imposter2 v)?>>>>>> then\n change [lives v] by (-1)\n go to x: (-199) y: (-57)\n if <(Lives) = [0]> then\n broadcast (Thumb v)\n hide\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-168) y: (1)\nif <(level) = [10]> then\n go to x: (-209) y: (-72)\nend\nif <(level) = [11]> then\n broadcast (You Won v)\n hide\n hide variable [lives v]\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n set rotation style [left-right v]\n if <key (d v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <<mouse down?> and <(mouse x) > (x position)>> then\n point in direction (90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <<mouse down?> and <(x position) > (mouse x)>> then\n point in direction (-90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\nwhen I receive [start v]\nshow variable [lives v]\nset [lives v] to [3]\nshow\ngo to [front v] layer\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [level v] to [1]\ngo to x: (-155) y: (-57)\nforever\n Platforming Physics\nend\n\nwhen I receive [start menu v]\nhide variable [lives v]\n\nwhen I receive [thumb v]\nhide variable [lives v]\n\nwhen I receive [skip level v]\ngo to x: (-168) y: (1)\nchange [level v] by (1)\nif <(level) = [10]> then\n go to x: (-209) y: (-72)\nend\nif <(level) = [11]> then\n broadcast (You Won v)\n hide\n hide variable [lives v]\nend\n\n@Acid \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\n repeat (7)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n repeat (7)\n change y by (1)\n end\n go to x: (-10) y: (-16)\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (level)\n if <(level) = [10]> then\n go to [front v] layer\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I receive [thumb v]\nhide\n\n@levels\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [among us intro v]\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (level)\nend\n\n@danger\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\n if <(level) = [10]> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n else\n show\n end\n if <(level) = [8]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n else\n show\n end\n if <(level) = [10]> then\n show\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn left (5) degrees\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (level)\n if <(level) = [1]> then\n show\n end\n if <(level) = [9]> then\n hide\n end\nend\n\n@imposter\n\nwhen flag clicked\nhide\n\ndefine Clone Positioning (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (walk v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (100)\nImpo Movement\n\ndefine Impo Movement\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\nend\n\nwhen I receive [next level v]\nif <(level) = [1]> then\n hide\nend\nif <(level) = [2]> then\n Clone Positioning [115] [-71]\nend\nif <(level) = [7]> then\n Clone Positioning [66] [23]\nend\nif <(level) = [9]> then\n Clone Positioning [-90] [-73]\nend\n\nwhen I receive [next level v]\nhide\n\nset [level v] to [7]\n\nwhen I receive [start game v]\nhide\nset rotation style [left-right v]\n\nhide variable [lives v]\n\nwhen I receive [skip level v]\nif <(level) = [1]> then\n hide\nend\nif <(level) = [2]> then\n Clone Positioning [115] [-71]\nend\nif <(level) = [7]> then\n Clone Positioning [66] [23]\nend\nif <(level) = [9]> then\n Clone Positioning [-90] [-73]\nend\n\nwhen I receive [skip level v]\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (-26) y: (5)\nset [ghost v] effect to (1000)\nforever\n go [forward v] (99) layers\nend\n\n@imposter2\n\nwhen flag clicked\nhide\n\ndefine Clone Positioning (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (walk v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (100)\nImpo Movement\n\ndefine Impo Movement\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\nend\n\nwhen I receive [next level v]\nif <(level) = [9]> then\n Clone Positioning [140] [-72]\nend\nif <(level) = [1]> then\n hide\nend\n\nwhen I receive [next level v]\nhide\n\nset [level v] to [7]\n\nwhen I receive [start game v]\nhide\nset rotation style [left-right v]\n\nhide variable [lives v]\n\nwhen I receive [skip level v]\nif <(level) = [9]> then\n Clone Positioning [140] [-72]\nend\nif <(level) = [1]> then\n hide\nend\n\nwhen I receive [skip level v]\nhide\n\n@Start Menu\n\nwhen flag clicked\nhide\n\ndefine Build (num) Start (start)\nset [clonenum v] to (start)\nrepeat (num)\n change [clonenum v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(CloneNum) = [1]> then\n switch costume to (logo v)\n go to x: (1) y: (-33)\n forever\n point in direction ((90) + ((5) * ([cos v] of (((timer) - (3)) * (100)) )))\n end\nend\nif <(CloneNum) = [2]> then\n switch costume to (button v)\n go to x: (6) y: (-46)\n forever\n point in direction ((90) + ((5) * ([cos v] of (((timer) - (3)) * (100)) )))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\n\nwhen I start as a clone\nif <(CloneNum) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Start v)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(DeleteAllCones?) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nset [deleteallcones? v] to [1]\nwait (0.1) seconds\nset [deleteallcones? v] to [0]\n\nwhen I receive [start menu v]\nBuild [2] Start [0]\n\n@amongus intro\n\nwhen flag clicked\nbroadcast (among us intro v)\n\nwhen I receive [among us intro v]\ngo to [back v] layer\nset [brightness v] effect to (100)\nshow\nswitch costume to (hnet2 v)\ngo to x: (0) y: (0)\nset size to (240) %\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nstart sound [TOP 10 INTRO SONGS Best Intro Music 2018 v]\nrepeat (28)\n next costume\n wait (0) seconds\nend\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.01) seconds\nend\nswitch costume to (stars v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nset size to (100) %\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nwait (1.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.01) seconds\nend\nswitch costume to (stars2 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nrepeat (5)\n switch costume to (stars2 v)\n wait (.1) seconds\n switch costume to (stars3 v)\n wait (.1) seconds\nend\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.01) seconds\nend\nswitch costume to (imposter v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nwait (1.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.01) seconds\nend\nswitch costume to (imposter2 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nwait (.8) seconds\nrepeat (3)\n next costume\n wait (.03) seconds\nend\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.01) seconds\nend\nswitch costume to (backdrop5 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nwait (.8) seconds\nrepeat (14)\n next costume\n wait (.03) seconds\nend\nwait (.8) seconds\nrepeat (10)\n next costume\n wait (.03) seconds\nend\nwait (.8) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.01) seconds\nend\nswitch costume to (thumb v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nwait (1.8) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nwait (1) seconds\nbroadcast (Start Menu v)\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\ngo to [front v] layer\nshow\nset size to (100) %\ngo to x: (-300) y: (0)\nswitch costume to (itzs_me v)\nglide (.5) secs to x: (0) y: (0)\nglide (1) secs to x: (50) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (.01) seconds\nend\nrepeat (20)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start menu v]\nstop all sounds\n\nwhen I receive [start menu v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start menu v]\nstop [other scripts in sprite v]\n\n@thumbnail2\n\nwhen flag clicked\nhide\n\nwhen I receive [thumb v]\nshow\n\n@thumbnail3\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nshow\n\n@danger2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n show\n go to x: (41) y: (14)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [1]> then\n go to [back v] layer\n hide\n end\nend\n\nwhen I receive [among us intro v]\nhide\n\n@Start Menu Bg Parallax\n\nwhen flag clicked\nhide\n\nwhen I receive [start menu v]\nshow\ngo to [front v] layer\nforever\n go to x: ((mouse x) / (8)) y: ((mouse y) / (8))\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo [forward v] (10) layers\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Start Menu v)\n\nwhen I receive [start menu v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Skip Level v)\n\nwhen I receive [thumb v]\nhide\n\nwhen I receive [you won v]\nhide\n\n@EndScreen\n\ndefine [Game] Clone No. (cnum) Game No. (gnum) Link (link) X (x) Y (y)\nif <(CloneNum) = (cnum)> then\n switch costume to (join [Game] (gnum))\n go to x: (x) y: (y)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n replace item (1) of [projectlink v] with (link)\n if <(PopUpOpened?) = [0]> then\n set [prompt v] to [1]\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nshow list [projectlink v]\nhide\n\nwhen I receive [you won v]\nhide\nwait (2) seconds\nBuild [3] Start [0]\n\ndefine Build (num) Start (start)\nset [clonenum v] to (start)\nrepeat (num)\n change [clonenum v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(CloneNum) = [1]> then\n switch costume to (background v)\nend\nif <(CloneNum) = [2]> then\n switch costume to (popupclosed v)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(costume [name v]) = [PopUpClosed]> then\n switch costume to (popupopened v)\n set [popupopened? v] to [1]\n set [prompt v] to [0]\n hide list [projectlink v]\n else\n switch costume to (popupclosed v)\n set [popupopened? v] to [0]\n show list [projectlink v]\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n[Game] Clone No. [3] Game No. [1] Link [https://scratch.mit.edu/projects/734943144] X [0] Y [100]\n[Game] Clone No. [4] Game No. [2] Link [https://scratch.mit.edu/projects/734943144] X [0] Y [-100]\n\nwhen I start as a clone\nif <(CloneNum) = [2]> then\n forever\n if <(Prompt) = [1]> then\n clear graphic effects\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n end\nend\n\nwhen I receive [you won v]\ndelete all of [projectlink v]\nadd [] to [projectlink v]\n\n
This game is made in collaboration with @singh74chandrasen and @Demonlordlynx\n\nHey Guys! I am hosting a contest and if u want to participate and followers check this link out https://scratch.mit.edu/projects/734943144 :D\n\nPls leave a ❤️ and ⭐️ and follow us at @Ironman201005 @singh74chandrasen @Demonlordlynx \n\n Instructions\nJump(Up arrow, W or Click upwards)\nRight(Right arrow, D or click on the right side)\nLeft(Left arrow, A or click on the left side)\n\n\n\nIgnore credits\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Trending#Games#Trending#All\n#Games#Trending#All#Tre
Desert: A Platformer #games #all
@Stage\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (spike 2 v)\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [goal v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Player\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (130) %\nswitch costume to (6 v)\nshow\nrepeat (1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n switch costume to (1 v)\n wait (pick random (2) to (3)) seconds\n repeat (5)\n next costume\n wait (0.01) seconds\n end\n wait (0.5) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\nend\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-214) y: (40)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1.5]\nset [scene v] to [1]\n\nwhen I receive [run v]\ngo to [front v] layer\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [thump soft v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n broadcast (Goal v)\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <touching (spikes v)?>> then\n start sound [Wood Tap v]\n change [health v] by (-1)\n reset\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.85))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [run v]\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nforever\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (130) %\ngo to [back v] layer\nshow\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (run v)\nbroadcast (Next Level v)\n\nwhen I receive [new sqaure v]\nforever\n\nwhen I receive [goal v]\nreset\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\nwhen [timer v] > (0.01)\nhide\n\nset [ghost v] effect to (100)\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [シーン v] to [0]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\nset [シーン v] to [1]\n\nset size to (100) %\n\n@Skip\n\nwhen flag clicked\nset [scene v] to [1]\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 (Goal 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 flag clicked\nforever\n if <([costume # v] of [ground v]) = [12]> then\n hide\n broadcast (eliminate skip v)\n end\nend\n\nwhen I receive [eliminate skip v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (ground 4 v)\n\nwhen I receive [goal v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n block name\nend\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\nhide\n\ndefine block name\ngo [backward v] (1000000000000) layers\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n change [size change v] by (5)\n change size by ([cos v] of ((Size change) * (1)) )\nend\n\nwhen I receive [\[part1\] end v]\nbroadcast (\[Intro\] end v)\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 # v] of [player v])\n go to [back v] layer\n go [backward v] (100) layers\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [goal v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (300) y: (300)\n reset timer\n hide\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n show\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (5))\nend\nwait (0.1) seconds\n\nforever\n go to [back v] layer\n change y by ([cos v] of (Cos) )\n change [cos v] by (8)\nend\n\nforever\n go to [back v] layer\n change y by ([cos v] of (Cos) )\n change [cos v] by (8)\nend\n\n
Hi guys!\n\n98TH ON TRENDING GAMES LES GOOOOOOOOOOOOOO\n\nDis is My Platformer :D\n\n@Jarvin36 loved + faved this :O\n\nI really worked hard on this so pls love and fave\n\nAlso it might be a bit generic and does not have a lot of levels... but school started =(\n\n\n\n\nAnyways Enjoy!!\n\n\nTags (Ignore)\n\n\n#games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert
#1 Meadow Platformer!/平原プラットフォーマー
@Stage\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nset [time v] to [0]\nbroadcast (start v)\nbroadcast (曲 v)\n\nwhen I receive [start v]\nrepeat until <(next) = [21]>\n change [time v] by (0.1)\n wait (0.1) seconds\nend\nset [time v] to ((round ((10) * (time))) / (10))\nshow variable [time v]\nforever\n if <(time) < (☁ time)> then\n set [☁ time v] to (time)\n end\nend\n\nwhen I receive [曲 v]\nplay sound [はるのようせい v] until done\nbroadcast (曲 v)\n\nset [☁ time v] to [100]\n\n@プレイヤー\n\nwhen I receive [jump v]\nplay sound [Jump v] until done\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nset [a v] to [0]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [next v] to [1]\nset [y v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (0.9)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-0.9)\n end\n set [x v] to ((X) * (0.92))\n change x by (X)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (消える壁 v)?> or <touching (動く地面 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 broadcast (jump v)\n if <[0] < (X)> then\n set [x v] to [-8.25]\n else\n set [x v] to [8.25]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 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)?> or <touching (動く地面 v)?>>> then\n set [y v] to [10]\n broadcast (jump v)\n end\n change y by (1)\n if <<touching (トゲ v)?> or <<touching (回るトゲ v)?> or <(y position) < [-170]>>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (壁消去 v)?> then\n broadcast (壁消去 v)\n end\n if <[239] < (x position)> then\n broadcast (next v)\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (← v)?> then\n change [x v] by (-0.375)\n end\n if <touching (→ v)?> then\n change [x v] by (0.5)\n end\n if <touching (水 v)?> then\n change [y v] by (0.4)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n set [y v] to [2.9]\n end\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [16]\n broadcast (jump台 v)\n broadcast (jump v)\n end\nend\n\n@地面\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nchange [next v] by (1)\nnext costume\n\n@トゲ\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\n@ジャンプ台\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nwait until <(next) = [7]>\nshow\ngo to x: (-100) y: (-88)\nwait until <(next) = [9]>\nhide\nwait until <(next) = [19]>\nshow\ngo to x: (-100) y: (-88)\nwait until <(next) = [20]>\nhide\n\nwhen I receive [jump台 v]\nswitch costume to (コスチューム4 v)\nwait (0.075) seconds\nswitch costume to (コスチューム3 v)\nwait (0.075) seconds\nswitch costume to (コスチューム2 v)\nwait (0.075) seconds\nswitch costume to (コスチューム3 v)\nwait (0.075) seconds\nswitch costume to (コスチューム4 v)\nwait (0.075) seconds\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\n@壁消去\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nhide\nwait until <(next) = [16]>\ngo to x: (150) y: (100)\nshow\nwait until <(next) = [17]>\nhide\nswitch costume to (コスチューム1 v)\nwait until <(next) = [24]>\ngo to x: (-50) y: (100)\nshow\nswitch costume to (コスチューム3 v)\nwait until <(next) = [25]>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [壁消去 v]\nswitch costume to (コスチューム2 v)\n\n@→\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nwait until <(next) = [12]>\nshow\nswitch costume to (コスチューム2 v)\nwait until <(next) = [13]>\nswitch costume to (コスチューム3 v)\nwait until <(next) = [14]>\nbroadcast (反対 v)\nhide\n\n@回るトゲ\n\nwhen flag clicked\nwait (0.1) seconds\nset size to (100) %\nhide\nwait until <(next) = [9]>\ngo to x: (-50) y: (0)\nshow\nrepeat until <(next) = [10]>\n turn left (3) degrees\nend\nhide\n\n@動く地面\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nswitch costume to (コスチューム1 v)\nwait until <(next) = [20]>\nshow\ngo to x: (6) y: (0)\nwait (1) seconds\nrepeat until <(next) = [21]>\n glide (5) secs to x: (6) y: (237)\n wait (2) seconds\n glide (5) secs to x: (6) y: (0)\n wait (2) seconds\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(next) = [21]> then\n hide\n stop [this script v]\n end\nend\n\n@水\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nset [ghost v] effect to (50)\ngo to x: (-20) y: (0)\nwait until <(next) = [17]>\nshow\nswitch costume to (コスチューム2 v)\nwait until <(next) = [18]>\nswitch costume to (コスチューム1 v)\nwait until <(next) = [20]>\nhide\n\n@消える壁\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nwait until <[16] = (next)>\nshow\ngo to x: (36) y: (28)\nwait until <[17] = (next)>\nhide\nwait until <[24] = (next)>\nswitch costume to (コスチューム3 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [壁消去 v]\nhide\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@←\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [反対 v]\nshow\nswitch costume to (コスチューム1 v)\nwait until <(next) = [15]>\nswitch costume to (コスチューム2 v)\nwait until <(next) = [16]>\nhide\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 to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@通れる壁\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nhide\ngo to [front v] layer\nwait until <[10] = (next)>\nshow\ngo to x: (0) y: (0)\nrepeat until <(next) = [11]>\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\nswitch costume to (コスチューム2 v)\nrepeat until <(next) = [12]>\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\nhide\n\nwhen I receive [壁消去 v]\nhide\n\n
日本語 (English↓)\n右キーor右側タップ→右に進む\n左キーor左側タップ→左に進む\n上キーor上側タップ→ジャンプ\nジャンプ台で大ジャンプ!!\n勝手に動くベルトコンベアー!?\nボタンで壁を消去\n水で自由に動ける!?\n動く地面や通れる壁も!?\n\nENGLISH\nRight key or right tap → go right\nLeft key or left tap → Go left\nUp key or tap → Jump\nBig jump on the jump table! !\nA conveyor belt that moves on its own!\nknock out the wall with the button\nMove freely in water!\nEven the ground and walls you can pass through move!
Volcano platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (фон 2 v)\n\nwhen I receive [start v]\nswitch backdrop to (фон 1 v)\nforever\n play sound [TheFatRat JJD - Prelude VIP Edit.mp3 v] until done\nend\n\n@Player\n\ndefine reset\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (2)\n switch costume to (right v)\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (left v)\n change [x v] by (-2)\nend\nset [x v] to ((x) * (0.8))\nchange x by (round (x))\nif <touching (level v)?> then\n change x by (round ((x) * (-1)))\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (up v)\n if <(x) > [0]> then\n set [x v] to [-13]\n else\n set [x v] to [13]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <<<mouse down?> and <(mouse y) > (y position)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [y v] to [12]\nend\nchange y by (1)\nif <(x position) > [233]> then\n go to x: (-211) y: (-53)\n broadcast (next level v)\nend\nif <<<touching (danger v)?> or <touching (lava v)?>> or <(y position) < [-180]>> then\n change [ghost v] effect by (50)\n go to x: (-206) y: (-30)\n wait (0.05) seconds\n set [ghost v] effect to (0)\nend\nif <touching (bounce v)?> then\n set [y v] to [21]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nset [music v] to [1]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-154) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (player v)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [music v] to [1]\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (костюм 1 v)\n\nwhen I receive [start v]\nshow\n\n@Danger\n\nwhen flag clicked\nhide\nswitch costume to (костюм 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@Bounce\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\n\n@Спрайт 1\n\nwhen flag clicked\nhide\nswitch costume to (костюм 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@Спрайт 2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@Интро ,_,\n\nwhen flag clicked\ngo to x: (11) y: (-5)\nswitch costume to (костюм 1 v)\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nplay drum (12 v) for (0.25) beats\nwait (1) seconds\nnext costume\nplay drum (10 v) for (0.3) beats\nset [& v] to [1]\nwait (0.05) seconds\nnext costume\nplay drum (10 v) for (0.25) beats\nwait (0.05) seconds\nnext costume\nplay drum (10 v) for (0.2) beats\nrepeat (4)\n wait (0.5) seconds\n switch costume to (костюм 3 v)\n wait (0.5) seconds\n switch costume to (костюм 5 v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nbroadcast (start v)\n\nwhen I start as a clone\nswitch costume to (костюм 6 v)\ngo to x: (-3) y: (72)\nforever\n if <(&) = [1]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n
--------------------------------------------------------------------- \n Mobile friendly! WASD and mouse controls.\n Put like and star, if you like it!\n----------------------------------------------------------------------
Scratch Cat || A Platformer #All #Games #Trending #ScratchCat
@Stage\n\nwhen flag clicked\nbroadcast (start v)\nforever\n play sound [Distant-Mountains v] until done\nend\n\n@Scratch Cat\n\nwhen I receive [start v]\nforever\n go to (hitbox v)\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 end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\nend\n\n@Hitbox\n\ndefine Beginning/Death\nhide\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (100) %\ngo to x: (item (Level) of [respawnx v]) y: (item (Level) of [respawny v])\npoint in direction (90)\nshow\n\ndefine Setup Respawn\ndelete all of [respawnx v]\ndelete all of [respawny v]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [120]\nAdd Respawn x: [-190] y: [50]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [0]\nAdd Respawn x: [-220] y: [0]\n\ndefine Add Respawn x: (x) y: (y)\nadd (x) to [respawnx v]\nadd (y) to [respawny v]\n\nwhen I receive [next level / death v]\nBeginning/Death\n\nwhen [m v] key pressed\n\nsay (join (join [\(] (join (mouse x) (join [, ] (mouse y)))) [\)]) for (2) seconds\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset [level v] to [1]\nSetup Respawn\nbroadcast (next level / death v)\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (2)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-2)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (Xv)\n if <touching (level platforms v)?> then\n change y by (1)\n if <touching (level platforms v)?> then\n change y by (1)\n if <touching (level platforms v)?> then\n change y by (1)\n if <touching (level platforms v)?> then\n change y by (1)\n if <touching (level platforms v)?> then\n change y by (1)\n if <touching (level platforms v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((20) + (y position))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level platforms v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((20) + (y position))>>>> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <<(x position) > [242]> and <(CoinsForLevel) < [1]>> then\n if <not <(Level) = [10]>> then\n change [level v] by (1)\n broadcast (next level / death v)\n end\n end\n if <touching (danger v)?> then\n broadcast (next level / death v)\n start sound [Meow v]\n end\n if <(y position) < [-181]> then\n broadcast (next level / death v)\n start sound [Meow v]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (next level / death v)\n\n@Level Platforms\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@Coins\n\ndefine Create Clone At x: (x) y: (y) When Level = (level)\nif <(Level) = (level)> then\n show\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [next level / death v]\nset [coinsforlevel v] to [0]\nbroadcast (delete clones v) and wait\nbroadcast (setup clones v) and wait\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [setup clones v]\npoint in direction (90)\nCreate Clone At x: [0] y: [-60] When Level = [1]\nCreate Clone At x: [60] y: [-60] When Level = [2]\nCreate Clone At x: [160] y: [10] When Level = [2]\nCreate Clone At x: [30] y: [20] When Level = [3]\nCreate Clone At x: [155] y: [50] When Level = [3]\nCreate Clone At x: [195] y: [-120] When Level = [3]\nCreate Clone At x: [-85] y: [-100] When Level = [4]\nCreate Clone At x: [-10] y: [-150] When Level = [5]\nCreate Clone At x: [110] y: [-100] When Level = [5]\nCreate Clone At x: [-95] y: [-40] When Level = [6]\nCreate Clone At x: [-20] y: [-40] When Level = [6]\nCreate Clone At x: [50] y: [-40] When Level = [6]\nCreate Clone At x: [125] y: [-40] When Level = [6]\npoint in direction (75)\nCreate Clone At x: [135] y: [85] When Level = [7]\nCreate Clone At x: [-45] y: [15] When Level = [8]\nCreate Clone At x: [25] y: [45] When Level = [9]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nchange [coinsforlevel v] by (1)\nset [costume v] to [0]\nforever\n change [costume v] by (0.5)\n switch costume to ((1) + (([floor v] of (costume) ) mod (12)))\n if <touching (scratch cat v)?> then\n change [coinsforlevel v] by (-1)\n start sound [Coin v]\n delete this clone\n end\nend\n\n@Clouds\n\ndefine create clone\nset [speed v] to (pick random (-1.0) to (-3.0))\ngo to x: (300) y: (pick random (0) to (160))\nswitch costume to (pick random (1) to (3))\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset size to ((([abs v] of (speed) ) * (25)) + (25)) %\nforever\n go to [back v] layer\n change x by (speed)\n if <(x position) < [-288]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (50)\nhide\nforever\n wait (pick random (0.5) to (1.0)) seconds\n create clone\nend\n\n@Front Decor\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (Level)\nend\n\n@Back Decor\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (Level)\nend\n\n@Danger\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (5000)\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\nforever\n change y by (((0) - (y position)) / (5))\nend\n\n
> STORY<\nScratch Cat was walking around one day when he found a mystical land. He stepped foot onto this mystical land, and this is what he found... \n\n >INSTRUCTIONS<\n>Arrow Keys, WASD, or tap to move.\n>Collect all of the coins in a level to move on\n>Avoid spikes!\n>Heart, Star, and follow for more awesome content (YES! this is in the instructions, so now you have to do it :) )\n\n\n\n\n\nHave a great day ;) -@TheFrisson\n\n\n\n\n#All#Games#Trending#ScratchCat#Fun#Platformer#Cool#TheFrisson#Art#Relaxing#Scratchy#Code#WhyAreYouReadingThisLOL\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI DARE you to comment, "Scratch Cat smells like cheese!"
[自信作] super Mario platformer 【Platformer】スーパープラットフォーマー【プラットフォーマー】
@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)\n if <(ステージ) = [17]> then\n set [ステージ v] to [17]\n end\nend\n\nhide\n\nwhen flag clicked\ngo [backward v] (10) layers\ngo to x: (0) y: (0)\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\nbroadcast (作成用のメッセージ v)\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) = [17]> 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\nwhen I receive [作成用のメッセージ v]\nchange [ステージ v] by (1)\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) = [17]> 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\ngo to x: (0) y: (0)\nset [動かし v] to [0]\nhide\n\n@スプライト\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\nforever\n if <touching (プレイヤー v)?> then\n broadcast (おしまい v)\n stop [this script v]\n end\n if <(ステージ) = [17]> then\n show\n go to x: (-50) y: (-25)\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]\nbroadcast (表示 v)\n\n@Bat\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\n\n
2Pだぜ☆\n\n\n❤️&⭐️❤️&⭐️❤️&⭐️❤️&⭐️❤️&❤️&⭐️❤️&⭐️\n傾向に載るためには、参照数だけでは無く❤️&⭐️が必要なのだ!(参照数200でも❤️&⭐️が100くらいなら傾向乗れる)\n第四弾製作予定\n日本語は下のほうにあるよ!일본은 아래쪽에 있어!\n第一弾! https://scratch.mit.edu/projects/724866511/\n\n・English・\nhello! It's driveGOX! The third installment of the platformer is Super Mario themed and the ground is a little different!\nI want to ride 1P, so please support ❤️ & ⭐️!\n【Method of operation】\nPC/keyboard users: Arrow keys\nMobile/iPad users: Tap\n・日本・\nこんにちは!driveGOXだよーん!プラットフォーマーの第3弾はスーパーマリオがテーマで地面なども一味違うよ!\n傾向1P乗りたいので❤️&⭐️をよろしく!\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・한국・\n안녕하세요! driveGOX야! 플랫포머의 제3탄은 슈퍼 마리오가 테마로 지면 등도 조금 다르다!\n경향 1P 타고 싶기 때문에❤️&⭐️을 잘!\n【조작 방법】\nPC · 키보드 : 화살표 키\n모바일 iPad : 탭
A Mobile Friendly Underwater Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Luke_Bergs_-_Tropical_Soul_Vlog_No_\(getmp3 v] until done\nend\n\n@PLAYER\n\nwhen flag clicked\nsetup\nset [level ? v] to [1]\nset [color v] effect to (0)\nforever\n if <not <(y) = [n]>> then\n show\n plattformer [1] [-0.5] [0.9] [10]\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\ndefine plattformer (speed x) (grafity) (friction) (jump height)\nset rotation style [left-right v]\nswitch costume to (player1 v)\nchange [y vel v] by (grafity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<<(mouse x) > (x position)> and <(mouse x) > ((x position) + (1))>> and <(mouse x) > ((x position) - (1))>>>>> then\n change [x vel v] by (speed x)\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)> and <(mouse x) < ((x position) + (1))>> and <(mouse x) < ((x position) - (1))>>>> then\n change [x vel v] by ((speed x) * (-1))\n point in direction (-90)\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\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 (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (x vel) ) / (x vel)) * (-1))\n end\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (30))>>>> and <touching (ground v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\nif <(x position) > [220]> then\n setup\n change [level ? v] by (1)\n broadcast (next v)\nend\nif <touching (spikes v)?> then\n setup\nend\n\ndefine setup\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-204) y: (-3)\npoint in direction (90)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<<touching color (#adadad)?> or <touching color (#828282)?>> or <touching color (#ff7a00)?>> then\n set [y vel v] to [10]\n repeat (10)\n set [x vel v] to [0]\n change y by (y vel)\n turn right (10) degrees\n change [ghost v] effect by (10)\n end\n setup\n end\n if <(x position) > [230]> then\n setup\n change [level ? v] by (1)\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change [color v] effect by (1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@GROUND\n\nwhen flag clicked\nforever\n switch costume to (join [Level_] (level ?))\nend\n\n@SPIKES\n\nwhen flag clicked\ngo [backward v] (50) layers\nforever\n switch costume to (join [Level_] (level ?))\nend\n\n@Figur1\n\nwhen I receive [next v]\nset [y v] to [n]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n go to [front v] layer\n switch costume to (t v)\n go to x: (-240) y: (0)\n repeat (30)\n go to [front v] layer\n change x by (((0) - (x position)) / (8))\n end\n wait (0.1) seconds\n repeat (30)\n go to [front v] layer\n change x by (((500) - (x position)) / (8))\n end\n set [y v] to [y]\n delete this clone\nelse\n switch costume to (b v)\n go to x: (-240) y: (0)\n repeat (30)\n change x by (((240) - (x position)) / (8))\n end\n wait (0.1) seconds\n repeat (30)\n change x by (((800) - (x position)) / (8))\n end\n delete this clone\nend\n\n@Figur2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
A Mobile Friendly Underwater Platformer:\nArrow keys / WASD / Tap to move\nDon't touch the spikes else you dead\nCan you beat all the levels\nComment some feedback\nHave fun...\nThanks @frolicking_cat for the music and 2 costumes all else by me
|| {Geometry Dash} || "A" (platformer) :)
@Stage\n\nset [color v] effect to (0)\n\nset [level v] to [1]\nstart sound [level1 v]\n\nwhen I receive [start v]\nstart sound [level1 v]\nwait until <(Die.) = [1]>\nstop all sounds\n\nwhen I receive [start v]\nclear graphic effects\nswitch backdrop to (back-fade-2 v)\nwait (12) seconds\nswitch backdrop to (back-fade-3 v)\n\nwhen I receive [start v]\nwait until <(Do I have r) = [1]>\nswitch backdrop to (back-fade-2 v)\nset [color v] effect to (60)\n\nwhen I receive [start v]\nset [yvel v] to [0]\nset [die. v] to [0]\nforever\n if <(Die.) = [1]> then\n play sound [explode_11.mp3 v] until done\n end\nend\n\n@Geometry dash\n\ndefine Jump\nforever\n if <<<key (space v) pressed?> or <mouse down?>> or <(Do I have r) = [0]>> then\n set [your mom v] to [1]\n set [yvel v] to [15]\n repeat until <<touching (floor v)?> or <touching (bblocks v)?>>\n set [oldy v] to (y position)\n change [yvel v] by (-2)\n change y by (Yvel)\n if <<touching (floor v)?> or <touching (bblocks v)?>> then\n set [your mom v] to [0]\n set [yvel v] to [0]\n set y to (OldY)\n if <<key (space v) pressed?> or <mouse down?>> then\n Jump\n if <(Do I have r) = [1]> then\n stop [this script v]\n end\n if <(Do I have r) = [1]> then\n stop [this script v]\n end\n end\n if <(Do I have r) = [1]> then\n stop [this script v]\n end\n end\n if <(Do I have r) = [1]> then\n stop [this script v]\n end\n end\n if <(Do I have r) = [1]> then\n stop [this script v]\n end\n end\n if <(Do I have r) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set size to (70) %\n go to x: (-136) y: (-78)\n switch costume to (particle v)\n set [cloney v] to (pick random (1) to (6))\n repeat (10)\n change x by (-10)\n change y by (Cloney)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n go to [front v] layer\n set size to (100) %\n show\n switch costume to (die v)\n repeat until <(round (size)) = [1000]>\n change size by (((1000) - (size)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [your mom v] to [0]\n\nrepeat (30)\n set [id v] to [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n go to [front v] layer\n set size to (70) %\n switch costume to (particle2 v)\n set [cloney v] to [20]\n point in direction (pick random (-360) to (360))\n repeat (50)\n if on edge, bounce\n move (Cloney) steps\n switch costume to (particle2 v)\n end\n delete this clone\nend\n\nforever\n if <(Your mom) = [0]> then\n point in direction (dir)\n end\nend\n\nchange [y| v] by (-1.5)\n\nset [do i have r v] to [1]\n\nwhen I receive [start v]\nset [die. v] to [0]\nforever\n if <<touching (danger v)?> or <<touching (bblocks v)?> or <touching (sky danger v)?>>> then\n hide\n set [die. v] to [1]\n set [id v] to [2]\n create clone of (_myself_ v)\n wait (1) seconds\n broadcast (Start v)\n end\nend\n\nwhen I receive [start v]\nset [dir v] to [90]\nset [your mom v] to [0]\nforever\n wait until <(Your mom) = [1]>\n change [dir v] by (90)\n repeat (10)\n turn right (18) degrees\n end\n if <(dir) = [50]> then\n wait until <(Your mom) = [0]>\nend\n\nwhen I receive [start v]\nset [die. v] to [0]\nset [rocket or no rocket v] to [0]\nset [do i have r v] to [0]\nset [yvel v] to [0]\nshow\nswitch costume to (geometry-01 v)\npoint in direction (90)\ngo to x: (-136) y: (-65)\nJump\n\nwhen I receive [start v]\nforever\n if <<(Your mom) = [0]> and <(Do I have r) = [0]>> then\n set [id v] to [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nset [do i have r v] to [0]\nwait until <(Do I have r) = [1]>\ngo to x: (-136) y: (-65)\nforever\n if <not <touching (floor v)?>> then\n set [old y 2 r v] to (y position)\n if <(Do I have r) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nset [do i have r v] to [0]\nforever\n if <touching (portal v)?> then\n set [do i have r v] to [1]\n switch costume to (cubefly v)\n end\nend\n\nwhen I receive [start v]\nset [do i have r v] to [0]\nwait until <(Do I have r) = [1]>\ngo to x: (-136) y: (-65)\nset [y| v] to [0]\nforever\n change [y| v] by (-1)\n change y by (y|)\n point in direction ((() - ([atan v] of ((y|) / (30)) )) + (90))\n if <(Do I have r) = [0]> then\n stop [this script v]\n end\n if <touching (floor v)?> then\n set [y| v] to [0]\n set y to (Old Y 2 R)\n end\nend\n\nwhen I receive [start v]\nset [do i have r v] to [0]\nwait until <(Do I have r) = [1]>\ngo to x: (-136) y: (-65)\nforever\n wait until <<<key (space v) pressed?> or <mouse down?>> or <(Do I have r) = [0]>>\n set [y| v] to [7]\n if <(Do I have r) = [0]> then\n stop [this script v]\n end\n wait until <<not <<key (space v) pressed?> or <mouse down?>>> or <(Do I have r) = [0]>>\nend\n\nwhen I receive [start v]\nset [die. v] to [0]\n\nforever\n if <(Die.) = [1]> then\n play sound [explode_11.mp3 v] until done\n end\nend\n\nchange [ghost v] effect by (10)\n\nchange y by (-10)\nchange x by (-10)\n\nwait until <(Die.) = [0]>\n\ndefine Cloen\nrepeat (10)\n set [id v] to [3]\n create clone of (_myself_ v)\nend\n\nCloen\n\nset [do i have r v] to [1]\n\ngo to x: (-136) y: (0)\n\nwhen I receive [start v]\nset [do i have r v] to [0]\nwait until <(Do I have r) = [1]>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\n go to x: (-136) y: (-60)\nend\n\nwhen I receive [start v]\nwait (31) seconds\nset [do i have r v] to [0]\nswitch costume to (geometry-01 v)\npoint in direction (90)\nJump\n\nwhen I receive [start v]\nwait (31.5) seconds\npoint in direction (90)\n\nwhen I receive [start v]\n\n@BG\n\nforever\n\n\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n glide (4) secs to x: (-480) y: (0)\n go to x: (0) y: (0)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nset [die. v] to [0]\nforever\n if <(Die.) = [1]> then\n stop [other scripts in sprite v]\n end\nend\n\nbroadcast (Start v) and wait\n\nwhen I receive [start v]\ngo to x: (0) y: (-140)\nforever\n set y to (() - ((([y position v] of [geometry dash v]) + (65)) + (0)))\nend\n\nwhen flag clicked\nbroadcast (Start v) and wait\n\nwhen I receive [start v]\nset [rocket or no rocket v] to [0]\nwait (17) seconds\nset [rocket or no rocket v] to [1]\n\n@Floor\n\nwhen I receive [start v]\nclear graphic effects\nset [die. v] to [0]\ngo to x: (0) y: (-140)\nforever\n if <(Die.) = [1]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (-140)\nforever\n glide (0.7) secs to x: (-230) y: (-140)\n go to x: (0) y: (-140)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (-140)\nforever\n\ngo to x: (0) y: (-140)\nforever\n set y to (() - ((([y position v] of [geometry dash v]) + (65)) + (140)))\nend\n\nwhen I receive [start v]\nwait until <(Do I have r) = [1]>\nswitch costume to (floor-fade2 v)\nset [color v] effect to (60)\n\nwhen I receive [start v]\nswitch costume to (floor-fade2 v)\nwait (12) seconds\nswitch costume to (floor-fade3 v)\n\n@BBlocks\n\nwhen flag clicked\n\nwhen I receive [start v]\nclear graphic effects\nwait (12) seconds\nset [color v] effect to (20)\n\nwhen I start as a clone\nswitch costume to (Type)\nshow\ngo to x: (999) y: (-66)\nrepeat until <(x position) < [-250]>\n if <<(timer) > [12]> and <(timer) < [30]>> then\n set [color v] effect to (20)\n end\n if <<(Do I have r) = [0]> and <(timer) > [30]>> then\n set [color v] effect to (60)\n end\n if <(Die.) = [0 ]> then\n change x by (-11)\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nwait (3.5) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nwait (11) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.595) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.7) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nwait (14.5) seconds\nwait (.7) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [start v]\nwait (34) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\n\nwait (.5) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\n\nif <(Do I have r) = [1]> then\n set [color v] effect to (60)\nend\nif <(Die.) = [0]> then\n change x by (-11)\nend\n\nif <<(timer) > [12]> and <(Do I have r) = [0]>> then\n set [color v] effect to (20)\nend\nif <(Do I have r) = [1]> then\n set [color v] effect to (60)\nend\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nwait (35.7) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.4) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.4) seconds\nwait (1) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\n\n@Portal\n\nwhen I receive [start v]\nclear graphic effects\nhide\nset [rocket or no rocket v] to [0]\nwait until <(Rocket Or No Rocket) = [1]>\nshow\ngo to x: (999) y: (-30)\nrepeat until <(x position) < [-250]>\n if <(Die.) = [0]> then\n change x by (-11)\n end\nend\nhide\n\n@Test\n\nwhen flag clicked\n\nif <not <touching (floor v)?>> then\n change [y| v] by (-1.5)\nend\n\nif <<key (space v) pressed?> or <mouse down?>> then\n set [y| v] to [5]\nend\n\nwhen flag clicked\n\nforever\nend\n\nchange y by (y|)\npoint in direction ((() - ([atan v] of ((y|) / (30)) )) + (90))\nif <touching (floor v)?> then\n set [y| v] to [0]\nend\n\ngo to x: (0) y: (0)\nset [y| v] to [0]\nforever\nend\n\nwhen flag clicked\n\nforever\nend\n\n@Flame Rocket\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [front v] layer\ngo to x: (-150) y: (([y position v] of [geometry dash v]) - (13))\nset size to (70) %\nswitch costume to (pick random (1) to (3))\nset [cy v] to (pick random (1) to (6))\nrepeat (10)\n change y by (CY)\n change x by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [do i have r v] to [0]\nhide\nwait until <(Do I have r) = [1]>\nforever\n create clone of (_myself_ v)\nend\n\n@sky Danger\n\nwhen I start as a clone\nswitch costume to (type)\nshow\nif <(type) = [2]> then\n go to x: (999) y: (-66)\nelse\n go to x: (999) y: (66)\nend\nrepeat until <(x position) < [-250]>\n if <(Do I have r) = [1]> then\n set [color v] effect to (60)\n end\n if <(Die.) = [0]> then\n change x by (-11)\n end\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\n\nwhen I receive [start v]\nwait until <(Do I have r) = [1]>\nwait (1) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [type v] to [1]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [start v]\nwait (24) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nwait (24) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [2]\ncreate clone of (_myself_ v)\nwait (.25) seconds\nset [type v] to [3]\ncreate clone of (_myself_ v)\n\nwait (.25) seconds\n\nif <<(timer) > [12]> and <(Do I have r) = [0]>> then\n set [color v] effect to (20)\nend\nif <(Do I have r) = [1]> then\n set [color v] effect to (60)\nend\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\nif <<(timer) > [12]> and <(Do I have r) = [0]>> then\n set [color v] effect to (20)\nend\nif <(Do I have r) = [1]> then\n set [color v] effect to (60)\nend\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I start as a clone\nif <(Part) = [3]> then\n clear graphic effects\nend\nswitch costume to (join (Level) (Part))\nshow\ngo to x: (999) y: (-66)\nrepeat until <(x position) < [-250]>\n if <<(timer) > [12]> and <(timer) < [30]>> then\n set [color v] effect to (20)\n end\n if <<(Do I have r) = [0]> and <(timer) > [30]>> then\n set [color v] effect to (60)\n end\n if <(Die.) = [0]> then\n change x by (-11)\n end\nend\ndelete this clone\n\nchange [color v] effect by (20)\n\nset [color v] effect to (60)\n\nwhen I receive [start v]\nreset timer\nset [do i have r v] to [0]\nwait until <(Do I have r) = [1]>\nforever\n repeat until <(timer) > [29]>\n wait (.01) seconds\n set [part v] to [3]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nwait (14.5) seconds\nwait (.7) seconds\nwait (.5) seconds\n\nwhen I receive [start v]\nhide\nwait (13.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide\nset [part v] to [1]\nwait (.5) seconds\ncreate clone of (_myself_ v)\nwait (1.5) seconds\ncreate clone of (_myself_ v)\nwait (2.4) seconds\nset [part v] to [2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [start v]\nwait (34.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.4) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nwait (40) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [part v] to [1]\ncreate clone of (_myself_ v)\n\n@End\n\nwhen I receive [start v]\nhide\nwait (51) seconds\nshow\nforever\n go to [front v] layer\n stop [all v]\nend\n\n@TB\n\nwhen flag clicked\nforever\n switch costume to (bitmap v)\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\n
Click with mouse or click space to jump!\nTHERE IS A ROCKET PART!!!! IF YOU ARE GOOD ENOUGH YOU CAN BEAT IT!!!!!\nSorry for only 1 level, i was kinda in a rush :/\nBut this game took soo long to make (manly the testing lol:)..) But Please Love fave and follow cuz this took me 2 weeks!! :)
UNDERTALE platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Undertale - Megalovania v] until done\nend\n\n@サンズ風\n\nwhen flag clicked\nswitch backdrop to (背景7 v)\ngo to x: (-210) y: (-90)\nshow\nstart sound [音3 v]\nswitch costume to (pick random (1) to (8))\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [待ち時間 v] to [0]\npoint in direction (90)\ngo to x: (-210) y: (-90)\nforever\n if <(待ち時間) = [0]> then\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x2 v] by (-0.8)\n end\n if <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 (1.0)\n if <touching (スプライト1 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if 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)?> then\n if <key (up arrow v) pressed?> then\n start sound [click 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)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v)\n go to x: (-216) y: (-58)\n next backdrop\n end\n if <(y position) = [-186]> then\n broadcast (ああああああああああ v)\n end\n end\n if <touching (スプライト2 v)?> then\n broadcast (ああああああああああ v)\n end\n if <touching (ガスターブラスター v)?> then\n broadcast (ああああああああああ v)\n end\n if <touching (ガスブラ v)?> then\n broadcast (ああああああああああ v)\n end\n if <([costume # v] of [スプライト1 v]) = [7]> then\n if <touching color (#ffffff)?> then\n broadcast (ああああああああああ v)\n end\n end\n if <touching (スプライト19 v)?> then\n broadcast (ああああああああああ v)\n end\n if <touching (スプライト3 v)?> then\n broadcast (ああああああああああ v)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n 計算する (pick random (-100) to (100))\nend\n\ndefine 計算する ()\nset [変数 v] to ()\nset [変数 v] to (pick random () to ((((() * ()) + ()) / ()) * ()))\n\nwhen I receive [ああああああああああ v]\nif <(待ち時間) = [0]> then\n start sound [hurtsound \(1\) v]\n go to x: (-216) y: (-58)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n\n\n\n\nif <touching color (#ffffff)?> then\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [あ v]\nwait (3) seconds\nnext costume\n\n@NEXT\n\nwhen flag clicked\ngo to x: (-567) y: (-5)\nhide\nswitch costume to (gb_n v)\n\nwhen I receive [ああああああああああ v]\n\nwhen flag clicked\nset [がっっっっっっっっっっっs v] to [0]\nforever\n set [がっっっっっっっっっっっs v] to ((がっっっっっっっっっっっs) * (0.8))\n change x by (がっっっっっっっっっっっs)\nend\n\nwhen I receive [あ v]\nset [待ち時間 v] to [1]\nshow\nstart sound [GBチャージ v]\nrepeat (10)\n change [がっっっっっっっっっっっs v] by (10)\nend\nwait (1) seconds\nbroadcast (へy v)\nrepeat (7)\n next costume\nend\n\nwhen I receive [あ v]\nshow\n\nchange [がっっっっっっっっっっっs v] by (10)\n\nwhen I receive [へy v]\nstart sound [GB発射 v]\nrepeat (15)\n change [がっっっっっっっっっっっs v] by (-12)\nend\nwait (1) seconds\nrepeat (15)\n change [がっっっっっっっっっっっs v] by (-12)\nend\nhide\nswitch costume to (gb_n v)\ngo to x: (-567) y: (-5)\nset [待ち時間 v] to [0]\n\nwait (1) seconds\nrepeat (7)\n next costume\nend\n\nhide\nswitch costume to (gb_n v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <([costume # v] of [スプライト1 v]) = [4]> then\n show\n else\n hide\n end\nend\n\n@ガスターブラスター\n\nwhen I start as a clone\nshow\nset size to (125) %\nstart sound [現れた v]\nswitch costume to (spr_gasterblaster_0_w v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.7) seconds\nstart sound [バキューン v]\nrepeat (12)\n next costume\nend\nrepeat (2)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\nwhen I receive [ローリングガスターブラスター v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nbroadcast (ローリングガスターブラスター v)\n\nbroadcast (ランダムブラスター v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト1 v]) = [5]> then\n go to x: (173) y: (0)\n point in direction (90)\n repeat (100)\n create clone of (_myself_ v)\n turn right (-4) degrees\n end\n wait (2) seconds\n if <([costume # v] of [スプライト1 v]) = [5]> then\n stop [this script v]\n end\n else\n hide\n end\nend\n\nrepeat (50)\n create clone of (_myself_ v)\n turn left (8) degrees\nend\n\nrepeat (10)\n\nrepeat until <([costume # v] of [スプライト1 v]) = [5]>\n\nshow\n\nstop all sounds\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト1 v]) = [5]> then\n delete this clone\n end\nend\n\nhide\nforever\nend\n\nwhen flag clicked\n\ndelete this clone\n\n@ガスブラ\n\nwhen I start as a clone\nif <(役目) = [1]> then\n wait (item (4) of [ガスブラ v]) seconds\n if <(item (6) of [ガスブラ v]) = [m]> then\n set [color v] effect to (100)\n else\n if <(item (6) of [ガスブラ v]) = [o]> then\n set [color v] effect to (20)\n else\n set [brightness v] effect to (100)\n end\n end\n repeat until <(item (11) of [ガスブラ v]) = [1]>\n if <(item (6) of [ガスブラ v]) = [m]> then\n set [color v] effect to (100)\n if <touching (ソウル v)?> then\n if <key (up arrow v) pressed?> then\n broadcast (痛い v)\n else\n if <key (down arrow v) pressed?> then\n broadcast (痛い v)\n else\n if <key (right arrow v) pressed?> then\n broadcast (痛い v)\n else\n if <key (left arrow v) pressed?> then\n broadcast (痛い v)\n end\n end\n end\n end\n end\n else\n if <(item (6) of [ガスブラ v]) = [o]> then\n set [color v] effect to (20)\n if <touching (ソウル v)?> then\n if <key (up arrow v) pressed?> then\n end\n else\n set [brightness v] effect to (100)\n if <touching (ソウル v)?> then\n broadcast (痛い v)\n end\n end\n end\n end\nend\n\ndefine ガスブラ x (x) y (y) 向き(180度以上は-で) (向き) 待ち時間 (待ち時間) 発射時間 (発射時間) 色 (色) 大きさ (大きさ) 召喚の方角 (召喚の方角) タイプ (タイプ)\nadd (x) to [ガスブラ v]\nadd (y) to [ガスブラ v]\nadd (向き) to [ガスブラ v]\nadd (待ち時間) to [ガスブラ v]\nadd ((発射時間) + (0.7)) to [ガスブラ v]\nadd (色) to [ガスブラ v]\nadd (召喚の方角) to [ガスブラ v]\nadd [なにか] to [ガスブラ v]\nadd (大きさ) to [ガスブラ v]\nadd (タイプ) to [ガスブラ v]\nadd [なにか] to [ガスブラ v]\nset size to (大きさ) %\nset [役目 v] to [2]\nswitch costume to (gb1 v)\ncreate clone of (_myself_ v)\nchange [役目 v] by (-1)\nswitch costume to (beam0 v)\nset size to ((大きさ) * (2)) %\ncreate clone of (_myself_ v)\ndelete all of [ガスブラ v]\nswitch costume to (gb1 v)\n\nwhen I start as a clone\nstart sound [ガスブラ用意 v]\nshow\nif <(役目) = [2]> then\n go [forward v] (1) layers\n if <(item (10) of [ガスブラ v]) = [s]> then\n set size to ((大きさ) * (2)) %\n switch costume to (gbs1 v)\n end\n set size to (item (9) of [ガスブラ v]) %\n set [ghost v] effect to (0)\n show\n go to x: (0) y: (0)\n point in direction (item (7) of [ガスブラ v])\n move (270) steps\n repeat until <<(round (x position)) = (round (item (1) of [ガスブラ v]))> and <<(round (y position)) = (round (item (2) of [ガスブラ v]))> and <(round (direction)) = (round (item (3) of [ガスブラ v]))>>>\n change x by (((round (item (1) of [ガスブラ v])) - (round (x position))) / (3))\n change y by (((round (item (2) of [ガスブラ v])) - (round (y position))) / (3))\n turn right (((round (item (3) of [ガスブラ v])) - (round (direction))) / (3)) degrees\n end\n go to x: (round (item (1) of [ガスブラ v])) y: (round (item (2) of [ガスブラ v]))\n point in direction (round (item (3) of [ガスブラ v]))\n wait (item (4) of [ガスブラ v]) seconds\n repeat (5)\n next costume\n end\n set [加速 v] to [-5]\n repeat until <<(x position) > [225]> or <<(x position) < [-225]> or <<(y position) > [175]> or <(y position) < [-175]>>>>\n move (加速) steps\n change [加速 v] by (-1)\n end\n repeat (5)\n move (加速) steps\n end\n delete this clone\nend\nif <(役目) = [1]> then\n hide\n switch costume to (beam1 v)\n wait (item (4) of [ガスブラ v]) seconds\n point in direction (item (3) of [ガスブラ v])\n go to x: (item (1) of [ガスブラ v]) y: (item (2) of [ガスブラ v])\n move ((item (9) of [ガスブラ v]) * (5.5)) steps\n wait (0.5) seconds\n show\n repeat (5)\n next costume\n wait (0) seconds\n end\n switch costume to (beam7 v)\n if <not <(item (5) of [ガスブラ v]) < [0.8]>> then\n repeat until <(item (11) of [ガスブラ v]) = [1]>\n repeat (6)\n next costume\n end\n repeat (6)\n 前のコスチュームにする\n end\n end\n else\n repeat (6)\n change [ghost v] effect by (20)\n 前のコスチュームにする\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(役目) = [1]> then\n wait (item (4) of [ガスブラ v]) seconds\n wait (item (5) of [ガスブラ v]) seconds\n replace item (11) of [ガスブラ v] with [1]\n if <not <(item (5) of [ガスブラ v]) < [0.8]>> then\n if <not <(costume [number v]) = [14]>> then\n repeat until <(costume [number v]) = [14]>\n change [ghost v] effect by (20)\n 前のコスチュームにする\n wait (0) seconds\n end\n end\n delete this clone\n end\nend\n\ndefine 前のコスチュームにする\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\n\nwhen I start as a clone\nif <(役目) = [1]> then\n set [加速 v] to [-5]\n wait (item (4) of [ガスブラ v]) seconds\n wait (0.6) seconds\n repeat until <(item (11) of [ガスブラ v]) = [2]>\n replace item (8) of [ガスブラ v] with (costume [name v])\n switch costume to (beam0 v)\n if <touching (_edge_ v)?> then\n replace item (11) of [ガスブラ v] with [2]\n end\n switch costume to (item (8) of [ガスブラ v])\n move (加速) steps\n change [加速 v] by (-1)\n end\n repeat (2)\n move (加速) steps\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト1 v]) = [6]> then\n ガスブラ x [0] y [0] 向き(180度以上は-で) [180] 待ち時間 [0.2] 発射時間 [0.7] 色 [m] 大きさ [75] 召喚の方角 [0] タイプ []\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nif <(役目) = [1]> then\n wait (item (4) of [ガスブラ v]) seconds\n wait (0.5) seconds\n start sound [ブラスター発射 v]\nend\n\nforever\n\n@飛び出し骨\n\ndefine 飛び出し骨 (でる) (消える) (コス) (x) (y) (向き) (サイズ)\nset [骨出る v] to (でる)\nset [骨消える v] to (消える)\nset [骨コス v] to (コス)\nset size to (サイズ) %\npoint in direction (向き)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I start as a clone\nif <(骨コス) = [1]> then\n show\n switch costume to (warning2 v)\n start sound [! 重力 v]\n wait (骨出る) seconds\n start sound [でる v]\n switch costume to (boneslam1 v)\n repeat (5)\n next costume\n end\n wait (骨消える) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n delete this clone\nend\n\nwhen I receive [サンズのターン6 v]\nwait (0.5) seconds\nbroadcast (下にドン v)\n飛び出し骨 [0.4] [0.25] [2] [0] [-92] [90] [100]\nwait (1) seconds\nbroadcast (ソウルを赤に戻す v)\nbroadcast (サンズを元のコスに戻す v)\nbroadcast (サンズのターン6−2 v)\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n if <([costume # v] of [スプライト1 v]) = [7]> then\n broadcast (下にドン v)\n 飛び出し骨 [0.4] [0.25] [1] [1] [-121] [90] [100]\n wait (2) seconds\n end\nend\n\nbroadcast (上にドン v)\n飛び出し骨 [0.4] [0.25] [1] [0] [22] [-90] [100]\nwait (0.5) seconds\nbroadcast (右にドン v)\n飛び出し骨 [0.4] [0.25] [1] [78] [-38] [0] [80]\nwait (0.5) seconds\nbroadcast (左にドン v)\n飛び出し骨 [0.4] [0.25] [1] [-76] [-38] [180] [80]\nwait (0.5) seconds\n\n@スプライト19\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [スプライト1 v]) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト1 v]) = [8]> then\n switch costume to (slash1 v)\n hide\n wait (0.5) seconds\n go to (76005 v)\n wait (0.1) seconds\n show\n repeat (6)\n next costume\n wait (0.1) seconds\n end\n end\nend\n\nrepeat (10)\n\n@スプライト3\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [スプライト1 v]) = [9]> then\n show\n else\n hide\n end\nend\n\nrepeat (10)\n\n@スプライト4\n\nwhen flag clicked\nhide\n\n
日本語は⇓\nOperate with arrow keys\nIf you fall or touch a bone or gaster blaster knife, you will be killed.\n❤⭐\n\n矢印キーで操作\n落ちたり骨やガスターブラスターナイフとかに触れるとやられてしまいます。\n❤⭐
The Wild West | A platformer #games #All
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (sprite not good v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x vel v] by (5)\n end\nend\n\n\n\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x vel v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\nhide\n\nwhen flag clicked\nshow\n\nwhen [down arrow v] key pressed\nswitch costume to (costume3 v)\nif <[] = [0]> then\n switch costume to (costume1 v)\nend\n\n@Sprite Not Good\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nhide\n\nwhen flag clicked\nshow\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (level3 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\nwhen flag clicked\nshow\n\nchange y by (10)\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nhide\n\nwhen flag clicked\nshow\n\n@Tumbnal\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nshow\n\n@Sprite2\n\n
The Wild West is a platformer placed in the desert, all you have to do is win, its quite simple if you ask me\n\nthis is the end of the series (maybe)
The Skies (A platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Jumper.mp3 v] until done\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@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@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@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> 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@Thumbnail2\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Arrow keys or WASD!
Fall Cats || Round Based Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nswitch backdrop to (1 v)\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n set volume to (0) %\nelse\n set volume to (50) %\nend\n\nwhen I receive [begin round 2 v]\nswitch backdrop to (2 v)\n\nwhen I receive [begin round 3 v]\nswitch backdrop to (2 v)\n\nwhen I receive [countdown round 3 v]\nswitch backdrop to (3 v)\n\nwhen I receive [countdown round 4 v]\nswitch backdrop to (4 v)\n\nwhen I receive [countdown round 5 v]\nswitch backdrop to (10 v)\n\nwhen I receive [begin round 5 v]\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 (Splash Screen 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\nbroadcast (Make Intro 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 - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<<<touching (level v)?> or <touching (platform v)?>> or <<touching (platform2 v)?> or <touching (platform3 v)?>>> or <<<touching (square 1 v)?> or <touching (square 2 v)?>> or <<touching (square 3 v)?> or <<touching (square 4 v)?> or <<touching (square 5 v)?> or <<touching (platforms v)?> or <<touching (still tiles v)?> or <<touching (disappearing v)?> or >>>>>>>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nif <touching (jump through v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <touching (jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\n\nwhen I receive [tick player v]\nMoved - by Moving Platform\nControls - UP and DOWN\nControls - LEFT and RIGHT\nMove In Steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - UP and DOWN\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <<(wall slide) > [0]> and <(JUMPING) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn left (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 broadcast (Play Jump Sound v)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - LEFT and RIGHT\nif <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(FALLING) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Restart and Begin Level\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]\nif <(CHECKPOINT#) = [0]> then\n Begin Scene # [1] Go to X, Y [-200] [-18]\nend\nif <(CHECKPOINT#) = [0]> then\n set [scene # v] to [1]\n go to x: (-200) y: (-18)\nelse\n if <(CHECKPOINT#) = [1]> then\n set [scene # v] to [9]\n go to x: (-200) y: (-18)\n else\n if <(CHECKPOINT#) = [2]> then\n set [scene # v] to [13]\n go to x: (-170) y: (-9)\n end\n end\nend\npoint in direction (90)\nbroadcast (Game Loop v)\nbroadcast (Next v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n if <(CAN MOVE?) = [1]> then\n broadcast (Tick First v)\n broadcast (Tick - platforms v)\n broadcast (Tick- Smash v)\n broadcast (Tick Player v)\n broadcast (Tick Last v)\n Detection\n Moving on Treadmills\n if <touching (low gravity v)?> then\n set [gravity v] to [-1]\n else\n if <touching (low gravity2 v)?> then\n set [gravity v] to [-0.8]\n else\n set [gravity v] to [-1.5]\n end\n end\n end\nend\n\nwhen I receive [tick last v]\nif <<(x position) > [235]> and <not <<(SCENE #) = [8]> or <<(SCENE #) = [16]> or <<(SCENE #) = [17]> or <(SCENE #) = [18]>>>>>> then\n Begin Scene # ((SCENE #) + (1)) Go to X, Y [-235] []\n broadcast (Next v)\nend\nif <<(x position) < [-235]> and <not <<(SCENE #) = [1]> or <<(SCENE #) = [9]> or <<(SCENE #) = [17]> or <<(SCENE #) = [8]> or <(SCENE #) = [18]>>>>>>> then\n Begin Scene # ((SCENE #) + (-1)) Go to X, Y [235] []\n broadcast (Next v)\nend\n\ndefine Begin Scene # (scene #) Go to X, Y (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix 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 - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(FALLING) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(TOUCHING) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(TOUCHING) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(FALLING) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (TOUCHING)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Detection\nif <<touching (spikes v)?> or > then\n start sound (pick random (7) to (8))\n broadcast (Transition v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Restart and Begin Level\n broadcast (Next v)\nend\nif <<touching (orbs v)?> and <key (up arrow v) pressed?>> then\n set [speed y v] to ((JUMP FORCE) + (3))\n broadcast (Des 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 if <(SCENE #) = [8]> then\n broadcast (Round 2 GAME OVER v)\n set [game over? v] to [1]\n else\n start sound (pick random (7) to (8))\n broadcast (Transition v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Restart and Begin Level\n broadcast (Next v)\n end\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 end\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 change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Moving on Treadmills\nif <touching (right v)?> then\n change x by (4.8)\nend\nif <touching (left v)?> then\n change x by (-5.7)\nend\nif <touching (right2 v)?> then\n change x by (5.3)\nend\nif <touching (left2 v)?> then\n change x by (-5.3)\nend\nif <touching (right3 v)?> then\n change x by (3)\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (-18)\npoint in direction (90)\nset size to (58) %\nset [scene # v] to [1]\nset [checkpoint# v] to [0]\nbroadcast (Change Scene v)\nset [round# v] to [1]\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [jump duration v] to [6]\nset [acceleration v] to [1.75]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nRestart and Begin Level\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <<(JUMPING) > [0]> and <(JUMPING) < (JUMP DURATION)>> then\n start sound (pick random (4) to (6))\n wait until <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>>\n end\n end\nend\n\nwhen I receive [game over v]\nstop all sounds\nstart sound [Buildup v]\nwait (0.5) seconds\nset [game over? v] to [1]\nstart sound [Eliminated Sigh v]\nstart sound [Eliminated v]\nstop [other scripts in sprite v]\n\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) Go to X, Y [] [-160]\n broadcast (Next v)\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) Go to X, Y [] [180]\n broadcast (Next v)\nend\n\nwhen I receive [next v]\nwait until <(SCENE #) = [7]>\n\n wait until <<touching (round 1 qualified v)?> and <(ROUND#) = [1]>>\n start sound [Qualified v]\n start sound (pick random (10) to (12))\n broadcast (ROUND 1 QUALIFIED v)\n broadcast (Play Winning Sound v)\nend\n\nwhen I receive [countdown round 2 v]\nshow\ngo to x: (0) y: (30)\n\nwhen I receive [round 1 qualified v]\nhide\n\nwhen I receive [countdown round 3 v]\nshow\npoint in direction (90)\ngo to x: (0) y: (30)\n\nwhen flag clicked\nset [scene # v] to [1]\n\nwhen I receive [next v]\nwait until <(SCENE #) = [7]>\n\n wait until <<touching (round 1 qualified v)?> and <(ROUND#) = [1]>>\n set [can move? v] to [0]\n start sound [Qualified v]\n start sound (pick random (10) to (12))\nend\n\nwhen I receive [next v]\nwait until <<touching (slime round 2 v)?> and <(SCENE #) = [8]>>\nbroadcast (Round 2 GAME OVER v)\nset [game over? v] to [1]\nstop all sounds\nstart sound [Eliminated Sigh v]\nstart sound [Eliminated v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (stand v)\nset [can move? v] to [0]\n\nwhen I receive [countdown round 2 v]\nswitch costume to (stand v)\ngo to x: (0) y: (30)\nset [speed x v] to [0]\nset [speed x v] to [0]\n\nwhen I receive [round 2 qualified v]\nhide\nset [checkpoint# v] to [1]\n\nset [scene # v] to [7]\n\nwhen I receive [countdown round 3 v]\nswitch costume to (stand v)\nset [can move? v] to [0]\nset [scene # v] to [9]\ngo to x: (-200) y: (-39)\nset [speed x v] to [0]\nset [speed x v] to [0]\n\nwhen I receive [round 2 qualified v]\nhide\nset [checkpoint# v] to [1]\n\nwhen I receive [next v]\nwait until <<touching (round 2 v)?> and <(SCENE #) = [16]>>\nset [can move? v] to [0]\nbroadcast (ROUND 3 QUALIFIED v)\nbroadcast (Play Winning Sound v)\nhide\n\nwhen I receive [countdown round 4 v]\nshow\ngo to x: (0) y: (-60)\nswitch costume to (stand v)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [lives v] to [5]\nforever\n if <touching (rising slime v)?> then\n start sound [In Water v]\n switch backdrop to (9 v)\n broadcast (GAME OVER v)\n end\n if <<touching (ball v)?> or <touching color (#ff6969)?>> then\n if <(LIVES) = [5]> then\n set [lives v] to [4]\n switch backdrop to (5 v)\n start sound [Crunch v]\n repeat (2)\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n else\n if <(LIVES) = [4]> then\n set [lives v] to [3]\n switch backdrop to (6 v)\n start sound [Crunch v]\n repeat (2)\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n else\n if <(LIVES) = [3]> then\n set [lives v] to [2]\n switch backdrop to (7 v)\n start sound [Crunch v]\n repeat (2)\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n else\n if <(LIVES) = [2]> then\n set [lives v] to [1]\n switch backdrop to (8 v)\n start sound [Crunch v]\n repeat (2)\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n else\n switch backdrop to (8 v)\n broadcast (GAME OVER v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [countdown round 5 v]\nset [can move? v] to [0]\nswitch costume to (stand v)\ngo to x: (196) y: (82)\nset [speed x v] to [0]\nset [speed x v] to [0]\n\nset [scene # v] to [18]\n\nset [lives v] to [5]\nswitch backdrop to (4 v)\n\nset [can move? v] to [1]\n\nwhen I receive [countdown v]\nshow\ngo to x: (-200) y: (-18)\npoint in direction (90)\n\nwhen I receive [next v]\nwait until <<touching (slime round 5 v)?> and <(SCENE #) = [18]>>\nbroadcast (GAME OVER v)\nset [game over? v] to [1]\nstop all sounds\nstart sound [Eliminated Sigh v]\nstart sound [Eliminated v]\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\nset [acceleration v] to [0]\n\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nshow\nswitch costume to (scene1 v)\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [splash screen v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [make intro v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown v]\nshow\nswitch costume to (scene1 v)\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\nwait (1) seconds\nforever\n go to [back v] layer\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown v]\nswitch costume to (scene1 v)\n\nwhen I receive [countdown v]\nswitch costume to (scene1 v)\n\nwhen I receive [countdown v]\nrepeat (60)\n switch costume to (scene1 v)\nend\n\n@Intro Timer\n\nwhen I start as a clone\ngo [forward v] (4) layers\nshow\ngo to [front v] layer\nforever\n show\n set size to (130) %\n go to x: (((Clone #) * (20)) - (-200)) y: (142)\n if <(length of (round (TIME))) < (Clone #)> then\n hide\n else\n show\n switch costume to (letter (Clone #) of (TIME))\n end\nend\n\nwhen I receive [make intro v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [make intro v]\nset [time v] to [7]\nrepeat (7)\n change [time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [countdown v]\ndelete this clone\n\nwhen I receive [countdown 1 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\nrepeat (7)\n change [time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [countdown round 2 v]\ndelete this clone\n\nwhen I receive [countdown 2 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\nrepeat (7)\n change [time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [countdown round 3 v]\ndelete this clone\n\nwhen I receive [countdown 3 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\nrepeat (7)\n change [time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [countdown round 4 v]\ndelete this clone\n\nhide\n\nhide\n\nhide\n\nwhen I receive [countdown 4 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\nrepeat (7)\n change [time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [countdown round 5 v]\ndelete this clone\n\nwhen flag clicked\n\nwhen [space v] key pressed\ndelete this clone\n\n@Game Timer\n\nwhen I start as a clone\ngo [forward v] (4) layers\nshow\nforever\n set size to (130) %\n go to x: (((Clone #) * (17)) - (240)) y: (147)\n if <(length of (round (Round 1 Game Time))) < (Clone #)> then\n hide\n else\n show\n switch costume to (letter (Clone #) of (Round 1 Game Time))\n end\nend\n\nwhen I receive [start game v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (1) seconds\nset [round 1 game time v] to [60]\nrepeat (60)\n change [round 1 game time v] by (-1)\n wait (1) seconds\nend\nbroadcast (GAME OVER v)\n\nwhen I receive [round 1 qualified v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [round 1 game time v] to [60]\n\nwhen I receive [begin round 2 v]\ndelete this clone\n\nwhen I receive [ask question 1 v]\nset [round 1 game time v] to [4]\nrepeat (4)\n change [round 1 game time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [ask question 1 v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\n\nwhen I receive [begin round 2 v]\ndelete this clone\n\nwhen I receive [round 2 shapes v]\ndelete this clone\n\nwhen I receive [ask question2 v]\nset [round 1 game time v] to [4]\nrepeat (4)\n change [round 1 game time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [ask question2 v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\n\nwhen I receive [round 2 shapes v]\ndelete this clone\n\nwhen I receive [third round v]\ndelete this clone\n\nwhen I receive [ask question3 v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\n\nwhen I receive [ask question3 v]\nset [round 1 game time v] to [4]\nrepeat (4)\n change [round 1 game time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [round 2 qualified v]\ndelete this clone\n\nwhen I receive [begin tiles tumble v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\n\nwhen I receive [begin tiles tumble v]\nset [round 1 game time v] to [90]\nrepeat (90)\n change [round 1 game time v] by (-1)\n wait (1) seconds\nend\nbroadcast (GAME OVER v)\n\nwhen I receive [round 3 qualified v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [countdown round 4 v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin hex a gone v]\nset [clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone # v] by (1)\nend\n\nwhen I receive [begin hex a gone v]\nset [round 1 game time v] to [61]\nrepeat (61)\n change [round 1 game time v] by (-1)\n wait (1) seconds\nend\nbroadcast (Win v)\nset [can move? v] to [0]\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nbroadcast (Win v)\nset [can move? v] to [0]\n\n@Countdown\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwait (0.5) seconds\nrepeat (8)\n change size by (-10)\n turn right (10) degrees\nend\nnext costume\nrepeat (8)\n change size by (10)\n turn left (10) degrees\nend\n\nwhen I receive [countdown round 2 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [2]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [countdown round 2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Shapes Memory v)\n\nwhen I receive [countdown round 3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Tiles Tumble v)\n\nwhen I receive [countdown round 3 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [3]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [countdown round 4 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [4]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [countdown round 4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Stress Test v)\n\nwhen I receive [countdown round 5 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [5]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [hex a gone started? v] to [1]\n\nwhen I receive [countdown round 5 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Hex a Gone v)\n\n@Round 1 Qualified\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\nset [acceleration v] to [0]\n\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nshow\nswitch costume to (scene1 v)\n\n@Intro 1\n\nwhen I receive [make intro v]\nshow\nset [brightness v] effect to (100)\nswitch costume to (1 v)\nstart sound [Song2 v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (6) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin round 2 v]\nwait (0) seconds\nbroadcast (Countdown 1 v)\nshow\nset [brightness v] effect to (100)\nswitch costume to (2 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [8]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown round 2 v)\nhide\n\nstart sound [Song2 v]\n\nchange [scene # v] by (1)\n\nwhen I receive [begin round 3 v]\nwait (0) seconds\nbroadcast (Countdown 2 v)\nset [round# v] to [3]\nshow\nset [brightness v] effect to (100)\nswitch costume to (3 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [9]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown round 3 v)\nhide\n\nwhen I receive [begin round 4 v]\nwait (0) seconds\nbroadcast (Countdown 3 v)\nshow\nset [brightness v] effect to (100)\nswitch costume to (4 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [17]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown round 4 v)\nhide\n\nwhen I receive [begin round 5 v]\nwait (0) seconds\nbroadcast (Countdown 4 v)\nshow\nset [brightness v] effect to (100)\nswitch costume to (5 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [18]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown Round 5 v)\nhide\n\n@Platform\n\ndefine Animate Platform\nforever\n repeat (40)\n change y by (2)\n end\n start sound [Slide v]\n wait (0.5) seconds\n repeat (40)\n change y by (-2)\n end\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(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\nforever\n if <not <<(SCENE #) = [2]> or <<(SCENE #) = [3]> or <<(SCENE #) = [4]> or <<(SCENE #) = [5]> or <<(SCENE #) = [6]> or >>>>>> then\n hide\n end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [2]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n Animate Platform\nend\nif <(SCENE #) = [3]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n Animate Platform\nend\nif <(SCENE #) = [4]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n show\n Animate 2\nend\nif <(SCENE #) = [5]> then\n go to x: (0) y: (0)\n switch costume to (4 v)\n show\n Animate 3\nend\nif <(SCENE #) = [11]> then\n go to x: (0) y: (0)\n switch costume to (6 v)\n show\n Animate 4\nend\n\nif <(SCENE #) = [6]> then\n go to x: (0) y: (0)\n switch costume to (5 v)\n show\n Animate Platform\nend\n\nwhen flag clicked\nhide\n\ndefine Animate 2\nforever\n repeat (30)\n change y by (4)\n end\n wait (0.5) seconds\n repeat (30)\n change y by (-4)\n end\n start sound [Slide v]\n wait (0.5) seconds\nend\n\ndefine Animate 3\nforever\n repeat (20)\n change y by (4)\n end\n start sound [Slide v]\n wait (0.5) seconds\n repeat (20)\n change y by (-4)\n end\n wait (0.5) seconds\nend\n\ndefine Animate 4\ngo to [front v] layer\nforever\n repeat (30)\n change y by (2)\n end\n repeat (30)\n change y by (-2)\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Credits\n\nwhen I receive [show credits v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nwait until <mouse down?>\nbroadcast (Show Button v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nset [can be clicked? v] to [1]\n\nwhen flag clicked\nhide\n\n@Platform2\n\ndefine Animate Platform\nforever\n repeat (40)\n change y by (-2)\n end\n wait (0.5) seconds\n repeat (40)\n change y by (2)\n end\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(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\nforever\n if <not <<(SCENE #) = [11]> or <<(SCENE #) = [12]> or >>> then\n hide\n end\nend\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [2]> then\n switch costume to (1 v)\n go to x: (0) y: (0)\n show\n Animate Platform\nend\nif <(SCENE #) = [11]> then\n switch costume to (2 v)\n go to x: (0) y: (60)\n show\n Animate 2\nend\n\nwhen flag clicked\nhide\n\ndefine Animate 2\nforever\n repeat (30)\n change y by (-2)\n end\n repeat (30)\n change y by (2)\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Instructions\n\nwhen I receive [show instructions v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nwait until <mouse down?>\nbroadcast (Show Button v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nset [can be clicked? v] to [1]\n\nwhen flag clicked\nhide\n\n@Platform3\n\ndefine Animate Platform\nforever\n repeat (40)\n change y by (-2)\n end\n start sound [Slide v]\n wait (0.5) seconds\n repeat (40)\n change y by (2)\n end\n start sound [Slide v]\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(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\nforever\n if <not <<(SCENE #) = [2]> or >> then\n hide\n end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [3]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n Animate Platform\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@T1\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [1]> then\n next costume\n show\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\nshow\ngo to x: (0) y: (0)\n\n@T2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [2]> then\n next costume\n show\n else\n hide\n end\nend\n\n@T32\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [6]> then\n next costume\n show\n else\n hide\n end\nend\n\n@Game Over\n\nwhen I receive [game over v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nset [game over? v] to [0]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [game over v]\nwait (5) seconds\nif <(ROUND#) = [1]> then\n switch costume to (1 v)\nelse\n if <(ROUND#) = [2]> then\n switch costume to (2 v)\n else\n if <(ROUND#) = [3]> then\n switch costume to (3 v)\n else\n if <(ROUND#) = [4]> then\n switch costume to (4 v)\n else\n if <(ROUND#) = [5]> then\n switch costume to (5 v)\n end\n end\n end\n end\nend\n\nwhen I receive [round 2 game over v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [round 2 game over v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [round 5 game over v]\nwait (5) seconds\nif <(ROUND#) = [1]> then\n switch costume to (1 v)\nelse\n if <(ROUND#) = [2]> then\n switch costume to (2 v)\n else\n if <(ROUND#) = [3]> then\n switch costume to (3 v)\n else\n if <(ROUND#) = [4]> then\n switch costume to (4 v)\n else\n if <(ROUND#) = [5]> then\n switch costume to (5 v)\n end\n end\n end\n end\nend\n\nwhen I receive [show message v]\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nswitch costume to (text v)\n\nwhen I receive [round 2 game over v]\nswitch costume to (2 v)\n\nwhen I receive [win v]\nswitch costume to (6 v)\n\n@Right\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [1]> then\n show\n set [ghost v] effect to (100)\n switch costume to (1 v)\n else\n if <(SCENE #) = [2]> then\n show\n set [ghost v] effect to (100)\n switch costume to (2 v)\n else\n hide\n end\n end\nend\n\n@Left\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [6]> then\n show\n set [ghost v] effect to (100)\n switch costume to (1 v)\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n if <(GAME OVER?) = [1]> then\nend\n\n@Slime (Danger)\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\ngo to [back v] layer\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Eliminated\n\nwhen I receive [game over v]\nwait (1) seconds\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [round 1 qualified v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (2 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 2 v)\nhide\n\nbroadcast (BEGIN ROUND 2 v)\n\nwhen I receive [play winning sound v]\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\n\nwhen I receive [round 2 game over v]\nwait (0.3) seconds\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (1 v)\nend\n\nwhen I receive [round 2 qualified v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (3 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 3 v)\nhide\n\nwhen I receive [round 3 qualified v]\nshow\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (4 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 4 v)\nhide\n\nwhen I receive [round 4 qualified v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (5 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 5 v)\nhide\n\nwhen I receive [round 5 game over v]\nwait (0.3) seconds\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (1 v)\nend\n\nwhen I receive [win v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (6 v)\nend\nwait (4) seconds\nbroadcast (Show message v)\nhide\n\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\n\n@Music\n\nwhen I receive [start game v]\nif <(ROUND#) = [1]> then\n play sound [Fall 'N' Roll v] until done\n wait (1) seconds\nend\n\nwhen I receive [game over v]\nstop all sounds\n\nwhen I receive [round 1 qualified v]\nstop all sounds\n\nwhen I receive [begin shapes memory v]\nif <(ROUND#) = [2]> then\n play sound [Fall 'N' Roll v] until done\n wait (1) seconds\nend\n\nwhen I receive [round 2 game over v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [round 2 qualified v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [begin tiles tumble v]\nset volume to (100) %\nif <(ROUND#) = [3]> then\n play sound [Beans of the Round Table v] until done\n wait (1) seconds\nend\n\nwhen I receive [round 2 game over v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [round 3 qualified v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [begin hex a gone v]\nset volume to (100) %\nstop all sounds\nif <(ROUND#) = [5]> then\n play sound [Final Fall v] until done\n wait (1) seconds\nend\n\nwhen I receive [win v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [begin stress test v]\nstop all sounds\nset volume to (100) %\nif <(ROUND#) = [4]> then\n play sound [Survive the Fall v] until done\n wait (1) seconds\nend\n\nwhen I receive [round 4 qualified v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\n@Slime Round 2\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join (SCENE #) [banana])\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [countdown round 2 v]\nshow\n\n@Square 1\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [3rd round qualified! v]\n\nswitch costume to (5 v)\n\nplay sound [Time's up v] until done\nbroadcast (Removed v)\nstart sound [Dissappear v]\nwait (1) seconds\nbroadcast (Show shapes 3 v)\nstart sound [Reappear v]\nwait (1) seconds\n\nbroadcast (3rd Round Qualified! v)\n\nstart sound [Dissappear v]\n\nwait (1) seconds\nstart sound [Tick v]\nwait (1) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nwait (3) seconds\n\nwhen I receive [begin shapes memory v]\nwait (1) seconds\nbroadcast (ShowIn v)\nstart sound [Tick v]\nswitch costume to (4 v)\nwait (1.5) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nwait (1) seconds\nbroadcast (Show X v)\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (HideX v)\nwait (1) seconds\nbroadcast (Ask Question 1 v)\nwait (3) seconds\nplay sound [Time's up v] until done\nbroadcast (Disappear v)\nstart sound [Dissappear v]\nwait (1) seconds\nstart sound [Reappear v]\nwait (1) seconds\nbroadcast (Re appear v)\nwait (1) seconds\nbroadcast (Round 2 Shapes v)\nstart sound [Tick v]\nswitch costume to (3 v)\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Show Next shapes v)\nswitch costume to (1 v)\nwait (1) seconds\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Next Shape v)\nwait (1) seconds\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Next Shape 2 v)\nwait (1) seconds\nstart sound [Tick v]\nswitch costume to (1 v)\nwait (1.5) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nbroadcast (Next Shape 3 v)\nwait (1) seconds\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Ask Question2 v)\nwait (3) seconds\nplay sound [Time's up v] until done\nbroadcast (Gone v)\nstart sound [Dissappear v]\nwait (1) seconds\nstart sound [Reappear v]\nwait (1) seconds\nbroadcast (Third round v)\nbroadcast (Final v)\nwait (1) seconds\nstart sound [Tick v]\nswitch costume to (5 v)\nwait (3) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nbroadcast (Ask Question3 v)\nwait (3) seconds\nplay sound [Time's up v] until done\nbroadcast (Removed v)\nstart sound [Dissappear v]\nwait (2) seconds\nbroadcast (Show Shapes v)\nstart sound [Reappear v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nbroadcast (ROUND 2 QUALIFIED v)\n\nbroadcast (ROUND 2 QUALIFIED v)\n\nwhen I receive [disappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [gone v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 2\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [hidex v]\nswitch costume to (1 v)\n\nwhen I receive [round 2 shapes v]\nswitch costume to (2 v)\n\nwhen I receive [show next shapes v]\nswitch costume to (1 v)\n\nwhen I receive [next shape 3 v]\nwait (1) seconds\nswitch costume to (2 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [third round v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [gone v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [show x v]\nswitch costume to (3 v)\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (4 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [disappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (blank v)\nshow\ngo to [back v] layer\n\nwhen I receive [ask question 1 v]\nswitch costume to (2 v)\nstart sound [Asked v]\n\nwhen I receive [round 2 shapes v]\nswitch costume to (remember v)\n\nwhen I receive [ask question2 v]\nswitch costume to (3 v)\nstart sound [Asked v]\n\nwhen I receive [begin shapes memory v]\nwait (1) seconds\nswitch costume to (remember v)\n\nwhen I receive [ask question3 v]\nstart sound [Asked v]\nswitch costume to (4 v)\n\nwhen I receive [final v]\nswitch costume to (remember v)\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 3\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [show x v]\nswitch costume to (6 v)\n\nwhen I receive [hidex v]\nswitch costume to (1 v)\n\nwhen I receive [show next shapes v]\nwait (1) seconds\nswitch costume to (5 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [gone v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [disappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 4\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [hidex v]\nswitch costume to (1 v)\n\nhide\n\nwhen I receive [next shape v]\nwait (1) seconds\nswitch costume to (7 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [show x v]\nswitch costume to (5 v)\n\nwhen I receive [disappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 5\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next shape v]\n\nwhen I receive [next shape 2 v]\nwait (1) seconds\nswitch costume to (4 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [begin shapes memory v]\nwait (1) seconds\nswitch costume to (2 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [gone v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Platforms\n\nwhen I receive [next v]\nif <(SCENE #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n Detect Touching\nend\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\ndefine Detect Touching\nchange y by (2)\nif <touching (player v)?> then\n wait (0.07) seconds\n start sound [Remove v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n change y by (-2.5)\n end\n hide\n delete this clone\nend\nchange y by (-2)\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(SCENE #) = (My Scene)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [round 2 qualified v]\nPlace [1] Scene [9] XY [29] [-70]\nPlace [1] Scene [10] XY [-27] [-15]\nPlace [1] Scene [10] XY [129] [-15]\nPlace [1] Scene [10] XY [-27] [-45]\nPlace [1] Scene [10] XY [51] [-45]\nPlace [1] Scene [11] XY [-118] [16]\nPlace [1] Scene [11] XY [-40] [16]\nPlace [1] Scene [12] XY [-78] [-42]\nPlace [1] Scene [12] XY [78] [-42]\nPlace [1] Scene [13] XY [6] [-15]\nPlace [1] Scene [14] XY [-120] [-25]\nPlace [1] Scene [17] XY [190] [-34]\nPlace [1] Scene [17] XY [112] [-34]\n\nwhen [space v] key pressed\n\nbroadcast (Delete Clones v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [delete clones v]\ndelete this clone\n\nPlace [1] Scene [17] XY [158] [-34]\n\n@Still Tiles\n\nwhen I receive [next v]\nif <(SCENE #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo to [back v] layer\nforever\n Detect Touching\nend\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\ndefine Detect Touching\nchange y by (3)\nif <touching (player v)?> then\n switch costume to (2 v)\nend\nchange y by (-3)\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(SCENE #) = (My Scene)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [round 2 qualified v]\nPlace [1] Scene [9] XY [166] [-70]\nPlace [1] Scene [10] XY [51] [-15]\nPlace [1] Scene [10] XY [129] [-45]\nPlace [1] Scene [12] XY [0 ] [-42]\nPlace [1] Scene [14] XY [-43] [-25]\nPlace [1] Scene [15] XY [-92] [-55]\nPlace [1] Scene [16] XY [133] [30]\nPlace [1] Scene [16] XY [50] [-20]\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Play Button\n\nwhen flag clicked\nhide\n\nwhen I receive [splash screen v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Can be clicked?) = [1]> then\n start sound [Click v]\n wait (1) seconds\n broadcast (Make Intro v)\n hide\n set [can be clicked? v] to [0]\n end\n end\nend\n\nwhen I receive [splash screen v]\nforever\n if <touching (mouse-pointer v)?> then\n if <(Can be clicked?) = [1]> then\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [splash screen v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [splash screen v]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n switch costume to (2 v)\n else\n change size by ((0.2) * ((100) - (size)))\n switch costume to (1 v)\n end\nend\n\nwhen I receive [make intro v]\nhide\n\n@Info\n\nwhen flag clicked\nhide\nset [can be clicked? v] to [1]\n\nswitch costume to (1 v)\n\nwhen I receive [show button v]\nshow\n\nstart sound [Click v]\n\nif <(Can be clicked?) = [1]> then\nend\n\nwhen I receive [splash screen v]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n switch costume to (2 v)\n else\n change size by ((0.2) * ((100) - (size)))\n switch costume to (1 v)\n end\nend\n\nwhen I receive [make intro v]\nhide\n\nwhen I receive [splash screen v]\nforever\n if <touching (mouse-pointer v)?> then\n if <(Can be clicked?) = [1]> then\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen I receive [splash screen v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Can be clicked?) = [1]> then\n broadcast (Show Instructions v)\n hide\n play sound [Click v] until done\n set [can be clicked? v] to [0]\n end\n end\nend\n\ngo to [back v] layer\n\nwhen I receive [splash screen v]\nforever\n go [backward v] (1) layers\nend\n\n@Info2\n\nwhen flag clicked\nhide\nset [can be clicked? v] to [1]\n\nwhen I receive [show button v]\nshow\n\nstart sound [Click v]\n\nwhen I receive [splash screen v]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n switch costume to (2 v)\n else\n change size by ((0.2) * ((100) - (size)))\n switch costume to (1 v)\n end\nend\n\nwhen I receive [make intro v]\nhide\n\nwhen I receive [splash screen v]\nforever\n if <touching (mouse-pointer v)?> then\n if <(Can be clicked?) = [1]> then\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen I receive [splash screen v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Can be clicked?) = [1]> then\n set [can be clicked? v] to [0]\n broadcast (Show Credits v)\n hide\n play sound [Click v] until done\n end\n end\nend\n\nif <(Can be clicked?) = [1]> then\n\nwhen I receive [splash screen v]\nforever\n go [backward v] (1) layers\nend\n\n@Decoration 1\n\nwhen flag clicked\nforever\n if <not <(SCENE #) = [11]>> then\n hide\n end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [11]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n Animate Platform\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\ndefine Animate Platform\nforever\n repeat (30)\n change y by (2)\n end\n repeat (30)\n change y by (-2)\n end\nend\n\n@Decoration 2\n\nwhen flag clicked\nforever\n if <not <(SCENE #) = [11]>> then\n hide\n end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [11]> then\n go to x: (0) y: (60)\n switch costume to (1 v)\n show\n Animate Platform\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\ndefine Animate Platform\nforever\n repeat (30)\n change y by (-2)\n end\n repeat (30)\n change y by (2)\n end\nend\n\n@T3\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n if <(SCENE #) = [13]> then\n next costume\n show\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Right2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [13]> then\n show\n set [ghost v] effect to (100)\n switch costume to (1 v)\n else\n if <(SCENE #) = [14]> then\n show\n set [ghost v] effect to (100)\n switch costume to (2 v)\n else\n hide\n end\n end\nend\n\n@Checkpoint\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n if <(SCENE #) = [13]> then\n show\n go to x: (0) y: (0)\n if <not <(CHECKPOINT#) = [2]>> then\n if <touching (player v)?> then\n start sound [Checkpoint v]\n switch costume to (2 v)\n set [checkpoint# v] to [2]\n end\n end\n else\n hide\n end\nend\n\n@T4\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n if <(SCENE #) = [14]> then\n next costume\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown v]\nswitch costume to (scene1 v)\n\n@T5\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [15]> then\n next costume\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\nshow\ngo to x: (0) y: (0)\n\n@Left2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [15]> then\n show\n set [ghost v] effect to (100)\n switch costume to (1 v)\n else\n hide\n end\nend\n\n@T6\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n if <(SCENE #) = [16]> then\n next costume\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Right3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [16]> then\n show\n set [ghost v] effect to (100)\n switch costume to (1 v)\n else\n hide\n end\nend\n\n@Round 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [16]> then\n show\n else\n hide\n end\nend\n\nset [acceleration v] to [1.75]\n\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nswitch costume to (1 v)\n\n@Rising Slime\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [countdown round 4 v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (5) seconds\nrepeat until <(y position) > [215]>\n change y by (0.4)\nend\nwait (2) seconds\nbroadcast (Laser v)\n\nrepeat until <(x position) > [160]>\n change y by (0.4)\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [3rd round qualified! v]\n\nwhen I receive [begin round 5 v]\nhide\n\n@Disappearing \n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 4 v]\nshow\nswitch costume to (1 v)\nclear graphic effects\nwait (11) seconds\nstart sound [Time's up v]\nrepeat (4)\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\nwait (0.5) seconds\nstart sound [Dissappear v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nstart sound [Time's up v]\nrepeat (4)\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\nwait (0.5) seconds\nstart sound [Dissappear v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nbroadcast (Countdown round 4 v)\nhide\n\n@Tank\n\nwhen flag clicked\n\nif <<mouse down?> or <key (space v) pressed?>> then\n create clone of (ball v)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 4 v]\ngo to x: (-215) y: (155)\npoint in direction (90)\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n switch costume to (hitbox v)\n set rotation style [don't rotate v]\n set [speed x v] to ((<key (d v) pressed?> - <key (a v) pressed?>) + ((speed x) * (0.8)))\n set [speed y v] to ((<key (w v) pressed?> - <key (s v) pressed?>) + ((speed y) * (0.8)))\n change x by (speed x)\n if <touching (level v)?> then\n set [speed x v] to ((0) - (speed x))\n change x by (speed x)\n end\n change y by (speed y)\n if <touching (level v)?> then\n set [speed y v] to ((0) - (speed y))\n change y by (speed y)\n end\n switch costume to (tank v)\n set rotation style [all around v]\nend\n\nwhen I receive [countdown round 4 v]\nwait (8) seconds\npoint in direction (90)\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (3) seconds\nrepeat (10)\n turn right (1) degrees\nend\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nrepeat (20)\n turn right (2) degrees\nend\nwait (1) seconds\nrepeat (2)\n start sound [Shot v]\n create clone of (ball v)\n wait (1) seconds\nend\nwait (1) seconds\n\ncreate clone of (ball v)\n\nwhen I receive [laser v]\nwait (0.5) seconds\nrepeat until <(direction) = [90]>\n turn left (1) degrees\nend\nwait (2) seconds\n\npoint in direction (90)\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (3) seconds\nrepeat (10)\n turn right (1) degrees\nend\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nrepeat (20)\n turn right (2) degrees\nend\nwait (1) seconds\nrepeat (2)\n start sound [Shot v]\n create clone of (ball v)\n wait (1) seconds\nend\nwait (1) seconds\nbroadcast (Laser v)\n\nwhen I receive [rotate and shoot v]\npoint in direction (90)\nrepeat (40)\n turn right (1) degrees\nend\nwait (1) seconds\nglide (2) secs to x: (40) y: (155)\nrepeat (28)\n turn right (5) degrees\nend\nbroadcast (Top Laser Blast v)\nwait (1) seconds\nrepeat (3)\n start sound [Shot v]\n create clone of (ball v)\n wait (0.8) seconds\nend\nwait (1) seconds\nbroadcast (Laser Blast v)\nwait (2) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nbroadcast (Top Laser Blast v)\nwait (2) seconds\nglide (2) secs to x: (-215) y: (155)\nrepeat (36)\n turn left (5) degrees\nend\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (2) seconds\nset [can move? v] to [0]\nbroadcast (ROUND 4 QUALIFIED v)\n\nwhen I receive [rotate and shoot v]\nrepeat (3)\n start sound [Shot v]\n create clone of (ball v)\n wait (0.8) seconds\nend\n\nrepeat (20)\n turn right (5) degrees\nend\n\nbroadcast (ROUND 4 QUALIFIED v)\n\ngo to x: (-215) y: (155)\npoint in direction (90)\n\nrepeat (3)\n start sound [Shot v]\n create clone of (ball v)\n wait (1) seconds\nend\n\nbroadcast (ROUND 4 QUALIFIED v)\n\nwhen I receive [begin round 5 v]\nhide\n\n@Ball\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (tank v)\npoint in direction ([direction v] of [tank v])\nmove (10) steps\nshow\nset [speed x v] to ((7) * ([sin v] of (direction) ))\nset [speed y v] to ((10) * ([cos v] of (direction) ))\nrepeat (60)\n Tick\nend\nrepeat (20)\n Tick\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Tick\nswitch costume to (ball v)\nchange [speed y v] by (-0.5)\nchange x by (speed x)\nchange y by (speed y)\nif <not <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing v)?> or <touching (jump through v)?>>>>> then\n stop [this script v]\nend\nset [count v] to [0]\nrepeat until <not <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing v)?> or <touching (jump through v)?>>>>>\n change x by ((speed x) * (-0.1))\n change y by ((speed y) * (-0.1))\n change [count v] by (1)\n if <(count) > [20]> then\n delete this clone\n end\nend\nFind Normal\nBounce ([sin v] of (dir) ) ([cos v] of (dir) )\nswitch costume to (ball v)\nrepeat (10)\n change x by ((0.5) * ([sin v] of (dir) ))\n change y by ((0.5) * ([cos v] of (dir) ))\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n stop [this script v]\n end\nend\ndelete this clone\n\ndefine Find Normal\nswitch costume to (normal v)\nset [dir v] to [0]\npoint in direction (dir)\nif <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing v)?> or <touching (jump through v)?>>>> then\n repeat until <not <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing v)?> or <touching (jump through v)?>>>>>\n Rotate [15]\n end\n set [dir start v] to ((dir) - (15))\nelse\n repeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing v)?> or <touching (jump through v)?>>>>\n Rotate [-15]\n end\n set [dir start v] to (dir)\n set [dir v] to [0]\n point in direction (dir)\nend\nrepeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing v)?> or <touching (jump through v)?>>>>\n Rotate [15]\nend\nset [dir v] to (((dir) + (dir Start)) / (2))\n\ndefine Rotate (by)\nchange [dir v] by (by)\npoint in direction (dir)\nif <([abs v] of (dir) ) > [720]> then\n delete this clone\nend\n\ndefine Bounce (nx) (ny)\nset [dot product v] to (((speed x) * (nx)) + ((speed y) * (ny)))\nchange [speed x v] by ((-1.6) * ((nx) * (dot product)))\nchange [speed y v] by ((-1.6) * ((ny) * (dot product)))\n\n@Jump Through\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown round 4 v]\nshow\nswitch costume to (scene1 v)\nwait (4) seconds\nrepeat (4)\n repeat (10)\n change [ghost v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [countdown round 5 v]\nhide\n\n@Laser 1\n\nwhen flag clicked\nhide\nwait until <(SCENE #) = [17]>\nshow\nswitch costume to (1 v)\n\nwhen I receive [laser2 v]\nrepeat (3)\n start sound [Beep v]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (0.4) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\nwait (2) seconds\nbroadcast (Top Laser Blast v)\nwait (2.5) seconds\nbroadcast (Laser Blast v)\nwait (2.5) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nbroadcast (Top Laser Blast v)\nwait (2.5) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nbroadcast (Laser Blast v)\nwait (2) seconds\nbroadcast (Rotate and shoot v)\n\nwhen I receive [laser blast v]\nrepeat (3)\n start sound [Beep v]\n repeat (5)\n change [brightness v] effect by (20)\n end\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (0.4) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\n\nbroadcast (Rotate and shoot v)\n\nbroadcast (Rotate and shoot v)\n\nwhen I receive [begin round 5 v]\nhide\n\n@Laser 2\n\nwhen flag clicked\nhide\nwait until <(SCENE #) = [17]>\nshow\nswitch costume to (1 v)\n\nwhen I receive [laser v]\nswitch costume to (1 v)\nrepeat (3)\n start sound [Beep v]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (2) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\nwait (1) seconds\nrepeat (3)\n start sound [Shot v]\n create clone of (ball v)\n wait (1) seconds\nend\nwait (1) seconds\nbroadcast (Laser2 v)\n\nrepeat (3)\n start sound [Shot v]\n create clone of (ball v)\n wait (1) seconds\nend\n\nwhen I receive [top laser blast v]\nswitch costume to (1 v)\nrepeat (3)\n start sound [Beep v]\n repeat (5)\n change [brightness v] effect by (20)\n end\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (0.5) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\n\nwhen I receive [begin round 5 v]\nhide\n\n@Hexagons\n\nwhen I receive [next v]\nif <(SCENE #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (108) %\nforever\n Detect Touching\n if <(y position) > [170]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\ndefine Detect Touching\nset size to (108) %\nif <(Hex a gone started?) = [1]> then\n if <touching (player v)?> then\n Remove\n end\nend\n\nwhen flag clicked\nset [hex a gone started? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(SCENE #) = (My Scene)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [countdown round 5 v]\nPlace (pick random (1) to (2)) Scene [18] XY [199] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [119] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [39] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [-41] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [-121] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [-201] [50]\nPlace (pick random (3) to (4)) Scene [18] XY [199] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [119] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [39] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [-41] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [-121] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [-201] [25]\nPlace (pick random (5) to (6)) Scene [18] XY [199] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [119] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [39] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [-41] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [-121] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [-201] [0]\nPlace (pick random (7) to (8)) Scene [18] XY [199] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [119] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [39] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-41] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-121] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-201] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [199] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [119] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [39] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-41] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-121] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-201] [-25]\nPlace (pick random (9) to (10)) Scene [18] XY [199] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [119] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [39] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [-41] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [-121] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [-201] [-50]\nPlace (pick random (11) to (12)) Scene [18] XY [199] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [119] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [39] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [-41] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [-121] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [-201] [-75]\n\nwhen [space v] key pressed\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [delete clones v]\ndelete this clone\n\nset [scene # v] to [18]\n\ndefine Remove\nset [brightness v] effect to (10)\nwait (1.2) seconds\nstart sound [Pop v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n change y by (-2.5)\nend\nhide\ndelete this clone\n\nPlace [1] Scene [18] XY [195] [50]\n\nforever\n Place (pick random (1) to (4)) Scene [18] XY (pick random (-200) to (200)) [-70]\n wait (0.5) seconds\nend\n\nPlace [1] Scene [18] XY [195] [50]\nPlace [1] Scene [18] XY [117] [50]\nPlace [1] Scene [18] XY [39] [50]\nPlace [1] Scene [18] XY [-39] [50]\nPlace [1] Scene [18] XY [-117] [50]\nPlace [1] Scene [18] XY [-195] [50]\nPlace [2] Scene [18] XY [195] [20]\nPlace [2] Scene [18] XY [117] [20]\nPlace [2] Scene [18] XY [39] [20]\nPlace [2] Scene [18] XY [-39] [20]\nPlace [2] Scene [18] XY [-117] [20]\nPlace [2] Scene [18] XY [-195] [20]\nPlace [3] Scene [18] XY [195] [-10]\nPlace [3] Scene [18] XY [117] [-10]\nPlace [3] Scene [18] XY [39] [-10]\nPlace [3] Scene [18] XY [-39] [-10]\nPlace [3] Scene [18] XY [-117] [-10]\nPlace [3] Scene [18] XY [-195] [-10]\nPlace [4] Scene [18] XY [195] [-40]\nPlace [4] Scene [18] XY [117] [-40]\nPlace [4] Scene [18] XY [39] [-40]\nPlace [4] Scene [18] XY [-39] [-40]\nPlace [4] Scene [18] XY [-117] [-40]\nPlace [4] Scene [18] XY [-195] [-40]\nPlace [5] Scene [18] XY [195] [-70]\nPlace [5] Scene [18] XY [117] [-70]\nPlace [5] Scene [18] XY [39] [-70]\nPlace [5] Scene [18] XY [-39] [-70]\nPlace [5] Scene [18] XY [-117] [-70]\nPlace [5] Scene [18] XY [-195] [-70]\nPlace [6] Scene [18] XY [195] [-100]\nPlace [6] Scene [18] XY [117] [-100]\nPlace [6] Scene [18] XY [39] [-100]\nPlace [6] Scene [18] XY [-39] [-100]\nPlace [6] Scene [18] XY [-117] [-100]\nPlace [6] Scene [18] XY [-195] [-100]\n\nbroadcast (Delete Clones v)\n\n@Slime Round 5\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join (SCENE #) [banana])\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (join [Scene] (SCENE #))\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [countdown round 2 v]\nshow\n\n@Low Gravity\n\nwhen flag clicked\n\nwhen flag clicked\nset [ghost v] effect to (60)\nhide\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [2]> then\n show\n set [ghost v] effect to (60)\n next costume\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Low Gravity2\n\nwhen flag clicked\n\nwhen flag clicked\nset [ghost v] effect to (60)\nhide\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(SCENE #) = [6]> then\n show\n set [ghost v] effect to (60)\n next costume\n else\n hide\n end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n
Winter Platformer           #all #games
@Stage\n\nwhen I receive [let's go v]\nforever\n play sound [Butter Sugar Cream \(Off Vocal\) - Tomggg2 vanilaice918 v] until done\nend\n\n@Player\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n switch costume to (5 v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n switch costume to (4 v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [let's go v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [let's go v]\nset [ghost v] effect to (100)\ngo to x: (-180) y: (-60)\npoint in direction (90)\nset [スタート v] to [1]\nset [動くやつ2 v] to [0]\nset [動くやつ v] to [0]\nswitch costume to (1 v)\nswitch backdrop to (背景1 v)\nshow\nset size to (100) %\nset [x v] to [0]\nset [y2 v] to [0]\nshow\nforever\n if <(スタート) = [1]> then\n set rotation style [left-right v]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by (-0.8)\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [-130]>>>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (0.8)\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [-130]>>>> then\n end\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [-130]>>>> then\n switch costume to (2 v)\n else\n switch costume to (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 x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [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 [y2 v] to [15]\n else\n set [x v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (地面 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y2 v] to [15]\n end\n end\n change [y2 v] by (-1)\n change y by (Y2)\n change y by (1)\n if <<touching (地面 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) > [237]> then\n set [動くやつ2 v] to [0]\n set [動くやつ v] to [0]\n set [x v] to [0]\n set [y2 v] to [0]\n broadcast (Next Stage v)\n broadcast (次 v)\n go to x: (-180) y: (-55)\n end\n if <<<<touching (針 v)?> or <touching (マグマ v)?>> or <key (space v) pressed?>> or <(y position) < [-175]>> then\n switch costume to (3 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [動くやつ2 v] to [0]\n set [動くやつ v] to [0]\n set [x v] to [0]\n set [y2 v] to [0]\n go to x: (-180) y: (-55)\n switch costume to (1 v)\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 [15]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y2 v] to [20]\n end\n end\n end\nend\n\n@針\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (1 v)\n\nwhen I receive [次 v]\nnext costume\n\n@マグマ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (1 v)\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\n set y to (([sin v] of ((timer) * (300)) ) * (5))\nend\n\n@バネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (1 v)\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト1\n\nwhen flag clicked\nhide\nswitch costume to (backdrop -glistr v)\ngo to [back v] layer\n\nwhen I receive [let's go v]\nshow\nnext costume\n\n@雪\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (80)) %\ngo to x: (0) y: (300)\nchange x by (pick random (-300) to (300))\nrepeat until <(y position) < [-175]>\n change y by (pick random (-1) to (-3))\n turn right (pick random (-50) to (50)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nforever\n go to [front v] layer\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Intro || yoanz\n\ndefine CL. (t) (c) (g) (l) (n)\nwait until <(timer) > (t)>\nset [brightness v] effect to (l)\nset [ghost v] effect to (g)\nswitch costume to (c)\nset [番号 v] to (n)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [time v]\nhide variable [stage v]\nhide\nswitch backdrop to (あるふぁ v)\nswitch costume to (透明 v)\nset size to (100) %\ngo to x: (0) y: (0)\nstart sound (pick random (1) to (2))\nset [thx v] to [0]\nreset timer\nCL. [0] [切り替え1] [0] [0] [1]\nCL. [0.5] [切り替え2] [0] [0] [1]\nCL. [1] [切り替え3] [0] [0] [1]\nCL. [1] [丸] [0] [100] [2]\nCL. [1.25] [logo1] [0] [0] [3]\nCL. [2] [logo1] [80] [0] [4]\nP\nCL. [2.3] [バック] [50] [0] [5]\nCL. [] [バック] [50] [0] [6]\nCL. [2.55] [text] [0] [100] [7]\nCL. [3.25] [logo3] [90] [0] [8]\nCL. [] [丸] [0] [0] [9]\nCL. [] [丸] [0] [0] [10]\nCL. [3.6] [logo9] [0] [100] [11]\nCL. [] [logo10] [0] [100] [12]\nCL. [] [logo1] [80] [100] [13]\nwait (0.1) seconds\nP\nCL. [4.2] [text2] [0] [0] [15]\nCL. [4.5] [text4] [0] [0] [15]\nCL. [4.8] [text6] [0] [0] [15]\nCL. [5.1] [text7] [0] [0] [15]\nCL. [5.4] [text8] [0] [0] [15]\nCL. [5.65] [text9] [0] [0] [14]\nCL. [] [text] [80] [0] [16]\nCL. [5.8] [丸] [0] [0] [17]\nCL. [6.5] [logo2] [50] [0] [22]\nCL. [7] [バック] [0] [0] [18]\nCL. [] [バック] [0] [0] [19]\nCL. [] [バック] [0] [0] [20]\nCL. [] [バック] [0] [0] [21]\nbroadcast (Let's go v)\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [パーティクル]> then\n set [intro || yoanz: a v] to (pick random (15) to (25))\n set size to (pick random (10) to (20)) %\n point in direction (pick random (-180) to (180))\n repeat (5)\n move (Intro || yoanz: a) steps\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (-5))\n end\n repeat until <(size) = [1]>\n switch costume to (バック v)\n move (Intro || yoanz: a) steps\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (-5))\n change size by (-1)\n switch costume to (パーティクル v)\n end\n delete this clone\nend\nif <(番号) = [1]> then\n go to x: (0) y: (-360)\n set [intro || yoanz: a v] to [3]\n repeat (12)\n change y by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n end\n repeat until <(timer) > [3]>\n change y by (((0) - (y position)) / (4))\n end\n delete this clone\nend\nif <(番号) = [2]> then\n set size to (0) %\n set [intro || yoanz: a v] to [3]\n repeat (10)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n end\n repeat (8)\n switch costume to (透明 v)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n switch costume to (丸 v)\n end\n repeat until <(timer) > [5]>\n switch costume to (透明 v)\n change size by (((800) - (size)) / (4))\n switch costume to (丸 v)\n end\n delete this clone\nend\nif <(番号) = [3]> then\n set size to (0) %\n repeat until <(timer) > [2]>\n change size by (((100) - (size)) / (4))\n end\n repeat until <(timer) > [2.3]>\n change size by (((120) - (size)) / (4))\n end\n set [intro || yoanz: a v] to [3]\n repeat (50)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n change x by (Intro || yoanz: a)\n turn right ((Intro || yoanz: a) / (3)) degrees\n end\n delete this clone\nend\nif <(番号) = [4]> then\n set size to (0) %\n repeat until <(timer) > [2.3]>\n change size by (((300) - (size)) / (4))\n end\n set [intro || yoanz: a v] to [3]\n repeat (50)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n change x by ((Intro || yoanz: a) * (-1))\n turn left ((Intro || yoanz: a) / (3)) degrees\n end\n delete this clone\nend\nif <(番号) = [5]> then\n go to x: (0) y: (-360)\n set [intro || yoanz: a v] to [3]\n repeat (12)\n change y by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n end\n repeat until <(timer) > [3.25]>\n change y by (((0) - (y position)) / (4))\n end\n delete this clone\nend\nif <(番号) = [6]> then\n go to x: (0) y: (360)\n set [intro || yoanz: a v] to [3]\n repeat (12)\n change y by ((Intro || yoanz: a) * (-1))\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n end\n repeat until <(timer) > [3.25]>\n change y by (((0) - (y position)) / (4))\n end\n delete this clone\nend\nif <(番号) = [7]> then\n set size to (0) %\n repeat until <(timer) > [3.25]>\n change size by (((100) - (size)) / (4))\n end\n set [brightness v] effect to (0)\n repeat until <(timer) > [5]>\n change size by (((80) - (size)) / (8))\n end\n delete this clone\nend\nif <(番号) = [8]> then\n point in direction (80)\n go [backward v] (1) layers\n set size to (120) %\n repeat until <(timer) > [5]>\n move (-0.5) steps\n end\n delete this clone\nend\nif <(番号) = [9]> then\n go to x: (-240) y: (0)\n set size to (0) %\n set [intro || yoanz: a v] to [3]\n repeat (10)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n end\n repeat (8)\n switch costume to (透明 v)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n switch costume to (丸 v)\n end\n repeat until <(timer) > [5]>\n switch costume to (透明 v)\n change size by (((800) - (size)) / (4))\n switch costume to (丸 v)\n end\n delete this clone\nend\nif <(番号) = [10]> then\n go to x: (240) y: (0)\n set size to (0) %\n set [intro || yoanz: a v] to [3]\n repeat (10)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n end\n repeat (8)\n switch costume to (透明 v)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n switch costume to (丸 v)\n end\n repeat until <(timer) > [5]>\n switch costume to (透明 v)\n change size by (((800) - (size)) / (4))\n switch costume to (丸 v)\n end\n delete this clone\nend\nif <(番号) = [11]> then\n go to x: (-240) y: (0)\n repeat until <(timer) > [5]>\n change x by (((0) - (x position)) / (3))\n end\n delete this clone\nend\nif <(番号) = [12]> then\n go to x: (240) y: (0)\n repeat until <(timer) > [5]>\n change x by (((0) - (x position)) / (3))\n end\n delete this clone\nend\nif <(番号) = [13]> then\n set size to (0) %\n repeat until <(timer) > [5]>\n change size by (((300) - (size)) / (4))\n end\n delete this clone\nend\nif <(番号) = [14]> then\n set size to (130) %\n repeat until <(timer) > [6]>\n change size by (((100) - (size)) / (8))\n end\n set [intro || yoanz: a v] to [10]\n repeat (10)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by (-1)\n go to [front v] layer\n end\n set [intro || yoanz: a v] to [1]\n repeat until <(timer) > [7.4]>\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (10))\n change size by ((Intro || yoanz: a) * (-1))\n go to [front v] layer\n end\n P\n delete this clone\nend\nif <(番号) = [15]> then\n wait until <(timer) > [5.65]>\n set [brightness v] effect to (100)\n wait until <(timer) > [7]>\n delete this clone\nend\nif <(番号) = [16]> then\n switch costume to (透明 v)\n set size to (800) %\n switch costume to (text v)\n go [backward v] (1) layers\n go to x: (750) y: (0)\n repeat until <(timer) > [7]>\n change x by (-5)\n end\n delete this clone\nend\nif <(番号) = [17]> then\n set size to (0) %\n go to x: (0) y: (-180)\n set [intro || yoanz: a v] to [3]\n go to [front v] layer\n go [backward v] (2) layers\n repeat (10)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n end\n repeat until <(timer) > [7]>\n switch costume to (透明 v)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (3))\n switch costume to (丸 v)\n end\n delete this clone\nend\nif <(番号) = [18]> then\n go to x: (240) y: (0)\n set [intro || yoanz: a v] to [2]\n repeat until <(timer) > [10]>\n change x by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n end\n delete this clone\nend\nif <(番号) = [19]> then\n go to x: (-240) y: (0)\n set [intro || yoanz: a v] to [2]\n repeat until <(timer) > [10]>\n change x by ((Intro || yoanz: a) * (-1))\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n end\n delete this clone\nend\nif <(番号) = [20]> then\n go to x: (0) y: (180)\n set [intro || yoanz: a v] to [2]\n repeat until <(timer) > [10]>\n change y by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n end\n delete this clone\nend\nif <(番号) = [21]> then\n go to x: (0) y: (-180)\n set [intro || yoanz: a v] to [2]\n repeat until <(timer) > [10]>\n change y by ((Intro || yoanz: a) * (-1))\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n end\n delete this clone\nend\nif <(番号) = [22]> then\n go to x: (0) y: (0)\n set [intro || yoanz: a v] to [2]\n set size to (150) %\n repeat until <(timer) > [10]>\n switch costume to (透明 v)\n change size by (Intro || yoanz: a)\n change [intro || yoanz: a v] by ((Intro || yoanz: a) / (4))\n switch costume to (logo2 v)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine P\nswitch costume to (パーティクル v)\nset [ghost v] effect to (0)\nshow\nrepeat (30)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I receive [let's go v]\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [stage v]\nwait (12) seconds\nforever\n if <(Stage) = [10]> then\n show variable [time v]\n else\n hide variable [time v]\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\n@地面\n\nwhen I receive [次 v]\nnext costume\nchange [stage v] by (1)\n\nwhen I receive [let's go v]\nset [stage v] to [1]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nforever\n if <(costume [number v]) = [10]> then\n set [stage v] to [10]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
❄... * ᴡɪɴᴛᴇʀ ᴘʟᴀᴛғᴏʀᴍᴇʀ * ... ❄\n\n最近、札幌の方で雪が降ってるらしいですね!\nもう冬の季節か〜、早いね!\n\n\nここは雪の世界...!\nゴールを目指そう!\n\n【操作】\n移動:矢印キー\n\n【説明】\nバネ :高く跳べる\nトゲ :タヒぬ\nマグマ:タヒぬ\n\nおすすめ⇩\nhttps://scratch.mit.edu/projects/779400262/\n\n*Tags*\n#all #games #fun #snow #winter #platformer #az229
Minion platformer game!!
@Stage\n\nwhen flag clicked\nforever\n play sound [Cymbal Echo v] until done\n switch backdrop to (LEVEL)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-198) y: (-42)\nset [score v] to [0]\nset [level v] to [1]\nshow variable [score v]\nforever\n change [y vel v] by (-1)\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x vel v] by (1.2)\n end\n if <key (d v) pressed?> then\n switch costume to (right v)\n change [x vel v] by (1.2)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x vel v] by (-1.2)\n end\n if <key (a v) pressed?> then\n switch costume to (left v)\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((x vel) * (0.87))\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 (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 (-6)\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (level v)?>> then\n switch costume to (up v)\n set [y vel v] to [13]\n end\n if <<key (w v) pressed?> and <touching (level v)?>> then\n switch costume to (up v)\n set [y vel v] to [13]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (NEW LEVEL v)\n end\n if <touching (danger v)?> then\n go to x: (-198) y: (-42)\n end\n if <[-180] > (y position)> then\n go to x: (-198) y: (-42)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (front v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (up right v)\n end\n if <<key (w v) pressed?> and <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up left v)\n end\n if <<key (w v) pressed?> and <key (a v) pressed?>> then\n switch costume to (up left v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-198) y: (-42)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching color (#3d1e5c)?> then\n go to x: (-6) y: (-104)\n wait (1) seconds\n stop [all v]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@coin 1\n\nwhen flag clicked\nshow\ngo to x: (-91) y: (-57)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n hide\n change [score v] by (5)\n end\nend\n\nwhen I receive [level 2 v]\nif <(LEVEL) = [2]> then\n show\n go to x: (-133) y: (-90)\nend\n\nwhen I receive [level 3 v]\nif <(LEVEL) = [3]> then\n show\n go to x: (-112) y: (-50)\nend\n\nwhen I receive [level 4 v]\nif <(LEVEL) = [4]> then\n show\n go to x: (133) y: (161)\nend\n\nwhen I receive [level 5 v]\nif <(LEVEL) = [5]> then\n show\n go to x: (-16) y: (-55)\nend\n\nwhen I receive [level 7 v]\nif <(LEVEL) = [7]> then\n hide\nend\n\n@coin 2\n\nwhen flag clicked\nshow\ngo to x: (-91) y: (-57)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\ngo to x: (24) y: (-51)\nforever\n if <touching (player v)?> then\n hide\n change [score v] by (5)\n end\nend\n\nwhen I receive [level 2 v]\nif <(LEVEL) = [2]> then\n show\n go to x: (26) y: (-7)\nend\n\nwhen I receive [level 3 v]\nif <(LEVEL) = [3]> then\n show\n go to x: (3) y: (-49)\nend\n\nwhen I receive [level 4 v]\nif <(LEVEL) = [4]> then\n show\n go to x: (-79) y: (17)\nend\n\nwhen I receive [level 5 v]\nif <(LEVEL) = [5]> then\n show\n go to x: (-155) y: (-93)\nend\n\nwhen I receive [level 7 v]\nif <(LEVEL) = [7]> then\n hide\nend\n\n@coin 3\n\nwhen flag clicked\nshow\ngo to x: (-91) y: (-57)\ngo [backward v] (1) layers\nforever\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (4)\n wait (0.03) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\n change y by (-4)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\ngo to x: (161) y: (-51)\nforever\n if <touching (player v)?> then\n hide\n change [score v] by (5)\n end\nend\n\nwhen I receive [level 2 v]\nif <(LEVEL) = [2]> then\n hide\nend\n\nwhen I receive [level 3 v]\nif <(LEVEL) = [3]> then\n show\n go to x: (126) y: (-49)\nend\n\nwhen I receive [level 4 v]\nif <(LEVEL) = [4]> then\n show\n go to x: (53) y: (43)\nend\n\nwhen I receive [level 7 v]\nif <(LEVEL) = [7]> then\n hide\nend\n\nwhen I receive [level 5 v]\nif <(LEVEL) = [5]> then\n show\n go to x: (5) y: (24)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n broadcast (level 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nforever\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n stop [this script v]\n end\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n stop [this script v]\n end\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n stop [this script v]\n end\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n stop [this script v]\n end\n if <(LEVEL) = [7]> then\n broadcast (level 7 v)\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
Right arrow Left arrow Up arrow\n D A W\nDon't touch the spikes\nDon't fall into the openings\nCollect the bananas\nCan u help me make this a featured project?
Elements-Earth A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [backdrop8 v]\nbroadcast (Shovel v)\n\nwhen backdrop switches to [backdrop8 v]\nbroadcast (Switch v)\n\nwhen backdrop switches to [backdrop11 v]\nbroadcast (end v)\nstop [all v]\n\n@Sprite1\n\nwhen I receive [start1 v]\nswitch costume to (costume1 v)\nhide\ngo to x: (-114) y: (-115)\nshow\nrepeat until <(Finished) = [1]>\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [20]\n end\n end\n change y by (1)\n if <<(x position) = [327]> or <(x position) > [327]>> then\n broadcast (Next Level v)\n end\n if <<touching (lava v)?> or <touching color (#cc0000)?>> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n broadcast (Death v)\n end\n if <touching (fell v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Touch Ground\nrepeat until <not <<touching (ground v)?> or <touching color (#995900)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\ngo to x: (-114) y: (-115)\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\ngo to x: (-114) y: (-115)\n\nwhen flag clicked\nforever\n if <<touching (sprite3 v)?> and <(costume [number v]) = [3]>> then\n broadcast (tun v)\n end\nend\n\nwhen flag clicked\nset [speed y v] to [0]\nbroadcast (Start1 v)\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n if <<touching (ground v)?> or <touching color (#995900)?>> then\n set [speed y v] to [0]\n change y by (1)\n end\n forever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground\n end\nend\n\nwhen I receive [c v]\nswitch costume to (costume3 v)\n\nwhen I receive [switch v]\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nhide\n\n@Sprite2\n\nwhen I receive [shovel v]\nshow\ngo to x: (-37) y: (-150)\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite1 v)?> then\n hide\n broadcast (c v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [shovel v]\nshow\n\nwhen I receive [tun v]\nhide\n\n@  \n\nwhen I receive [make this project mine v]\nset [-time- v] to [0]\nset ["creator" v] to (username)\nset ["remixer" v] to [null]\n\nwhen I start as a clone\nif <<not <(-Time-) = [0]>> and <(username) = ("remixer")>> then\n forever\n if <touching (mouse-pointer v)?> then\n set [hiding costume v] to (costume [number v])\n repeat until <not <touching (mouse-pointer v)?>>\n switch costume to (null v)\n hide\n wait (0) seconds\n switch costume to (hiding costume)\n end\n show\n end\n end\nend\n\nwhen I start as a clone\nif <(-create) = [0]> then\n switch costume to (this is protected v)\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n switch costume to (protection symbol v)\n go to [front v] layer\n wait (3) seconds\n hide\nend\nif <(-create) = [1]> then\n switch costume to (keep on it v)\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n switch costume to (keep on it message v)\n go to [front v] layer\n wait until <[400] < (-Time-)>\n switch costume to (safe notification2 v)\nend\nif <(-create) = [2]> then\n switch costume to (this is protected v)\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n switch costume to (protection symbol v)\n go to [front v] layer\nend\nif <(-create) = [3]> then\n switch costume to (you are protected v)\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n switch costume to (protection symbol v)\n go to [front v] layer\nend\nif <(-create) = [4]> then\n switch costume to (warning v)\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n switch costume to (bad symbol v)\n go to [front v] layer\nend\nif <(-create) = [5]> then\n switch costume to (safe notification v)\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n switch costume to (safe notification2 v)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (null v)\nhide\nshow\nif <<("remixer") = [null]> and <not <(username) = ("creator")>>> then\n set ["remixer" v] to (username)\n set [-create v] to [0]\n create clone of (_myself_ v)\nelse\n if <("remixer") = (username)> then\n if <(-Time-) < [400]> then\n if <not <(-Time-) = [0]>> then\n set [-create v] to [1]\n create clone of (_myself_ v)\n end\n repeat until <(-Time-) < [400]>\n wait (1) seconds\n change [-time- v] by (1)\n end\n forever\n wait (1) seconds\n change [-time- v] by (1)\n end\n else\n if <[9000] < (-Time-)> then\n set [-create v] to [3]\n create clone of (_myself_ v)\n set [-time- v] to [0]\n set ["creator" v] to (username)\n set ["remixer" v] to [null]\n else\n set [-create v] to [5]\n create clone of (_myself_ v)\n forever\n wait (1) seconds\n change [-time- v] by (1)\n end\n end\n end\n else\n if <<("creator") = (username)> and <("remixer") = [null]>> then\n set [-create v] to [3]\n create clone of (_myself_ v)\n else\n if <(-Time-) < [400]> then\n set [-create v] to [4]\n create clone of (_myself_ v)\n else\n set [-create v] to [5]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\n
I will be inactive!!\n\nBut for now, IM BACK! :D
NEW!ONLINE MINECRAFT PLATFORMER #geme #online #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno \(2\) v] until done\nend\n\n@Stage\n\nset [タイマー v] to [0]\nforever\n change [タイマー v] by (1)\n if <key (any v) pressed?> then\n set [タイマー v] to [0]\n end\n if <[2000] < (タイマー)> then\n stop [all v]\n end\nend\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\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 flag clicked\n\nwhen flag clicked\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 ((480) * (2)) [0] [3]\n配置 ((480) * (3)) [0] [4]\n配置 ((480) * (4)) [0] [5]\n配置 ((480) * (5)) [260] [6]\n配置 ((480) * (5.7)) [650] [7]\n配置 ((480) * (6.56)) [650] [8]\n配置 ((480) * (7.56)) [650] [9]\n配置 ((480) * (8.8)) [650] [10]\n配置 ((480) * (9.8)) [650] [11]\n配置 ((480) * (10.8)) [650] [12]\n配置 ((480) * (11.8)) [650] [13]\n配置 ((480) * (12.8)) [650] [14]\n配置 ((480) * (13.8)) [650] [15]\n配置 ((480) * (9.8)) [650] [11]\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@Stage2\n\nwhen flag clicked\nhide\n配置 [1400] [-53] [2]\n配置 [1350] [-53] [2]\n配置 [2150] [345] [4]\n配置 [2250] [191] [2]\n配置 [2800] [570] [2]\n配置 [2840] [570] [2]\n配置 [2880] [570] [2]\n配置 [4500] [575] [2]\n配置 [4620] [575] [2]\n配置 [4720] [575] [2]\n配置 [5350] [540] [1]\n配置 [5500] [540] [1]\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 [timer v] > (time)\ngo to x: (-40) y: (0)\ngo to [front v] layer\nswitch costume to (2 v)\nshow\nset [ghost v] effect to (100)\nset [v v] to [35]\nset [z v] to [20]\nrepeat (10)\n change [ghost v] effect by (-10)\n switch costume to (2 v)\n change size by (((130) - (size)) / (5))\n switch costume to (2 v)\n change x by (v)\n change y by (z)\n set [v v] to (((v) * (.75)) + (((0) - (x position)) / (8.5)))\n set [z v] to (((z) * (.75)) + (((0) - (y position)) / (7)))\n turn right (((90) - (direction)) / (7)) degrees\nend\nrepeat (20)\n switch costume to (2 v)\n change size by (((100) - (size)) / (7))\n switch costume to (2 v)\n change x by (v)\n change y by (z)\n set [v v] to (((v) * (.75)) + (((0) - (x position)) / (8.5)))\n set [z v] to (((z) * (.75)) + (((0) - (y position)) / (5)))\n turn right (((90) - (direction)) / (5)) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [goal v]\ngo to x: (-40) y: (0)\ngo to [front v] layer\nswitch costume to (3 v)\nshow\nset [ghost v] effect to (100)\nset [v v] to [35]\nset [z v] to [20]\nrepeat (10)\n change [ghost v] effect by (-10)\n switch costume to (3 v)\n change size by (((130) - (size)) / (5))\n switch costume to (3 v)\n change x by (v)\n change y by (z)\n set [v v] to (((v) * (.75)) + (((0) - (x position)) / (8.5)))\n set [z v] to (((z) * (.75)) + (((0) - (y position)) / (7)))\n turn right (((90) - (direction)) / (7)) degrees\nend\nrepeat (20)\n switch costume to (3 v)\n change size by (((100) - (size)) / (7))\n switch costume to (3 v)\n change x by (v)\n change y by (z)\n set [v v] to (((v) * (.75)) + (((0) - (x position)) / (8.5)))\n set [z v] to (((z) * (.75)) + (((0) - (y position)) / (5)))\n turn right (((90) - (direction)) / (5)) degrees\nend\nwait (3) seconds\nstop [all v]\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 if <(chat) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (chat) 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 (1.2)\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 (-1.2)\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 (-1.35)\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 <[6596] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[6596] < (scroll x)> then\n set [scroll x v] to [6596]\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))\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [Rip v]\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 [Tennis Hit v]\n set [y v] to [17]\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 start sound [Jump \(1\) v]\n set [y v] to [20]\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\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n バネ\nend\n\ndefine バネ\n\nwhen I receive [喋るんだ☆ v]\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@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nset size to (110) %\nset [変数 v] to [0]\nforever\n change [変数 v] by (1.2)\n change size by ([sin v] of (変数) )\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 [オンライン v]\n配置 [1820] [-65] [1]\n配置 [4380] [563] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [チェック v]\n set [xx v] to (1)\n set [yy 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 end\n end\nend\n\nswitch costume to (2 v)\n\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nrepeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.05) seconds\nnext costume\nwait (0.05) seconds\n\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n 移動 ((1) - (scroll x)) (((2) - (scroll 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@透明!\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@☆\n\nwhen flag clicked\nset [☆ v] to [0]\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\nshow\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\n@♡\n\nwhen flag clicked\nset [ghost v] effect to (99)\nset [♡ v] to [0]\ngo to x: (0) y: (0)\nshow\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\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nset [❤ v] to [0]\nset [☆ v] to [0]\nforever\n go to [front v] layer\n wait until <<(❤) = [1]> and <(☆) = [1]>>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [❤ v] to [0]\n set [☆ v] to [0]\nend\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 [6800] [745] [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 broadcast (goal v)\n \n end\nend\n\n@スプライト3\n\nwhen flag clicked\nif <(説明) = [1]> then\n hide\nelse\n change [説明 v] by (1)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Weather\n\nwhen I receive [layer sort v]\nif <(cloud_num) = [-1]> then\n Z-index Sprite by [999]\nend\nif <(cloud_num) > [0]> then\n Z-index Sprite by [998]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I start as a clone\nif <(cloud_num) = [-1]> then\n show\n forever\n go to [back v] layer\n go [backward v] (1) layers\n if <(#Daylight cycle) = [Day]> then\n switch costume to (sun v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Sunset]> then\n switch costume to (sunset v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Night]> then\n switch costume to (moon v)\n go to x: ((0) + ((220) * ([cos v] of (((#Frame) / (30)) + (180)) ))) y: ((-250) + ((380) * ([sin v] of ((#Frame) / (30)) )))\n end\n end\nend\nif <(cloud_num) > [0]> then\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [backward 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 (11)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n if <(#Daylight cycle) = [Night]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (20)\n end\n if <(#Gamemode) = (item (1) of [#gamemode v])> then\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [cloud_num v] to [-1]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nset [cloud_num v] to [1]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 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 add [雲のクローンを作成] to [1 v]\n end\n wait (3) seconds\n end\nend\n\n@山(背景)\n\nwhen flag clicked\ngo to [back v] layer\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\ndefine 移動 (x) (y)\n\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) - (scroll x)) / (3)) (((2) - (scroll 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\nwhen I receive [切り替え v]\ndelete this clone\n\n@チャット\n\nwhen flag clicked\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 [chat 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 set [ghost v] effect to (30)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\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) < [13]>> then\n if <<(answer) = [11]> and <(username) = [nyaanyaanyaanyaa]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n else\n if <<(answer) = [12]> and <(username) = [nyaanyaanyaanyaa]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n else\n set [chat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (18)\n else\n set [brightness v] effect to (0)\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 set [ghost v] effect to (50)\n if <(チャット表示) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hello//こんにちは] to [chat v]\nadd [Hi//やあ] to [chat v]\nadd [Nice//ナイス] to [chat v]\nadd [Let's go together// 一緒に行こう] to [chat v]\nadd [Good//良いね] to [chat v]\nadd [Good luck!//頑張っ て!] to [chat v]\nadd [difficult//難しい] to [chat v]\nadd [Ok//わかった] to [chat v]\nadd [\(^_^\)] to [chat v]\nadd [*\\(^o^\)/*] to [chat v]\nadd [ I'm the author!/作者です!] to [chat v]\nadd [followme!/フォローして!] to [chat v]\n\n
CLIMB PLATFORMER 登るプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (サムネ v)\nwait (3) seconds\nswitch backdrop to (背景1 v)\n\nwhen I receive [イントロ完 v]\nforever\n play sound (pick random (1) to (2)) until done\n play sound (pick random (3) to (4)) until done\n play sound (pick random (5) to (6)) until done\nend\n\n@ステージ\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 position) y: (y)\nif 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\nwhen flag clicked\n\nwhen I receive [隠す v]\ngo to [back v] layer\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [イントロ完 v]\npoint in direction (90)\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [0] [500] [2]\nステージ配置 [0] [1000] [3]\nステージ配置 [0] [1300] [4]\nステージ配置 [0] [1600] [5]\nステージ配置 [0] [2000] [6]\nステージ配置 [0] [2400] [7]\nステージ配置 [0] [2800] [8]\nステージ配置 [0] [3200] [9]\nステージ配置 [0] [3600] [10]\nステージ配置 [0] [4000] [11]\nステージ配置 [0] [4400] [12]\nステージ配置 [0] [4800] [13]\nステージ配置 [0] [5200] [14]\nステージ配置 [0] [5600] [15]\nステージ配置 [0] [6000] [16]\nステージ配置 [0] [6400] [17]\nステージ配置 [0] [6800] [18]\nステージ配置 [0] [7200] [19]\nステージ配置 [0] [7600] [20]\nステージ配置 [0] [8000] [21]\nステージ配置 [0] [8400] [22]\nステージ配置 [0] [8800] [23]\nステージ配置 [0] [9200] [24]\nステージ配置 [0] [9600] [25]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力 v] by (1.75)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-1.75)\nend\nset [xの力 v] to ((xの力) * (0.8))\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 set [pitch v] effect to (0)\n start sound [Jump v]\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]\n set [pitch v] effect to (0)\n start sound [Jump v]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (マグマ v)?>> then\n 初期位置\nend\nif <touching (針 v)?> then\n 初期位置\nend\nif <touching (バネ v)?> then\n set [yの力 v] to [22.5]\n set [pitch v] effect to (10)\n start sound [Jump v]\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 y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [player: i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(Player: i) = ((回数) + (1))>>\n change [player: i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(Player: i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [player: i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(Player: i) = ((回数) + (1))>>\n change [player: i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(Player: i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (-150) y: (-20)\nif <(最初) = [0]> then\n set [最初 v] to [1]\nelse\n start sound [平手打ち v]\n if <<[1512] < (Camera _y)> and <[3398] > (Camera _y)>> then\n go to x: (69) y: (-20)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to [0]\n set [camera _y v] to [1550]\n set [x v] to [0]\n set [y v] to [0]\n else\n if <<[3397] < (Camera _y)> and <[4450] > (Camera _y)>> then\n go to x: (13) y: (-20)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to [0]\n set [camera _y v] to [3430]\n set [x v] to [0]\n set [y v] to [0]\n else\n if <<[4449] < (Camera _y)> and <[6186] > (Camera _y)>> then\n go to x: (200) y: (-20)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to [0]\n set [camera _y v] to [4500]\n set [x v] to [0]\n set [y v] to [0]\n else\n if <[6186] < (Camera _y)> then\n go to x: (-64) y: (-20)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to [0]\n set [camera _y v] to [6230]\n set [x v] to [0]\n set [y v] to [0]\n else\n go to x: (-150) y: (-20)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to [0]\n set [camera _y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0)\n\nwhen I receive [イントロ完 v]\ngo to [front v] layer\nset size to (65) %\nshow\nrepeat (2)\n go to x: (-150) y: (-20)\n set [camera _y v] to [0]\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to [-100]\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [最初 v] to [0]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [イントロ完 v]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [イントロ完 v]\nset [time: v] to [0]\n\n@針\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 position) y: (y)\nif 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 receive [隠す v]\ngo to [back v] layer\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [イントロ完 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [0] [500] [2]\nステージ配置 [0] [1000] [3]\nステージ配置 [0] [1300] [4]\nステージ配置 [0] [1600] [5]\nステージ配置 [0] [2000] [6]\nステージ配置 [0] [2400] [7]\nステージ配置 [0] [2800] [8]\nステージ配置 [0] [3200] [9]\nステージ配置 [0] [3600] [10]\nステージ配置 [0] [4000] [11]\nステージ配置 [0] [4400] [12]\nステージ配置 [0] [4800] [13]\nステージ配置 [0] [5200] [14]\nステージ配置 [0] [5600] [15]\nステージ配置 [0] [6000] [16]\nステージ配置 [0] [6400] [17]\nステージ配置 [0] [6800] [18]\nステージ配置 [0] [7200] [19]\nステージ配置 [0] [7600] [20]\nステージ配置 [0] [8000] [21]\nステージ配置 [0] [8400] [22]\nステージ配置 [0] [8800] [23]\nステージ配置 [0] [9200] [24]\nステージ配置 [0] [9600] [24]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@ステージ(貫通する)\n\nwhen flag clicked\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 position) y: (y)\nif 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\nforever\n if <touching (プレイヤー v)?> then\n repeat (5)\n change [ghost v] effect by (5)\n end\n repeat until <not <touching (プレイヤー v)?>>\n set [ghost v] effect to (25)\n end\n else\n repeat (5)\n change [ghost v] effect by (-5)\n end\n repeat until <touching (プレイヤー v)?>\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [隠す v]\ngo to [back v] layer\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [イントロ完 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [0] [500] [2]\nステージ配置 [0] [1000] [3]\nステージ配置 [0] [1300] [4]\nステージ配置 [0] [1600] [5]\nステージ配置 [0] [2000] [6]\nステージ配置 [0] [2400] [7]\nステージ配置 [0] [2800] [8]\nステージ配置 [0] [3200] [9]\nステージ配置 [0] [3600] [10]\nステージ配置 [0] [4000] [11]\nステージ配置 [0] [4400] [12]\nステージ配置 [0] [4800] [13]\nステージ配置 [0] [5200] [14]\nステージ配置 [0] [5600] [15]\nステージ配置 [0] [6000] [16]\nステージ配置 [0] [6400] [17]\nステージ配置 [0] [6800] [18]\nステージ配置 [0] [7200] [19]\nステージ配置 [0] [7600] [20]\nステージ配置 [0] [8000] [21]\nステージ配置 [0] [8400] [22]\nステージ配置 [0] [8800] [23]\nステージ配置 [0] [9200] [24]\nステージ配置 [0] [9600] [25]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@バネ\n\nwhen flag clicked\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 position) y: (y)\nif 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\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\ngo to [back v] layer\n\nwhen I receive [イントロ完 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [0] [500] [2]\nステージ配置 [0] [1000] [3]\nステージ配置 [0] [1300] [4]\nステージ配置 [0] [1600] [5]\nステージ配置 [0] [2000] [6]\nステージ配置 [0] [2400] [7]\nステージ配置 [0] [2800] [8]\nステージ配置 [0] [3200] [9]\nステージ配置 [0] [3600] [10]\nステージ配置 [0] [4000] [11]\nステージ配置 [0] [4400] [12]\nステージ配置 [0] [4800] [13]\nステージ配置 [0] [5200] [14]\nステージ配置 [0] [5600] [15]\nステージ配置 [0] [6000] [16]\nステージ配置 [0] [6400] [17]\nステージ配置 [0] [6800] [18]\nステージ配置 [0] [7200] [19]\nステージ配置 [0] [7600] [20]\nステージ配置 [0] [8000] [21]\nステージ配置 [0] [8400] [22]\nステージ配置 [0] [8800] [23]\nステージ配置 [0] [9200] [24]\nステージ配置 [0] [9600] [25]\nswitch costume to (none v)\nbroadcast (プログラム v)\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 [intro: 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 (Intro: X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [intro: x v] to ((Intro: 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\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\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\nwhen flag clicked\nplay sound [Prismo - Stronger v] until done\nbroadcast (イントロ完 v)\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (サムネ v)\nclear graphic effects\nhide\n\nwhen [timer v] > (0)\nshow\n\n@outro\n\ndefine clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [outro / start v]\ngo to [front v] layer\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 [【比較?】\(プロフに入らないので\)スク友の紹介です!!] to [project 1 url v]\nadd [https://scratch.mit.edu/projects/731820884] to [project 1 url v]\nadd [ゴフのアイコンを改造してみた #1] to [project 2 url v]\nadd [https://scratch.mit.edu/projects/732790189] 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 [outro: y v] to [-270]\n Reset the timer\n forever\n change [outro: y v] by (((-20) - (outro: y)) / (6))\n set y to ((outro: 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 hide list [project 1 url v]\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 hide list [project 2 url v]\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 [outro: y v] to [-183]\n set [rn v] to (pick random (50) to (200))\n Reset the timer\n forever\n set y to ((outro: y) + (([cos v] of ((timer) * (RN)) ) * (10)))\n change [outro: y v] by (((-130) - (outro: 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\nwhen [timer v] > (0)\nwait (0.1) seconds\nset [わはは v] to [0]\nif <(わはは) = [0]> then\n broadcast (Outro / start v)\nend\n\nwhen I receive [イントロ完 v]\nwait (0.1) seconds\nset [わはは v] to [0]\n\nwhen flag clicked\nset [わはは v] to [1]\n\nwhen flag clicked\nshow list [project 1 url v]\nshow list [project 1 url v]\nforever\n reset timer\nend\n\n@旗(チェックポイント)\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 position) y: (y)\nif 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\npoint in direction (90)\nshow\nset [color v] effect to (0)\nforever\n if <touching (プレイヤー v)?> then\n set [color v] effect to (155)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [隠す v]\ngo to [back v] layer\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [イントロ完 v]\nset size to (100) %\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [0] [500] [2]\nステージ配置 [0] [1000] [3]\nステージ配置 [0] [1300] [4]\nステージ配置 [0] [1600] [5]\nステージ配置 [0] [2000] [6]\nステージ配置 [0] [2400] [7]\nステージ配置 [0] [2800] [8]\nステージ配置 [0] [3200] [9]\nステージ配置 [0] [3600] [10]\nステージ配置 [0] [4000] [11]\nステージ配置 [0] [4400] [12]\nステージ配置 [0] [4800] [13]\nステージ配置 [0] [5200] [14]\nステージ配置 [0] [5600] [15]\nステージ配置 [0] [6000] [16]\nステージ配置 [0] [6400] [17]\nswitch costume to (none v)\nset volume to (100) %\nbroadcast (プログラム v)\n\n@タイム管理用\n\nwhen flag clicked\nhide variable [time: v]\nhide variable [☁ world record: v]\n\nwhen I receive [イントロ完 v]\nhide variable [time: v]\nrepeat until <[9185] < (Camera _y)>\n wait (1) seconds\n change [time: v] by (1)\nend\nshow variable [time: v]\nshow variable [☁ world record: v]\nif <<not <(username) = [goriraf0612]>> and <(TIME:) < (☁ world record:)>> then\n set [☁ world record: v] to (TIME:)\nend\nstop [this script v]\n\nwhen [timer v] > (0)\nhide variable [time: v]\nhide variable [☁ world record: v]\n\n
《English(日本語はメモとクレジットに)》\n【How to operate】\n・press the flag twice\n・Left/Right key or AWD key or tap to move it.\n・Let's move on and avoid the needle!\n※Please allow for minor bugs.\n\n【difficulty】\nPC:★★★★☆ A little difficult\nMobile:★★★★★ Difficult (considerably)\nMobile is easier to do with keyboards and other devices.\n\n【Other】\n♡ and ☆, I hope you follow me!\nWe increased the stage from 17 costumes to 25 costumes and added time!\nPlease let me know if I forgot to write anything else.\n\n【credit】\n・Intro:@-PickleAnimator-\n・Scroll reference:@zazazazazs\n・Thumbnails and goal text:Font Meme\n・The shiny one (?) :@daihiro1031\n・Music:@-xaf-\n・Some sound effects Sound:Sound Effects Lab\n・Background:@Flash-warrior\n・Outro:@nanakusa03\n・English translation:DeepL translation
Among Us 2 | Part 2 | A Platformer | #games #all #trending #art #amongus
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [>> intro done v]\nswitch backdrop to (1 v)\n\nwhen I receive [>> intro done v]\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@Player\n\ndefine Respawn\ngo to x: (-210) y: (0)\n\nwhen I receive [>> intro done v]\nRespawn\ngo to x: (-210) y: (0)\nset size to (35) %\nshow\nset rotation style [left-right v]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\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 next costume\n wait (0.04) seconds\n if <(costume [number v]) = [8]> then\n switch costume to (walk v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nwhen I receive [>> intro done v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [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 (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(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 (#313131)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#313131)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [9]\n end\n end\n if <(x position) > [230]> then\n start sound [task_Complete v]\n next backdrop\n Respawn\n end\n if <<(y position) < [-180]> or <<touching color (#ff0a0a)?> or <touching color (#800000)?>>> then\n start sound [Kill v]\n Respawn\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [chat v]\nsay [It's over Purple!] for (3) seconds\nthink [I'm all by myself! How am I going to stop him?!?!] for (5) seconds\nwait (1) seconds\nbroadcast (CHAT2 v)\n\nwhen I receive [chat2 v]\nthink [:D] for (2) seconds\n\nwhen I receive [happy ending2 v]\nsay [WE SURVIVED!!! :D] for (2) seconds\nwait (1) seconds\nbroadcast (HAPPY ENDING3 v)\n\nwhen I receive [happy ending3 v]\nsay [Part 3 at 150 likes!]\n\n@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (20)) 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 (20) to (30)) 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\nforever\n go [forward v] (1000000) layers\nend\n\n@TNTintro\n\ndefine Clone (id) (#)\nset [id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[Particle] = (ID)> then\n switch costume to (particle v)\n set [brightness v] effect to (brightness)\n set [ghost v] effect to (100)\n show\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack 2 v)\n change [ghost v] effect by (-20)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (particle v)\n end\n delete this clone\nend\n\ndefine Particle (#) (brightness)\nset [brightness v] to (brightness)\nrepeat (#)\n set [id v] to [Particle]\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nset size to (100) %\nreset timer\nhide\nstart sound [James Landino - Press Garden Zone 2 v]\nclear graphic effects\nwait (1.2) seconds\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nClone [full] [1]\nclear graphic effects\nset [brightness v] effect to (100)\ngo to [front v] layer\nwait (.2) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nClone [1/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [2/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [3/3] [1]\nwait (.3) seconds\nclear graphic effects\nset [ghost v] effect to (50)\nClone [Rad2] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad2] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad2] [1]\nclear graphic effects\nwait (0) seconds\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad] [1]\nclear graphic effects\nwait (.5) seconds\nClone [Logo 1] [1]\nParticle [30] [5]\nwait (.5) seconds\nclone text [0]\nParticle [15] [0]\nClone [fully] [1]\nwait (.5) seconds\nClone [full name] [1]\nParticle [25] [100]\nwait (.3) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.1) seconds\nclear graphic effects\nset [brightness v] effect to (100)\nClone [Rad] [1]\nClone [Logo 2] [1]\nset [# v] to [1]\nwait (.05) seconds\nclear graphic effects\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\n wait (.15) seconds\nend\nset [brightness v] effect to (100)\nclone text [0]\nClone [Logo 3] [1]\nset [# v] to [1]\nset [brightness v] effect to (100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (-100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (0)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nClone [Circle] [1]\n\nwhen I start as a clone\nif <[Full] = (ID)> then\n show\n point in direction (90)\n go to [back v] layer\n switch costume to (100 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[1/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (1/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[2/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (2/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[3/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (3/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[Circle] = (ID)> then\n wait (1) seconds\n go to [front v] layer\n switch costume to (size hack 1 v)\n set size to (10000) %\n clear graphic effects\n switch costume to (circle v)\n show\n set [circle var v] to [1000]\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (>> Intro done v)\n delete this clone\nend\nif <[full name] = (ID)> then\n switch costume to (\[x\] full v)\n clear graphic effects\n set [brightness v] effect to (100)\n show\n go to [front v] layer\n set size to (0) %\n point in direction (87)\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [4] || Costume: [\[X\] Full]\nend\n\nwhen I start as a clone\nif <[Rad] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (90)\n switch costume to (rad v)\n show\n set [var1 v] to [-1]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n turn right ((var1) / (1.01910910190129)) degrees\n end\n \n turn right (((-90) - (direction)) / (6)) degrees\n end\nend\n\nwhen I start as a clone\nif <[Rad2] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (-240) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (180)\n switch costume to (rad v)\n show\n set [var1 v] to [.5]\n set [dir v] to [180]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n change [dir v] by (var1)\n point in direction (dir)\n end\n \n change [dir v] by (((270) - (dir)) / (6))\n point in direction (dir)\n end\nend\n\nwhen I start as a clone\nif <[Logo 1] = (ID)> then\n go to [front v] layer\n switch costume to (logo v)\n show\n set size to (0) %\n set [ghost v] effect to (100)\n point in direction (180)\n set [size bounce v] to [0]\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n set [size bounce v] to (((size bounce) * (0.8)) + (((45) - (size)) * (0.1)))\n change size by (size bounce)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (75)\n set [size bounce v] to [0]\n Particle [6] [0]\n forever\n set [size bounce v] to (((size bounce) * (0.8)) + (((35) - (size)) * (0.1)))\n change size by (size bounce)\n end\nend\n\ndefine clone text (wait)\nClone [\[X\] T] [1]\nwait (wait) seconds\nClone [\[X\] R] [1]\nwait (wait) seconds\nClone [\[X\] E] [1]\nwait (wait) seconds\nClone [\[X\] N] [1]\nwait (wait) seconds\nClone [\[X\] T2] [1]\nwait (wait) seconds\nClone [\[X\] O] [1]\nwait (wait) seconds\nClone [\[X\] N2] [1]\nwait (wait) seconds\nClone [\[X\] T3] [1]\nwait (wait) seconds\nClone [\[X\] N3] [1]\nwait (wait) seconds\nClone [\[X\] T4] [1]\n\nwhen I start as a clone\nif < (ID) contains [\[X\]]?> then\n run\n switch costume to (pos hack v)\n go to x: (pick random (-10) to (10)) y: (set)\n switch costume to (ID)\n set size to (0) %\n point in direction (pick random (85) to (95))\n show\n go to [front v] layer\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [6] || Costume: (ID)\n wait (.1) seconds\n delete this clone\nend\n\ndefine run\nif <[\[X\] T] = (ID)> then\n repeat until <<(set) = [-1]> or <(set) = [1]>>\n set [set v] to (pick random (-1) to (1))\n end\n set [\[intro\] e v] to (set)\nelse\n if <(\[intro\] e) = [-1]> then\n set [set v] to [1]\n set [\[intro\] e v] to [-1]\n else\n if <(\[intro\] e) = [1]> then\n set [set v] to [-1]\n set [\[intro\] e v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nif <[fully] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (full v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[logo 2] = (ID)> then\n clear graphic effects\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (logo v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (35) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (30) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\nif < (ID) contains [cver]?> then\n switch costume to (rad v)\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (ID)\n set size to (100000) %\n go to x: (0) y: (-900)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n change [ghost v] effect by (-2)\n end\n repeat (100)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <[Logo 3] = (ID)> then\n clear graphic effects\n show\n go to [front v] layer\n point in direction (-90)\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat until <<(round (size)) = [35]> and <(round (direction)) = [90]>>\n change [ghost v] effect by (-1)\n set [brightness v] effect to (100)\n change size by (((35) - (size)) / (5))\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\nend\n\nwhen I start as a clone\nif <not <<(ID) = [Circle]> or <(ID) = [Particle]>>> then\n wait until <(timer) > [8.5]>\n delete this clone\nend\n\n@Impostor\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (110) y: (-65)\nhide\n\nwhen backdrop switches to [4 v]\nshow\nwait (1) seconds\nsay [Not again!] for (3) seconds\nsay [How much longer is it I have to deal with you?] for (4) seconds\nbroadcast (CHAT v)\n\nwhen I receive [chat3 v]\nsay [NO!!!!!] for (3) seconds\nsay [Blast it all!] for (4) seconds\nbroadcast (CHAT4 v)\n\nwhen I receive [purple die v]\nswitch costume to (costume2 v)\nwait (3) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nhide\nbroadcast (CHAT5 v)\n\n@Crewmate2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-220) y: (-65)\nhide\n\nwhen I receive [chat2 v]\nshow\nglide (1) secs to x: (-140) y: (-65)\n\nwhen I receive [oh-no v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [5 v]\nhide\n\nwhen backdrop switches to [11 v]\nhide\ngo to x: (-220) y: (-65)\nwait (1) seconds\nshow\nwait (1) seconds\nglide (1) secs to x: (-120) y: (-65)\nwait (1) seconds\nsay [aT LAsT!] for (2) seconds\nsay [THeRe's nO wHERe tO rUn NoW!] for (3) seconds\nsay [muAHahAhhahAhaaa!] for (5) seconds\nbroadcast (CHAT6 v)\n\nwhen I receive [chat7 v]\nglide (1) secs to x: (-50) y: (-65)\nswitch costume to (costume3 v)\nsay [wAit...] for (2) seconds\nsay [nonONoNONoNo!] for (4) seconds\nwait (1) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nhide\nbroadcast (HAPPY ENDING v)\n\n@Crewmate1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-180) y: (-65)\nhide\n\nwhen I receive [chat2 v]\nshow\nglide (1) secs to x: (-100) y: (-65)\nsay [Hey, sup dude?] for (3) seconds\nsay [How's it going?] for (3) seconds\nbroadcast (CHAT3 v)\n\nwhen I receive [chat4 v]\nsay [See ya!] for (4) seconds\nbroadcast (PURPLE DIE v)\n\nwhen I receive [purple die v]\nswitch costume to (costume2 v)\n\nwhen I receive [chat5 v]\nsay [Okay, glad that's settled with.] for (3) seconds\nsay [Wait, the game didn't end?] for (2) seconds\nsay [WHY?!?!] for (4) seconds\nwait (1) seconds\nbroadcast (OH-NO v)\n\nwhen I receive [oh-no v]\nswitch costume to (costume3 v)\nwait (2) seconds\nglide (1) secs to x: (-30) y: (-65)\nsay [Uhhh...] for (2) seconds\nsay [RUN!!!!!] for (5) seconds\nswitch costume to (costume2 v)\nglide (2) secs to x: (220) y: (-65)\nhide\nbroadcast (JOIN AND RUN!!! v)\n\nwhen backdrop switches to [5 v]\nswitch costume to (costume3 v)\ngo to x: (200) y: (-65)\nshow\nsay [HURRY!!!] for (2) seconds\n\nwhen backdrop switches to [6 v]\ngo to x: (200) y: (45)\nsay [HE'S COMING!!!] for (2) seconds\n\nwhen backdrop switches to [7 v]\ngo to x: (200) y: (-65)\n\nwhen backdrop switches to [8 v]\ngo to x: (200) y: (-50)\n\nwhen backdrop switches to [9 v]\ngo to x: (210) y: (85)\n\nwhen backdrop switches to [10 v]\ngo to x: (205) y: (-65)\n\nwhen backdrop switches to [11 v]\ngo to x: (130) y: (-65)\n\nwhen I receive [chat6 v]\nsay [WE'RE GOING TO DIE!!!] for (2) seconds\nwait (1) seconds\nbroadcast (CHAT7 v)\n\nwhen I receive [happy ending v]\nsay [Wait... what happened?] for (3) seconds\nbroadcast (HAPPY ENDING2 v)\n\nwhen I receive [happy ending3 v]\nsay [GGs!]\n\n@Wall\n\nwhen flag clicked\nhide\n\nwhen I receive [join and run!!! v]\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen backdrop switches to [11 v]\nshow\n\n@Kill Sound (Intro)\n\nwhen flag clicked\nwait (3.25) seconds\nplay sound [Kill v] until done\nforever\n stop [this script v]\nend\n\n@Among Us (Intro)\n\nwhen flag clicked\ngo [forward v] (1000000000000000000000000000000) layers\nhide\ngo to x: (289) y: (0)\nwait (0.5) seconds\nshow\nglide (0.8) secs to x: (-289) y: (0)\nhide\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n turn left (11) degrees\nend\n\n@End Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [happy ending3 v]\nshow\n\n
Among US Series 2 | Part 2 | A PLATFORMER\n\nWelcome to another Among Us part! :D\nLike and fav pls!\nFollow for more great content!\nENJOY!!!\n\nINSTRUCTIONS:\n\nArrow keys or WASD to move\nDodge spikes \nMobile friendly\nDon't be sus\nInvestigate the clues\nHave fun!\n\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games\n#amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus
Moon Platformer (Mobile friendly)
@Stage\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [time v]\nset volume to (13) %\nswitch backdrop to (moon v)\nforever\n play sound [Chill v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [change off/on volume v]\nif <(volume) = [13]> then\n set volume to (0) %\nelse\n if <(volume) = [0]> then\n set volume to (13) %\n end\nend\n\nwhen flag clicked\nset [time stop/play v] to [True]\nset [time v] to [0]\nforever\n if <(Cheats?Y/N:) = [No]> then\n if <(Time Stop/Play) = [True]> then\n change [time v] by (1)\n wait (1) seconds\n else\n stop [this script v]\n end\n else\n set [time v] to [-]\n stop [this script v]\n end\nend\n\nwhen I receive [and... time! v]\nif <<(Time) < (☁ Highscore)> and <(Cheats?Y/N:) = [No]>> then\n set [☁ highscore v] to (Time)\nend\nshow variable [time v]\nshow variable [☁ highscore 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 if <<touching (level v)?> or <<touching (door v)?> or <touching (laser beam 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)?> or <<touching (door v)?> or <touching (laser beam 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\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nset [scene # v] to [1]\nset [gravity v] to [-0.4]\nset [jump force v] to [12]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-150) y: (30)\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(stick y) > [0.5]>>> then\n create clone of (_myself_ v)\n if <(Falling) < [3]> then\n set [speed y v] to [10]\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <(Stick x) < [-0.5]>>> then\n create clone of (_myself_ v)\n point in direction (-90)\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <(Stick x) > [0.5]>>> then\n create clone of (_myself_ v)\n point in direction (90)\n change [speed x v] by (ACCELERATION)\n end\n set [speed x v] to ((Speed X) * (RESISTANCE))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <(Normal) = [True]> then\n go to x: (-223) y: (-90)\n clear graphic effects\nelse\n if <(Normal) = [False]> then\n go to x: (-218) y: (-56)\n clear graphic effects\n end\nend\n\nwhen I receive [respawn v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (0) seconds\ngo to x: (-187) y: (-76)\nclear graphic effects\n\nwhen I start as a clone\nrepeat (8)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1.9) seconds\nwait until <(Another Setup Variable) = [True]>\nswitch costume to (different player skin v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0) seconds\nend\n\nwhen flag clicked\nset [normal v] to [True]\nforever\n if <touching (next scene messanger v)?> then\n set volume to (20) %\n play sound [Low Whoosh v] until done\n end\nend\n\nwhen flag clicked\nset [actions \(love/fave\) v] to [0]\nwait until <touching (level v)?>\nset [advertise setup v] to [True]\n\nwhen flag clicked\nset [distance v] to [0]\nforever\n if <touching (lava v)?> then\n set volume to (20) %\n play sound [High Whoosh v] until done\n end\nend\n\nwhen flag clicked\nwait until <(Distance) = [100]>\nwait until <<<(x position) > [104]> and <(y position) < [-35]>> and <[inventory v] contains [Key]?>>\nset [distance v] to [104]\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <(stick y) < [-0.5]>>> then\n if <not <(Actions \(love/fave\)) = [2]>> then\n switch costume to (player crouch v)\n else\n if <(Actions \(love/fave\)) = [2]> then\n switch costume to (different player skin crouch v)\n end\n end\n else\n if <not <(Actions \(love/fave\)) = [2]>> then\n switch costume to (player v)\n else\n if <(Actions \(love/fave\)) = [2]> then\n if <(Another Setup Variable) = [True]> then\n switch costume to (different player skin v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [another setup variable v] to [False]\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nset [another setup variable v] to [True]\nstop [this script v]\n\nwhen flag clicked\nforever\n wait until <touching (jump-launcher v)?>\n wait (0.12) seconds\n repeat (15)\n change y by (20)\n end\n wait until <not <touching (jump-launcher v)?>>\nend\n\nwhen flag clicked\nforever\n wait until <touching (spike v)?>\n broadcast (Lose to Spike v)\n start sound [Crunch v]\n wait until <not <touching (spike v)?>>\nend\n\nwhen I receive [lose to spike v]\nwait (.01) seconds\ngo to x: (-187) y: (-76)\nclear graphic effects\n\nwhen flag clicked\nforever\n wait until <touching (ginormous spikes to kill the player! v)?>\n broadcast (Lose to Spike v)\n start sound [Crunch v]\n wait until <not <touching (ginormous spikes to kill the player! v)?>>\nend\n\nwhen flag clicked\nforever\n wait until <touching (laser v)?>\n broadcast (Respawn v)\n start sound [High Whoosh v]\n wait until <not <touching (laser v)?>>\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (scene 1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [void setup v] to [2000]\n else\n set [void setup v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Show Lava v)\n set [skip location v] to [Lava]\n else\n broadcast (Hide Lava v)\n set [skip location v] to [Normal]\n end\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nwait until <(costume [number v]) = [4]>\nif <(costume [number v]) = [4]> then\n broadcast (Show Door v)\n broadcast (Show Key v)\n set [distance v] to [100]\nelse\n broadcast (Hide Door v)\n broadcast (Hide Key v)\n set [distance v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n set [normal v] to [False]\n else\n set [normal v] to [True]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Show Jump Boost v)\n broadcast (Show Spike v)\n else\n broadcast (Hide Jump boost v)\n broadcast (Hide Spike v)\n end\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [7]>\nbroadcast (Dismiss AD v)\n\nwhen flag clicked\nset [laser setup v] to [No]\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show Enourmous v)\n else\n broadcast (Hide Enormous Spikes v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [4]>> then\n broadcast (Hide Key v)\n broadcast (Hidden Doorway v)\n end\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [8]>\nif <(costume [number v]) = [8]> then\n broadcast (Show Deadly Laser v)\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [8]>\nif <(costume [number v]) = [8]> then\n wait until <not <(costume [number v]) = [8]>>\n set [laser setup v] to [Yes]\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [9]>\nbroadcast (Hide Skip Button v)\nbroadcast (And... Time! v)\nset [time stop/play v] to [False]\n\n@Next Scene Messanger\n\nwhen flag clicked\nset [normal v] to [True]\nset [ghost v] effect to (100)\nforever\n wait until <touching (player v)?>\n broadcast (Next Level v)\n wait until <not <touching (player v)?>>\n wait (0) seconds\nend\n\n@Void\n\nwhen flag clicked\nset [void setup v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n if <(Void Setup) = [2000]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (void v)\nforever\n if <touching (player v)?> then\n broadcast (Respawn v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [hide lava v]\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [show lava v]\nbroadcast (Void 3.0 v)\nshow\n\n@Void 3.0\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Respawn v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nset [void setup v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n if <(Void Setup) = [1000]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [void 3.0 v]\nset [void setup v] to [1000]\n\n@Love and Favorite Reward!\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@Thank you, message.\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\ngo to x: (-1) y: (13)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Control Stick\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [max stick v] to ((size) / (4))\nset size to (100) %\nset [myself v] to [Control Stick]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (Myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(Myself) v])\n if <(Stick Power) > (Max stick)> then\n move ((Max stick) - (Stick Power)) steps\n set [stick power v] to (Max stick)\n end\n set [stick power v] to ((Stick Power) / (Max stick))\n set [stick x v] to ((Stick Power) * ([sin v] of (Stick Direction) ))\n set [stick y v] to ((Stick Power) * ([cos v] of (Stick Direction) ))\nend\n\n@AD\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (-175) y: (180)\nshow\nrepeat (13)\n change y by (-10.8)\nend\nwait (0) seconds\nrepeat (2)\n change y by (10)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Low Whoosh v]\n repeat (20)\n change y by (10.8)\n end\n hide\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (18)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n wait (1) seconds\n repeat (14)\n change y by (10)\n end\n hide\n end\nend\n\nwhen I receive [dismiss ad v]\nwait (.5) seconds\nrepeat (14)\n change y by (10)\nend\nhide\n\n@Door\n\nwhen I receive [show door v]\nshow\nwait until <<<<touching (mouse-pointer v)?> and <mouse down?>> and <[inventory v] contains [Key]?>> or <<(Distance) = [104]> and <[inventory v] contains [Key]?>>>\nbroadcast (Hide Door v)\nbroadcast (Hide Key v)\ndelete (1) of [inventory v]\n\nwhen I receive [hide door v]\nswitch costume to (costume2 v)\nwait (0) seconds\nclear graphic effects\nstart sound [Door Closing v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ndelete all of [inventory v]\nhide\n\nwhen I receive [open door v]\nplay sound [Door Closing v] until done\nhide\n\nwhen I receive [hidden doorway v]\nhide\n\n@Key\n\nwhen flag clicked\nswitch costume to (key v)\npoint in direction (90)\nhide\ngo to x: (-91) y: (142)\ngo to [front v] layer\nset size to (70) %\nforever\n if <touching (player v)?> then\n start sound [Collect v]\n add [Key] to [inventory v]\n forever\n go to (player v)\n change x by (36)\n end\n end\nend\n\nwhen I receive [show key v]\nshow\n\nwhen I receive [hide key v]\nhide\n\n@Jump-Launcher\n\nwhen I receive [hide jump boost v]\nhide\n\nwhen I receive [show jump boost v]\nshow\n\nwhen flag clicked\nswitch costume to (middle v)\ngo to x: (36) y: (28)\n\n@Spike\n\nwhen flag clicked\nhide\ngo to x: (124) y: (-95)\n\nwhen I receive [show spike v]\nshow\n\nwhen I receive [hide spike v]\nhide\n\n@Ginormous Spikes to Kill the player! \n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (ginormous spikes to kill the player! v)\n\nwhen I receive [hide enormous spikes v]\ngo to [back v] layer\nhide\n\nwhen I receive [show enourmous v]\ngo to [front v] layer\nshow\n\n@Skip \n\nwhen flag clicked\nset [warnings passed y/n: v] to [No]\nset [cheats time warning: v] to [Yes]\nset [cheats?y/n: v] to [No]\nset [actions \(love/fave\) v] to [0]\ngo to x: (179) y: (-147)\nhide\ngo to [front v] layer\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nset [ghost v] effect to (53)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (75) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Cheats Time Warning:) = [Yes]> then\n broadcast (Show Cheats Time Warning: v) and wait\n end\n wait until <<(Cheats?Y/N:) = [Yes]> and <(Warnings Passed Y/N:) = [Yes]>>\n if <<(Cheats?Y/N:) = [Yes]> and <(Warnings Passed Y/N:) = [Yes]>> then\n set size to (75) %\n wait (.1) seconds\n set size to (85) %\n broadcast (Next Level v)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nset [skip location v] to [Normal]\nforever\n if <(Skip location) = [Normal]> then\n go to x: (179) y: (-148.5)\n else\n if <(Skip location) = [Lava]> then\n go to x: (15) y: (-148.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set size to (75) %\n end\nend\n\nwhen I receive [cheats off/h w v]\nhide\n\nwhen I receive [cheats off/h w v]\nhide\n\nwhen I receive [hide skip button v]\ngo to x: (-240) y: (180)\nhide\n\n@Music/volume\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (30)\nswitch costume to (music/volume on v)\ngo to x: (205) y: (138)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Change off/on volume v)\n next costume\n wait until <not <mouse down?>>\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@Laser\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [show deadly laser v]\nrepeat until <(Laser Setup) = [Yes]>\n show\n wait (.8) seconds\n hide\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Laser Setup) = [Yes]> then\n hide\n end\nend\n\n@Laser Beam\n\nwhen I receive [show deadly laser v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <(Laser Setup) = [Yes]> then\n hide\n end\nend\n\n@Warning\n\nwhen flag clicked\ngo to x: (26) y: (32)\nhide\n\nwhen I receive [show cheats time warning: v]\nbroadcast (Choices choose v)\ngo to x: (26) y: (32)\nshow\ngo to [front v] layer\n\nwhen I receive [hide all warnings v]\nset [cheats time warning: v] to [No]\nhide\n\n@Yes, allow cheats\n\nwhen I receive [choices choose v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [warnings passed y/n: v] to [Yes]\n set [cheats?y/n: v] to [Yes]\n broadcast (Hide all Warnings v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide all warnings v]\nhide\n\n@No, do not allow cheats\n\nwhen I receive [choices choose v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [warnings passed y/n: v] to [Yes]\n set [cheats?y/n: v] to [No]\n broadcast (Hide all Warnings v)\n broadcast (Cheats off/H W v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide all warnings v]\nhide\n\n@Thank you, message.2\n\nwhen flag clicked\nhide\n\n
NO COLOR a { Multiplayer platformer}
@Stage\n\nwhen flag clicked\nforever\n play sound [Water v] until done\nend\n\n@Blank\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\nwhen flag clicked\nwait (0) seconds\nforever\n if <<(x position) > [240]> or <<(x position) < [-240]> or <<(y position) > [180]> or <(y position) < [-180]>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Chat\n\nwhen I receive [tick v]\nset [ghost v] effect to (12)\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@Loading\n\nwhen flag clicked\nclear graphic effects\nwait (0) seconds\ngo [forward v] (213) layers\nset size to (120) %\nhide\npoint in direction (90)\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)\nclear graphic effects\nforever\n repeat (50)\n point in direction ((90) + ((([sin v] of (v1) ) * (60)) + (([tan v] of ((v1) * (0.2)) ) * (2))))\n change [v1 v] by (20)\n end\nend\n\nturn left (18) degrees\n\nturn right (18) degrees\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\nwhen flag clicked\n\nif then\nend\n\nwhen I receive [chat open v]\nwait (2) seconds\nforever\n if <mouse down?> then\n broadcast (Chat Close v)\n stop [this script v]\n else\n end\nend\n\nbroadcast (Chat Open v)\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nstart sound [Magic Spell v]\nrepeat (5)\n change y by (-6)\nend\nwait (1) seconds\nrepeat (11)\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@Thumbnail\n\nwhen [timer v] > (0)\nshow\nset size to (101) %\ngo to x: (0) y: (520)\nswitch costume to (la page de presentation broooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo v)\nshow\nset [ghost v] effect to (100)\nrepeat until <(y position) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-6)\n change y by ((0) - ((y position) / (2)))\nend\n\nwhen flag clicked\nerase all\nclear graphic effects\nhide\nerase all\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(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\nset [color v] effect to (0)\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 [Crunch v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n 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 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 [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\nhide\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 [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)\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\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Blank \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 (12)\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\n@Blank 2\n\n@Blank 3\n\n@Blank 4\n\n@Blank 5\n\n@Blank 6\n\n@Blank 7\n\n@Blank 8\n\n@Blank 9\n\n@Blank 10\n\n
______________________Français_____________________\n\nーC’est un platformer online en scroll…\nーMax 8 player \nーLe chat marche que sur ordi \nーdifficultés : ★★☆☆☆\n__________________English__________________________\nーIt's an online platformer in scroll...\nーMax 8 player\nーThe cat works only on computer\nーDifficulties: ★★☆☆☆\n\nPut my game in your studio/ mettez mon jeu dans vos studio =D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment : (☝︎ ՞ਊ ՞)☝︎or/ou ᕦ(ò_óˇ)ᕤ
Minecraft platformer マインクラフト プラットフォーマー
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (背景1 v)\nstop all sounds\nrepeat until <(ステージ) = [14]>\n start sound [bgm v]\n wait (95.28) seconds\nend\n\nwhen I receive [start v]\nswitch backdrop to (空 v)\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [hp v]\nhide variable [記録 v]\n\nwhen I receive [おしまい v]\nstop all sounds\n\nwhen flag clicked\nset [ステージ v] to [0]\nforever\n if <(ステージ) = [1]> then\n switch backdrop to (空 v)\n end\n if <(ステージ) = [9]> then\n switch backdrop to (洞窟、エンド v)\n end\n if <(ステージ) = [11]> then\n switch backdrop to (ネザー v)\n end\n if <(ステージ) = [14]> then\n switch backdrop to (洞窟、エンド v)\n end\n if <(ステージ) = [16]> then\n switch backdrop to (エンド v)\n end\n if <(ステージ) = [17]> then\n switch backdrop to (洞窟、エンド v)\n end\nend\n\nstop all sounds\nswitch backdrop to (洞窟、エンド v)\n\nwhen I receive [アウトロ v]\nstart sound [bgm v]\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)\n if <(ステージ) = [17]> then\n set [ステージ v] to [17]\n end\nend\n\nhide\n\nwhen flag clicked\ngo [backward v] (10) layers\ngo to x: (0) y: (0)\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 (0.0025) 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@ゲート\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(ステージ) = [10]> then\n switch costume to (ネザゲ1 v)\n go to x: (168) y: (15)\n show\n end\n if <(ステージ) = [13]> then\n switch costume to (ネザゲ1 v)\n go to x: (182) y: (-23)\n show\n end\n if <(ステージ) = [11]> then\n switch costume to (ネザゲ2 v)\n go to x: (-168) y: (-22)\n show\n end\n if <(ステージ) = [14]> then\n switch costume to (エンド v)\n go to x: (74) y: (-22)\n show\n end\n if <(ステージ) = [14]> then\n create clone of (_myself_ v)\n end\n if <(ステージ) = [17]> then\n switch costume to (エンド v)\n go to x: (66) y: (-85)\n show\n end\n if <<<touching (プレイヤー v)?> and <(costume [number v]) = [1]>> or <<<touching (プレイヤー v)?> and <(costume [number v]) = [3]>> and <(ステージ) = [14]>>> then\n hide\n change [ステージ v] by (1)\n broadcast (次! v)\n end\n if <<<touching (プレイヤー v)?> and <(costume [number v]) = [3]>> and <(ステージ) = [17]>> then\n hide\n broadcast (アウトロ v)\n change [ステージ v] by (1)\n end\nend\n\nwhen I receive [次! v]\nhide\n\nchange [ステージ v] by (1)\n\nwhen I start as a clone\ngo to x: (-168) y: (0)\nswitch costume to (ネザゲ2 v)\nshow\nwait until <(ステージ) = [15]>\ndelete this clone\n\ndelete this clone\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) = [17]> 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\nwhen I receive [作成用のメッセージ v]\nchange [ステージ v] by (1)\n\n@スタート\n\nwhen flag clicked\nwait (0.00000000000001) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-150)\nswitch costume to (② v)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by ((timer) * (15))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n switch costume to (① v)\n set [ghost v] effect to (100)\n go to x: (0) y: (-50)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by ((timer) * (15))\n end\n wait until <(お) = [1]>\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n switch costume to (背景 v)\n go to x: (0) y: (0)\n show\n wait until <(お) = [1]>\n delete this clone\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n change [お v] by (1)\n broadcast (START v)\n hide\nend\nif <(costume [number v]) = [2]> then\n broadcast (モバイル v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\nend\n\nwhen flag clicked\nswitch costume to (背景 v)\ncreate clone of (_myself_ v)\nswitch costume to (① v)\ncreate clone of (_myself_ v)\nset [お v] to [0]\nshow\n\nwhen I receive [start v]\nhide\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 <[0] < (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) < [0]>>>> 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 <touching (敵 v)?>>> or <touching (弓矢 v)?>> or <touching (スケルトン 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) = [18]> 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\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\nchange [x v] by (1)\npoint in direction (90)\nchange [x v] by ((1) * (-1))\npoint in direction (-90)\n\nset [x v] to [0]\n\nwhen flag clicked\nwait until <touching (剣 v)?>\nforever\n if <(direction) = [90]> then\n broadcast (右持ち v)\n end\n if <(direction) = [-90]> then\n broadcast (左持ち v)\n end\nend\n\nwhen I receive [アウトロ v]\nhide\n\n@やってくれてテンキュー!\n\nwhen I receive [アウトロ v]\nswitch costume to (よろ! v)\ngo to [front v] layer\nswitch backdrop to (背景2 v)\npoint in direction (90)\nshow\nrepeat until <(y position) = [353]>\n change y by (0.5)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [all v]\n\nwhen flag clicked\ngo to x: (0) y: (-523)\nclear graphic effects\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\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]\nbroadcast (表示 v)\n\n@敵\n\nwhen flag clicked\nset [hp v] to [150]\nset rotation style [left-right v]\nset [敵x v] to [0]\nhide\n\nchange [敵x v] by (1)\npoint in direction (90)\n\nwhen I receive [start v]\nforever\n repeat (15)\n change [敵x v] by (1)\n point in direction (90)\n end\n wait (0.2) seconds\n repeat (15)\n change [敵x v] by ((1) * (-1))\n point in direction (-90)\n end\n wait (0.2) seconds\nend\n\nwhen I receive [start v]\nforever\n set [敵の角度 v] to (direction)\nend\n\nwhen I receive [剣 v]\nwait (0.15) seconds\nif <touching (剣 v)?> then\n change [hp v] by (-50)\n if <(hp) < [1]> then\n hide\n end\n if <(ステージ) = [2]> then\n switch costume to (ゾンビ2 v)\n wait (0.2) seconds\n switch costume to (ゾンビ v)\n end\n if <(ステージ) = [4]> then\n switch costume to (ゾンビ2 v)\n wait (0.2) seconds\n switch costume to (ゾンビ v)\n end\n if <(ステージ) = [6]> then\n switch costume to (クリーパー2 v)\n wait (0.2) seconds\n switch costume to (クリーパー v)\n end\n if <(ステージ) = [8]> then\n switch costume to (クリーパー2 v)\n wait (0.2) seconds\n switch costume to (クリーパー v)\n end\n if <(ステージ) = [12]> then\n switch costume to (ピグリン2 v)\n wait (0.2) seconds\n switch costume to (ピグリン v)\n end\n if <(ステージ) = [13]> then\n switch costume to (ブレイズ2 v)\n wait (0.2) seconds\n switch costume to (ブレイズ v)\n end\n if <(ステージ) = [15]> then\n switch costume to (エンダーマン2 v)\n wait (0.2) seconds\n switch costume to (エンダーマン v)\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(ステージ) = [2]> then\n show\n switch costume to (ゾンビ v)\n go to x: (100) y: (-80)\n repeat until <(ステージ) = [3]>\n set [敵x v] to ((敵X) * (0.88))\n change x by (敵X)\n point in direction (敵の角度)\n end\n hide\n end\n if <(ステージ) = [4]> then\n show\n switch costume to (ゾンビ v)\n go to x: (140) y: (-113)\n repeat until <(ステージ) = [5]>\n set [敵x v] to ((敵X) * (0.88))\n change x by (敵X)\n point in direction (敵の角度)\n end\n hide\n end\n if <(ステージ) = [6]> then\n show\n switch costume to (クリーパー v)\n go to x: (50) y: (-95)\n repeat until <(ステージ) = [7]>\n set [敵x v] to ((敵X) * (0.88))\n change x by (敵X)\n point in direction (敵の角度)\n end\n hide\n end\n if <(ステージ) = [8]> then\n show\n switch costume to (クリーパー v)\n go to x: (105) y: (-102)\n repeat until <(ステージ) = [9]>\n set [敵x v] to ((敵X) * (0.88))\n change x by (敵X)\n point in direction (敵の角度)\n end\n hide\n end\n if <(ステージ) = [12]> then\n show\n switch costume to (ピグリン v)\n go to x: (145) y: (89)\n repeat until <(ステージ) = [13]>\n set [敵x v] to ((敵X) * (0.88))\n change x by (敵X)\n point in direction (敵の角度)\n end\n hide\n end\n if <(ステージ) = [13]> then\n show\n switch costume to (ブレイズ v)\n go to x: (-105) y: (20)\n repeat until <(ステージ) = [14]>\n set [敵x v] to ((敵X) * (0.88))\n change x by (敵X)\n point in direction (敵の角度)\n end\n hide\n end\n if <(ステージ) = [15]> then\n show\n switch costume to (エンダーマン v)\n go to x: (-53) y: (100)\n repeat until <(ステージ) = [16]>\n wait (0.5) seconds\n go to x: (pick random (-63) to (-43)) y: (100)\n end\n hide\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [次! v]\nset [hp v] to [150]\n\n@弓矢\n\nwhen flag clicked\nset size to (150) %\nset [s v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [スケ矢 v]\nset [s v] to [0]\nshow\nswitch costume to (1 v)\nrepeat until <(s) = [1]>\n go to (スケルトン v)\nend\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (4 v)\nrepeat until <<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <(s) = [1]>>\n change x by (-10)\nend\ndelete this clone\n\nwhen I receive [スケ矢撤退 v]\nset [s v] to [1]\n\nwhen I receive [スケ矢 v]\nrepeat until <(s) = [1]>\n repeat (2)\n next costume\n wait (1) seconds\n end\n switch costume to (1 v)\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\n@スケルトン\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [start v]\nswitch costume to (スケルトン v)\nset [hp v] to [150]\nforever\n if <(ステージ) = [5]> then\n go to x: (-31) y: (17)\n show\n wait (1.5) seconds\n broadcast (スケ矢 v)\n wait until <(ステージ) = [6]>\n else\n broadcast (スケ矢撤退 v)\n hide\n end\nend\n\nchange [ステージ v] by (1)\n\nwhen I receive [スケ矢 v]\n\nwhen I receive [剣 v]\nwait (0.15) seconds\nif <touching (剣 v)?> then\n change [hp v] by (-50)\n if <(HP) < [1]> then\n broadcast (スケ矢撤退 v)\n hide\n end\n if <(ステージ) = [5]> then\n switch costume to (スケルトン2 v)\n wait (0.2) seconds\n switch costume to (スケルトン v)\n end\nend\n\n@剣\n\nwhen I receive [右持ち v]\nset [持ち手 v] to [右]\nswitch costume to (剣右 v)\n\nwhen I receive [左持ち v]\nset [持ち手 v] to [左]\nswitch costume to (剣左 v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (剣 落 v)\nshow\nwait until <touching (プレイヤー v)?>\nset size to (30) %\ngo to [front v] layer\nbroadcast (剣ゲット v)\nforever\n if <(持ち手) = [右]> then\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]) - (15))\n end\n if <(持ち手) = [左]> then\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]) - (15))\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (274) y: (181)\nset size to (50) %\nhide\n\nwhen I receive [剣 v]\nif <(持ち手) = [右]> then\n set [剣a v] to [NO]\n repeat (4)\n turn right (15) degrees\n end\n repeat (4)\n turn left (15) degrees\n end\n set [剣a v] to [YES]\nend\nif <(持ち手) = [左]> then\n set [剣a v] to [NO]\n repeat (4)\n turn left (15) degrees\n end\n repeat (4)\n turn right (15) degrees\n end\n set [剣a v] to [YES]\nend\n\nchange y by (-3.75)\n\nchange x by (10)\n\nwhen I receive [アウトロ v]\nhide\n\nwhen I receive [アウトロ v]\nhide variable [☁ 世界記録 v]\nhide variable [記録 v]\n\n@剣ボタン\n\nwhen flag clicked\nset [剣a v] to [YES]\nhide\n\nwhen I receive [モバイル v]\ngo to x: (0) y: (-150)\nset [ghost v] effect to (100)\nshow\n\nwhen [space v] key pressed\nif <(剣a) = [YES]> then\n broadcast (剣 v)\nend\n\nwhen I receive [剣ゲット v]\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(剣a) = [YES]> then\n go to [front v] layer\n broadcast (剣 v)\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen I receive [アウトロ v]\nhide\n\n@エンダードラゴン\n\nwhen flag clicked\nset [エンダードラゴン v] to [0]\nhide\nforever\n if <(ステージ) = [16]> then\n show\n broadcast (エンダードラゴン1 v)\n wait until <(ステージ) = [17]>\n end\nend\n\nwhen I receive [エンダードラゴン1 v]\nforever\n set [エンダードラゴン v] to [1]\n repeat (9)\n change [エンダードラゴン v] by (1)\n wait (0.001) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (エンダードラゴン)\nend\n\nwhen I receive [剣 v]\nwait (0.15) seconds\nif <touching (剣 v)?> then\n change [hp v] by (-50)\n if <(Hp) < [1]> then\n hide\n end\n if <(ステージ) = [16]> then\n change [エンダードラゴン v] by (10)\n wait (0.2) seconds\n change [エンダードラゴン v] by (-10)\n end\nend\n\nwhen flag clicked\nhide variable [hp v]\nset [hp v] to [350]\nset [エンダードラゴン v] to [0]\nset rotation style [left-right v]\nset size to (120) %\nhide\nforever\n if <(ステージ) = [16]> then\n show variable [hp v]\n go to x: (-13) y: (-35)\n show\n repeat until <(ステージ) = [17]>\n wait (1) seconds\n point in direction (90)\n repeat (10)\n change x by (5)\n change y by (5)\n end\n point in direction (-90)\n repeat (10)\n change x by (-5)\n change y by (5)\n end\n point in direction (-90)\n repeat (10)\n change x by (-5)\n change y by (-5)\n end\n point in direction (90)\n repeat (10)\n change x by (5)\n change y by (-5)\n end\n wait (4) seconds\n end\n end\nend\n\n@記録\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nreset timer\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [17]> then\n broadcast (記録 v)\n set [記録 v] to (timer)\n hide variable [hp v]\n if <(☁ 世界記録) < (記録)> then\n set [☁ 世界記録 v] to (記録)\n end\n wait until <(ステージ) = [18]>\n end\nend\n\nshow variable [☁ 世界記録 v]\nshow variable [記録 v]\n\nwhen I receive [アウトロ v]\nhide\n\n@数\n\nwhen I start as a clone\nshow\nrepeat until <(ステージ) = [18]>\n if <(letter (クローン 桁) of (☁ 世界記録)) = [.]> then\n switch costume to (. v)\n else\n switch costume to (letter (クローン 桁) of (☁ 世界記録))\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [記録 v]\nhide\nset size to (50) %\ngo to x: (-60) y: (30)\nset [クローン 桁 v] to [0]\nrepeat (30)\n change [クローン 桁 v] by (1)\n create clone of (_myself_ v)\n change x by (15)\nend\n\n@数2\n\nwhen I start as a clone\nshow\nrepeat until <(ステージ) = [18]>\n if <(letter (クローン 桁) of (記録)) = [.]> then\n switch costume to (. v)\n else\n switch costume to (letter (クローン 桁) of (記録))\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [記録 v]\nhide\nset size to (50) %\ngo to x: (-200) y: (30)\nset [クローン 桁 v] to [0]\nrepeat (30)\n change [クローン 桁 v] by (1)\n create clone of (_myself_ v)\n change x by (15)\nend\n\n
旗2回推奨❕\nflag twice recommended\n\n♡&☆日本語は下のほうにあるよ!일본은 아래쪽에 있어!\n\n・English・\nhello! It's driveGOX! This time I made a Minecraft platformer!\nI want to ride 1P, so please support ❤️ & ⭐️!\n【Method of operation】\n◆PC/keyboard\n▼ Start\nclick the triangle button\n▼Move\nArrow keys, WSAD keys\n▼Attack\nspace bar\n\n◆ Mobile/iPad users\n▼ Start\nPress the mobile mark to start\n▼Move\nTap the direction you want to go\n▼Attack\nPress "attack"\n\n・日本・\nこんにちは!driveGOXです!今回はマイクラプラットフォーマーを作りました!\n傾向1P乗りたいので❤️&⭐️をよろしく!\n【操作方法】\n◆PC・キーボードの方\n▼スタート\n三角ボタンをクリック\n▼移動\n矢印キー、WSADキー\n▼攻撃\nスペースキー\n\n◆モバイル・iPadの方\n▼スタート\n携帯マークを押してスタート\n▼移動\n行きたい方向をタップ\n▼攻撃\n「attack」を押す\n\n・한국・\n안녕하세요! driveGOX입니다! 이번에는 마이크라 플랫포머를 만들었습니다!\n경향 1P 타고 싶기 때문에❤️&⭐️을 잘!\n【조작 방법】\n◆PC・키보드의 분\n▼스타트\n삼각 버튼을 클릭\n▼이동\n화살표 키, WSAD 키\n▼공격\n스페이스 키\n\n◆ 모바일 · iPad\n▼스타트\n모바일 마크를 눌러 시작\n▼이동\n가고 싶은 방향을 탭\n▼공격\n"attack"을 누르십시오.\n\n・メモとクレジット・\n\n次も傾向乗るぞ〜!❤️&⭐️よろしく!\n\n【拡散して】傾向狙ってるんで♡&☆(できればフォローも)ガチでお願いします!\n傾向乗ってたらコメントしてくれ〜\n【Spread it】 I'm aiming for a trend, so please be serious ♡ & ☆ (follow me if possible)! \n\n参考:@kuri-pa-2 (神)\n曲:フリーbgmサイト @griffpatch (神)\n効果音:効果音ラボ (神サイト)\nプレイヤー:@-paff- (神)\nプレイヤーや敵や剣の見た目:@-firstwave- (神)\n地面&マグマ&トゲ:@griffpatch (神)\nフォローなどのロゴ:@NyantyuGO (神)\nNEXT:@harukun19(神)\n残りは:自作\n\ntag\n#game #games #platformer \n#survival #rolling #all
Arctic: A platformer #games # all
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (6 v)\nshow\nclear graphic effects\nset [ghost v] effect to (30)\nrepeat (3)\n change [ghost v] effect by (10)\n go [backward v] (1) layers\nend\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (pick random (2) to (3)) seconds\n repeat (5)\n next costume\n wait (0.01) seconds\n end\n wait (0.5) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\nend\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-214) y: (45)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1.5]\nset [scene v] to [1]\n\nwhen I receive [run v]\ngo to [front v] layer\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [thump soft v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (New level v) and wait\n broadcast (Goal v)\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <touching (spikes v)?>> then\n start sound [Wood Tap v]\n change [health v] by (-1)\n reset\n end\n if <touching (bouncy v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.85))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [run v]\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nforever\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (1 v)\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (run v)\nbroadcast (Next Level v)\n\nwhen I receive [new sqaure v]\nforever\n switch costume to (1 v)\nend\n\nwhen I receive [goal v]\nreset\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nreset\n\nwhen I receive [new level v]\nreset\n\nwhen [timer v] > (0.01)\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (ground 2 v)\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n block name\nend\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\nhide\n\ndefine block name\ngo [backward v] (1000000000000) layers\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n go to [back v] layer\n change [size change v] by (5)\n change size by ([cos v] of ((Size change) * (1)) )\nend\n\nwhen I receive [\[part1\] end v]\nbroadcast (\[Intro\] end v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [new level v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\nset size to (100) %\n\n@Bouncy\n\nwhen flag clicked\nshow\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [9]> then\n show\n go to [back v] layer\n end\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@Blank\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Snow\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (20) to (40))\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\nwhen flag clicked\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\n@Snow2\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (100) to (-100)) 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\nwhen flag clicked\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (300) y: (300)\n reset timer\n hide\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n show\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (5))\nend\nwait (0.1) seconds\n\nforever\n go to [back v] layer\n change y by ([cos v] of (Cos) )\n change [cos v] by (8)\nend\n\nforever\n go to [back v] layer\n change y by ([cos v] of (Cos) )\n change [cos v] by (8)\nend\n\n
https://scratch.mit.edu/projects/753808061/\nPART 4 IS OUT \n\n\nHeyyyyy \nMAH THIRD PLATFORMER LES GOOOOOOO\n\nAlso tysm for the support on the first one and the second! :DD\n\nLES GOOOOOOOOOOOOOOOOO 500+ LOVES \n\n generic (very generic)\n\n\n@Electricbulb_ loved this :O
Blue | A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [wa wa wa wa wa wa wa v] until done\nend\n\n@Blue\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-20)\n repeat until <<(x position) > [240]> or <<touching (danger! v)?> or <(y position) < [-175]>>>\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n else\n change [x vel v] by (<<(x position) < (mouse x)> and <mouse down?>> - <<(x position) > (mouse x)> and <mouse down?>>)\n end\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (ground v)?> then\n change x by (round ((X Vel) * (-1)))\n if <<key (up arrow v) pressed?> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (ground v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<(Jump) = [0]> and <(Y Vel) < [1]>>> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger!\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@follow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n wait (pick random (8) to (5)) seconds\n go to [front v] layer\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\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [2]> then\n go to [back v] layer\nend\nset size to (pick random (50) to (120)) %\ngo to x: (272) y: (pick random (-80) to (137))\nglide (6) secs to x: (-272) y: (y position)\ndelete this clone\n\n@Foreground\n\nwhen flag clicked\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Use the arrow keys to move. This game is mobile friendly.\nPlease love, favorite, follow, and remix!\nThis game was inspired by @veryskinnybug101's Feelin' Blue series. Check them out here. https://scratch.mit.edu/studios/31161238/ They are very fun platformers, however they are not mobile friendly. I recommend playing Feelin' Blue 4.\n\nTags: (ignore)\n#Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending #Games #Platformer #Platformers #Fun #All #Trending
Super Mario A Platformer 2 #games
@Stage\n\nwhen flag clicked\nbroadcast (lol v)\nforever\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n broadcast (stopp musikk v)\n else\n broadcast (lol v)\n set [sang v] to [yes]\n end\n end\n wait until <not <key (m v) pressed?>>\nend\n\nset volume to (0) %\n\nbroadcast (lol v)\nwait (0.000000000000001) seconds\nset volume to (100) %\n\nwhen I receive [lol v]\n\nrepeat until <(volume) = [0]>\n play sound [TheFatRat - Fly Away feat v] until done\nend\n\nwhen flag clicked\nforever\n if <(volume) = [0]> then\n stop all sounds\n end\nend\n\nwhen I receive [stopp musikk v]\nset [musikk på v] to [0]\nrepeat until <(musikk på) = (pick random (1) to (1))>\n set [volume v] to [0]\n stop all sounds\nend\nset [volume v] to [100]\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nset [volume v] to [100]\n\nwhen I receive [lol v]\nset [musikk på v] to [1]\n\nwhen I receive [lol v]\nforever\n if <(sang) = [yes]> then\n stop all sounds\n play sound [Super Mario Bros v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> or <(Level) = [7]>> then\n switch backdrop to (backdrop5 v)\n else\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n set rotation style [left-right v]\n go to [back v] layer\n if <<(x position) > [230]> and <not <(Level) = [15]>>> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (goomba v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n platform physics (12.5) (-1) (0.7) (2)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [4]> then\n set [walk v] to [2]\n end\n wait (0.05) seconds\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <<touching (level v)?> or <touching (invis blocks v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <not <(y vel) > [0]>>> then\n set [y vel v] to ((jump height) * (1.1))\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <<touching (level v)?> or <touching (invis blocks v)?>> then\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n change y by (1)\n end\n end\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (costume1 v)\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (Walk)\nend\nif <(y vel) > [1]> then\n switch costume to (costume1 v)\nend\nif <(y vel) < [-3]> then\n switch costume to (costume1 v)\nend\nif <touching (trampoline v)?> then\n set [y vel v] to [20]\nend\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-228) y: (-69)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nforever\n change [ghost v] effect by (4)\n change size by (10)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [l v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n end\nend\n\nbroadcast (Reset v)\nchange [level v] by (1)\nwait (0.3) seconds\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (invis block v)\n end\n if <not <(costume [number v]) = [11]>> then\n broadcast (hide invis block v)\n end\nend\n\n@invis blocks\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [invis block v]\nshow\n\nwhen I receive [hide invis block v]\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [transition v]\nnext costume\n\n@text\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\n@thumbmail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@gift\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n if <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n hide\n end\n else\n hide\n end\nend\n\n@goomba\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n repeat until <[5] < (Level)>\n switch costume to (1e9ba05b77f5e917db994b3e9d2 v)\n go to x: (36) y: (28)\n switch costume to (1e9ba05b77f5e917db994b3e9d2 v)\n glide (5) secs to x: (205) y: (28)\n switch costume to (1e9ba05b77f5e917db994b3e9d780037 v)\n glide (5) secs to x: (36) y: (28)\n end\n end\nend\n\n@WHERE DO YOU THINK YOU ARE GOING?!\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n
Super Mario A Platformer | Mobile and Computer Friendly\n\nSorry that it has taken me a while to finish this game. The reason I haven't finished the game until now is because I haven't had time to do it before now!\n\nUse r to reset the level\nUse m to mute/unmute the music\n\nTurboWarp: turbowarp.org/736326015 \n\n-Use the arrows to move\n-Dont touch the spikes\n\n500 likes = Super Mario A Platformer 3
smartphone platformer / スマホプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (any v) pressed?> or <mouse down?>> 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 (ヾ\(。>﹏<。\)ノ゙✧*。 v)\nchange x by (x)\n\nwhen I receive [スタート v]\nswitch costume to (ヾ\(。>﹏<。\)ノ゙✧*。 v)\nclear graphic effects\nset size to (70) %\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 [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n 当たり判定\n if <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (お邪魔ステージ 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)?> or <touching (お邪魔ステージ v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <<touching (地面 v)?> or <touching (お邪魔ステージ v)?>>> then\n start sound [ジャンプ v]\n set [y v] to [16]\n end\n change y by (1)\n if <<(y position) < [-165]> or <touching (針など v)?>> then\n start sound [やられた 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 <<[239] < (x position)> and <not <(ステージ) = [10]>>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n broadcast (next v) and wait\n show\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nbroadcast (スタート v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [次のステージ v]\nswitch costume to (ステージ)\n\n@お邪魔ステージ\n\nwhen I receive [スマホの力 v]\nif <(ステージ) = [1]> then\n if <(スマホで何選ぶ?) = [アタック]> then\n broadcast (1ステのATK v)\n end\n if <(スマホで何選ぶ?) = [地形]> then\n start sound [絶望 v]\n repeat (118)\n set x to (pick random (-10) to (10))\n change y by (-2.5)\n end\n hide\n end\nend\nif <(ステージ) = [2]> then\n if <(スマホで何選ぶ?) = [アタック]> then\n broadcast (1ステのATK v)\n wait (0.5) seconds\n start sound [Scream2 v]\n repeat (60)\n turn right (1) degrees\n change x by (2)\n change y by (5)\n end\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n hide\n end\n if <(スマホで何選ぶ?) = [地形]> then\nend\nif <(ステージ) = [3]> then\n if <(スマホで何選ぶ?) = [アタック]> then\n broadcast (3ステの攻撃 v)\n end\n if <(スマホで何選ぶ?) = [地形]> then\n start sound [絶望 v]\n show\n go to x: (0) y: (603)\n repeat (242)\n change y by (-2.5)\n end\n end\nend\nif <(ステージ) = [4]> then\n if <(スマホで何選ぶ?) = [アタック]> then\n wait (1) seconds\n end\nend\nif <(ステージ) = [5]> then\n if <(スマホで何選ぶ?) = [地形]> then\n wait (1) seconds\n end\nend\nif <(ステージ) = [6]> then\n if <(スマホで何選ぶ?) = [地形]> then\n start sound [Tada v]\n glide (1) secs to x: (0) y: (67)\n end\nend\nif <(ステージ) = [7]> then\n if <(スマホで何選ぶ?) = [アタック]> then\n start sound [絶望 v]\n repeat (5)\n broadcast (1ステのATK v)\n wait (0.35) seconds\n end\n repeat (55)\n turn right (2) degrees\n change x by (2)\n change y by (-2)\n end\n end\n if <(スマホで何選ぶ?) = [地形]> then\n start sound [Tada v]\n glide (1) secs to x: (0) y: (26)\n end\nend\nif <(ステージ) = [8]> then\n if <not <(y position) = [384]>> then\n go to x: (0) y: (-50)\n hide\n end\n if <(スマホで何選ぶ?) = [アタック]> then\n start sound [絶望 v]\n broadcast (8ステのATK v)\n end\n if <(スマホで何選ぶ?) = [地形]> then\n if <(y position) = [384]> then\n start sound [Tada2 v]\n show\n glide (3) secs to x: (0) y: (0)\n end\n if <(y position) = [-49]> then\n start sound [Tada v]\n show\n glide (1) secs to x: (0) y: (384)\n hide\n end\n end\nend\nif <(ステージ) = [9]> then\n go to x: (0) y: (0)\n show\n if <(スマホで何選ぶ?) = [アタック]> then\n broadcast (1ステのATK v)\n wait (0.5) seconds\n end\n if <(スマホで何選ぶ?) = [地形]> then\n start sound [絶望 v]\n glide (3) secs to x: (-300) y: (0)\n wait (1) seconds\n glide (10) secs to x: (-400) y: (0)\n end\nend\nset [スマホで何選ぶ? v] to [0]\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [次のステージ v]\nstop [other scripts in sprite v]\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nswitch costume to (ステージ)\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n hide\nend\nset [スマホで何選ぶ? v] to [0]\n\nwhen I receive [スタート v]\nshow\n\n@スマホボタン\n\nwhen flag clicked\nswitch costume to ( ボタン v)\ngo to x: (-210) y: (-150)\nhide\n\nwhen I receive [スタート v]\nshow\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n go to [front v] layer\n switch costume to (画面 v)\n go to x: (0) y: (-380)\n glide (0.5) secs to x: (0) y: (0)\n switch costume to (画面2 v)\n broadcast (スマホのメッセージ v) and wait\n broadcast (スマホの力 v)\n switch costume to (画面 v)\n glide (0.2) secs to x: (0) y: (-380)\n hide\n wait until <(スマホで何選ぶ?) = [0]>\n show\n go to x: (-210) y: (-150)\n switch costume to ( ボタン v)\n end\nend\n\n@ボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [スマホのメッセージ v]\nset [スマホで何選ぶ? v] to [0]\ngo to [front v] layer\nswitch costume to (atk v)\ncreate clone of (_myself_ v)\nswitch costume to (terrain v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\ncreate clone of (_myself_ v)\nwait until <not <(スマホで何選ぶ?) = [0]>>\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-50) y: (50)\n repeat until <not <(スマホで何選ぶ?) = [0]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [スマホで何選ぶ? v] to [アタック]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (50) y: (50)\n repeat until <not <(スマホで何選ぶ?) = [0]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [スマホで何選ぶ? v] to [地形]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (-30)\n repeat until <not <(スマホで何選ぶ?) = [0]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [スマホで何選ぶ? v] to [変える]\n end\n end\nend\ndelete this clone\n\n@針など\n\nwhen flag clicked\nhide\n\nwhen I receive [1ステのatk v]\nswitch costume to (針 v)\npoint in direction (180)\nshow\ngo to x: (-245) y: (100)\nrepeat (2)\n change x by (50)\nend\nrepeat until <<touching (_edge_ v)?> or <touching (お邪魔ステージ v)?>>\n change x by (50)\nend\nif <touching (_edge_ v)?> then\n hide\nend\nif <touching (お邪魔ステージ v)?> then\n start sound [デュクシ☆ v]\nend\nset [雑用 v] to [-30]\nrepeat (30)\n turn right (雑用) degrees\n change x by ((雑用) / (2))\n change y by (((雑用) * (-1)) / (1.5))\n change [雑用 v] by (1)\nend\nrepeat (35)\n turn right ((雑用) * (-1)) degrees\n change x by (-5)\n change y by (((雑用) * (-1)) / (1.5))\n change [雑用 v] by (1)\nend\nhide\n\nwhen I receive [3ステの攻撃 v]\npoint in direction (-90)\ngo to x: (-200) y: (200)\n(゚∀゚)\n\nwhen I start as a clone\nshow\nif <not <(ステージ) = [4]>> then\n set [雑用 v] to [0]\n repeat (10)\n change y by (雑用)\n change [雑用 v] by (-1)\n end\n repeat until <<touching (地面 v)?> or <<touching (お邪魔ステージ v)?> or <touching (_edge_ v)?>>>\n change y by (雑用)\n change [雑用 v] by (-1)\n end\nend\nif <(ステージ) = [4]> then\n point in direction (180)\n switch costume to (針 v)\n go to x: (-200) y: (-95)\n clear graphic effects\n glide (0.2) secs to x: (300) y: (-95)\nend\nstart sound [デュクシ☆ v]\ndelete this clone\n\ndefine (゚∀゚)\nrepeat (9)\n create clone of (_myself_ v)\n change x by (50)\nend\n\nwhen I receive [次のステージ v]\nhide\nif <(ステージ) = [4]> then\n show\n point in direction (90)\n switch costume to (敵 v)\n repeat until <<[200] < ([x position v] of [プレイヤー v])> or <(スマホで何選ぶ?) = [アタック]>>\n glide (0.05) secs to x: (150) y: (150)\n glide (0.05) secs to x: (150) y: (-95)\n end\n wait (1) seconds\n create clone of (_myself_ v)\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\nif <(ステージ) = [5]> then\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (マグマ1 v)\n wait until <(スマホで何選ぶ?) = [変える]>\n wait (1) seconds\n start sound [Magic Spell v]\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\nif <(ステージ) = [6]> then\n go to [back v] layer\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (マグマ2 v)\n wait until <(スマホで何選ぶ?) = [変える]>\n wait (0.5) seconds\n start sound [Magic Spell v]\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\nif <(ステージ) = [7]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (マグマ3 v)\n wait until <(スマホで何選ぶ?) = [0]>\n wait until <(スマホで何選ぶ?) = [変える]>\n wait (0.5) seconds\n start sound [Magic Spell v]\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\nif <(ステージ) = [8]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (マグマ4 v)\n wait until <(スマホで何選ぶ?) = [0]>\n wait until <(スマホで何選ぶ?) = [変える]>\n wait (0.5) seconds\n start sound [Magic Spell v]\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\nif <(ステージ) = [9]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (コスチューム1 v)\n wait until <(スマホで何選ぶ?) = [0]>\n wait until <(スマホで何選ぶ?) = [変える]>\n wait (0.5) seconds\n start sound [Magic Spell v]\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [8ステのatk v]\npoint in direction (-90)\nswitch costume to (針 v)\nrepeat (30)\n go to x: (-200) y: (200)\n アヒャヒャ\n wait (0.1) seconds\nend\n\ndefine アヒャヒャ\nrepeat (9)\n create clone of (_myself_ v)\n change x by (50)\nend\n\n@Next\n\nbroadcast (次のステージ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\nstart sound [High Whoosh v]\nclear graphic effects\nset [color v] effect to (100)\nrepeat (10)\n change [color v] effect by (-10)\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\nbroadcast (次のステージ v)\nwait (1.5) seconds\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [a v] to [41]\ngo to x: (-465) y: (0)\nrepeat (15)\n change x by (a)\n change [a v] by (-2)\nend\nrepeat (5)\n change x by (a)\n change [a v] by (-1)\nend\nrepeat (3)\n change x by (a)\n change [a v] by (-0.5)\nend\nset [a v] to [0]\nrepeat (2)\n change x by (a)\n change [a v] by (-0.5)\nend\nrepeat (5)\n change x by (a)\n change [a v] by (-1)\nend\nrepeat (18)\n change x by (a)\n change [a v] by (-2)\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
日本語は下(作者は日本人です)\n~=~=~=~=~=~English~=~=~=~=~=~=~=~=~=~=~=~=~=~=\nsmartphone platformer ! \nMobile compatible ! \nMove with arrow keys, WASD or tap.\nWhen you press the smartphone on the bottom left, the screen will appear.\nATK: Attack\nterrain:Change terrain.\nchange: Can extinguish magma.\n|*|*|*|*|*|*|*日本語|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|~|\nスマホプラットフォーマー!\nモバイル対応!\n矢印キー、WASD、またはタップで移動します。\n左下のスマホを押すと画面が出てきます。\nATK: アタック\nterrain: 地形を変更します。\nchange: マグマを消すことができます。\n<<<<<<<<<<<<<<Enjoy / 楽しんで>>>>>>>>>>>>>>>>>>
[Forever-Jump] 3! Frantic Forest - A Platformer #GAMES #ALL #STORIES
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.8))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed x v] by (1.5)\n switch costume to (costume2 v)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [speed x v] by (-1.5)\n switch costume to (costume3 v)\n end\n end\n if <(falling?) < [3]> then\n if <not <touching (lava v)?>> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> and <[6] < (Level)>> then\n set [speed y v] to [18]\n else\n set [speed y v] to [15]\n end\n end\n end\n if <(Speed X) < [-0.5]> then\n Walk [5] (Speed X)\n else\n if <[0.5] < (Speed X)> then\n Walk [5] (Speed X)\n end\n end\nend\n\ndefine Touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (sprite4 v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (x) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (sprite4 v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(Walljump) = [0]> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <key (r v) pressed?> then\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n end\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n end\n else\n if <[230] < (x position)> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n change [level v] by (1)\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\nset [falling? v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [walljump v] to [0]\nset [slope v] to [0]\ngo to x: (-200) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\nend\nset size to (100) %\n\nwhen flag clicked\nset size to (100) %\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (15)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((timer) * (50)) ) * (10)) - (0))\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100000)\nend\n\n@SAWS\n\nwhen I start as a clone\nwait until <not <(Level) = (CLONE)>>\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n turn right (10) degrees\n go to [back v] layer\n go [forward v] (1) layers\n if <touching (player v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nhide\nset [clone v] to [0]\nforever\n wait until <not <(Level) = (CLONE)>>\n if <(Level) = [4]> then\n set [clone v] to (Level)\n set [clnoe id v] to [1]\n set size to (80) %\n go to x: (4) y: (-48)\n create clone of (_myself_ v)\n else\n if <(Level) = [5]> then\n set [clone v] to (Level)\n set [clnoe id v] to [1]\n set size to (80) %\n go to x: (-67) y: (-28)\n create clone of (_myself_ v)\n set [clone v] to (Level)\n set [clnoe id v] to [1]\n set size to (80) %\n go to x: (119) y: (-58)\n create clone of (_myself_ v)\n else\n if <(Level) = [10]> then\n set [clone v] to (Level)\n set [clnoe id v] to [1]\n set size to (80) %\n go to x: (-99) y: (-26)\n create clone of (_myself_ v)\n set [clone v] to (Level)\n set [clnoe id v] to [1]\n set size to (80) %\n go to x: (70) y: (-49)\n create clone of (_myself_ v)\n else\n if <(Level) = [15]> then\n set [clone v] to (Level)\n set [clnoe id v] to [1]\n set size to (40) %\n go to x: (98) y: (-69)\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\n@Scenery\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\nset [key v] to [0]\nforever\n if <(Level) = [8]> then\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n if <(KEY) = [0]> then\n go to x: (120) y: (124)\n show\n wait until <touching (player v)?>\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [key v] to [1]\n wait until <not <(Level) = [8]>>\n else\n end\n else\n if <(Level) = [9]> then\n set [key v] to [0]\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n if <(KEY) = [0]> then\n go to x: (-29) y: (155)\n show\n wait until <touching (player v)?>\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [key v] to [1]\n wait until <not <(Level) = [9]>>\n end\n else\n hide\n end\n end\nend\n\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nset [key v] to [0]\nforever\n if <(Level) = [8]> then\n if <(KEY) = [0]> then\n go to x: (174) y: (-54)\n switch costume to (costume1 v)\n show\n wait until <(KEY) = [1]>\n repeat (40)\n change y by (3)\n end\n else\n end\n else\n if <(Level) = [9]> then\n if <(KEY) = [0]> then\n go to x: (163) y: (142)\n switch costume to (costume1 v)\n show\n wait until <(KEY) = [1]>\n repeat (40)\n change y by (3)\n end\n end\n else\n hide\n end\n end\nend\n\n
RAINBOW NINJA 2 IS OUT! https://scratch.mit.edu/projects/458620355/\nFIRST 10 REMIXES GET A LOVE FROM ME :O\n\n [Forever-Jump] 3 A P L A T F O R M E R\n FRANTIC FOREST\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n Welcome To Forever Jump 3 - Frantic Forest \n - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n I N S T R U C T I O N S\n ★ Play part 1 and 2 if you haven't already ★\n ★ https://scratch.mit.edu/projects/443287357/ ★\n ★ https://scratch.mit.edu/projects/450094911/ ★ \n\n ★ In this game you're always jumping ★\n ★ Use Arrow Keys Or Mobile to Move ★\n ★ Avoid Pits, saws And mud ★\n★ Use the Up arrow to jump higher once you get the \n level that says to do so (It will not work until then) ★\n ★ Finish All 17 Levels ★\n ★ E N J O Y ! ★\n\n ★ Part 4 at 500 ❤️s ★\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n ★ N E W S ★\n30/09/2022 Shared! \n11/10/2022 #8 on #stories #trending #22 on #games\n#23/10/2022 300 loves 7.6k views!\nstill #8 on #stories and #22 on #games lol\n27/10/2022 350 loves! 10K VIEWS! STILL #8 on #stories and #22 on #games!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n ★ C R E D I T S ★\n\nThings in the corners of the thumbnail by @LukeManiaStudios\nEverything Else By Me!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n\n ★ T A G S ★\n#GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES #GAMES #ALL #STORIES
ඞ Among Us ඞ || A platformer mobile friendly
@Stage\n\nwhen flag clicked\nforever\n play sound [AMONG US Theme Song \(Moondai EDM Remix\) \(128 kbps\) \(abdwap2 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@Player\n\ndefine Respawn\ngo to x: (-210) y: (0)\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [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 (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(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 (#313131)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#313131)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [9]\n end\n end\n if <(x position) > [230]> then\n next backdrop\n Respawn\n end\n if <<(y position) < [-180]> or <<touching color (#ff0a0a)?> or <touching color (#800000)?>>> then\n start sound [Kill v]\n Respawn\n end\n change y by (1)\nend\n\nwhen flag clicked\nRespawn\ngo to x: (-210) y: (0)\nset size to (35) %\nshow\nset rotation style [left-right v]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\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 next costume\n wait (0.04) seconds\n if <(costume [number v]) = [8]> then\n switch costume to (walk v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Wall\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [14 v]\nshow\n\n@Love & Fav\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n 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
◢⊂ Among Us Platform ⊃◣\nHello! I'm @cancode35 | Welcome to my project!\nIt took me 1 day to make this project! I hope you will like it.
potato platformer p.1 V 1.9
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (1 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nbroadcast (start game v)\n\nwhen I receive [next level v]\nswitch backdrop to (2 v)\nbroadcast (begin v)\n\nwhen I receive [start game v]\nbroadcast (next level v)\n\nwhen flag clicked\nhide variable [☁ world record v]\nforever\n play sound [Vexento - Verve v] until done\nend\n\nwhen I receive [begin v]\nshow variable [☁ world record v]\nforever\n if <(Level) = [15]> then\n if <(☁ World Record) > (TIMER)> then\n set [☁ world record v] to (TIMER)\n end\n end\nend\n\nwhen [space v] key pressed\nswitch backdrop to (2 v)\n\nwhen flag clicked\nforever\n repeat (100000000000000000000000000000000000000)\n if <(Level) = [16]> then\n switch backdrop to (galaxy v)\n end\n end\nend\n\n@Blank\n\nwhen flag clicked\nif <(username) = [-Viper]> then\n stop [all v]\nend\n\nwhen I receive [the end v]\nset [☁ latest v] to (username)\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n hide list [every one who beat the game: v]\n wait until <not <key (space v) pressed?>>\n show list [every one who beat the game: v]\nend\n\nif <(list s/h) = [show]> then\n set [list s/h v] to [hide]\n show list [every one who beat the game: v]\nelse\n set [list s/h v] to [show]\n hide list [every one who beat the game: v]\nend\n\nwhen flag clicked\nhide variable [☁ latest v]\nset [list s/h v] to [hide]\nshow list [ppl that have potated v]\n\nshow variable [☁ latest v]\n\nwhen flag clicked\nforever\n show list [ppl that have potated v]\nend\n\nset [☁ potato record v] to [9999]\n\nshow variable [☁ last person to potate v]\nshow variable [☁ last person to potate v]\n\nhide variable [☁ last person to potate v]\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n change size by (-6)\n change [ghost v] effect by (0)\nend\ndelete this clone\n\nwhen I receive [save time to cloud v]\nset [☁ latest v] to (FRAME)\nif <<(round (☁ FASTEST)) < [1]> or <(FRAME) < (☁ FASTEST)>> then\n wait (0.1) seconds\n set [☁ fastest v] to (FRAME)\nend\nbroadcast (CLOUD LIST - Load v) and wait\nset [invalidate v] to []\nSave to Top 10 (username) (FRAME)\nif <(invalidate) > [0]> then\n wait (0.1) seconds\n broadcast (CLOUD - LOCK v) and wait\n broadcast (CLOUD LIST - Load v) and wait\n save to cloud (username) (FRAME)\nend\n\ndefine Get off wall\nrepeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n point towards (texture v)\n move (1) steps\nend\npoint in direction (90)\n\ndefine Hit wall\nchange x by (xv)\nif <<touching (level v)?> or <touching (_edge_ v)?>> then\n set [rotation velocity v] to ((-1) * (((0) - ((xv) / ([abs v] of (xv) ))) * (yv)))\n repeat (5)\n change y by (1)\n if <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>> then\n stop [this script v]\n end\n end\n change y by (-8)\n set [reps v] to [0]\n repeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n change x by ((0) - ((xv) / ([abs v] of (xv) )))\n change [reps v] by (1)\n if <(reps) > [2]> then\n change y by (1)\n end\n end\n set [xv v] to ((xv) * (-0.8))\nend\nif <touching (water v)?> then\n set [yv v] to ((yv) / (2))\n if <key (up arrow v) pressed?> then\n change [yv v] by (5)\n end\n if <key (w v) pressed?> then\n change [yv v] by (5)\n end\nend\n\ndefine Hit ground\nchange y by (yv)\nif <<touching (level v)?> or <touching (_edge_ v)?>> then\n set [reps v] to [0]\n repeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n change y by ((0) - ((yv) / ([abs v] of (yv) )))\n set [rotation velocity v] to (((0) - ((yv) / ([abs v] of (yv) ))) * (xv))\n change [reps v] by (1)\n end\n set [yv v] to ((yv) * (-0.8))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (2)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (80)\nrepeat (4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [change v]\ngo to x: (-212) y: (-121)\n\nwhen I receive [start game v]\nshow\nset [csy v] to [0]\ngo to x: (-212) y: (-121)\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (ball v)\nGet off wall\nforever\n point in direction (90)\n Hit ground\n Hit wall\n set [xv v] to ((xv) * (0.95))\n set [yv v] to ((yv) * (0.98))\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.6)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.6)\n end\n point in direction (save dir)\n turn right ((Rotation velocity) * ((20) / (3.1415926535))) degrees\n set [save dir v] to (direction)\nend\n\nwhen I receive [start game v]\nset size to (100) %\nforever\n change y by (-2)\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n change y by (2)\nend\n\nwhen I receive [start game v]\nforever\n if <touching (trampoline v)?> then\n set [yv v] to [23]\n end\n if <<touching (trampoline v)?> and <(Level) = [13]>> then\n repeat until <(y position) > [50]>\n change [yv v] by (10)\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<<touching (tiny clasper2 v)?> or <touching (clasper v)?>> or <touching (tiny claspers v)?>> then\n go to x: (-212) y: (-121)\n death animation\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [start game v]\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n go to x: (-212) y: (-121)\n death animation\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [csx v] to [0]\nclear graphic effects\nhide\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n if <touching (water v)?> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\ndefine death animation\nrepeat (15)\n change [ghost v] effect by (100)\nend\nwait (0.35) seconds\nset [ghost v] effect to (0)\ngo to x: (-212) y: (-121)\n\ndefine create particle\ncreate clone of (dust v)\n\ndefine create particle 2\nwait (2) seconds\ncreate clone of (dust v)\n\nwhen I receive [start game v]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(timer) > [.5]>> then\n create particle\n reset timer\n end\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n create particle 2\n end\n if <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n create particle 2\n end\nend\n\nwhen flag clicked\nforever\n if <<(username) = [bunnyboyibarra]> or <(username) = [potato]>> then\n set drag mode [draggable v]\n else\n set drag mode [not draggable v]\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nhide variable [timer v]\n\nwhen I receive [start game v]\nshow variable [timer v]\nrepeat until <(Level) = [15]>\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <not <touching (water v)?>> then\n wait until <touching (water v)?>\n play sound [Splash v] until done\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-212) y: (-100)\n\nwhen flag clicked\n\nadd [thing] to [code v]\n\nset [☁ world record v] to [999999999999]\n\n@dust\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nshow\ngo to (player v)\nchange y by (-7)\nif <key (right arrow v) pressed?> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nmove (5) steps\nforever\n move (-1) steps\n change y by (0.25)\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\n\n@flag\n\nwhen I receive [start game v]\ngo to [back v] layer\nset size to (120) %\nforever\n next costume\n wait (0.02) seconds\nend\n\nwhen I receive [start game v]\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (Change v)\n play sound [win v] until done\n end\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (207) y: (-126)\nforever\n if <(Level) = [1]> then\n go to x: (207) y: (-126)\n end\n if <(Level) = [2]> then\n go to x: (178) y: (97)\n end\n if <(Level) = [3]> then\n go to x: (207) y: (-126)\n end\n if <(Level) = [4]> then\n broadcast (hide v)\n go to x: (205) y: (97)\n end\n if <(Level) = [5]> then\n go to x: (207) y: (-126)\n end\n if <(Level) = [6]> then\n broadcast (hide 2 v)\n go to x: (214) y: (-126)\n end\n if <(Level) = [7]> then\n go to x: (219) y: (148)\n end\n if <(Level) = [8]> then\n go to x: (207) y: (-126)\n end\n if <(Level) = [9]> then\n go to x: (207) y: (-126)\n end\n if <(Level) = [10]> then\n go to x: (219) y: (-123)\n end\n if <(Level) = [11]> then\n go to x: (219) y: (-125)\n end\n if <(Level) = [12]> then\n go to x: (224) y: (147)\n end\n if <(Level) = [13]> then\n go to x: (213) y: (143)\n end\n if <(Level) = [14]> then\n go to x: (-222) y: (136)\n end\n if <(Level) = [15]> then\n go to x: (-3) y: (60)\n end\n if <(Level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (207) y: (-126)\nhide\n\nhide\n\n@trampoline\n\nwhen I receive [start game v]\nhide\nforever\n if <(Level) = [6]> then\n show\n go to x: (2) y: (-135)\n switch costume to (trampoline v)\n end\n if <(Level) = [8]> then\n show\n go to x: (-23) y: (-136)\n switch costume to (trampoline v)\n end\n if <(Level) = [9]> then\n show\n go to x: (-132) y: (-150)\n switch costume to (trampoline3 v)\n end\n if <(Level) = [13]> then\n show\n go to x: (-85) y: (-184)\n switch costume to (trampoline3 v)\n end\n if <not <<<(Level) = [9]> or <<(Level) = [8]> or <(Level) = [6]>>> or <(Level) = [13]>>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@spikes\n\nwhen I receive [start game v]\nshow\nswitch costume to (1 v)\nforever\n if <(Level) = [2]> then\n switch costume to (2 v)\n end\n if <(Level) = [3]> then\n switch costume to (3 v)\n end\n if <(Level) = [4]> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n switch costume to (7 v)\n end\n if <(Level) = [8]> then\n switch costume to (8 v)\n end\n if <(Level) = [9]> then\n switch costume to (9 v)\n end\n if <(Level) = [10]> then\n switch costume to (10 v)\n end\n if <(Level) = [11]> then\n switch costume to (11 v)\n end\n if <(Level) = [12]> then\n switch costume to (12 v)\n end\n if <(Level) = [13]> then\n switch costume to (13 v)\n end\n if <(Level) = [14]> then\n switch costume to (14 v)\n end\n if <(Level) = [15]> then\n switch costume to (15 v)\n end\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\n@dot\n\nwhen I receive [start game v]\nhide\nforever\n if <<mouse down?> or <key (space v) pressed?>> then\n go to (mouse-pointer v)\n wait (0) seconds\n if <(distance to [mouse-pointer v]) > [5]> then\n point towards (mouse-pointer v)\n turn right (180) degrees\n end\n set [csy v] to ((mouse y) - (y position))\n set [csx v] to ((mouse x) - (x position))\n end\nend\n\n@Level\n\nwhen I receive [start game v]\ngo to [back v] layer\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [15]> then\n broadcast (THE END v)\n stop [this script v]\n end\nend\n\nforever\n if <(Level) = [16]> then\n play sound [pop v] until done\n end\nend\n\nwhen [l v] key pressed\nchange [level v] by (1)\nchange [timer v] by (90)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n set [☁ latest v] to (username)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n set [☁ latest v] to (username)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n if <(TIMER) < (☁ potato record)> then\n set [☁ potato record v] to (TIME)\n broadcast (SAVE TIME TO CLOUD v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n set [☁ last person to potate v] to (username)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n add (username) to [every one who beat the game: v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n if <(TIME) < (☁ potato record)> then\n broadcast (SAVE TIME TO CLOUD v)\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (1)\n wait (1) seconds\n change [time v] by (1)\n if <(costume [number v]) = [15]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n\nif <(TIME) < [50]> then\n broadcast (SAVE TIME TO CLOUD v)\nend\n\nwhen [space v] key pressed\nforever\n set [time v] to [0]\n forever\n stop [this script v]\n end\nend\n\nwait (999999999999999999999999999999999) seconds\n\nwhen flag clicked\nhide variable [☁ potato record v]\n\nwhen [space v] key pressed\nshow variable [☁ potato record v]\n\nwhen [h v] key pressed\nhide variable [☁ potato record v]\nhide variable [timer v]\n\nwhen [s v] key pressed\nshow variable [☁ potato record v]\nshow variable [timer v]\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n add (username) to [every one who beat the game: v]\n stop [this script v]\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n set [username v] to (username)\nend\n\n@tiny claspers\n\nwhen I receive [crush 2 v]\nshow\nforever\n set [ghost v] effect to (25)\n glide (0.5) secs to x: (-18) y: (34)\n wait (0.6) seconds\n glide (0.5) secs to x: (-18) y: (242)\nend\n\nwhen I receive [hide 2 v]\nhide\n\nwhen I receive [start game v]\nhide\ngo to x: (-18) y: (89)\nforever\n if <(Level) = [5]> then\n show\n broadcast (crush 2 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@clasper\n\nwhen I receive [crush v]\nshow\nforever\n set [ghost v] effect to (20)\n glide (0.9) secs to x: (12) y: (34)\n wait (0.4) seconds\n glide (0.3) secs to x: (12) y: (242)\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [start game v]\nhide\ngo to x: (12) y: (242)\nforever\n if <(Level) = [3]> then\n show\n broadcast (Crush v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@tiny clasper2\n\nwhen I receive [crush 2 v]\nshow\nforever\n set [ghost v] effect to (25)\n glide (0.5) secs to x: (-1) y: (34)\n wait (0.6) seconds\n glide (0.5) secs to x: (-1) y: (-242)\nend\n\nwhen I receive [hide 2 v]\nshow\nhide\n\nwhen I receive [start game v]\nhide\ngo to x: (-1) y: (-222)\nforever\n if <(Level) = [5]> then\n show\n broadcast (crush 3 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-5) y: (-4)\nshow\nforever\n set y to ((0) + (([cos v] of (((timer) - (16)) * (300)) ) * (6)))\nend\n\nwhen I receive [start game v]\nhide\n\n@water\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I receive [start game v]\nforever\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n go to x: (46) y: (-4)\n show\n set [ghost v] effect to (40)\n end\n if <(Level) = [11]> then\n switch costume to (costume2 v)\n go to x: (0) y: (-165)\n show\n set [ghost v] effect to (40)\n end\n if <(Level) = [12]> then\n switch costume to (costume3 v)\n go to x: (-4) y: (6)\n show\n set [ghost v] effect to (40)\n end\n if <(Level) = [13]> then\n switch costume to (costume5 v)\n go to x: (0) y: (6)\n show\n set [ghost v] effect to (40)\n end\n if <(Level) = [14]> then\n show\n switch costume to (costume5 v)\n go to x: (-5) y: (6)\n set [ghost v] effect to (40)\n end\n if <(Level) = [15]> then\n switch costume to (costume4 v)\n go to x: (-5) y: (6)\n show\n set [ghost v] effect to (40)\n end\n if <not <<<<(Level) = [10]> or <<<(Level) = [13]> or <(Level) = [12]>> or <(Level) = [11]>>> or <(Level) = [14]>> or <(Level) = [15]>>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (60)\n\n@Love fave potato\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@Bread\n\n
does anyone know how to fix the wr :(\narrow keys to move \nSPAM THE CHAT WITH POTATO SPAM WHOEVER EVER SPAMS THE MOST POTATO WILL GET A SHOUT OUT\n@potter889 is in the lead with 64 potatoes a stack\nplayed a platformer b4 \nPress space to hide or show ppl that have potated\nh to hide the non-working list \nl to skip levels\n1.0-shared\n1.1-added lore that may or may not be in there\n1.2-added timer and WR\n1.3-fixed WR\n30 ON TRENDING WOOOOOOOOO THX SO MUCH DON'T SCROLL DOWN\n3000 yes I love you allllll\nomg 5000 i lysm yaaaa this is making my day :)\nholy crap 6000 YESSSSSSSSSSSSSSSSSS LYSMMM\nplz add to your stuideos \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nsus\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nmore sus\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\neven more sus\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nway to much sus\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nsuper sus\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nno more sus :)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nsus sus sus sus sus sus sus sus sus sus sus sus ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣤⣤⣤⣤⣤⣶⣦⣤⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀sus\n ⠀⠀⠀⠀⠀⠀⢀⣴⣿⡿⠛⠉⠙⠛⠛⠛⠛⠻⢿⣿⣷⣤⡀⠀⠀⠀⠀⠀sus\n⠀⠀⠀⠀⠀⠀⠀⠀⣼⣿⠋⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⠈⢻⣿⣿⡄⠀⠀⠀⠀sus\n⠀⠀⠀⠀⠀⠀⠀⣸⣿⡏⠀⠀⠀⣠⣶⣾⣿⣿⣿⠿⠿⠿⢿⣿⣿⣿⣄⠀⠀⠀sus\n⠀⠀⠀⠀⠀⠀⠀⣿⣿⠁⠀⠀⢰⣿⣿⣯⠁⠀⠀⠀⠀⠀⠀⠀⠈⠙⢿⣷⡄⠀sus\n⠀⠀⣀⣤⣴⣶⣶⣿⡟⠀⠀⠀⢸⣿⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣷⠀sus\n⠀⢰⣿⡟⠋⠉⣹⣿⡇⠀⠀⠀⠘⣿⣿⣿⣿⣷⣦⣤⣤⣤⣶⣶⣶⣶⣿⣿⣿⠀sus\n⠀⢸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃⠀sus\n⠀⣸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠉⠻⠿⣿⣿⣿⣿⡿⠿⠿⠛⢻⣿⡇⠀⠀sus\n⠀⣿⣿⠁⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣧⠀⠀sus\n⠀⣿⣿⠀⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⠀⠀sus\n⠀⣿⣿⠀⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⠀⠀sus\n⠀⢿⣿⡆⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⡇⠀⠀sus\n⠀⠸⣿⣧⡀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⠃⠀⠀sus\n⠀⠀⠛⢿⣿⣿⣿⣿⣇⠀⠀⠀⠀⠀⣰⣿⣿⣷⣶⣶⣶⣶⠶⠀⢠⣿⣿⠀⠀⠀sus\n⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⣽⣿⡏⠁⠀⠀⢸⣿⡇⠀⠀⠀sus\n⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⢹⣿⡆⠀⠀⠀⣸⣿⠇⠀⠀⠀sus\n⠀⠀⠀⠀⠀⠀⠀⢿⣿⣦⣄⣀⣠⣴⣿⣿⠁⠀⠈⠻⣿⣿⣿⣿⡿⠏⠀⠀sus⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠈⠛⠻⠿⠿⠿⠿⠋⠁⠀ sus\nsus sus sus sus sus sus sus sus sus sus sus⠀⠀⠀⠀⠀⠀⠀⠀
✪ -Bσx ʋ2.0- ✪ #games#trending#platformer
@Stage\n\nwhen flag clicked\nbroadcast (Show main menu v)\nforever\n broadcast (Begin v)\nend\n\nwhen flag clicked\nwait (1) seconds\n\nplay sound [box music v] until done\n\nset [x velocity v] to ((X Velocity) * (100))\n\nset [land y v] to [0]\n\nset [land x v] to [70]\n\nwhen flag clicked\n\nwhen I receive [go v]\nforever\n if <(answer) = [Speed:/]> then\n if <key (right arrow v) pressed?> then\n change [land x v] by (-7)\n end\n if <key (left arrow v) pressed?> then\n change [land x v] by (7)\n end\n end\nend\n\nwhen I receive [0 v]\nset [green flag 0123abc v] to [0]\n\nwhen flag clicked\nset [0a1 v] to [0]\nset [☁ best time v] to [0]\nset [☁ hello v] to [0]\nset [☁ nice v] to [0]\nset [☁ salut v] to [0]\nset [☁ score v] to [0]\nset [☁ snapshot v] to [0]\n\nwhen I receive [go v]\nset [0a1 v] to [1]\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\nwhen I receive [go v]\nforever\n if <<<<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> and <(-y) < [10]>> then\n set [pitch v] effect to (pick random (0) to (4))\n start sound [recording2 v]\n wait (0.3) seconds\n end\n if <<<<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> or <<key (d v) pressed?> or <key (x v) pressed?>>> and <(-y) < [10]>> then\n set [pitch v] effect to (pick random (0) to (4))\n start sound [yt5s v]\n wait (0.3) seconds\n end\n if <<<<key (left arrow v) pressed?> or <<(mouse x) < [50]> and <mouse down?>>> or <<key (a v) pressed?> or <key (y v) pressed?>>> and <(-y) < [10]>> then\n set [pitch v] effect to (pick random (0) to (4))\n start sound [yt5s v]\n wait (0.3) seconds\n end\nend\n\nwhen I receive [aaaaaaaabaaaaaaabc v]\nplay sound [Big Boing2 v] until done\n\nwhen I receive [uejk v]\nplay sound [Big Boing2 v] until done\n\nwhen I receive [deth v]\nset [pitch v] effect to (pick random (0) to (4))\nplay sound [Rip v] until done\n\nwhen I receive [0 v]\nplay sound [Big Boing v] until done\n\nwhen I receive [go v]\nforever\n if <key ((join [/] []) v) pressed?> then\n broadcast (1 v)\n end\n if <key ((join [:] []) v) pressed?> then\n broadcast (1 v)\n end\nend\n\nwhen I receive [they have seen inside v]\nforever\n if <not <(username) = [AZEATRE]>> then\n switch backdrop to (blue sky2 v)\n else\n switch backdrop to (blue sky v)\n end\nend\n\n@Turboooo!\n\n@Notifications\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [deth v]\nswitch costume to (pick random (1) to (7))\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (0.7) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nchange [dead ._. v] by (1)\n\nshow\n\nwhen I receive [game v]\nshow\n\nreset timer\n\nforever\n if <[] = [2]> then\n switch costume to (-box- v)\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (1.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\n end\nend\n\nwhen I receive [deth2 v]\nswitch costume to (pick random (1) to (7))\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (0.7) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nchange [dead ._. v] by (1)\n\nshow\n\nwhen I receive [go v]\nset [dead ._. v] to [0]\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [6]> then\n end\nend\n\nreset timer\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [5]> then\n wait (0) seconds\n broadcast (time v)\n stop [this script v]\n end\nend\n\n@BIG\n\nwhen flag clicked\nhide\nset [☁ cloud data. v] to [0]\nforever\n if <key ((join [enter] []) v) pressed?> then\n say (username)\n end\n if <(username) = [AZEATRE]> then\n change [☁ cloud data. v] by (timer)\n else\n end\nend\n\nchange [☁ cloud data. v] by (timer)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (40) y: (120)\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (SCORE)))\n set x to ((((index) - (0.5)) - ((length of (SCORE)) / (2))) * ((size) / (2)))\n change size by ((0.2) * ((100) - (size)))\nend\n\nwhen flag clicked\nset [score v] to [0]\nsetup\n\n@♑︎♋︎⬧︎⧫︎♏︎❒︎ ♌︎●︎♋︎⬧︎⧫︎♏︎❒︎ ♋︎♋︎♋︎ ♋︎♋︎♋︎ ♋︎♋︎♋︎ ♋︎♋︎♋︎ ♋︎♋︎♋︎\n\nwhen flag clicked\nforever\n say (enter pressed?)\n \n set [enter pressed? v] to [yes]\n else\n set [enter pressed? v] to [no]\n end\nend\n\ndefine New Key Pressed (key)\n\nforever\n New Key Pressed [enter]\nend\n\nwhen flag clicked\nforever\n forever\n if <key (enter v) pressed?> then\n set [level v] to [0]\n set [finishx v] to [0]\n set [finishy v] to [0]\n broadcast (finish v)\n broadcast (bounce v)\n end\n end\nend\n\nstart sound [Pew v]\nstart sound [Crunch v]\nwait (0.3) seconds\ncreate clone of (armed v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I start as a clone\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nnext costume\n\nwhen I receive [game over v]\n\nwhen flag clicked\nforever\n forever\n if <key (s v) pressed?> then\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n forever\n if <key (enter v) pressed?> then\n set [score v] to [0]\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [aatimer2 v] to (timer)\nend\n\nwhen [timer v] > (AAtimer2)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite1\n\nwhen this sprite clicked\nset [level v] to [0]\nset [finishx v] to [0]\nset [finishy v] to [0]\nbroadcast (finish v)\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (102) %\n go to x: (36) y: (30)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [game v]\nshow\n\n@quan\n\nwhen [timer v] > (0)\nset x to ((mouse x) / (-20))\nset y to ((mouse y) / (-20))\nreset timer\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\ngo to [front v] layer\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go [forward v] (1) layers\n go [forward v] (1) layers\nend\n\nwhen [timer v] > (0)\nset [brightness v] effect to (2.11)\nreset timer\n\n@restart button\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [k v] to [1]\ngo to x: (192) y: (144)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen backdrop switches to [nv 1 v]\n\nwhen this sprite clicked\nbroadcast (finish v)\n\nset [k v] to ((k) * (-1))\n\nforever\n if <(k) = [1]> then\n switch costume to (costume1 v)\n end\nend\n\nrepeat until <(k) = [-1]>\n play sound [box music v] until done\nend\n\nif <(k) = [-1]> then\n switch costume to (costume2 v)\n stop all sounds\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\n\nshow\n\nwhen flag clicked\ngo to x: (-1) y: (144)\nchange size by (55)\n\nwhen flag clicked\nset size to (35) %\nforever\n set size to (35) %\n if <touching (mouse-pointer v)?> then\n set size to (42) %\n end\nend\n\nshow\n\nforever\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\n\n@bg\n\ndefine draw\n\nset pen color to (#ffe8ef)\nset pen shade to (30)\nset pen size to (10)\nerase all\nset [bg: draw2 v] to ((-280) + ((Land X) mod (40)))\npoint in direction (-45)\nset size to (3000) %\nset [bg: bg: tempy v] to ((-220) + ((Land Y) mod (40)))\nrepeat (22)\n change [bg: draw2 v] by (40)\n pen up\n go to x: (bg: draw2) y: (bg: bg: tempY)\n pen down\n if <(x position) > [120]> then\n set [bg: bg: tempx v] to [120]\n else\n set [bg: bg: tempx v] to (x position)\n end\n move (((bg: bg: tempX) + (280)) * ([sqrt v] of (2) )) steps\nend\n\nwhen [l v] key pressed\nset [bg: lag2 v] to ((bg: lag2) * (-1))\n\nwhen flag clicked\nset [bg: lag2 v] to [1]\nforever\n if <(bg: lag2) = [1]> then\n erase all\n draw\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [deth v]\nplay sound [Death v] until done\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [finish v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (finish screen over v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [go v]\nforever\n go to [front v] layer\nend\n\n@Remix\n\nwhen I receive [updatelanddata v]\n\ndelete (join [all] []) of [completed levels v]\nadd [0] to [completed levels v]\n\nset [level v] to [0]\nset [finishx v] to [0]\nset [finishy v] to [0]\nbroadcast (finish v)\n\nset [level v] to [0]\nswitch costume to (main v)\nbroadcast (updatelanddata v)\n\nforever\n render\nend\n\ndelete (all) of [objects 2 v]\ndel [all]\nif <(Level) = [0]> then\n level select\nelse\n if <(Level) = [1]> then\n level 1\n else\n if <(Level) = [2]> then\n level 2\n else\n if <(Level) = [3]> then\n level 3\n else\n if <(Level) = [4]> then\n level 4\n else\n level 5\n end\n end\n end\n end\nend\nbroadcast (go v)\n\ndelete this clone\n\nwhen I receive [updatelanddata v]\n\ndefine add line x1: (x1) y1: (y1) x2: (x2) y2: (y2) size: (size)\nset [remix: remix: linex v] to (x1)\nset [remix: remix: liney v] to (y1)\nif <((x2) - (x1)) > ((y2) - (y1))> then\n repeat (((x2) - (x1)) / (10))\n add (2) (Remix: Remix: lineX) (Remix: Remix: lineY) (size) (90) sp: (1)\n change [remix: remix: linex v] by (10)\n change [remix: remix: liney v] by (([tan v] of ([atan v] of (((y2) - (y1)) / ((x2) - (x1))) ) ) * (10))\n end\nelse\n repeat (((y2) - (y1)) / (10))\n add (2) (Remix: Remix: lineX) (Remix: Remix: lineY) (size) (90) sp: (1)\n change [remix: remix: linex v] by (([tan v] of ([atan v] of (((x2) - (x1)) / ((y2) - (y1))) ) ) * (10))\n change [remix: remix: liney v] by (10)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (Remix: Remix: obj)\ngo to x: ((Remix: Remix: tempX) + (Land X)) y: ((Remix: Remix: tempY) + (Land Y))\npoint in direction (Remix: Remix: tempDir)\nshow\nrepeat until <<([abs v] of (x position) ) > [400]> or <([abs v] of (y position) ) > [340]>>\n go to postion\nend\nadd (Remix: Remix: obj) (Remix: Remix: tempX) (Remix: Remix: tempY) (Remix: Remix: tempSize) (Remix: Remix: tempDir) sp: (Remix: Remix: ind.I)\ndelete this clone\n\nwhen I receive [go v]\n\ndefine render\nset [remix: remix: count v] to [0]\nrepeat (length of [objects v])\n change [remix: remix: count v] by (1)\n if <<<((item (Remix: Remix: count) of [objectx v]) + (Land X)) > [-400]> and <((item (Remix: Remix: count) of [objectx v]) + (Land X)) < [400]>> and <<((item (Remix: Remix: count) of [objecty v]) + (Land Y)) > [-340]> and <((item (Remix: Remix: count) of [objecty v]) + (Land Y)) < [340]>>> then\n Create (item (Remix: Remix: count) of [objects v]) (item (Remix: Remix: count) of [objectx v]) (item (Remix: Remix: count) of [objecty v]) (item (Remix: Remix: count) of [objectsize v]) (item (Remix: Remix: count) of [objectdir v]) sp: (item (Remix: Remix: count) of [objectind.i v])\n else\n add (item (Remix: Remix: count) of [objects v]) to [objects 2 v]\n add (item (Remix: Remix: count) of [objectx v]) to [objects 2 v]\n add (item (Remix: Remix: count) of [objecty v]) to [objects 2 v]\n add (item (Remix: Remix: count) of [objectsize v]) to [objects 2 v]\n add (item (Remix: Remix: count) of [objectdir v]) to [objects 2 v]\n add (item (Remix: Remix: count) of [objectind.i v]) to [objects 2 v]\n end\nend\ndel [all]\nset [remix: remix: re-add v] to [-5]\nrepeat ((length of [objects 2 v]) / (6))\n change [remix: remix: re-add v] by (6)\n add (item (Remix: Remix: re-add) of [objects 2 v]) (item ((Remix: Remix: re-add) + (1)) of [objects 2 v]) (item ((Remix: Remix: re-add) + (2)) of [objects 2 v]) (item ((Remix: Remix: re-add) + (3)) of [objects 2 v]) (item ((Remix: Remix: re-add) + (4)) of [objects 2 v]) sp: (item ((Remix: Remix: re-add) + (5)) of [objects 2 v])\nend\ndelete (all) of [objects 2 v]\n\ndefine add (obj) (x) (y) (size) (dir) sp: (ind.i)\nadd (obj) to [objects v]\nadd (x) to [objectx v]\nadd (y) to [objecty v]\nadd (size) to [objectsize v]\nadd (dir) to [objectdir v]\nadd (ind.i) to [objectind.i v]\n\ndefine Add row of (no.) (obj) from (x) (y) leaving gap (gap) dir (dir) size (size)\nset [remix: remix: linex v] to (x)\nrepeat (no.)\n add (obj) (Remix: Remix: lineX) (y) (size) (dir) sp: (1)\n change [remix: remix: linex v] by (gap)\nend\n\ndefine del (which?)\ndelete (which?) of [objects v]\ndelete (which?) of [objectx v]\ndelete (which?) of [objecty v]\ndelete (which?) of [objectsize v]\ndelete (which?) of [objectdir v]\ndelete (which?) of [objectind.i v]\n\ndefine Create (obj) (x) (y) (size) (dir) sp: (ind.i)\nset [remix: remix: tempx v] to (x)\nset [remix: remix: tempy v] to (y)\nset [remix: remix: obj v] to (obj)\nset [remix: remix: tempsize v] to (size)\nset [remix: remix: tempdir v] to (dir)\nset [remix: remix: ind.i v] to (ind.i)\ncreate clone of (_myself_ v)\n\ndefine for ind.I (ind.i) replace (wut?) with (replace)\nset [remix: remix: ind.i.count v] to [0]\nrepeat (length of [objectind.i v])\n change [remix: remix: ind.i.count v] by (1)\n if <(item (Remix: Remix: ind.I.count) of [objectind.i v]) = (ind.i)> then\n if <(wut?) = [obj]> then\n replace item (Remix: Remix: ind.I.count) of [objects v] with (replace)\n else\n if <(wut?) = [x]> then\n replace item (Remix: Remix: ind.I.count) of [objectx v] with (replace)\n else\n if <(wut?) = [y]> then\n replace item (Remix: Remix: ind.I.count) of [objecty v] with (replace)\n else\n if <(wut?) = [size]> then\n replace item (Remix: Remix: ind.I.count) of [objectsize v] with (replace)\n else\n if <(wut?) = [dir]> then\n replace item (Remix: Remix: ind.I.count) of [objectdir v] with (replace)\n else\n if <(wut?) = [ind.I]> then\n replace item (Remix: Remix: ind.I.count) of [objectind.i v] with (replace)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine go to postion\nset size to (1000) %\ngo to x: ((Remix: Remix: tempX) + (Land X)) y: ((Remix: Remix: tempY) + (Land Y))\nset size to (Remix: Remix: tempSize) %\n\ndefine level 1\n\ndefine level select\nAdd row of (8) (1) from (-200) (-120) leaving gap (40) dir (0) size (100)\nadd line x1: (-400) y1: (0) x2: (-200) y2: (-120) size: (100)\nadd (14) (0) (0) (300) (80) sp: (0)\nif <(length of [completed levels v]) = [1]> then\n add (20) (440) (160) (200) (90) sp: (0)\nend\nall level block [-400] [120] [90] for level [1]\nadd line x1: (80) y1: (-120) x2: (200) y2: (40) size: (100)\nadd line x1: (80) y1: (-120) x2: (200) y2: (40) size: (100)\nadd line x1: (200) y1: (40) x2: (280) y2: (0) size: (100)\nadd line x1: (280) y1: (0) x2: (1080) y2: (0) size: (100)\nAdd row of (3) (4) from (440) (30) leaving gap (20) dir (90) size (50)\nAdd row of (2) (4) from (600) (40) leaving gap (40) dir (90) size (100)\nAdd row of (4) (4) from (800) (30) leaving gap (20) dir (90) size (50)\nall level block [300] [180] [90] for level [2]\nall level block [1000] [140] [100] for level [3]\nadd (22) (1500) (180) (100) (0) sp: (1)\nadd line x1: (1240) y1: (20) x2: (1500) y2: (160) size: (100)\nadd line x1: (1800) y1: (-40) x2: (2100) y2: (-300) size: (100)\nadd (17) (1740) (0) (0) (0) sp: (1)\nall level block [1820] [-200] [70] for level [4]\nall level block [2060] [-200] [120] for level [5]\n\nwhen I start as a clone\nif <(Remix: Remix: ind.I) = [0]> then\n forever\n change [color v] effect by (0.5)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Remix: Remix: ind.I) = [end]> then\n set [remix: remix: sin v] to [0]\n forever\n change [remix: remix: sin v] by (10)\n if <(Remix: Remix: obj) = [7]> then\n set [remix: remix: tempsize v] to ((250) + (([sin v] of (Remix: Remix: sin) ) * (10)))\n else\n set [remix: remix: tempsize v] to ((100) + (([sin v] of (Remix: Remix: sin) ) * (10)))\n end\n set [ghost v] effect to ((20) + (([sin v] of ((Remix: Remix: sin) + (100)) ) * (20)))\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(Remix: Remix: ind.I) = [end]> then\n wait until <touching ( engine v)?>\n set [finishx v] to (x position)\n set [finishy v] to (y position)\n if <<not <[completed levels v] contains (Level)?>> and <(Remix: Remix: obj) = [7]>> then\n add (Level) to [completed levels v]\n end\n set [level v] to ((Remix: Remix: obj) - (7))\n broadcast (finish v)\nend\n\ndefine all level block (x) (y) (dir) for level (level)\nif <[completed levels v] contains ((level) - (1))?> then\n add ((level) + (7)) (x) (y) (100) (dir) sp: (7)\nelse\n add (16) (x) (y) (100) (dir) sp: (1)\nend\n\ndefine level 2\n\nwhen flag clicked\n\nwhen I start as a clone\nif <<(Remix: Remix: obj) = [17]> or <(Remix: Remix: obj) = [21]>> then\n set [remix: remix: sin v] to [0]\n forever\n change [remix: remix: sin v] by (5)\n set [remix: remix: tempsize v] to ((120) + (([sin v] of (Remix: Remix: sin) ) * (5)))\n if <<touching ( engine v)?> and <not <key (up arrow v) pressed?>>> then\n repeat until <<key (up arrow v) pressed?> or <not <touching ( engine v)?>>>\n change [remix: remix: sin v] by (5)\n set [remix: remix: tempsize v] to ((120) + (([sin v] of (Remix: Remix: sin) ) * (5)))\n end\n if <key (up arrow v) pressed?> then\n broadcast (costume [name v])\n set [remix: remix: ind.i v] to ((Remix: Remix: ind.I) * (-1))\n create clone of (_myself_ v)\n set [remix: remix: ind.i v] to ((Remix: Remix: ind.I) * (-1))\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Remix: Remix: ind.I) < [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (50)\n end\n delete this clone\nend\n\ndefine add a column of (no.) (obj) from (x) (y) leaving gap (gap) dir (dir) size (size)\nset [remix: remix: liney v] to (y)\nrepeat (no.)\n add (obj) (x) (Remix: Remix: lineY) (size) (dir) sp: (1)\n change [remix: remix: liney v] by (gap)\nend\n\ndefine level 3\n\ndefine level 4\n\ndefine level 5\n\nwhen [e v] key pressed\n\n@menu UI4\n\ndefine sz (sz) dir (dir) xy (x) (y) spd (spd)\nchange size to (sz) (spd)\nturn to direction (dir) (spd)\nglide to xy (x) (y) (spd)\n\ndefine change size to (sz) (spd)\nchange size by (((sz) - (size)) / (spd))\n\ndefine turn to direction (dir) (spd)\npoint in direction ((direction) + (((dir) - (direction)) / (spd)))\n\ndefine glide to xy (x) (y) (spd)\ngo to x: ((x position) + (((x) - (x position)) / (spd))) y: ((y position) + (((y) - (y position)) / (spd)))\n\ndefine change size (ns) (os) (spd) activators < grow > < shrink > (c#)\nswitch costume to (blank v)\nchange size by ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd))\nswitch costume to ((c#) + ())\n\ndefine clone (n) (start val)\nset [id v] to (start val)\nrepeat (n)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [0]\n\nwhen I start as a clone\n\n if <not <<(ID) = []> or <<(ID) = []> or >>> then\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(visible) = [1]>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(ID) = [1]> then\n start sound [bounce v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nif <(ID) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (400)\n show\n set [visible v] to [1]\n set size to (75) %\n repeat (46)\n drop in to y ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n end\n \n go to x: (0) y: ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n bounce size [85] [75] [4] activators <touching (mouse-pointer v)?> <mouse down?> (costume [number v])\n if <(SCREEN) = [title]> then\n show\n set [visible v] to [1]\n else\n hide\n set [visible v] to [0]\n end\n end\nelse\n if <(ID) = [2]> then\nend\n\n\n go to x: () y: ()\n if <(SCREEN) = []> then\n show\n set [visible v] to [1]\n else\n hide\n set [visible v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (title v)\n\nwhen I receive [title v]\nset [screen v] to [title]\nset [🔢 level v] to [1]\nclone [4] [0]\n\ndefine bounce size (ns) (os) (spd) activators < grow > < shrink > (c#)\nset [bv v] to (((bv) * (0.7)) + ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd)))\nchange size by (bv)\n\ndefine drop in to y (y)\nchange [item yv v] by (-1)\nchange y by (item yv)\nif <(y position) < (y)> then\n repeat ([ceiling v] of ([abs v] of (item yv) ) )\n if <(y position) < (y)> then\n change y by ((0) - (([abs v] of (item yv) ) / (item yv)))\n end\n end\n start sound [hit v]\n set [item yv v] to ((item yv) * (-0.4))\nend\n\nset [screen v] to [title]\nset [🔢 level v] to [1]\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen this sprite clicked\nplay sound [select v] until done\nswitch costume to (logo2 v)\nbroadcast (Game v)\nhide\n\nwhen flag clicked\nswitch costume to (logo v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [game v]\nforever\n switch costume to (blank v)\nend\n\n@menu UI\n\ndefine sz (sz) dir (dir) xy (x) (y) spd (spd)\nchange size to (sz) (spd)\nturn to direction (dir) (spd)\nglide to xy (x) (y) (spd)\n\ndefine change size to (sz) (spd)\nchange size by (((sz) - (size)) / (spd))\n\ndefine turn to direction (dir) (spd)\npoint in direction ((direction) + (((dir) - (direction)) / (spd)))\n\ndefine glide to xy (x) (y) (spd)\ngo to x: ((x position) + (((x) - (x position)) / (spd))) y: ((y position) + (((y) - (y position)) / (spd)))\n\ndefine change size (ns) (os) (spd) activators < grow > < shrink > (c#)\nswitch costume to (blank v)\nchange size by ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd))\nswitch costume to ((c#) + ())\n\ndefine clone (n) (start val)\nset [menu ui: id v] to (start val)\nrepeat (n)\n change [menu ui: id v] by (1)\n create clone of (_myself_ v)\nend\nset [menu ui: id v] to [0]\n\nwhen I start as a clone\n\n if <not <<(menu UI: ID) = []> or <<(menu UI: ID) = []> or >>> then\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(menu UI: visible) = [1]>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(menu UI: ID) = [1]> then\n start sound [bounce v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nif <(menu UI: ID) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (400)\n show\n set [menu ui: visible v] to [1]\n set size to (75) %\n repeat (46)\n drop in to y ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n end\n \n go to x: (0) y: ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n bounce size [85] [75] [4] activators <touching (mouse-pointer v)?> <mouse down?> (costume [number v])\n if <(SCREEN) = [title]> then\n show\n set [menu ui: visible v] to [1]\n else\n hide\n set [menu ui: visible v] to [0]\n end\n end\nelse\n if <(menu UI: ID) = [2]> then\nend\n\n\n go to x: () y: ()\n if <(SCREEN) = []> then\n show\n set [menu ui: visible v] to [1]\n else\n hide\n set [menu ui: visible v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (title v)\n\nwhen I receive [title v]\nset [screen v] to [title]\nset [🔢 level v] to [1]\nclone [4] [0]\n\ndefine bounce size (ns) (os) (spd) activators < grow > < shrink > (c#)\nset [menu ui: bv v] to (((menu UI: bv) * (0.7)) + ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd)))\nchange size by (menu UI: bv)\n\ndefine drop in to y (y)\nchange [menu ui: item yv v] by (-1)\nchange y by (menu UI: item yv)\nif <(y position) < (y)> then\n repeat ([ceiling v] of ([abs v] of (menu UI: item yv) ) )\n if <(y position) < (y)> then\n change y by ((0) - (([abs v] of (menu UI: item yv) ) / (menu UI: item yv)))\n end\n end\n start sound [hit v]\n set [menu ui: item yv v] to ((menu UI: item yv) * (-0.4))\nend\n\nset [screen v] to [title]\nset [🔢 level v] to [1]\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (logo v)\n\nwhen I receive [game v]\nhide\nswitch costume to (logo2 v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@menu UI2\n\ndefine sz (sz) dir (dir) xy (x) (y) spd (spd)\nchange size to (sz) (spd)\nturn to direction (dir) (spd)\nglide to xy (x) (y) (spd)\n\ndefine change size to (sz) (spd)\nchange size by (((sz) - (size)) / (spd))\n\ndefine turn to direction (dir) (spd)\npoint in direction ((direction) + (((dir) - (direction)) / (spd)))\n\ndefine glide to xy (x) (y) (spd)\ngo to x: ((x position) + (((x) - (x position)) / (spd))) y: ((y position) + (((y) - (y position)) / (spd)))\n\ndefine change size (ns) (os) (spd) activators < grow > < shrink > (c#)\nswitch costume to (blank v)\nchange size by ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd))\nswitch costume to ((c#) + ())\n\ndefine clone (n) (start val)\nset [menu ui2: id v] to (start val)\nrepeat (n)\n change [menu ui2: id v] by (1)\n create clone of (_myself_ v)\nend\nset [menu ui2: id v] to [0]\n\nwhen I start as a clone\n\n if <not <<(menu UI2: ID) = []> or <<(menu UI2: ID) = []> or >>> then\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(menu UI2: visible) = [1]>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(menu UI2: ID) = [1]> then\n start sound [bounce v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nif <(menu UI2: ID) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (400)\n show\n set [menu ui2: visible v] to [1]\n set size to (75) %\n repeat (46)\n drop in to y ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n end\n \n go to x: (0) y: ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n bounce size [85] [75] [4] activators <touching (mouse-pointer v)?> <mouse down?> (costume [number v])\n if <(SCREEN) = [title]> then\n show\n set [menu ui2: visible v] to [1]\n else\n hide\n set [menu ui2: visible v] to [0]\n end\n end\nelse\n if <(menu UI2: ID) = [2]> then\nend\n\n\n go to x: () y: ()\n if <(SCREEN) = []> then\n show\n set [menu ui2: visible v] to [1]\n else\n hide\n set [menu ui2: visible v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (title v)\n\nwhen I receive [title v]\nset [screen v] to [title]\nset [🔢 level v] to [1]\nclone [4] [0]\n\ndefine bounce size (ns) (os) (spd) activators < grow > < shrink > (c#)\nset [menu ui2: bv v] to (((menu UI2: bv) * (0.7)) + ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd)))\nchange size by (menu UI2: bv)\n\ndefine drop in to y (y)\nchange [menu ui2: item yv v] by (-1)\nchange y by (menu UI2: item yv)\nif <(y position) < (y)> then\n repeat ([ceiling v] of ([abs v] of (menu UI2: item yv) ) )\n if <(y position) < (y)> then\n change y by ((0) - (([abs v] of (menu UI2: item yv) ) / (menu UI2: item yv)))\n end\n end\n start sound [hit v]\n set [menu ui2: item yv v] to ((menu UI2: item yv) * (-0.4))\nend\n\nset [screen v] to [title]\nset [🔢 level v] to [1]\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen this sprite clicked\nchange [logo v] by (1)\nif <(Logo) = [1]> then\n switch costume to (logo2 v)\n broadcast (best speedrun official v)\nelse\n if <(Logo) = [2]> then\n switch costume to (logo v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [4]> then\n switch costume to (logo v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [3]> then\n switch costume to (logo2 v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [5]> then\n switch costume to (logo2 v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [6]> then\n switch costume to (logo v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [7]> then\n switch costume to (logo2 v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [8]> then\n switch costume to (logo v)\n broadcast (best speedrun official v)\n end\n if <(Logo) = [9]> then\n switch costume to (logo2 v)\n broadcast (best speedrun official v)\n end\nend\n\nwhen flag clicked\nset [logo v] to [0]\nswitch costume to (logo v)\n\nwhen I receive [game v]\nswitch costume to (logo2 v)\n\nwhen flag clicked\nforever\n if <(Logo) = [10]> then\n switch costume to (logo4 v)\n end\nend\n\nwhen flag clicked\nset [music v] to [0]\nforever\n go to [front v] layer\nend\n\nforever\n\nwhen this sprite clicked\nbroadcast (Music v)\n\nwhen this sprite clicked\nbroadcast (best speedrun official v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@menu UI3\n\ndefine sz (sz) dir (dir) xy (x) (y) spd (spd)\nchange size to (sz) (spd)\nturn to direction (dir) (spd)\nglide to xy (x) (y) (spd)\n\ndefine change size to (sz) (spd)\nchange size by (((sz) - (size)) / (spd))\n\ndefine turn to direction (dir) (spd)\npoint in direction ((direction) + (((dir) - (direction)) / (spd)))\n\ndefine glide to xy (x) (y) (spd)\ngo to x: ((x position) + (((x) - (x position)) / (spd))) y: ((y position) + (((y) - (y position)) / (spd)))\n\ndefine change size (ns) (os) (spd) activators < grow > < shrink > (c#)\nswitch costume to (blank v)\nchange size by ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd))\nswitch costume to ((c#) + ())\n\ndefine clone (n) (start val)\nset [menu ui3: id v] to (start val)\nrepeat (n)\n change [menu ui3: id v] by (1)\n create clone of (_myself_ v)\nend\nset [menu ui3: id v] to [0]\n\nwhen I start as a clone\n\n if <not <<(menu UI3: ID) = []> or <<(menu UI3: ID) = []> or >>> then\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(menu UI3: visible) = [1]>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(menu UI3: ID) = [1]> then\n start sound [bounce v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nif <(menu UI3: ID) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (400)\n show\n set [menu ui3: visible v] to [1]\n set size to (75) %\n repeat (46)\n drop in to y ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n end\n \n go to x: (0) y: ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n bounce size [85] [75] [4] activators <touching (mouse-pointer v)?> <mouse down?> (costume [number v])\n if <(SCREEN) = [title]> then\n show\n set [menu ui3: visible v] to [1]\n else\n hide\n set [menu ui3: visible v] to [0]\n end\n end\nelse\n if <(menu UI3: ID) = [2]> then\nend\n\n\n go to x: () y: ()\n if <(SCREEN) = []> then\n show\n set [menu ui3: visible v] to [1]\n else\n hide\n set [menu ui3: visible v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (title v)\n\nwhen I receive [title v]\nset [screen v] to [title]\nset [🔢 level v] to [1]\nclone [4] [0]\n\ndefine bounce size (ns) (os) (spd) activators < grow > < shrink > (c#)\nset [menu ui3: bv v] to (((menu UI3: bv) * (0.7)) + ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd)))\nchange size by (menu UI3: bv)\n\ndefine drop in to y (y)\nchange [menu ui3: item yv v] by (-1)\nchange y by (menu UI3: item yv)\nif <(y position) < (y)> then\n repeat ([ceiling v] of ([abs v] of (menu UI3: item yv) ) )\n if <(y position) < (y)> then\n change y by ((0) - (([abs v] of (menu UI3: item yv) ) / (menu UI3: item yv)))\n end\n end\n start sound [hit v]\n set [menu ui3: item yv v] to ((menu UI3: item yv) * (-0.4))\nend\n\nset [screen v] to [title]\nset [🔢 level v] to [1]\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen this sprite clicked\nchange [logo v] by (1)\nif <(Logo) = [1]> then\n switch costume to (logo2 v)\n broadcast (Nocturne mod v)\nelse\n if <(Logo) = [2]> then\n switch costume to (logo v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [4]> then\n switch costume to (logo v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [3]> then\n switch costume to (logo2 v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [5]> then\n switch costume to (logo2 v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [6]> then\n switch costume to (logo v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [7]> then\n switch costume to (logo2 v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [8]> then\n switch costume to (logo v)\n broadcast (Nocturne mod v)\n end\n if <(Logo) = [9]> then\n switch costume to (logo2 v)\n broadcast (Nocturne mod v)\n end\nend\n\nwhen flag clicked\nset [logo v] to [0]\nswitch costume to (logo v)\n\nwhen I receive [game v]\nswitch costume to (logo3 v)\n\nwhen flag clicked\nforever\n if <(Logo) = [10]> then\n switch costume to (logo4 v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Speedrun v)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(Logo) > [1]>> then\n broadcast (t'as cliqué plus de 2 fois sur le Speedrun mode v)\n repeat until <key (9 v) pressed?>\n reset timer\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [game v]\nhide\n\n@Camera\n\nwhen I receive [go v]\nhide\n\nwhen I receive [camera x y v]\nshow\n\ngo to ( engine v)\n\n@camera x y \n\nwhen this sprite clicked\nbroadcast (camera x y v)\n\nwhen flag clicked\n\nwhen I receive [go v]\nhide\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (102.8) %\n end\nend\n\nwhen I receive [go v]\nforever\n if <<key (space v) pressed?> and <<<key (1 v) pressed?> or <key ((join [&] []) v) pressed?>> and <key (up arrow v) pressed?>>> then\n show\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-93) y: (42)\nforever\n\nset x to (adv mouse x)\nset y to (adv mouse y)\n\nwhen flag clicked\nforever\n\nset [adv mouse x v] to ((mouse x) / (round (([sin v] of (5) ) * (60))))\nset [adv mouse y v] to ((mouse y) / (round (([cos v] of (6) ) * (5))))\n\nwhen flag clicked\nchange [ghost v] effect by (48.)\nchange [whirl v] effect by (7)\nshow\n\nwhen I receive [game v]\nhide\n\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (93)\ngo to [back v] layer\n\nwhen I receive [show main menu v]\n\nwhen flag clicked\nshow\n\n@.\n\ngo [backward v] (1) layers\n\n@Blank\n\n@Sprite6\n\nwhen I receive [t'as cliqué plus de 2 fois sur le speedrun mode v]\nshow\nrepeat until <key (9 v) pressed?>\n\ngo to (time v)\n\nwhen flag clicked\nhide\n\n@Temps\n\nwhen I receive [go v]\nset [temps v] to [0]\nhide\nrepeat until <(Completed Levels) = [1 2 3 4 5 6]>\n change [temps v] by (0.1)\n wait (0.1) seconds\nend\nif <(☁ Temps Record) > (temps)> then\n set [☁ temps record v] to (temps)\n show variable [☁ temps record v]\nend\nstop [this script v]\n\n@Hack\n\nwhen I receive [go v]\nshow list [hack v]\ndelete all of [hack v]\nforever\n if <key ((join [:] []) v) pressed?> then\n hide list [hack v]\n add [Camera:/] to [hack v]\n add [Speed:/ ] to [hack v]\n ask [hack ? ] and wait\n end\n if <key ((join [/] []) v) pressed?> then\n hide list [hack v]\n add [Camera:/] to [hack v]\n add [Speed:/ ] to [hack v]\n ask [hack ? ] and wait\n end\n if <(answer) = [Camera:/]> then\n broadcast (camera x y v)\n show list [hack v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(answer) = [Speed:/ ]> then\n set [x velocity v] to ((X Velocity) / (7))\n show list [hack v]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(Time) = [60]> then\n forever\n repeat (10)\n next costume\n repeat (60)\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [go v]\nhide\n\nwhen I receive [speedrun v]\nforever\n show\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [0 1 2 3 4 5]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [012345]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(Time) = [600]> then\n forever\n repeat (10)\n next costume\n repeat (600)\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [go v]\nhide\n\nwhen I receive [speedrun v]\nforever\n show\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [0 1 2 3 4 5]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [012345]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n if <(Time) = [1]> then\n forever\n repeat (10)\n next costume\n wait (1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [go v]\nhide\n\nwhen I receive [speedrun v]\nforever\n show\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [0 1 2 3 4 5 ]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [012345]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(Time) = [10]> then\n forever\n repeat (6)\n next costume\n repeat (10)\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [speedrun v]\nforever\n show\nend\n\nwhen I receive [go v]\nhide\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [0 1 2 3 4 5]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [012345]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [speedrun v]\nshow\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [go v]\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [0 1 2 3 4 5 6]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Completed Levels) = [012345]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Easter egg\n\nwhen flag clicked\nforever\n if <(current [hour v]) = [15]> then\n broadcast (Easters !! v)\n end\nend\n\nwhen I receive [easters !! v]\nwait (10) seconds\nstart sound [pop v]\n\nplay sound [pop v] until done\n\n@favoris\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (message1 v)\n end\nend\n\n@coeur\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (2 v)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [2 v]\nshow\ngo to [front v] layer\n\nchange [ghost v] effect by (100)\n\n@Sprite13\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [message1 v]\nshow\ngo to [front v] layer\n\n@Sprite14\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (8 v)\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nchange [color v] effect by (524)\n\n@TROLL\n\nwhen flag clicked\nforever\n if <<<<key (x v) pressed?> and <key (g v) pressed?>> and <<key (j v) pressed?> and <key (i v) pressed?>>> and <key (n v) pressed?>> then\n broadcast (0 v)\n end\nend\n\nwhen I receive [0 v]\nforever\n insert [1] at (2) of [completed levels v] \n insert [2] at (3) of [completed levels v] \n insert [3] at (4) of [completed levels v] \n insert [4] at (5) of [completed levels v] \n insert [5] at (6) of [completed levels v] \nend\n\n@menu UI5\n\ndefine sz (sz) dir (dir) xy (x) (y) spd (spd)\nchange size to (sz) (spd)\nturn to direction (dir) (spd)\nglide to xy (x) (y) (spd)\n\ndefine change size to (sz) (spd)\nchange size by (((sz) - (size)) / (spd))\n\ndefine turn to direction (dir) (spd)\npoint in direction ((direction) + (((dir) - (direction)) / (spd)))\n\ndefine glide to xy (x) (y) (spd)\ngo to x: ((x position) + (((x) - (x position)) / (spd))) y: ((y position) + (((y) - (y position)) / (spd)))\n\ndefine change size (ns) (os) (spd) activators < grow > < shrink > (c#)\nswitch costume to (blank v)\nchange size by ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd))\nswitch costume to ((c#) + ())\n\ndefine clone (n) (start val)\nset [menu ui4: id v] to (start val)\nrepeat (n)\n change [menu ui4: id v] by (1)\n create clone of (_myself_ v)\nend\nset [menu ui4: id v] to [0]\n\nwhen I start as a clone\n\n if <not <<(menu UI4: ID) = []> or <<(menu UI4: ID) = []> or >>> then\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(menu UI4: visible) = [1]>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(menu UI4: ID) = [1]> then\n start sound [bounce v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nif <(menu UI4: ID) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (400)\n show\n set [menu ui4: visible v] to [1]\n set size to (75) %\n repeat (46)\n drop in to y ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n end\n \n go to x: (0) y: ((60) + (([sin v] of ((timer) * (200)) ) * (4)))\n bounce size [85] [75] [4] activators <touching (mouse-pointer v)?> <mouse down?> (costume [number v])\n if <(SCREEN) = [title]> then\n show\n set [menu ui4: visible v] to [1]\n else\n hide\n set [menu ui4: visible v] to [0]\n end\n end\nelse\n if <(menu UI4: ID) = [2]> then\nend\n\n\n go to x: () y: ()\n if <(SCREEN) = []> then\n show\n set [menu ui4: visible v] to [1]\n else\n hide\n set [menu ui4: visible v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (title v)\n\nwhen I receive [title v]\nset [screen v] to [title]\nset [🔢 level v] to [1]\nclone [4] [0]\n\ndefine bounce size (ns) (os) (spd) activators < grow > < shrink > (c#)\nset [menu ui4: bv v] to (((menu UI4: bv) * (0.7)) + ((((os) + ((< grow > * <not < shrink >>) * ((ns) - (os)))) - (size)) / (spd)))\nchange size by (menu UI4: bv)\n\ndefine drop in to y (y)\nchange [menu ui4: item yv v] by (-1)\nchange y by (menu UI4: item yv)\nif <(y position) < (y)> then\n repeat ([ceiling v] of ([abs v] of (menu UI4: item yv) ) )\n if <(y position) < (y)> then\n change y by ((0) - (([abs v] of (menu UI4: item yv) ) / (menu UI4: item yv)))\n end\n end\n start sound [hit v]\n set [menu ui4: item yv v] to ((menu UI4: item yv) * (-0.4))\nend\n\nset [screen v] to [title]\nset [🔢 level v] to [1]\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen this sprite clicked\nwait (1) seconds\nplay sound [select v] until done\nswitch costume to (logo2 v)\nbroadcast (Online A v)\nbroadcast (Game v)\nhide\n\nwhen flag clicked\nforever\n if <<<(username) = [AZEATRE]> or <(username) = [balouchat]>> or <(username) = [MisteCringeh]>> then\n switch costume to (logo v)\n else\n broadcast (01Abcdaabdca1 v)\n switch costume to (logo2 v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [game v]\nswitch costume to (blank v)\n\nwhen flag clicked\n\nwhen I receive [title v]\nforever\n if <<(username) = [I]> or <(username) = [balouchat]>> then\n switch costume to (logo v)\n show\n else\n switch costume to (logo2 v)\n hide\n end\nend\n\nwhen I receive [01abcdaabdca1 v]\nswitch costume to (blank v)\n\nwhen this sprite clicked\nset [0a1b2c3d v] to [1]\n\nwhen flag clicked\nset [0a1b2c3d v] to [0]\n\n@ONLINE PLAYER\n\nwhen I receive [online a v]\nshow\nforever\n go to x: (Land X) y: (Land Y)\nend\n\nwhen I receive [game v]\nforever\n if <(aonline 1&) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [go v]\nset [color v] effect to (-101)\nshow\nforever\n set [1ani02mé v] to (timer)\n if <(username) = [balouchat]> then\n say (join [AZEATRE] (join [ / ] (1Ani02mé)))\n end\n if <(username) = [MisterCringeh]> then\n say (join [AZEATRE] (join [ / ] (1Ani02mé)))\n end\n if <(username) = [AZEATRE]> then\n say (join [balouchat] (join [ / ] (1Ani02mé)))\n end\n if <(abababa) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(aonline 1&) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [online a v]\nsay [AZEATRE]\ngo to x: (0) y: (75)\nset [x v] to [0]\nforever\n change x by (x)\nend\n\nwait () seconds\n\nwhen I receive [game v]\ngo to x: (-12) y: (75)\n\nchange y by (10)\nchange y by (10)\n\nwhen I receive [online a v]\nwait (4) seconds\n\nwhen I receive [envoyer , v]\n\nwhen I receive [aaaaaaaabaaaaaaabc v]\n\nwhen I receive [online a v]\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (10)\n change [x v] by (-6)\nend\nwait (0.4) seconds\nrepeat (10)\n change [x v] by (6)\nend\nwait (0) seconds\nrepeat (10)\n change [1abcda v] by (33)\nend\nwait (0.1) seconds\nrepeat (10)\n change [1abcda v] by (-33)\nend\nswitch costume to (costume2 v)\nrepeat (10)\nend\nswitch costume to (costume1 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nrepeat (10)\n change [1abcda v] by (-4)\nend\nwait (1) seconds\nswitch costume to (costume1 v)\n\nrepeat (10)\n change [x v] by (6)\nend\nwait (0) seconds\nrepeat (10)\n change [1abcda v] by (6)\nend\nwait (0.1) seconds\n\nrepeat (10)\nwait (0) seconds\n\nchange [1abcda v] by (-2)\n\nwhen I receive [online a v]\nset [1abcda v] to [0]\nforever\nend\n\nchange y by (1ABCDA)\n\nchange [1abcda v] by (-1)\n\nsay [balouchat]\n\nsay [AZEATRE]\n\nsay (translate [Salut balouchat!!!] to ((language::translate) v)::translate)\nbroadcast (ENVOYER , v)\n\nsay (translate [Tu me vois???] to ((language::translate) v)::translate)\nwait (3) seconds\nbroadcast (1 v)\n\nif <(answer) = (answer)> then\n wait (6) seconds\nend\n\nsay (translate [Au revoir \(je voulais juste voir si ça marchais !] to ((language::translate) v)::translate)\nwait (1) seconds\nforever\n say []\n hide\nend\n\nwhen I receive [online a v]\nshow\nwait (14) seconds\nforever\n hide\nend\n\nwhen I receive [online a v]\nforever\n change [1abcda v] by (-10)\n if <touching (aa v)?> then\n yes\n end\nend\n\ndefine yes\n\nrepeat until \nend\n\nchange y by (10)\n\nwait (1) seconds\n\nset [1abcda v] to []\n\nwhen flag clicked\nset [aonline 1& v] to [0]\n\nwhen I receive [go v]\nforever\n if <(aonline 1&) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [online a v]\nset [aonline 1& v] to [1]\n\nwhen I receive [go v]\n\nwhen flag clicked\nforever\n if <touching (aa v)?> then\n set [1abcda v] to [0]\n end\nend\n\nwhen I receive [online a v]\ngo to x: (6) y: (108)\n\ngo to x: (21) y: (-122)\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\n\nwhen I receive [online a v]\nrepeat (33)\n go to ( engine v)\nend\nforever\n if <touching color (#000000)?> then\n end\nend\n\nwait (1) seconds\n\nwhen flag clicked\nforever\nend\n\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.2]\n\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.3]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.4]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.5]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.6]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.7]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.8]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.9]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.0]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.1]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.2]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.3]\nwait (0.2) seconds\nset [1ani02mé v] to [0:0.9]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.0]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.1]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.2]\nwait (0.2) seconds\nset [1ani02mé v] to [0:1.3]\n\n@Sauvegarde automatique\n\nwhen I receive [game v]\nset [ghost v] effect to (100)\n\nwhen I receive [go v]\nset [ghost v] effect to (100)\nforever\n if <(Completed Levels) = [01]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [012]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [0123]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [01234]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [012345]> then\n broadcast (01 Asauvegardebc v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nforever\n if <(Completed Levels) = [01]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0123]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [01234]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012345]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\nend\n\nforever\n if <(Completed Levels) = [01]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0123]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [01234]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012345]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\nend\n\nwhen I receive [game v]\n\nset [ghost v] effect to (100)\nforever\n if <(Completed Levels) = [0 1]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2 3]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2 3 4]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2 34 5]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\nend\n\nwhen I receive [go v]\nset [ghost v] effect to (100)\nforever\n if <(Completed Levels) = [0 1]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [0 1 2]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [0 1 2 3]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [0 1 2 3 4]> then\n broadcast (01 Asauvegardebc v)\n end\n if <(Completed Levels) = [0 1 2 34 5]> then\n broadcast (01 Asauvegardebc v)\n end\nend\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\nforever\n if <(Completed Levels) = [0 1]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2 3]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2 3 4]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0 1 2 34 5]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\nend\n\nwhen I receive [01 asauvegardebc v]\nwait (0.6) seconds\nrepeat (33)\n change [ghost v] effect by (-9)\nend\nwait (0.1) seconds\nforever\n change [ghost v] effect by (9)\nend\n\nwait (60) seconds\n\nwhen I receive [go v]\nwait (60) seconds\nbroadcast (01 Asauvegardebc v)\n\n@Sauvegarde automatique2\n\nwhen I receive [game v]\nset [ghost v] effect to (100)\n\nwhen I receive [go v]\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nforever\n if <(Completed Levels) = [01]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0123]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [01234]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012345]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\nend\n\nforever\n if <(Completed Levels) = [01]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [0123]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [01234]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\n if <(Completed Levels) = [012345]> then\n broadcast (01 Asauvegardebc v)\n repeat (33)\n change [ghost v] effect by (-9)\n end\n wait (0.6) seconds\n repeat (33)\n change [ghost v] effect by (9)\n end\n wait (0.6) seconds\n end\nend\n\nwhen I receive [game v]\n\nwhen flag clicked\n\nwhen I receive [01 asauvegardebc v]\nwait (0.6) seconds\nrepeat (33)\n change [ghost v] effect by (-9)\nend\nwait (0.1) seconds\nforever\n change [ghost v] effect by (9)\nend\n\nwait (60) seconds\n\nwhen I receive [go v]\nforever\n wait (60) seconds\n broadcast (01 Asauvegardebc v)\nend\n\n@Tumb (best)\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n@Detector\n\nwhen flag clicked\nset [mobile v] to []\nswitch costume to (détéction v)\nif <touching (mouse-pointer v)?> then\n switch costume to (attention;;;; v)\n wait until <not <touching (mouse-pointer v)?>>\nend\nswitch costume to (détéction v)\nrepeat until <<(Mobile) = [Mobile]> or <(Mobile) = [Computer]>>\n if <not <<not <touching (mouse-pointer v)?>> and <mouse down?>>> then\n if <touching (mouse-pointer v)?> then\n if <<not <<(x) = (mouse x)> and <(y) = (mouse y)>>> and <not <mouse down?>>> then\n set [mobile v] to [Computer]\n else\n set [mobile v] to [Mobile]\n end\n end\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n else\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n switch costume to (attention;;;; v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (détéction v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <not <mouse down?>> then\n play sound [pop v] until done\nend\n\n@JAPONAIS!!!!!!!!!\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 flag clicked\ngo to [front v] layer\nhide\nswitch costume to (サムネ v)\n\nwhen I receive [エンディング v]\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 flag clicked\n\nbroadcast (エンディング v)\n\nwhen [loudness v] > (10)\n\n@Joystick\n\nwhen flag clicked\nhide\nshow list [share v]\ndelete all of [share v]\nhide variable [user v]\nset [rec tick v] to []\nset [joy timer v] to [1]\nset [joy orig x v] to []\nset size to (130) %\ngo to x: (-174) y: (-116)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\n\nwhen I receive [joystick v]\ntick\n\nwhen I receive [go v]\ngo to [front v] layer\n\nwhen I receive [finish v]\ngo to [front v] layer\n\ndefine tick\n\nwhen I receive [recording - start v]\nset [rec x v] to [0]\nset [rec y v] to [0]\nset [rec tick v] to [0]\nset [rec idx v] to [1]\nset [joy x v] to [0]\nset [joy y v] to [0]\nif <(RECORDER) = [record]> then\n delete all of [recording v]\n hide variable [user v]\nend\n\ndefine record\nadd (rec tick) to [recording v]\nif <(Joy X) > [0]> then\n if <(Joy Y) > [0]> then\n add [9] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [6] to [recording v]\n else\n add [3] to [recording v]\n end\n end\nelse\n if <(Joy X) = [0]> then\n if <(Joy Y) > [0]> then\n add [8] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [5] to [recording v]\n else\n add [2] to [recording v]\n end\n end\n else\n if <(Joy Y) > [0]> then\n add [7] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [4] to [recording v]\n else\n add [1] to [recording v]\n end\n end\n end\nend\nset [rec x v] to (Joy X)\nset [rec y v] to (Joy Y)\nset [rec tick v] to [0]\n\ndefine play (a)\nif <(a) < [4]> then\n set [joy y v] to [-1]\nelse\n if <(a) < [7]> then\n set [joy y v] to [0]\n else\n set [joy y v] to [1]\n end\nend\nif <((a) mod (3)) = [1]> then\n set [joy x v] to [-1]\nelse\n if <((a) mod (3)) = [2]> then\n set [joy x v] to [0]\n else\n set [joy x v] to [1]\n end\nend\nset [rec tick v] to [0]\nchange [rec idx v] by (2)\n\nset [recorder v] to [record]\n\nset [recorder v] to [play]\n\ndefine Save Recording\nset [encode v] to []\nset [rec idx v] to [1]\nrepeat ((length of [recording v]) / (2))\n set [i v] to (item (rec idx) of [recording v])\n change [rec idx v] by (1)\n repeat until <(i) < [100]>\n set [encode v] to (join (encode) (join [99] (item (rec idx) of [recording v])))\n change [i v] by (-99)\n end\n if <(length of (i)) < [2]> then\n set [encode v] to (join (encode) [0])\n end\n set [encode v] to (join (encode) (join (i) (item (rec idx) of [recording v])))\n change [rec idx v] by (1)\nend\n\nwhen I receive [recording - save v]\nSave Recording\nreplace item ((LEVEL) * (2)) of [saves v] with (encode)\ndelete all of [share v]\nadd [Griffpatch will manually add your recording to the project soon...] to [share v]\nadd (encode) to [share v]\nhide list [share v]\nset [i v] to [1]\nset [rec idx v] to []\nrepeat until <(i) > (length of (encode))>\n if <(length of (rec idx)) = [256]> then\n wait (0.15) seconds\n set [☁ snapshot v] to (rec idx)\n set [rec idx v] to []\n end\n set [rec idx v] to (join (rec idx) (letter (i) of (encode)))\n change [i v] by (1)\nend\nwait (0.15) seconds\nif <(length of (rec idx)) > [0]> then\n set [☁ snapshot v] to (rec idx)\nend\n\ndelete all of [share v]\nadd (encode) to [share v]\nhide list [share v]\n\nwhen I receive [level chosen v]\nshow list [share v]\ndelete all of [share v]\nif <(RECORDER) = [record]> then\n hide variable [user v]\nend\n\ndefine Load Recording\ndelete all of [recording v]\nset [encode v] to (item ((LEVEL) * (2)) of [saves v])\nset [user v] to (join [Recording by ] (item (((LEVEL) * (2)) - (1)) of [saves v]))\nshow variable [user v]\nset [i v] to [1]\nrepeat ((length of (encode)) / (3))\n add ((0) + (join (letter (i) of (encode)) (letter ((i) + (1)) of (encode)))) to [recording v]\n add ((0) + (letter ((i) + (2)) of (encode))) to [recording v]\n change [i v] by (3)\nend\n\nwhen I receive [recording - load v]\ndelete all of [recording v]\nLoad Recording\n\nwhen [z v] key pressed\n\nchange [rec tick v] by (-1)\n\nwhen flag clicked\nwait until <mouse down?>\nif <(RECORDER) = [play]> then\n if <(rec tick) > []> then\n if <(item (rec idx) of [recording v]) = (rec tick)> then\n play (item ((rec idx) + (1)) of [recording v])\n end\n change [rec tick v] by (1)\n end\nelse\n if <<mouse down?> and <(EDITOR) < [1]>> then\n if <(Joy Timer) > [-20]> then\n set [ghost v] effect to (50)\n if <(Joy Timer) > [0]> then\n show\n end\n end\n set [joy timer v] to [-20]\n if <(Joy Orig X) = []> then\n set [joy orig x v] to (mouse x)\n set [joy orig y v] to (mouse y)\n go to (mouse-pointer v)\n end\n else\n change [joy timer v] by (1)\n if <(Joy Timer) < [0]> then\n change [ghost v] effect by (20)\n else\n if <(Joy Timer) = [0]> then\n hide\n end\n end\n if <not <(Joy Orig X) = []>> then\n go to x: (Joy Orig X) y: (Joy Orig Y)\n set [joy orig x v] to []\n end\n end\n if <(costume [number v]) = [2]> then\n set [joy x v] to [0]\n set [joy y v] to [0]\n if <mouse down?> then\n go to x: (Joy Orig X) y: (Joy Orig Y)\n point towards (mouse-pointer v)\n set [power v] to (distance to [mouse-pointer v])\n if <(power) > ((size) / (4))> then\n set [power v] to ((size) / (4))\n end\n move (power) steps\n if <(power) > [14]> then\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [joy y v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [joy y v] to [-1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [joy x v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [joy x v] to [-1]\n end\n end\n else\n set [digital dir v] to []\n end\n else\n set [power v] to [0]\n set [digital dir v] to []\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [joy y v] to [1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [joy y v] to [-1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [joy x v] to [-1]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [joy x v] to [1]\n end\n end\n if <(RECORDER) = [record]> then\n if <not <<(rec x) = (Joy X)> and <(rec y) = (Joy Y)>>> then\n record\n end\n change [rec tick v] by (1)\n end\nend\n\nforever\nend\n\n@Sprite16\n\nwhen flag clicked\nchange volume by (-60)\nforever\n\nwhen flag clicked\nset [mute v] to [No]\nswitch costume to (costume1 v)\nset volume to (49) %\nforever\n set [pan left/right v] effect to (100)\n change [pitch v] effect by (1)\n go to (music button v)\n if <<not <(username) = [AZEATRE]>> and <(Mute) = [No]>> then\n wait (1) seconds\n forever\n play sound [Super Box Adventure \(Spoiler for Box 2 music\) v] until done\n end\n end\n if <<(username) = [AZEATRE]> and <(Mute) = [No]>> then\n wait (1) seconds\n forever\n play sound [Super Box Adventure \(Spoiler for Box 2 music\) v] until done\n end\n end\nend\n\nplay sound [box music v] until done\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set [mute v] to [Yes]\n set volume to (0) %\n switch costume to (costume2 v)\n stop all sounds\nelse\n set [mute v] to [No]\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n set size to (40) %\n if <touching (mouse-pointer v)?> then\n set size to (47) %\n end\nend\n\nset [pitch v] effect to (100)\n\n@Temps \n\nwhen flag clicked\nset [temps v] to [0]\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (20)\n wait (0.1) seconds\nend\nhide\nrepeat until <<(Completed Levels) = [1 2 3 4 5 ]> or <(Completed Levels) = [12345 ]>>\n change [temps v] by (0.1)\n wait (0.1) seconds\n if <(fly?) = [on]> then\n end\nend\nif <(☁ Temps Record) > (temps)> then\n set [☁ temps record v] to (temps)\nend\n\nforever\n set [temps v] to [999]\nend\n\n@AA\n\nwhen I receive [turnblock 1 v]\n\nchange [color v] effect by (25)\n\nclear graphic effects\n\nwhen I start as a clone\nif <(AA: ind.I2) = [2]> then\n wait until <touching ( engine v)?>\n repeat (9)\n turn right (9) degrees\n change [aa: tempdir2 v] by (9)\n end\n set [aa: ind.i2 v] to [1]\n broadcast (turnblock 1 v)\n for ind.I (3) replace [dir] with (90)\nend\n\nwhen I receive [turnblock 1 v]\nif <(AA: ind.I2) = [3]> then\n repeat (10)\n turn right (9) degrees\n end\n set [aa: tempdir2 v] to [90]\nend\n\nwhen I receive [updatelanddata v]\ndelete (all) of [objects 2 v]\ndel [all]\nif <(Level) = [0]> then\n level select\nelse\n if <(Level) = [1]> then\n level 1\n else\n if <(Level) = [2]> then\n level 2\n else\n if <(Level) = [3]> then\n level 3\n else\n if <(Level) = [4]> then\n level 4\n else\n level 5\n end\n end\n end\n end\nend\nbroadcast (go v)\n\nwhen I receive [updatelanddata v]\ndelete this clone\n\nwhen I start as a clone\nif <(AA: ind.I2) = [4]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n change [aa: tempdir2 v] by (9)\n end\n set [aa: ind.i2 v] to [1]\n broadcast (turnblock 2 v)\n for ind.I (3) replace [dir] with (180)\nend\n\nwhen I receive [turnblock 2 v]\nif <(AA: ind.I2) = [3]> then\n if <(AA: tempX2) = [220]> then\n repeat (10)\n change [aa: tempy3 v] by (4)\n end\n else\n if <(AA: tempX2) = [180]> then\n repeat (10)\n change [aa: tempy3 v] by (12)\n end\n else\n if <(AA: tempX2) = [140]> then\n repeat (10)\n change [aa: tempy3 v] by (20)\n end\n else\n if <(AA: tempX2) = [100]> then\n repeat (10)\n change [aa: tempy3 v] by (28)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [turnblock 2 v]\nif <(AA: ind.I2) = [3]> then\n repeat (10)\n turn right (9) degrees\n change [aa: tempdir2 v] by (9)\n end\n set [aa: tempdir2 v] to [180]\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [5]> then\n go [backward v] (10) layers\n wait until <touching ( engine v)?>\n repeat (10)\n change [aa: tempdir2 v] by (9)\n turn right (9) degrees\n end\n set [aa: ind.i2 v] to [1]\n broadcast (turnblock 3 v)\nend\n\nwhen I receive [turnblock 3 v]\nif <<(AA: ind.I2) = [3]> and <(AA: tempX2) = [220]>> then\n repeat (10)\n change [aa: tempy3 v] by (12)\n change [aa: tempdir2 v] by (9)\n turn right (9) degrees\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [6]> then\n set [aa: sin2 v] to [0]\n set [aa: tempy4 v] to (AA: tempY3)\n forever\n change [aa: sin2 v] by (10)\n set [aa: tempy3 v] to ((AA: tempY4) + (([sin v] of (AA: sin2) ) * (20)))\n end\nend\n\nadd [1] to [completed levels v]\nadd [2] to [completed levels v]\nadd [3] to [completed levels v]\nadd [4] to [completed levels v]\nadd [5] to [completed levels v]\n\nwhen I start as a clone\nif <(AA: ind.I2) = [8]> then\n set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [9]> then\n forever\n go to [back v] layer\n turn right (-2) degrees\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [10]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n set [aa: tempdir2 v] to [0]\n add (1) (-120) (-160) (100) (0) sp: (1)\n for ind.I (9) replace [obj] with (18)\n broadcast (turnblock 1 level 2 v)\nend\n\nwhen I receive [turnblock 1 level 2 v]\nif <(AA: ind.I2) = [9]> then\n switch costume to (blade2 v)\n set [aa: obj2 v] to [18]\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [11]> then\n set [aa: sin2 v] to [0]\n forever\n change [aa: sin2 v] by (1)\n set [aa: tempx2 v] to ((-440) + (([sin v] of (AA: sin2) ) * (120)))\n set [aa: tempy3 v] to ((-80) + (([sin v] of ((AA: sin2) + (90)) ) * (120)))\n turn right (2) degrees\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [12]> then\n forever\n wait (2) seconds\n repeat (10)\n turn right (9) degrees\n end\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [14]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n set [aa: tempdir2 v] to [0]\n broadcast (turnblock 1 level 3 v)\nend\n\nwhen I receive [turnblock 1 level 3 v]\nif <(AA: ind.I2) = [13]> then\n set [aa: obj2 v] to [17]\n switch costume to (orb v)\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [15]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n add (17) (1580) (440) (0) (0) sp: (1)\n for ind.I (16) replace [obj] with (17)\n for ind.I (17) replace [obj] with (21)\n for ind.I (14) replace [dir] with (270)\n for ind.I (14) replace [ind.I] with (18)\n broadcast (turnblock 2 level 3 v)\nend\n\nwhen I receive [turnblock 3 level 3 v]\nadd line x1: (-300) y1: (300) x2: (-40) y2: (160) size: (100)\nadd (7) (-420) (340) (0) (0) sp: (7)\n\nwhen I start as a clone\nif <(AA: ind.I2) = [18]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n set [aa: tempdir2 v] to [0]\n broadcast (turnblock 3 level 3 v)\nend\n\nwhen flag clicked\nwait until <(Level) = [2]>\nwait (1.5) seconds\nadd (24) (0) (-240) (100) (90) sp: (0)\n\nwhen I start as a clone\nif <(AA: ind.I2) = [19]> then\n wait until <touching ( engine v)?>\n repeat (5)\n turn right (18) degrees\n end\n set [aa: tempdir2 v] to [0]\n for ind.I (20) replace [obj] with (22)\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [21]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (-9) degrees\n end\n set [aa: tempdir2 v] to [0]\n broadcast (turnblock 1 level 5 v)\nend\n\nwhen I receive [turnblock 1 level 5 v]\nif <(AA: ind.I2) = [22]> then\n set [aa: obj2 v] to [17]\n switch costume to (orb v)\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [23]> then\n forever\n switch costume to (pattern0 v)\n wait (3) seconds\n next costume\n repeat (3)\n wait (1) seconds\n next costume\n end\n repeat (10)\n turn right (9) degrees\n end\n end\nend\n\nchange [land x v] by (880)\nchange [land y v] by (-580)\n\ndefine add line x1: (x1) y1: (y1) x2: (x2) y2: (y2) size: (size)\nset [aa: linex2 v] to (x1)\nset [aa: liney2 v] to (y1)\nif <((x2) - (x1)) > ((y2) - (y1))> then\n repeat (((x2) - (x1)) / (10))\n add (2) (AA: lineX2) (AA: lineY2) (size) (90) sp: (1)\n change [aa: linex2 v] by (10)\n change [aa: liney2 v] by (([tan v] of ([atan v] of (((y2) - (y1)) / ((x2) - (x1))) ) ) * (10))\n end\nelse\n repeat (((y2) - (y1)) / (10))\n add (2) (AA: lineX2) (AA: lineY2) (size) (90) sp: (1)\n change [aa: linex2 v] by (([tan v] of ([atan v] of (((x2) - (x1)) / ((y2) - (y1))) ) ) * (10))\n change [aa: liney2 v] by (10)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (main v)\nbroadcast (updatelanddata v)\n\nwhen I start as a clone\nswitch costume to (AA: obj2)\ngo to x: ((AA: tempX2) + (Land X)) y: ((AA: tempY3) + (Land Y))\npoint in direction (AA: tempDir2)\nshow\nrepeat until <<([abs v] of (x position) ) > [400]> or <([abs v] of (y position) ) > [340]>>\n go to postion\nend\nadd (AA: obj2) (AA: tempX2) (AA: tempY3) (AA: tempSize2) (AA: tempDir2) sp: (AA: ind.I2)\ndelete this clone\n\nwhen I receive [go v]\nforever\n render\nend\n\ndefine render\nset [aa: count2 v] to [0]\nrepeat (length of [objects v])\n change [aa: count2 v] by (1)\n if <<<((item (AA: count2) of [objectx v]) + (Land X)) > [-400]> and <((item (AA: count2) of [objectx v]) + (Land X)) < [400]>> and <<((item (AA: count2) of [objecty v]) + (Land Y)) > [-340]> and <((item (AA: count2) of [objecty v]) + (Land Y)) < [340]>>> then\n Create (item (AA: count2) of [objects v]) (item (AA: count2) of [objectx v]) (item (AA: count2) of [objecty v]) (item (AA: count2) of [objectsize v]) (item (AA: count2) of [objectdir v]) sp: (item (AA: count2) of [objectind.i v])\n else\n add (item (AA: count2) of [objects v]) to [objects 2 v]\n add (item (AA: count2) of [objectx v]) to [objects 2 v]\n add (item (AA: count2) of [objecty v]) to [objects 2 v]\n add (item (AA: count2) of [objectsize v]) to [objects 2 v]\n add (item (AA: count2) of [objectdir v]) to [objects 2 v]\n add (item (AA: count2) of [objectind.i v]) to [objects 2 v]\n end\nend\ndel [all]\nset [aa: re-add2 v] to [-5]\nrepeat ((length of [objects 2 v]) / (6))\n change [aa: re-add2 v] by (6)\n add (item (AA: re-add2) of [objects 2 v]) (item ((AA: re-add2) + (1)) of [objects 2 v]) (item ((AA: re-add2) + (2)) of [objects 2 v]) (item ((AA: re-add2) + (3)) of [objects 2 v]) (item ((AA: re-add2) + (4)) of [objects 2 v]) sp: (item ((AA: re-add2) + (5)) of [objects 2 v])\nend\ndelete (all) of [objects 2 v]\n\ndefine add (obj) (x) (y) (size) (dir) sp: (ind.i)\nadd (obj) to [objects v]\nadd (x) to [objectx v]\nadd (y) to [objecty v]\nadd (size) to [objectsize v]\nadd (dir) to [objectdir v]\nadd (ind.i) to [objectind.i v]\n\ndefine Add row of (no.) (obj) from (x) (y) leaving gap (gap) dir (dir) size (size)\nset [aa: linex2 v] to (x)\nrepeat (no.)\n add (obj) (AA: lineX2) (y) (size) (dir) sp: (1)\n change [aa: linex2 v] by (gap)\nend\n\ndefine del (which?)\ndelete (which?) of [objects v]\ndelete (which?) of [objectx v]\ndelete (which?) of [objecty v]\ndelete (which?) of [objectsize v]\ndelete (which?) of [objectdir v]\ndelete (which?) of [objectind.i v]\n\ndefine Create (obj) (x) (y) (size) (dir) sp: (ind.i)\nset [aa: tempx2 v] to (x)\nset [aa: tempy3 v] to (y)\nset [aa: obj2 v] to (obj)\nset [aa: tempsize2 v] to (size)\nset [aa: tempdir2 v] to (dir)\nset [aa: ind.i2 v] to (ind.i)\ncreate clone of (_myself_ v)\n\ndefine for ind.I (ind.i) replace (wut?) with (replace)\nset [aa: ind.i.count2 v] to [0]\nrepeat (length of [objectind.i v])\n change [aa: ind.i.count2 v] by (1)\n if <(item (AA: ind.I.count2) of [objectind.i v]) = (ind.i)> then\n if <(wut?) = [obj]> then\n replace item (AA: ind.I.count2) of [objects v] with (replace)\n else\n if <(wut?) = [x]> then\n replace item (AA: ind.I.count2) of [objectx v] with (replace)\n else\n if <(wut?) = [y]> then\n replace item (AA: ind.I.count2) of [objecty v] with (replace)\n else\n if <(wut?) = [size]> then\n replace item (AA: ind.I.count2) of [objectsize v] with (replace)\n else\n if <(wut?) = [dir]> then\n replace item (AA: ind.I.count2) of [objectdir v] with (replace)\n else\n if <(wut?) = [ind.I]> then\n replace item (AA: ind.I.count2) of [objectind.i v] with (replace)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine go to postion\nset size to (1000) %\ngo to x: ((AA: tempX2) + (Land X)) y: ((AA: tempY3) + (Land Y))\nset size to (AA: tempSize2) %\n\ndefine level 1\nAdd row of (6) (1) from (-140) (-160) leaving gap (40) dir (0) size (100)\nadd (1) (-140) (-120) (100) (0) sp: (1)\nadd (1) (-140) (-80) (100) (0) sp: (1)\nadd (6) (-120) (-40) (100) (0) sp: (2)\nadd (1) (-140) (-40) (100) (0) sp: (1)\nadd (1) (-140) (0) (100) (0) sp: (1)\nadd (5) (100) (-120) (100) (0) sp: (3)\nadd (5) (140) (-80) (100) (0) sp: (3)\nadd (5) (180) (-40) (100) (0) sp: (3)\nadd (5) (220) (0) (100) (0) sp: (3)\nadd (1) (260) (0) (100) (0) sp: (1)\nadd (6) (300) (20) (100) (270) sp: (4)\nadd (1) (300) (0) (100) (0) sp: (1)\nadd (1) (340) (0) (100) (0) sp: (1)\nadd (1) (340) (40) (100) (0) sp: (1)\nadd (1) (340) (80) (100) (0) sp: (1)\nadd (1) (340) (120) (100) (0) sp: (1)\nadd (1) (340) (160) (100) (0) sp: (1)\nadd (1) (340) (200) (100) (0) sp: (1)\nadd (1) (60) (160) (100) (0) sp: (1)\nadd (6) (20) (180) (100) (270) sp: (5)\nadd (1) (20) (160) (100) (0) sp: (1)\nadd (1) (-20) (160) (100) (0) sp: (1)\nadd (1) (-20) (200) (100) (0) sp: (1)\nadd (1) (-20) (240) (100) (0) sp: (1)\nadd (1) (-20) (280) (100) (0) sp: (1)\nadd (1) (-20) (320) (100) (0) sp: (1)\nadd (3) (420) (160) (200) (90) sp: (1)\nadd (3) (500) (140) (200) (270) sp: (1)\nadd (3) (580) (160) (200) (90) sp: (1)\nadd (3) (660) (140) (200) (270) sp: (1)\nadd (4) (820) (220) (100) (67.5) sp: (6)\nadd (4) (980) (300) (100) (67.5) sp: (6)\nadd line x1: (740) y1: (160) x2: (1060) y2: (320) size: (100)\nadd (7) (1180) (400) (200) (90) sp: (7)\n\ndefine level select\nAdd row of (8) (1) from (-200) (-120) leaving gap (40) dir (0) size (100)\nadd line x1: (-400) y1: (0) x2: (-200) y2: (-120) size: (100)\nadd (14) (0) (0) (300) (80) sp: (0)\nif <(length of [completed levels v]) = [1]> then\n add (20) (440) (160) (200) (90) sp: (0)\nend\nall level block [-400] [120] [90] for level [1]\nadd line x1: (80) y1: (-120) x2: (200) y2: (40) size: (100)\nadd line x1: (80) y1: (-120) x2: (200) y2: (40) size: (100)\nadd line x1: (200) y1: (40) x2: (280) y2: (0) size: (100)\nadd line x1: (280) y1: (0) x2: (1080) y2: (0) size: (100)\nAdd row of (3) (4) from (440) (30) leaving gap (20) dir (90) size (50)\nAdd row of (2) (4) from (600) (40) leaving gap (40) dir (90) size (100)\nAdd row of (4) (4) from (800) (30) leaving gap (20) dir (90) size (50)\nall level block [300] [180] [90] for level [2]\nall level block [1000] [140] [100] for level [3]\nadd (22) (1500) (180) (100) (0) sp: (1)\nadd line x1: (1240) y1: (20) x2: (1500) y2: (160) size: (100)\nadd line x1: (1800) y1: (-40) x2: (2100) y2: (-300) size: (100)\nadd (17) (1740) (0) (0) (0) sp: (1)\nall level block [1820] [-200] [70] for level [4]\nall level block [2060] [-200] [120] for level [5]\n\nwhen I start as a clone\nif <(AA: ind.I2) = [0]> then\n forever\n change [color v] effect by (0.5)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [7]> then\n set [aa: sin2 v] to [0]\n forever\n change [aa: sin2 v] by (10)\n if <(AA: obj2) = [7]> then\n set [aa: tempsize2 v] to ((250) + (([sin v] of (AA: sin2) ) * (10)))\n else\n set [aa: tempsize2 v] to ((100) + (([sin v] of (AA: sin2) ) * (10)))\n end\n set [ghost v] effect to ((20) + (([sin v] of ((AA: sin2) + (100)) ) * (20)))\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) = [7]> then\n wait until <touching ( engine v)?>\n set [finishx v] to (x position)\n set [finishy v] to (y position)\n if <<not <[completed levels v] contains (Level)?>> and <(AA: obj2) = [7]>> then\n add (Level) to [completed levels v]\n end\n set [level v] to ((AA: obj2) - (7))\n broadcast (finish v)\nend\n\ndefine all level block (x) (y) (dir) for level (level)\nif <[completed levels v] contains ((level) - (1))?> then\n add ((level) + (7)) (x) (y) (100) (dir) sp: (7)\nelse\n add (16) (x) (y) (100) (dir) sp: (1)\nend\n\ndefine level 2\nadd (1) (0) (-160) (100) (0) sp: (1)\nadd (1) (-120) (-160) (100) (0) sp: (8)\nadd (1) (-240) (-160) (100) (0) sp: (1)\nadd (17) (120) (-160) (80) (0) sp: (1)\nadd (6) (800) (-100) (100) (270) sp: (10)\nAdd row of (15) (1) from (240) (-120) leaving gap (40) dir (0) size (100)\nadd (15) (400) (0) (200) (0) sp: (9)\nadd (15) (680) (40) (300) (0) sp: (9)\nadd (1) (-480) (0) (200) (0) sp: (11)\nadd line x1: (-960) y1: (-120) x2: (-660) y2: (80) size: (100)\nAdd row of (5) (17) from (-1680) (-80) leaving gap (160) dir (0) size (0)\nadd (1) (-1760) (-80) (100) (0) sp: (1)\nadd a column of [5] [17] from [-1760] [40] leaving gap [120] dir [0] size [0]\nadd (19) (-1880) (520) (100) (90) sp: (12)\nadd (19) (-2000) (520) (100) (270) sp: (12)\nadd (19) (-2120) (520) (100) (90) sp: (12)\nadd (19) (-2240) (520) (100) (270) sp: (12)\nadd (7) (-2400) (480) (100) (0) sp: (7)\n\nwhen flag clicked\ndelete (join [all] []) of [completed levels v]\nadd [0] to [completed levels v]\n\nwhen I start as a clone\nif <<(AA: obj2) = [17]> or <(AA: obj2) = [21]>> then\n set [aa: sin2 v] to [0]\n forever\n change [aa: sin2 v] by (5)\n set [aa: tempsize2 v] to ((120) + (([sin v] of (AA: sin2) ) * (5)))\n if <<touching ( engine v)?> and <not <key (up arrow v) pressed?>>> then\n repeat until <<key (up arrow v) pressed?> or <not <touching ( engine v)?>>>\n change [aa: sin2 v] by (5)\n set [aa: tempsize2 v] to ((120) + (([sin v] of (AA: sin2) ) * (5)))\n end\n if <key (up arrow v) pressed?> then\n broadcast (costume [name v])\n set [aa: ind.i2 v] to ((AA: ind.I2) * (-1))\n create clone of (_myself_ v)\n set [aa: ind.i2 v] to ((AA: ind.I2) * (-1))\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(AA: ind.I2) < [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (50)\n end\n delete this clone\nend\n\ndefine add a column of (no.) (obj) from (x) (y) leaving gap (gap) dir (dir) size (size)\nset [aa: liney2 v] to (y)\nrepeat (no.)\n add (obj) (x) (AA: lineY2) (size) (dir) sp: (1)\n change [aa: liney2 v] by (gap)\nend\n\ndefine level 3\nAdd row of (5) (1) from (-80) (-80) leaving gap (40) dir (0) size (100)\nadd (21) (120) (40) (0) (0) sp: (1)\nadd (6) (40) (180) (100) (270) sp: (14)\nAdd row of (5) (1) from (0) (160) leaving gap (40) dir (0) size (100)\nadd line x1: (200) y1: (160) x2: (300) y2: (80) size: (100)\nadd (21) (300) (200) (0) (0) sp: (13)\nadd (15) (440) (180) (200) (0) sp: (9)\nadd line x1: (400) y1: (240) x2: (600) y2: (360) size: (100)\nadd (21) (740) (440) (0) (0) sp: (16)\nadd (17) (800) (540) (0) (0) sp: (17)\nadd (21) (960) (540) (0) (0) sp: (16)\nadd (17) (1020) (440) (0) (0) sp: (17)\nadd (21) (1180) (440) (0) (0) sp: (16)\nadd (21) (1300) (640) (0) (0) sp: (1)\nadd (21) (1420) (440) (0) (0) sp: (1)\nadd (21) (1540) (640) (0) (0) sp: (1)\nadd (6) (1780) (260) (100) (330) sp: (15)\nadd line x1: (1620) y1: (440) x2: (1800) y2: (200) size: (100)\n\ndefine level 4\nadd (1) (-40) (-40) (100) (0) sp: (1)\nadd (1) (-40) (0) (100) (0) sp: (1)\nadd (1) (-40) (40) (100) (0) sp: (1)\nadd (1) (-40) (80) (100) (0) sp: (1)\nadd (1) (-40) (120) (100) (0) sp: (1)\nAdd row of (5) (1) from (-40) (-80) leaving gap (40) dir (0) size (100)\nadd (23) (300) (-80) (600) (0) sp: (9)\nadd (21) (400) (-280) (0) (0) sp: (1)\nadd (17) (160) (80) (0) (0) sp: (1)\nadd (21) (-40) (300) (0) (0) sp: (1)\nadd (4) (20) (-160) (300) (270) sp: (1)\nadd (23) (-300) (0) (800) (0) sp: (9)\nadd (21) (-160) (-240) (0) (0) sp: (1)\nadd (23) (-480) (-200) (200) (0) sp: (9)\nadd (1) (-680) (-180) (200) (0) sp: (1)\nadd (1) (-680) (-100) (200) (0) sp: (1)\nadd (1) (-680) (-20) (200) (0) sp: (1)\nadd (1) (-680) (60) (200) (0) sp: (1)\nadd (17) (-780) (180) (0) (0) sp: (1)\nadd (17) (-780) (100) (0) (0) sp: (1)\nadd (17) (-780) (20) (0) (0) sp: (1)\nadd (17) (-780) (-60) (0) (0) sp: (1)\nadd (17) (-780) (-140) (0) (0) sp: (1)\nadd (21) (-680) (240) (0) (0) sp: (1)\nadd (23) (-980) (220) (800) (0) sp: (9)\nadd (23) (-1180) (300) (800) (70) sp: (9)\nadd (23) (-1380) (320) (800) (140) sp: (9)\nadd (7) (-1480) (800) (0) (0) sp: (7)\nadd (21) (-1480) (400) (0) (0) sp: (1)\n\ndefine level 5\nadd (6) (-40) (-140) (100) (180) sp: (21)\nadd a column of [5] [1] from [-40] [-120] leaving gap [40] dir [0] size [100]\nadd a column of [3] [1] from [0] [-200] leaving gap [40] dir [0] size [100]\nadd (21) (160) (-160) (0) (0) sp: (20)\nadd (22) (280) (40) (100) (0) sp: (1)\nadd (21) (400) (-120) (100) (0) sp: (1)\nadd (6) (640) (-180) (100) (270) sp: (19)\nAdd row of (6) (1) from (440) (-200) leaving gap (40) dir (0) size (100)\nadd (21) (-80) (-280) (0) (0) sp: (22)\nadd (17) (-280) (-280) (0) (0) sp: (1)\nadd (21) (-280) (-160) (0) (0) sp: (1)\nadd line x1: (-600) y1: (40) x2: (-360) y2: (-240) size: (100)\nadd (25) (-800) (80) (600) (0) sp: (9)\nadd (1) (-800) (720) (100) (0) sp: (1)\nadd (21) (-800) (-120) (0) (0) sp: (1)\nadd (21) (-800) (680) (0) (0) sp: (1)\nadd (17) (-800) (520) (0) (0) sp: (1)\nadd (1) (-880) (520) (100) (0) sp: (1)\nadd (26) (-1160) (520) (300) (0) sp: (23)\nadd (21) (-1340) (440) (0) (0) sp: (1)\nadd line x1: (-1700) y1: (1000) x2: (-1400) y2: (800) size: (100)\nadd line x1: (-1700) y1: (1000) x2: (-1700) y2: (1200) size: (100)\nadd line x1: (-1980) y1: (660) x2: (-1780) y2: (860) size: (100)\nadd (21) (-1780) (960) (0) (0) sp: (1)\nadd line x1: (-2200) y1: (600) x2: (-1980) y2: (660) size: (100)\nadd (31) (-2100) (800) (100) (50) sp: (0)\nadd (7) (-2280) (680) (0) (0) sp: (7)\n\nwhen [e v] key pressed\nset [level v] to [0]\nset [finishx v] to [0]\nset [finishy v] to [0]\nbroadcast (finish v)\n\ngo to [back v] layer\n\nwhen I receive [game v]\nbroadcast (finish v)\n\n@Fond\n\nwhen flag clicked\ngo to x: (0) y: (15)\nchange [ghost v] effect by (43.8)\nchange [whirl v] effect by (-28.7)\nforever\n go to [back v] layer\n go to x: ((Land X) * (0.3)) y: ((Land Y) * (0.3))\nend\n\nwhen flag clicked\n\nwhen I receive [deth v]\ngo to x: (0) y: (15)\n\nwhen I receive [deth2 v]\ngo to x: (0) y: (15)\n\nwhen flag clicked\nforever\n if <(Completed Levels) = [2]> then\nend\n\n@AA2\n\nwhen I receive [turnblock 1 v]\n\nchange [color v] effect by (25)\n\nclear graphic effects\n\nwhen I start as a clone\nif <(ind.I) = [2]> then\n wait until <touching ( engine v)?>\n repeat (9)\n turn right (9) degrees\n change [tempdir v] by (9)\n end\n set [ind.i v] to [1]\n broadcast (turnblock 1 v)\n for ind.I (3) replace [dir] with (90)\nend\n\nwhen I receive [turnblock 1 v]\nif <(ind.I) = [3]> then\n repeat (10)\n turn right (9) degrees\n end\n set [tempdir v] to [90]\nend\n\nwhen I receive [updatelanddata v]\ndelete (all) of [objects 2 v]\ndel [all]\nif <(Level) = [0]> then\n level select\nelse\n if <(Level) = [1]> then\n level 1\n else\n if <(Level) = [2]> then\n level 2\n else\n if <(Level) = [3]> then\n level 3\n else\n if <(Level) = [4]> then\n level 4\n else\n level 5\n end\n end\n end\n end\nend\nbroadcast (go v)\n\nwhen I receive [updatelanddata v]\ndelete this clone\n\nwhen I start as a clone\nif <(ind.I) = [4]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n change [tempdir v] by (9)\n end\n set [ind.i v] to [1]\n broadcast (turnblock 2 v)\n for ind.I (3) replace [dir] with (180)\nend\n\nwhen I receive [turnblock 2 v]\nif <(ind.I) = [3]> then\n if <(tempX) = [220]> then\n repeat (10)\n change [tempy v] by (4)\n end\n else\n if <(tempX) = [180]> then\n repeat (10)\n change [tempy v] by (12)\n end\n else\n if <(tempX) = [140]> then\n repeat (10)\n change [tempy v] by (20)\n end\n else\n if <(tempX) = [100]> then\n repeat (10)\n change [tempy v] by (28)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [turnblock 2 v]\nif <(ind.I) = [3]> then\n repeat (10)\n turn right (9) degrees\n change [tempdir v] by (9)\n end\n set [tempdir v] to [180]\nend\n\nwhen I start as a clone\nif <(ind.I) = [5]> then\n go [backward v] (10) layers\n wait until <touching ( engine v)?>\n repeat (10)\n change [tempdir v] by (9)\n turn right (9) degrees\n end\n set [ind.i v] to [1]\n broadcast (turnblock 3 v)\nend\n\nwhen I receive [turnblock 3 v]\nif <<(ind.I) = [3]> and <(tempX) = [220]>> then\n repeat (10)\n change [tempy v] by (12)\n change [tempdir v] by (9)\n turn right (9) degrees\n end\nend\n\nwhen I start as a clone\nif <(ind.I) = [6]> then\n set [sin v] to [0]\n set [tempy2 v] to (tempY)\n forever\n change [sin v] by (10)\n set [tempy v] to ((tempY2) + (([sin v] of (sin) ) * (20)))\n end\nend\n\nadd [1] to [completed levels v]\nadd [2] to [completed levels v]\nadd [3] to [completed levels v]\nadd [4] to [completed levels v]\nadd [5] to [completed levels v]\n\nwhen I start as a clone\nif <(ind.I) = [8]> then\n set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nif <(ind.I) = [9]> then\n forever\n go to [back v] layer\n turn right (-2) degrees\n end\nend\n\nwhen I start as a clone\nif <(ind.I) = [10]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n set [tempdir v] to [0]\n add (1) (-120) (-160) (100) (0) sp: (1)\n for ind.I (9) replace [obj] with (18)\n broadcast (turnblock 1 level 2 v)\nend\n\nwhen I receive [turnblock 1 level 2 v]\nif <(ind.I) = [9]> then\n switch costume to (blade2 v)\n set [obj v] to [18]\nend\n\nwhen I start as a clone\nif <(ind.I) = [11]> then\n set [sin v] to [0]\n forever\n change [sin v] by (1)\n set [tempx v] to ((-440) + (([sin v] of (sin) ) * (120)))\n set [tempy v] to ((-80) + (([sin v] of ((sin) + (90)) ) * (120)))\n turn right (2) degrees\n end\nend\n\nwhen I start as a clone\nif <(ind.I) = [12]> then\n forever\n wait (2) seconds\n repeat (10)\n turn right (9) degrees\n end\n end\nend\n\nwhen I start as a clone\nif <(ind.I) = [14]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n set [tempdir v] to [0]\n broadcast (turnblock 1 level 3 v)\nend\n\nwhen I receive [turnblock 1 level 3 v]\nif <(ind.I) = [13]> then\n set [obj v] to [17]\n switch costume to (orb v)\nend\n\nwhen I start as a clone\nif <(ind.I) = [15]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n add (17) (1580) (440) (0) (0) sp: (1)\n for ind.I (16) replace [obj] with (17)\n for ind.I (17) replace [obj] with (21)\n for ind.I (14) replace [dir] with (270)\n for ind.I (14) replace [ind.I] with (18)\n broadcast (turnblock 2 level 3 v)\nend\n\nwhen I receive [turnblock 3 level 3 v]\nadd line x1: (-300) y1: (300) x2: (-40) y2: (160) size: (100)\nadd (7) (-420) (340) (0) (0) sp: (7)\n\nwhen I start as a clone\nif <(ind.I) = [18]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (9) degrees\n end\n set [tempdir v] to [0]\n broadcast (turnblock 3 level 3 v)\nend\n\nwhen flag clicked\nwait until <(Level) = [2]>\nwait (1.5) seconds\nadd (24) (0) (-240) (100) (90) sp: (0)\n\nwhen I start as a clone\nif <(ind.I) = [19]> then\n wait until <touching ( engine v)?>\n repeat (5)\n turn right (18) degrees\n end\n set [tempdir v] to [0]\n for ind.I (20) replace [obj] with (22)\nend\n\nwhen I start as a clone\nif <(ind.I) = [21]> then\n wait until <touching ( engine v)?>\n repeat (10)\n turn right (-9) degrees\n end\n set [tempdir v] to [0]\n broadcast (turnblock 1 level 5 v)\nend\n\nwhen I receive [turnblock 1 level 5 v]\nif <(ind.I) = [22]> then\n set [obj v] to [17]\n switch costume to (orb v)\nend\n\nwhen I start as a clone\nif <(ind.I) = [23]> then\n forever\n switch costume to (pattern0 v)\n wait (3) seconds\n next costume\n repeat (3)\n wait (1) seconds\n next costume\n end\n repeat (10)\n turn right (9) degrees\n end\n end\nend\n\nchange [land x v] by (880)\nchange [land y v] by (-580)\n\ndefine add line x1: (x1) y1: (y1) x2: (x2) y2: (y2) size: (size)\nset [linex v] to (x1)\nset [liney v] to (y1)\nif <((x2) - (x1)) > ((y2) - (y1))> then\n repeat (((x2) - (x1)) / (10))\n add (2) (lineX) (lineY) (size) (90) sp: (1)\n change [linex v] by (10)\n change [liney v] by (([tan v] of ([atan v] of (((y2) - (y1)) / ((x2) - (x1))) ) ) * (10))\n end\nelse\n repeat (((y2) - (y1)) / (10))\n add (2) (lineX) (lineY) (size) (90) sp: (1)\n change [linex v] by (([tan v] of ([atan v] of (((x2) - (x1)) / ((y2) - (y1))) ) ) * (10))\n change [liney v] by (10)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (main v)\nbroadcast (updatelanddata v)\n\nwhen I start as a clone\nswitch costume to (obj)\ngo to x: ((tempX) + (Land X)) y: ((tempY) + (Land Y))\npoint in direction (tempDir)\nshow\nrepeat until <<([abs v] of (x position) ) > [400]> or <([abs v] of (y position) ) > [340]>>\n go to postion\nend\nadd (obj) (tempX) (tempY) (tempSize) (tempDir) sp: (ind.I)\ndelete this clone\n\nwhen I receive [go v]\nforever\n render\nend\n\ndefine render\nset [count v] to [0]\nrepeat (length of [objects v])\n change [count v] by (1)\n if <<<((item (count) of [objectx v]) + (Land X)) > [-400]> and <((item (count) of [objectx v]) + (Land X)) < [400]>> and <<((item (count) of [objecty v]) + (Land Y)) > [-340]> and <((item (count) of [objecty v]) + (Land Y)) < [340]>>> then\n Create (item (count) of [objects v]) (item (count) of [objectx v]) (item (count) of [objecty v]) (item (count) of [objectsize v]) (item (count) of [objectdir v]) sp: (item (count) of [objectind.i v])\n else\n add (item (count) of [objects v]) to [objects 2 v]\n add (item (count) of [objectx v]) to [objects 2 v]\n add (item (count) of [objecty v]) to [objects 2 v]\n add (item (count) of [objectsize v]) to [objects 2 v]\n add (item (count) of [objectdir v]) to [objects 2 v]\n add (item (count) of [objectind.i v]) to [objects 2 v]\n end\nend\ndel [all]\nset [re-add v] to [-5]\nrepeat ((length of [objects 2 v]) / (6))\n change [re-add v] by (6)\n add (item (re-add) of [objects 2 v]) (item ((re-add) + (1)) of [objects 2 v]) (item ((re-add) + (2)) of [objects 2 v]) (item ((re-add) + (3)) of [objects 2 v]) (item ((re-add) + (4)) of [objects 2 v]) sp: (item ((re-add) + (5)) of [objects 2 v])\nend\ndelete (all) of [objects 2 v]\n\ndefine add (obj) (x) (y) (size) (dir) sp: (ind.i)\nadd (obj) to [objects v]\nadd (x) to [objectx v]\nadd (y) to [objecty v]\nadd (size) to [objectsize v]\nadd (dir) to [objectdir v]\nadd (ind.i) to [objectind.i v]\n\ndefine Add row of (no.) (obj) from (x) (y) leaving gap (gap) dir (dir) size (size)\nset [linex v] to (x)\nrepeat (no.)\n add (obj) (lineX) (y) (size) (dir) sp: (1)\n change [linex v] by (gap)\nend\n\ndefine del (which?)\ndelete (which?) of [objects v]\ndelete (which?) of [objectx v]\ndelete (which?) of [objecty v]\ndelete (which?) of [objectsize v]\ndelete (which?) of [objectdir v]\ndelete (which?) of [objectind.i v]\n\ndefine Create (obj) (x) (y) (size) (dir) sp: (ind.i)\nset [tempx v] to (x)\nset [tempy v] to (y)\nset [obj v] to (obj)\nset [tempsize v] to (size)\nset [tempdir v] to (dir)\nset [ind.i v] to (ind.i)\ncreate clone of (_myself_ v)\n\ndefine for ind.I (ind.i) replace (wut?) with (replace)\nset [ind.i.count v] to [0]\nrepeat (length of [objectind.i v])\n change [ind.i.count v] by (1)\n if <(item (ind.I.count) of [objectind.i v]) = (ind.i)> then\n if <(wut?) = [obj]> then\n replace item (ind.I.count) of [objects v] with (replace)\n else\n if <(wut?) = [x]> then\n replace item (ind.I.count) of [objectx v] with (replace)\n else\n if <(wut?) = [y]> then\n replace item (ind.I.count) of [objecty v] with (replace)\n else\n if <(wut?) = [size]> then\n replace item (ind.I.count) of [objectsize v] with (replace)\n else\n if <(wut?) = [dir]> then\n replace item (ind.I.count) of [objectdir v] with (replace)\n else\n if <(wut?) = [ind.I]> then\n replace item (ind.I.count) of [objectind.i v] with (replace)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine go to postion\nset size to (1000) %\ngo to x: ((tempX) + (Land X)) y: ((tempY) + (Land Y))\nset size to (tempSize) %\n\ndefine level 1\nAdd row of (6) (1) from (-140) (-160) leaving gap (40) dir (0) size (100)\nadd (1) (-140) (-120) (100) (0) sp: (1)\nadd (1) (-140) (-80) (100) (0) sp: (1)\nadd (6) (-120) (-40) (100) (0) sp: (2)\nadd (1) (-140) (-40) (100) (0) sp: (1)\nadd (1) (-140) (0) (100) (0) sp: (1)\nadd (5) (100) (-120) (100) (0) sp: (3)\nadd (5) (140) (-80) (100) (0) sp: (3)\nadd (5) (180) (-40) (100) (0) sp: (3)\nadd (5) (220) (0) (100) (0) sp: (3)\nadd (1) (260) (0) (100) (0) sp: (1)\nadd (6) (300) (20) (100) (270) sp: (4)\nadd (1) (300) (0) (100) (0) sp: (1)\nadd (1) (340) (0) (100) (0) sp: (1)\nadd (1) (340) (40) (100) (0) sp: (1)\nadd (1) (340) (80) (100) (0) sp: (1)\nadd (1) (340) (120) (100) (0) sp: (1)\nadd (1) (340) (160) (100) (0) sp: (1)\nadd (1) (340) (200) (100) (0) sp: (1)\nadd (1) (60) (160) (100) (0) sp: (1)\nadd (6) (20) (180) (100) (270) sp: (5)\nadd (1) (20) (160) (100) (0) sp: (1)\nadd (1) (-20) (160) (100) (0) sp: (1)\nadd (1) (-20) (200) (100) (0) sp: (1)\nadd (1) (-20) (240) (100) (0) sp: (1)\nadd (1) (-20) (280) (100) (0) sp: (1)\nadd (1) (-20) (320) (100) (0) sp: (1)\nadd (3) (420) (160) (200) (90) sp: (1)\nadd (3) (500) (140) (200) (270) sp: (1)\nadd (3) (580) (160) (200) (90) sp: (1)\nadd (3) (660) (140) (200) (270) sp: (1)\nadd (4) (820) (220) (100) (67.5) sp: (6)\nadd (4) (980) (300) (100) (67.5) sp: (6)\nadd line x1: (740) y1: (160) x2: (1060) y2: (320) size: (100)\nadd (7) (1180) (400) (200) (90) sp: (7)\n\ndefine level select\nAdd row of (8) (1) from (-200) (-120) leaving gap (40) dir (0) size (100)\nadd line x1: (-400) y1: (0) x2: (-200) y2: (-120) size: (100)\nadd (14) (0) (0) (300) (80) sp: (0)\nif <(length of [completed levels v]) = [1]> then\n add (20) (440) (160) (200) (90) sp: (0)\nend\nall level block [-400] [120] [90] for level [1]\nadd line x1: (80) y1: (-120) x2: (200) y2: (40) size: (100)\nadd line x1: (80) y1: (-120) x2: (200) y2: (40) size: (100)\nadd line x1: (200) y1: (40) x2: (280) y2: (0) size: (100)\nadd line x1: (280) y1: (0) x2: (1080) y2: (0) size: (100)\nAdd row of (3) (4) from (440) (30) leaving gap (20) dir (90) size (50)\nAdd row of (2) (4) from (600) (40) leaving gap (40) dir (90) size (100)\nAdd row of (4) (4) from (800) (30) leaving gap (20) dir (90) size (50)\nall level block [300] [180] [90] for level [2]\nall level block [1000] [140] [100] for level [3]\nadd (22) (1500) (180) (100) (0) sp: (1)\nadd line x1: (1240) y1: (20) x2: (1500) y2: (160) size: (100)\nadd line x1: (1800) y1: (-40) x2: (2100) y2: (-300) size: (100)\nadd (17) (1740) (0) (0) (0) sp: (1)\nall level block [1820] [-200] [70] for level [4]\nall level block [2060] [-200] [120] for level [5]\n\nwhen I start as a clone\nif <(ind.I) = [0]> then\n forever\n change [color v] effect by (0.5)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(ind.I) = [7]> then\n set [sin v] to [0]\n forever\n change [sin v] by (10)\n if <(obj) = [7]> then\n set [tempsize v] to ((250) + (([sin v] of (sin) ) * (10)))\n else\n set [tempsize v] to ((100) + (([sin v] of (sin) ) * (10)))\n end\n set [ghost v] effect to ((20) + (([sin v] of ((sin) + (100)) ) * (20)))\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(ind.I) = [7]> then\n wait until <touching ( engine v)?>\n set [finishx v] to (x position)\n set [finishy v] to (y position)\n if <<not <[completed levels v] contains (Level)?>> and <(obj) = [7]>> then\n add (Level) to [completed levels v]\n end\n set [level v] to ((obj) - (7))\n broadcast (finish v)\nend\n\ndefine all level block (x) (y) (dir) for level (level)\nif <[completed levels v] contains ((level) - (1))?> then\n add ((level) + (7)) (x) (y) (100) (dir) sp: (7)\nelse\n add (16) (x) (y) (100) (dir) sp: (1)\nend\n\ndefine level 2\nadd (1) (0) (-160) (100) (0) sp: (1)\nadd (1) (-120) (-160) (100) (0) sp: (8)\nadd (1) (-240) (-160) (100) (0) sp: (1)\nadd (17) (120) (-160) (80) (0) sp: (1)\nadd (6) (800) (-100) (100) (270) sp: (10)\nAdd row of (15) (1) from (240) (-120) leaving gap (40) dir (0) size (100)\nadd (15) (400) (0) (200) (0) sp: (9)\nadd (15) (680) (40) (300) (0) sp: (9)\nadd (1) (-480) (0) (200) (0) sp: (11)\nadd line x1: (-960) y1: (-120) x2: (-660) y2: (80) size: (100)\nAdd row of (5) (17) from (-1680) (-80) leaving gap (160) dir (0) size (0)\nadd (1) (-1760) (-80) (100) (0) sp: (1)\nadd a column of [5] [17] from [-1760] [40] leaving gap [120] dir [0] size [0]\nadd (19) (-1880) (520) (100) (90) sp: (12)\nadd (19) (-2000) (520) (100) (270) sp: (12)\nadd (19) (-2120) (520) (100) (90) sp: (12)\nadd (19) (-2240) (520) (100) (270) sp: (12)\nadd (7) (-2400) (480) (100) (0) sp: (7)\n\nwhen flag clicked\ndelete (join [all] []) of [completed levels v]\nadd [0] to [completed levels v]\n\nwhen I start as a clone\nif <<(obj) = [17]> or <(obj) = [21]>> then\n set [sin v] to [0]\n forever\n change [sin v] by (5)\n set [tempsize v] to ((120) + (([sin v] of (sin) ) * (5)))\n if <<touching ( engine v)?> and <not <key (up arrow v) pressed?>>> then\n repeat until <<key (up arrow v) pressed?> or <not <touching ( engine v)?>>>\n change [sin v] by (5)\n set [tempsize v] to ((120) + (([sin v] of (sin) ) * (5)))\n end\n if <key (up arrow v) pressed?> then\n broadcast (costume [name v])\n set [ind.i v] to ((ind.I) * (-1))\n create clone of (_myself_ v)\n set [ind.i v] to ((ind.I) * (-1))\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ind.I) < [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (50)\n end\n delete this clone\nend\n\ndefine add a column of (no.) (obj) from (x) (y) leaving gap (gap) dir (dir) size (size)\nset [liney v] to (y)\nrepeat (no.)\n add (obj) (x) (lineY) (size) (dir) sp: (1)\n change [liney v] by (gap)\nend\n\ndefine level 3\nAdd row of (5) (1) from (-80) (-80) leaving gap (40) dir (0) size (100)\nadd (21) (120) (40) (0) (0) sp: (1)\nadd (6) (40) (180) (100) (270) sp: (14)\nAdd row of (5) (1) from (0) (160) leaving gap (40) dir (0) size (100)\nadd line x1: (200) y1: (160) x2: (300) y2: (80) size: (100)\nadd (21) (300) (200) (0) (0) sp: (13)\nadd (15) (440) (180) (200) (0) sp: (9)\nadd line x1: (400) y1: (240) x2: (600) y2: (360) size: (100)\nadd (21) (740) (440) (0) (0) sp: (16)\nadd (17) (800) (540) (0) (0) sp: (17)\nadd (21) (960) (540) (0) (0) sp: (16)\nadd (17) (1020) (440) (0) (0) sp: (17)\nadd (21) (1180) (440) (0) (0) sp: (16)\nadd (21) (1300) (640) (0) (0) sp: (1)\nadd (21) (1420) (440) (0) (0) sp: (1)\nadd (21) (1540) (640) (0) (0) sp: (1)\nadd (6) (1780) (260) (100) (330) sp: (15)\nadd line x1: (1620) y1: (440) x2: (1800) y2: (200) size: (100)\n\ndefine level 4\nadd (1) (-40) (-40) (100) (0) sp: (1)\nadd (1) (-40) (0) (100) (0) sp: (1)\nadd (1) (-40) (40) (100) (0) sp: (1)\nadd (1) (-40) (80) (100) (0) sp: (1)\nadd (1) (-40) (120) (100) (0) sp: (1)\nAdd row of (5) (1) from (-40) (-80) leaving gap (40) dir (0) size (100)\nadd (23) (300) (-80) (600) (0) sp: (9)\nadd (21) (400) (-280) (0) (0) sp: (1)\nadd (17) (160) (80) (0) (0) sp: (1)\nadd (21) (-40) (300) (0) (0) sp: (1)\nadd (4) (20) (-160) (300) (270) sp: (1)\nadd (23) (-300) (0) (800) (0) sp: (9)\nadd (21) (-160) (-240) (0) (0) sp: (1)\nadd (23) (-480) (-200) (200) (0) sp: (9)\nadd (1) (-680) (-180) (200) (0) sp: (1)\nadd (1) (-680) (-100) (200) (0) sp: (1)\nadd (1) (-680) (-20) (200) (0) sp: (1)\nadd (1) (-680) (60) (200) (0) sp: (1)\nadd (17) (-780) (180) (0) (0) sp: (1)\nadd (17) (-780) (100) (0) (0) sp: (1)\nadd (17) (-780) (20) (0) (0) sp: (1)\nadd (17) (-780) (-60) (0) (0) sp: (1)\nadd (17) (-780) (-140) (0) (0) sp: (1)\nadd (21) (-680) (240) (0) (0) sp: (1)\nadd (23) (-980) (220) (800) (0) sp: (9)\nadd (23) (-1180) (300) (800) (70) sp: (9)\nadd (23) (-1380) (320) (800) (140) sp: (9)\nadd (7) (-1480) (800) (0) (0) sp: (7)\nadd (21) (-1480) (400) (0) (0) sp: (1)\n\ndefine level 5\nadd (6) (-40) (-140) (100) (180) sp: (21)\nadd a column of [5] [1] from [-40] [-120] leaving gap [40] dir [0] size [100]\nadd a column of [3] [1] from [0] [-200] leaving gap [40] dir [0] size [100]\nadd (21) (160) (-160) (0) (0) sp: (20)\nadd (22) (280) (40) (100) (0) sp: (1)\nadd (21) (400) (-120) (100) (0) sp: (1)\nadd (6) (640) (-180) (100) (270) sp: (19)\nAdd row of (6) (1) from (440) (-200) leaving gap (40) dir (0) size (100)\nadd (21) (-80) (-280) (0) (0) sp: (22)\nadd (17) (-280) (-280) (0) (0) sp: (1)\nadd (21) (-280) (-160) (0) (0) sp: (1)\nadd line x1: (-600) y1: (40) x2: (-360) y2: (-240) size: (100)\nadd (25) (-800) (80) (600) (0) sp: (9)\nadd (1) (-800) (720) (100) (0) sp: (1)\nadd (21) (-800) (-120) (0) (0) sp: (1)\nadd (21) (-800) (680) (0) (0) sp: (1)\nadd (17) (-800) (520) (0) (0) sp: (1)\nadd (1) (-880) (520) (100) (0) sp: (1)\nadd (26) (-1160) (520) (300) (0) sp: (23)\nadd (21) (-1340) (440) (0) (0) sp: (1)\nadd line x1: (-1700) y1: (1000) x2: (-1400) y2: (800) size: (100)\nadd line x1: (-1700) y1: (1000) x2: (-1700) y2: (1200) size: (100)\nadd line x1: (-1980) y1: (660) x2: (-1780) y2: (860) size: (100)\nadd (21) (-1780) (960) (0) (0) sp: (1)\nadd line x1: (-2200) y1: (600) x2: (-1980) y2: (660) size: (100)\nadd (31) (-2100) (800) (100) (50) sp: (0)\nadd (7) (-2280) (680) (0) (0) sp: (7)\n\nwhen [e v] key pressed\nset [level v] to [0]\nset [finishx v] to [0]\nset [finishy v] to [0]\nbroadcast (finish v)\n\ngo to [back v] layer\n\n@detector\n\nwhen [timer v] > (0.1)\nswitch backdrop to (safe v)\nshow\nset [ghost v] effect to (100)\nset [x2 v] to (mouse x)\nset [y2 v] to (mouse y)\nforever\n set [prev x v] to (x2)\n set [prev y v] to (y2)\n set [x2 v] to (mouse x)\n set [y2 v] to (mouse y)\n if <<(prev y) > [179]> and <(prev x) > [239]>> then\n if <<(y2) > [90]> and <(x2) < [80]>> then\n switch costume to (this sprite was created by @qucchia. all credit is given to him. v)\n broadcast (THEY HAVE SEEN INSIDE v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (empty v)\nwait (0.5) seconds\nset [detection v] to [flag]\n\nwhen [timer v] > (0.1)\nset [detection v] to [timer]\nwait (1) seconds\nif <(detection) = [timer]> then\n broadcast (THEY HAVE SEEN INSIDE v)\nend\n\n@Options\n\nwhen flag clicked\nhide\n\nwhen I receive [best speedrun official v]\nshow\ngo to [front v] layer\nforever\n set [0111ab v] to (mouse x)\n go to [front v] layer\n go [forward v] (1) layers\n wait (11.2) seconds\n hide\nend\n\n@ Engine\n\nwhen I receive [camera x y v]\nstop [other scripts in sprite v]\nhide\nforever\n if <key (right arrow v) pressed?> then\n change [land x v] by (-6.4)\n move (-6.4) steps\n end\n if <key (left arrow v) pressed?> then\n change [land x v] by (6.4)\n move (6.4) steps\n end\n if <key (up arrow v) pressed?> then\n change [land y v] by (-6.4)\n change y by (-6.2)\n end\n if <key (down arrow v) pressed?> then\n change [land y v] by (6.4)\n change y by (6.2)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [icon v] to [1]\nset [gravity v] to [1]\nset [x counter v] to [0]\nset [y counter v] to [0]\nset [y velocity v] to [0]\nset [y velocity v] to [0]\nset [ucanjump v] to [0]\nset [keypressed? v] to [1]\nset [land x v] to [0]\nset [land y v] to [0]\n\ndefine move\nswitch costume to (hitbox \(circle\) v)\nif <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <key (z v) pressed?>> then\n if <<(keypressed?) = [0]> and <(ucanjump) = [1]>> then\n set [keypressed? v] to [1]\n set [y velocity v] to [12]\n set [ucanjump v] to [0]\n else\n change [y velocity v] by (-1)\n end\nelse\n set [keypressed? v] to [0]\n change [y velocity v] by (-1)\nend\nchange y by (Y Velocity)\nif <touching color (#000000)?> then\n if <(Y Velocity) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n set [y velocity v] to [0]\n else\n if <(Y Velocity) < [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n set [ucanjump v] to [1]\n set [y velocity v] to [0]\n end\n end\nelse\n set [ucanjump v] to [0]\nend\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(X Velocity) < [6]> then\n change [x velocity v] by (1)\n end\n set [stable? v] to [0]\nelse\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(X Velocity) > [-6]> then\n change [x velocity v] by (-1)\n end\n set [stable? v] to [0]\n else\n set [x velocity v] to ((X Velocity) * (0.9))\n end\nend\nif <(stable?) = [0]> then\n if <(ucanjump) = [1]> then\n change [x velocity v] by ((((direction) / (50)) - (1.8)) * (gravity))\n end\n if <(ucanjump) = [0]> then\n set [x velocity v] to ((X Velocity) * (0.9))\n end\n if <<([abs v] of (X Velocity) ) < [0.1]> and <([abs v] of ((90) - (direction)) ) > [5]>> then\n set [stable? v] to [1]\n end\nend\nchange x by (X Velocity)\nif <touching color (#000000)?> then\n set [engine: count v] to [0]\n repeat until <<not <touching color (#000000)?>> or <(Engine: count) = [10]>>\n change [engine: count v] by (1)\n change y by (1)\n end\n if <(Engine: count) = [10]> then\n change y by ((Engine: count) * (-1))\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n end\nend\nif <<(ucanjump) = [1]> and <(Y Velocity) = [0]>> then\n set [engine: tempx v] to (X Velocity)\n realign\n if <(Engine: count) = [0]> then\n set [engine: tempx v] to ((Engine: tempX) * (-1))\n realign\n end\nelse\n if <(Y Velocity) > [0]> then\n point in direction (90)\n end\nend\nupdate land by x: (x counter) y: (y counter)\nswitch costume to (join [costume] ((icon) * (gravity)))\n\nrepeat until <not <touching color (#000000)?>>\n change x by (((X Velocity) / ([abs v] of (X Velocity) )) * (-1))\nend\nchange x by (((X Velocity) / ([abs v] of (X Velocity) )) * (-1))\n\ndefine change x by (x)\nchange x by (x)\nchange [x counter v] by (x)\n\ndefine realign\nchange x by ((([abs v] of (Engine: tempX) ) / (Engine: tempX)) * (20))\nset [engine: count v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Engine: count) = [50]>>\n change [engine: count v] by (1)\n change y by (1)\nend\nchange x by ((([abs v] of (Engine: tempX) ) / (Engine: tempX)) * (-20))\nchange y by ((Engine: count) * (-1))\nif <not <(Engine: count) = [50]>> then\n point in direction ((90) - (((round ([atan v] of ((Engine: count) / (20)) )) * (([abs v] of (Engine: tempX) ) / (Engine: tempX))) * (gravity)))\nend\n\ndefine update land by x: (x) y: (y)\nchange [land x v] by ((x) * (-1))\nchange [land y v] by ((y) * (-1))\nset [x counter v] to [0]\nset [y counter v] to [0]\ngo to x: (0) y: (0)\n\ndefine change y by (y)\nchange y by ((y) * (gravity))\nchange [y counter v] by ((y) * (gravity))\n\nwhen I receive [go v]\nshow\nforever\n move\n if <touching color (#5a00ff)?> then\n set [y velocity v] to [17]\n end\n if <<touching color (#2b51b3)?> and <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <key (z v) pressed?>>> then\n broadcast (orb v)\n end\n if <touching color (#ff0000)?> then\n broadcast (deth v)\n stop [this script v]\n end\n if <<touching color (#00e4c6)?> and <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <key (z v) pressed?>>> then\n broadcast (orb2 v)\n end\n if <<touching color (#04fe92)?> and <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <key (z v) pressed?>>> then\n broadcast (orb2 v)\n end\n if <([abs v] of (Land Y) ) > [2000]> then\n broadcast (deth2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [deth v]\nstop [other scripts in sprite v]\nset [y velocity v] to [10]\nrepeat until <touching (_edge_ v)?>\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n turn right (([abs v] of (X Velocity) ) / (X Velocity)) degrees\n change x by (([abs v] of (X Velocity) ) / (X Velocity))\nend\nhide\npoint in direction (90)\nset [gravity v] to [1]\nset [land x v] to [0]\nset [land y v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nbroadcast (updatelanddata v)\n\nwhen I receive [deth2 v]\nstop [other scripts in sprite v]\nset [y velocity v] to [0]\nrepeat until <touching (_edge_ v)?>\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n turn right (([abs v] of (X Velocity) ) / (X Velocity)) degrees\n change x by (([abs v] of (X Velocity) ) / (X Velocity))\nend\nhide\npoint in direction (90)\nset [gravity v] to [1]\nset [land x v] to [0]\nset [land y v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nbroadcast (updatelanddata v)\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nrepeat (20)\n go to x: ((((FinishX) * (1)) + ((x position) * (20))) / (21)) y: ((((FinishY) * (1)) + ((y position) * (20))) / (21))\n change [ghost v] effect by (5)\nend\nclear graphic effects\n\nwhen I receive [finish screen over v]\nhide\npoint in direction (90)\nset [gravity v] to [1]\nset [land x v] to [0]\nset [land y v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nbroadcast (updatelanddata v)\n\nwhen I receive [orb v]\nset [y velocity v] to [9]\n\nwhen this sprite clicked\n\nwhen I receive [orb2 v]\nwait (0) seconds\nset [y velocity v] to [0]\nset [gravity v] to ((gravity) * (-1))\nwait (0.7) seconds\n\nwhen flag clicked\nset rotation style [all around v]\nset [☁ level v] to [0]\n\nwhen I receive [go v]\nchange [☁ level v] by (5)\n\nwhen flag clicked\n\nswitch costume to (costume5 v)\nwait (0.1) seconds\nsay (username)\n\nsay [Hello!]\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n\ngo to [front v] layer\nstop [other scripts in sprite v]\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nforever\n go to x: [] y: []\n set y to ((Y Velocity) / (2.1))\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\nwhen flag clicked\nchange x by (0.3)\n\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\nif <key (left arrow v) pressed?> then\n\nwhen flag clicked\n\nwhen I receive [go v]\nswitch costume to (costume1 v)\nforever\n if then\n change [icon v] by (1)\n if <(icon) = [7]> then\n set [icon v] to [1]\n end\n wait (0) seconds\n switch costume to (join [costume] ((icon) * (gravity)))\n end\nend\n\nwhen I receive [go v]\nforever\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(mouse x) > [0]>> or <<mouse down?> and <(mouse x) < [0]>>>>> then\n switch costume to (costume1 v)\n end\nend\n\nif then\n\nwhen I receive [camera x y v]\n\nif <touching (_edge_ v)?> then\n\nshow\n\nchange x by (-10000000)\n\nset [y velocity v] to [9.11]\n\n\n\ndefine walk (in)\nchange x by (in)\n\nwalk [-4.7]\nwalk [4.7]\n\n\n\nwhen I receive [go v]\nforever\n wait until <(Completed Levels) = [0 1]>\n set x to ((X Velocity) / (0.9))\nend\n\nwhen I receive [go v]\nforever\n repeat until <not <(Completed Levels) = [01]>>\n change x by ((X Velocity) / (0.9))\n end\n if <(Completed Levels) = [012345]> then\n set [abababa v] to [1]\n else\n set [abababa v] to [0]\n end\nend\n\nwhen I receive [envoyer , v]\nask [] and wait\nsay (answer)\n\nwhen I receive [1 v]\nask [] and wait\nsay (answer)\n\nwhen I receive [go v]\nforever\n if <(0A1B2C3D) = [1]> then\n say (join (username) (join [ / ] (1Ani02mé)))\n end\nend\n\nwhen flag clicked\n\n\nwhen I receive [go v]\nforever\n if <touching color (#00ff92)?> then\n broadcast (0 v)\n end\n if <touching color (#7f9bff)?> then\n broadcast (AAAAAAAABAAAAAAABC v)\n end\n if <<<<touching color (#32deff)?> or <touching color (#31dfff)?>> or <touching color (#5c50ff)?>> or <touching color (#b96178)?>> then\n broadcast (uejk v)\n end\nend\n\nchange [ghost v] effect by (100)\n\nrepeat until <(Completed Levels) = [0 1 2 ]>\n\nwhen I receive [go v]\nshow\n\nwhen I receive [go v]\nforever\n if <(username) = [player1826]> then\n change x by ((X Velocity) / (0.9))\n end\n if <(username) = [AZEATRE]> then\n change x by ((X Velocity) / (0.9))\n end\n if <(username) = [X_Gjin]> then\n change x by ((X Velocity) / (0.9))\n end\nend\n\nif <<<key (up arrow v) pressed?> = <key (right arrow v) pressed?>> and <key (down arrow v) pressed?>> then\n show\n turn right (30) degrees\n change [x velocity v] by (3)\n change [land x v] by (1)\nend\nif <<<key (up arrow v) pressed?> = <key (left arrow v) pressed?>> and <key (down arrow v) pressed?>> then\n show\n turn right (-30) degrees\n change [x velocity v] by (-3)\n change [land x v] by (-1)\nend\n\nwhen I receive [go v]\nforever\n if <<<<<key (up arrow v) pressed?> or <key (z v) pressed?>> or <key (a v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> or <key (space v) pressed?>> then\n wait (0.2) seconds\n repeat (14)\n change [ghost v] effect by (100)\n end\n wait (0.3) seconds\n change [ghost v] effect by (-100)\n end\n if <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<key (s v) pressed?> and <key (d v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<key (s v) pressed?> and <key (a v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<mouse down?> and <<(mouse y) < [0]> and <<mouse down?> and >>> then\n set [x velocity v] to [0]\n end\n if then\n set [x velocity v] to [0]\n end\nend\n\n@Up \n\nwhen I receive [go v]\nchange [ghost v] effect by ()\nhide\nforever\n go to ( engine v)\n point in direction ([direction v] of [ engine v])\nend\n\nwhen I receive [go v]\nset [brightness v] effect to (10)\nhide\nforever\n if <<<<<key (up arrow v) pressed?> or <key (z v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> or <key (space v) pressed?>> then\n wait (0.2) seconds\n repeat (14)\n show\n end\n wait (0.3) seconds\n hide\n end\n if <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<key (s v) pressed?> and <key (d v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<key (s v) pressed?> and <key (a v) pressed?>> then\n set [x velocity v] to [0]\n end\n if <<mouse down?> and <<(mouse y) < [0]> and <<mouse down?> and >>> then\n set [x velocity v] to [0]\n end\n if then\n set [x velocity v] to [0]\n end\nend\n\n@Death Animation \n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nhide\nforever\n if <[] < [0]> then\n wait until <(Y Velocity) = [0]>\n repeat until <(Y Velocity) > [0]>\n repeat (1)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (70) to (90)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to ( engine v)\nchange x by (X Velocity)\nchange y by (pick random (-10) to (-20))\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n
◄For a better quality ► \n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •\nhttps://turbowarp.org/737764694/fullscreen?fps=34.2\nOr https://azeatre.itch.io/box\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •\n \n ||Double on the green flag|| \n\n\n◄ Welcome to BOX v1.9 a scrolling platformer ►\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •\n You are a robot and you have to escape this world for that you have to go through the 5 levels and reach the portal.a\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nInstructions:\nBeat all the 5 levels to win, but beware the obstacles.\nLeft and right keys or A and D to move\nUp key or W or Space to jump (mobile friendly).\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nPlease like and fav for the heart and star to appear in the project.\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nUpdates:\nv 1.0 game released!\nv 1.1 added more levels\nv 1.2 "harded" the levels and fixed player movements\nv1.3 added ''scrolling'' \nv1.4 added better character disign\nv1.5 also added a start menu\nv1.6 added ''leaning'' of the character when it is on a slope.\nv1.7 added restart button, mute and exit level/game\nv1.8 added a blue environment to the game\nv1.9 Added a multiplayer mode (not yet finished) and a mobile mode\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nCredits:\nThanks to all of my followers for all the support;)\n\n( @FunnyAnimatorJimTV loved this project ; )\n( @heg10 loved also this project ;)\n\n\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nMore games: ///////////////////////////////////////////////////////////////////////////////////////\n\n-updated: 22/10/2022 - 21:43.\n-updated: 6/04/2023 - 12:19.\n-Last updated: 9/04/2023 - 12:34.
The Platformer Part 6 | #games #all
@Stage\n\nwhen flag clicked\nforever\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-201) y: (-93)\n switch backdrop to (1 v)\n end\n if <touching color (#bababa)?> then\n go to x: (-201) y: (-93)\n end\nend\n\n@ghhjygry\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#008da3)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#008da3)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nshow\ngo to x: (-201) y: (-93)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y Vel)>\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <key (a v) pressed?> then\n walk [-7]\n end\n if <key (d v) pressed?> then\n walk [7]\n end\n if <<key (w v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n next backdrop\n go to x: (-201) y: (-93)\n end\n if <touching color (#7aeaf0)?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (t v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <key (left arrow v) pressed?> then\n walk [-7]\n end\n if <key (right arrow v) pressed?> then\n walk [7]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n next backdrop\n go to x: (-201) y: (-93)\n end\n if <touching color (#7aeaf0)?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [GamenoobsAnimations]> then\n stop [all v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\nshow\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (7) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
PART 6\nPart 3: The Island\nhttps://scratch.mit.edu/projects/647783013/\nPart 2:The Forest https://scratch.mit.edu/projects/647728120/\n\nSTORY:\nBot 3458x3E41 (You) is sent to explore this wasteland and make it throught obstacles to get to the end.\n\nCONROLLS\nWASD to move complete the obstacles to win!\nPress r to reset if needed :)
Fall Platformer #Mobile friendly
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [wind v] until done\nend\n\nwhen flag clicked\nforever\n wait (12) seconds\n play sound [owl v] until done\nend\n\nwhen flag clicked\nforever\n wait (5) seconds\n play sound [leaves v] until done\nend\n\n@stage\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [20]>\n change [score v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nif <(costume [number v]) = [20]> then\n broadcast (WR show v)\nend\n\nset [final score v] to (SCORE)\nif <(Final score) < (☁ WR time)> then\n broadcast (WR winner v)\nend\n\n@Character\n\nwhen I start as a clone\nset size to (50) %\nswitch costume to (character v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset size to (50) %\nswitch costume to (character v)\ngo to x: (-220) y: (-50)\nset rotation style [left-right v]\npoint in direction (90)\nset [my variable 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 (character v)\n create clone of (_myself_ v)\n end\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 if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((XV) * (-1))\n change y by (-7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (XV)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (YV)\n if <<touching color (#ed3a3a)?> or <<touching color (#8f4c4c)?> or <touching color (#959595)?>>> then\n broadcast (damage v)\n wait (0.1) seconds\n go to x: (-209) y: (100)\n end\n if <touching (stage 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 show\n end\n if <<touching (stage v)?> or <(y position) < [-182]>> then\n go to x: (-220) y: (-50)\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)\n if <<touching color (#ed3a3a)?> or <<touching color (#8f4c4c)?> or <touching color (#959595)?>>> then\n broadcast (damage v)\n wait (0.1) seconds\n go to x: (-209) y: (100)\n end\nend\n\nwait (1) seconds\n\nshow\n\ngo to x: (-220) y: (-50)\n\nwhen I receive [skipping v]\ngo to x: (-209) y: (30)\n\nwhen flag clicked\nset [pie v] to [0]\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Like) = [1]>> then\n switch costume to (character2 v)\n end\nend\n\nset [pie v] to [0]\n\n@leaves\n\nwhen flag clicked\nforever\n repeat (10)\n set size to (50) %\n hide\n go to x: (pick random (-225) to (225)) y: (250)\n create clone of (_myself_ v)\n go to [back v] layer\n end\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (-2) to (2))\nset size to (100) %\nturn right (pick random (-500) to (500)) degrees\nrepeat (25)\n move (2) steps\nend\nshow\nforever\n move (1) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nif <(pick random (1) to (2)) = [2]> then\n change size by ((costume [number v]) / (1.5))\nend\n\n@LOVE AND LIKE \n\nwhen flag clicked\nhide\nforever\n wait (10) seconds\n go to x: (-127) y: (-159)\n go to [front v] layer\n show\n wait (3) seconds\n repeat (10)\n next costume\n wait (0.1) seconds\n end\n switch costume to (love v)\n hide\nend\n\n@pie\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [damage v]\ngo to (character v)\nset [ghost v] effect to (0)\nwait (0.20) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (2.5)\n change y by (2)\nend\nhide\n\n@Sprite1\n\n@love\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n end\nend\n\n@like\n\nwhen flag clicked\nset [like v] to [0]\nset [love v] to [0]\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [like v] to [1]\n end\nend\n\n@Score\n\nset [score v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\nset [score v] to [0]\nhide variable [score v]\nset [index v] to [1]\nhide\ngo to x: (-5) y: (136)\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (join [Glow-] (letter (index) of (SCORE)))\n set x to ((((index) - (0.5)) - ((length of (SCORE)) / (2))) * ((size) / (4)))\nend\n\nshow\n\ndelete this clone\n\nwhen I receive [end v]\n\n
~Fall, A Platformer~ #Mobile #Trending (maybe) ^-^\n-Arrows <- ^ ->\n-Mobile touch screen\n\nTHERE IS a love and like detector, something good unlocks! (please continue to stay ♥ and⭐) :D
THE SUPER HARD PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Sunwalker.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [21]> then\n wait (10) seconds\n change [thingy v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop) = [21]>> then\n set [thingy v] to [0]\n end\nend\n\nwhen I receive [dead v]\nset [thingy v] to [0]\n\nwhen I receive [dead v]\nset [damadge v] to [0]\n\nwhen [m v] key pressed\nchange [music v] by (1)\n\nwhen flag clicked\nforever\n if <(music) = [1]> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <(music) = [2]> then\n set [music v] to [0]\n end\nend\n\nwhen flag clicked\nset [music v] to [0]\n\nset [backdrop v] to [21]\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n if <not <touching color (#02ff56)?>> then\n change x by (-5)\n else\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n if <not <touching color (#02ff56)?>> then\n change x by (5)\n else\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#02ff56)?> then\n if <key (right arrow v) pressed?> then\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#02ff56)?> then\n if <key (left arrow v) pressed?> then\n change x by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#02ff56)?> then\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <key (up arrow v) pressed?> then\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#02ff56)?> then\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (up arrow v) pressed?> then\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-224) y: (-107)\n broadcast (dead v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#02289a)?> then\n set [gravity v] to [5]\n if <(backdrop) = [7]> then\n change [damadge v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7f00ff)?> then\n go to x: (-224) y: (-107)\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nforever\n if <(mauvais) = [1]> then\n set [damadge v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc0099)?> then\n go to x: (-224) y: (-107)\n set [backdrop v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#66004c)?> then\n go to x: (-224) y: (-107)\n set [backdrop v] to [9]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [gravity v] to [0]\n else\n change y by (gravity)\n change [gravity v] by (-0.2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#990072)?> then\n go to x: (-224) y: (-107)\n set [backdrop v] to [16]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff99e5)?> then\n say [comming soon] for (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n go to x: (-224) y: (-107)\n set [backdrop v] to [22]\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffccf2)?> then\n change [gravity v] by (0.167)\n end\nend\n\nwhen flag clicked\nforever\n if <(damadge) = [5]> then\n go to x: (-229) y: (-109)\n set [gravity v] to [0]\n say [WORLD ONE BEAT!] for (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [15]> then\n if <(banana) = [3]> then\n go to x: (-229) y: (-109)\n set [gravity v] to [0]\n set [backdrop v] to [8]\n say [WORLD TWO BEAT!] for (5) seconds\n set [banana v] to [0]\n set [boss2 v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0033cc)?> then\n set [gravity v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#b2b2b2)?> then\n go to x: (-224) y: (-107)\n broadcast (dead v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc7700)?> then\n go to x: (-14) y: (-100)\n change [backdrop v] by (1)\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n go to x: (-2) y: (-101)\n set [gravity v] to [0]\n set [banana v] to [0]\n broadcast (dead v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(thingy) = [3]> then\n set [thingy v] to [0]\n set [backdrop v] to [8]\n go to x: (-222) y: (-103)\n say [WORLD THREE BEAT!] for (5) seconds\n set [boss3 v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop) = [21]>> then\n if <touching (sprite6 v)?> then\n go to x: (-224) y: (-107)\n set [gravity v] to [0]\n set [banana v] to [0]\n broadcast (dead v)\n change [deaths v] by (1)\n end\n else\n if <touching (sprite6 v)?> then\n broadcast (dead v)\n change [deaths v] by (1)\n set [thingy v] to [0]\n set [gravity v] to [0]\n go to x: (-2) y: (-101)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop)\nend\n\nwhen flag clicked\nset [damadge v] to [0]\nset [backdrop v] to [8]\nset [gravity v] to [0]\ngo to x: (-224) y: (-107)\nforever\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [gravity v] to [3]\n change y by (gravity)\n repeat until <touching color (#000000)?>\n change y by (gravity)\n end\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nforever\n if <touching (sprite10 v)?> then\n go to x: (-2) y: (-101)\n set [gravity v] to [0]\n set [banana v] to [0]\n broadcast (dead v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n set [gravity v] to [-3]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n change y by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#006622)?> then\n say [comming soon] for (3) seconds\n go to x: (-216) y: (-101)\n end\nend\n\nwhen I receive [dead v]\nset [damadge v] to [0]\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\n\nwhen [r v] key pressed\nbroadcast (dead v)\nchange [deaths v] by (1)\nset [banana v] to [0]\nset [thingy v] to [0]\nset [damadge v] to [0]\nif <not <(backdrop) = [21]>> then\n go to x: (-224) y: (-107)\nelse\n go to x: (-5) y: (-102)\nend\n\nwhen flag clicked\nforever\n if <touching color (#999900)?> then\n go to x: (-224) y: (-107)\n change [backdrop v] by (1)\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(boss1) = [1]> then\n forever\n if <(boss2) = [1]> then\n forever\n if <(boss3) = [1]> then\n show variable [your time: v]\n set [backdrop v] to [23]\n end\n end\n end\n end\n end\nend\n\nset [boss3 v] to [1]\nset [boss2 v] to [1]\nset [boss1 v] to [1]\n\nwhen flag clicked\nshow variable [deaths v]\n\n@Sprite2\n\nwhen flag clicked\nforever\n point towards (sprite1 v)\n move (3) steps\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [4]> then\n show\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [10]> then\n hide\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [9]> then\n show\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [17]> then\n show\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [5]> then\n hide\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [18]> then\n hide\n else\n end\nend\n\nwhen I receive [dead v]\ngo to x: (-6) y: (130)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n repeat until <(damadge) = [5]>\n glide (1) secs to x: (3) y: (114)\n glide (1) secs to x: (159) y: (110)\n glide (1) secs to x: (-12) y: (116)\n glide (2) secs to x: (-5) y: (-111)\n glide (1) secs to x: (173) y: (-111)\n glide (1) secs to x: (5) y: (-111)\n glide (1) secs to x: (-173) y: (-109)\n glide (1) secs to x: (-12) y: (123)\n glide (1) secs to x: (147) y: (-100)\n glide (1) secs to x: (-19) y: (116)\n glide (1) secs to x: (-171) y: (-104)\n glide (1) secs to x: (-16) y: (122)\n glide (0.75) secs to x: (-6) y: (-106)\n glide (0.75) secs to x: (-25) y: (124)\n glide (0.75) secs to x: (58) y: (-104)\n glide (0.25) secs to x: (-78) y: (-107)\n glide (0.25) secs to x: (58) y: (-104)\n glide (0.25) secs to x: (-78) y: (-107)\n glide (0.25) secs to x: (58) y: (-104)\n glide (0.25) secs to x: (-78) y: (-107)\n glide (0.25) secs to x: (58) y: (-104)\n glide (1) secs to x: (-171) y: (-109)\n glide (1) secs to x: (170) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(damadge) = [5]> then\n set [backdrop v] to [8]\n set [damadge v] to [0]\n set [boss1 v] to [1]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(backdrop) = [17]> then\n show\n go to x: (204) y: (12)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [18]> then\n show\n go to x: (216) y: (-86)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [19]> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (211) y: (24)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop) = [15]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n glide (1.3) secs to x: (211) y: (25)\n glide (1.3) secs to x: (216) y: (153)\n glide (1.3) secs to x: (211) y: (25)\n glide (1.3) secs to x: (214) y: (-117)\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [8]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(backdrop) = [15]> then\n repeat (20)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\n repeat (15)\n wait (0) seconds\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n repeat (15)\n wait (0) seconds\n create clone of (_myself_ v)\n end\n repeat (10)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\n repeat (20)\n wait (0) seconds\n create clone of (_myself_ v)\n end\n repeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\n repeat (20)\n wait (0) seconds\n create clone of (_myself_ v)\n end\n change [banana v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nif <(backdrop) = [15]> then\n show\n go to (sprite5 v)\n repeat (82)\n change x by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [8]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [17]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nif <not <(backdrop) = [15]>> then\n show\n go to (sprite4 v)\n repeat (82)\n change x by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [9]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [16]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [19]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [18]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [dead v]\nset [banana v] to [0]\n\nwhen I receive [dead v]\ndelete this clone\n\nwhen I receive [dead v]\nset [thingy v] to [0]\n\nwhen I receive [dead v]\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-170) y: (170)\n glide (1) secs to x: (-170) y: (41)\n glide (1) secs to x: (-170) y: (-94)\n glide (1) secs to x: (-170) y: (41)\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [21]> then\n show\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop) = [21]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (165) y: (41)\n glide (1) secs to x: (165) y: (170)\n glide (1) secs to x: (165) y: (41)\n glide (1) secs to x: (165) y: (-94)\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop) = [21]> then\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\nend\n\nwhen I start as a clone\nif <(backdrop) = [21]> then\n show\n go to (sprite8 v)\n repeat (75)\n change x by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching color (#995900)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [8]> then\n delete this clone\n end\nend\n\nwhen I receive [dead v]\ndelete this clone\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop) = [21]> then\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop) = [8]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(backdrop) = [21]> then\n show\n go to (sprite7 v)\n repeat (75)\n change x by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching color (#995900)?> then\n delete this clone\n end\nend\n\nwhen I receive [dead v]\ndelete this clone\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n change y by (3.5)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change y by (-3.5)\n end\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n change x by (-3.5)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n change x by (3.5)\n end\nend\n\nwhen I receive [dead v]\ngo to x: (24) y: (166)\n\nwhen flag clicked\nforever\n if <(backdrop) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop) = [22]> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (31) y: (162)\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen flag clicked\nset [your time: v] to [0]\nhide variable [your time: v]\nset [boss1 v] to [0]\nset [boss2 v] to [0]\nset [boss3 v] to [0]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(boss1) = [1]> then\n forever\n if <(boss2) = [1]> then\n forever\n if <(boss3) = [1]> then\n show variable [your time: v]\n set [backdrop v] to [23]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n if <not <(backdrop) = [23]>> then\n wait (1) seconds\n change [your time: v] by (1)\n end\nend\n\n
Use the arrow keys to move\n\nWrite a comment if you beat the game!\n\nPress m to mute\n\nPress r to reset the level
Mountains | Part 5 || #game #platformer #trampoline #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (山\(nekopyon作\) v)\nforever\n play sound [Treenan v] until done\nend\n\nwhen I receive [game over v]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[9] < (Bruh)> then\nend\n\nswitch backdrop to (山\(nekopyon作\)3 v)\n\n@Level\n\nwhen flag clicked\nset [baby v] to [0]\nshow\nswitch costume to (2 v)\nbroadcast (start v)\n\nwhen I receive [next v]\nnext costume\n\n@cube\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <<<(y position) < [-170]> or <touching (spikes v)?>> or >> then\n #キー\n end\nend\n\ndefine #キー\nstart sound [Pew v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (46)\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n if <not <(Bruh) = [13]>> then\n start sound [Rip v]\n broadcast (次 v)\n hide\n set [baby v] to [2]\n wait (1.8) seconds\n show\n set [baby v] to [0]\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 [bruh v] by (1)\n set [sometimes v] to [1]\n end\n end\nend\n\ndefine 壁ジャンプ\nchange [y v] by (-1)\nchange y by (y)\nif <touching (level 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 (level v)?>> then\n start sound [Jump v]\n set [y v] to [13]\nend\nchange y by (1)\n\nhide\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 [sometimes v] to [0]\n\nwhen I receive [解除 v]\nshow\nset [sometimes v] to [1]\n\nwhen I receive [今だよー v]\n\nwhen I receive [戻す v]\ngo to x: (-194) y: (46)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [bruh v] to [1]\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\nset [sometimes v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (2) layers\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 [start v]\ngo to x: (-194) y: (46)\nset [sometimes v] to [1]\nshow\nclear graphic effects\nswitch costume to ( v)\nset size to (55) %\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 <(Baby) = [2]> then\n wait (0.5) seconds\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) - ((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 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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((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 I receive [世界だー v]\nset [sometimes v] to [0]\nhide\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\nchange [y v] by (6)\n\nwhen flag clicked\nforever\n\nif <touching color (#0064ff)?> then\n change [y v] by (-4)\nend\n\nif <not <touching (level v)?>> then\n change [y v] by (0.6)\nend\nif <key (up arrow v) pressed?> then\n change [y v] by (0.3)\nend\n\n@U see me i see you\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (-135)\ngo to x: (pick random (228) to (-228)) y: (pick random (172) to (-50))\nshow\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nforever\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[8] < (Bruh)> then\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[8] < (Bruh)> then\nend\n\ncreate clone of (_myself_ v)\nwait (pick random (0.1) to (0.01)) seconds\n\n@Spikes\n\nwhen flag clicked\ngo to x: (-7) y: (-74)\nhide\nforever\n if <(Bruh) = [3]> then\n show\n switch costume to (3 v)\n end\n if <(Bruh) = [8]> then\n go to x: (0) y: (0)\n show\n turn right (-5) degrees\n end\nend\n\nwhen I receive [next v]\ngo to x: (-7) y: (-74)\npoint in direction (90)\nnext costume\n\nbroadcast (start v)\n\n\n\n\n\n\nhide\n\nwhen flag clicked\ngo to x: (-7) y: (-74)\nhide\nforever\n if <(Bruh) = [2]> then\n show\n switch costume to (2 v)\n end\nend\n\n\n go to x: (0) y: (0)\n show\n turn right (-5) degrees\nend\n\nswitch costume to (3 v)\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (-7) y: (-74)\nhide\nforever\n if <(Bruh) = [5]> then\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-7) y: (-74)\nhide\nforever\n if <(Bruh) = [6]> then\n show\n switch costume to (7 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-7) y: (-74)\nhide\nforever\n if <(Bruh) = [7]> then\n show\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-7) y: (-74)\nhide\nforever\n if <(Bruh) = [10]> then\n show\n switch costume to (1 v)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (-7) y: (40)\ngo to x: (64) y: (30)\nhide\nforever\n if <(Bruh) = [6]> then\n show\n switch costume to (1 v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\n\n broadcast (start v)\nend\n\nhide\n\nif <(Bruh) = [4]> then\n show\n switch costume to (2 v)\nend\n\nif <touching (cube v)?> then\n next costume\n wait (0.2) seconds\n next costume\n wait (0.2) seconds\nend\n\n@Next\n\nwhen flag clicked\nset [blah v] to [y]\nhide\n\nwhen I start as a clone\nrepeat (7)\n change [ghost v] effect by (15)\n change [brightness v] effect by (1.5)\nend\ndelete this clone\n\nwhen I receive [次 v]\nif <not <(?) = [10]>> then\n set [ghost v] effect to (0)\n switch costume to (next v)\n go to [front v] layer\n go [forward v] (1) layers\n set [blah v] to [n]\n go to x: (-381) y: (0)\n set size to (100) %\n show\n repeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (6))\n end\n repeat until <(x position) > [381]>\n change x by (((2) + (x position)) / (4))\n end\n hide\n set [blah v] to [y]\nelse\n set [ghost v] effect to (0)\n switch costume to (finish v)\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (-381) y: (0)\n set size to (100) %\n show\n repeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (4))\n end\n repeat until <(x position) > [381]>\n change x by (((2) + (x position)) / (4))\n end\n hide\nend\n\nchange [color v] effect by (2)\n\nwhen flag clicked\nforever\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (2) layers\nhide\nforever\n switch costume to (pick random (1) to (4))\n create clone of (_myself_ v)\n wait (pick random (2) to (3.2)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (75) to (50))\ngo to x: (250) y: (pick random (160) to (-15))\nshow\nrepeat (267)\n change x by (-2)\nend\ndelete this clone\n\nwhen I receive [終わり v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title1 v)\nhide\nforever\n set [slide v] to (timer)\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen [timer v] > (slide)\ngo to x: (0) y: (0)\npoint in direction (90)\nset y to (-300)\ngo to [front v] layer\nswitch costume to (title3 v)\nshow\nrepeat (100)\n change y by (((0) - (y position)) / (10))\nend\nforever\n play sound [Alex_Skrindo_Stahl_-_Moments_NC_\(getmp3 v] until done\nend\n\n@Love fave\n\nwhen I receive [tick v]\nif <(Timer) > [0.200]> then\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (5) to (10)) 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\nend\n\nwhen flag clicked\nhide\n\n
WELCOME TO PART 5 MOUNTAIN! \n----------\nINSTRUCTIONS-\n_________________\nUse arrows to move\nMobile Friendly\nNo lava\nDon't touch spikes\nTrampolines too\n___________________________\nCredits-\n_________\nI forgot the username -_-\n___________________________\nNote-\n______________\nIt took a month to create this game, pls give \n❤ and ⭐ to this project! I really appreciate it.\n_____________________________________________\n#platformer #part5 #spikes #trampoline #mountains #SS_Zarak #1
Splatoon 3 Platformer / スプラトゥーン3プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nhide variable [time v]\n\nwhen I receive [スタート v]\nswitch backdrop to (背景2 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nset [ステージ v] to [15]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [次のステージ v]\nif <(ステージ) = [16]> then\n stop [other scripts in sprite v]\n set [☁ あなたの記録\(your time\) v] to (time)\n show variable [time v]\n wait (0.5) seconds\n start sound [勝利bgm v]\nend\n\n@intro\n\nwhen I start as a clone\nif <(costume [name v]) = [icon]> then\n point in direction (60)\n show\n switch costume to (icon v)\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n repeat (4)\n change size by (25)\n end\n set size to (100) %\n repeat (125)\n turn right (0.5) degrees\n end\n repeat (2)\n change size by (-50)\n end\n delete this clone\nend\nif <(costume [name v]) = [爆発]> then\n set [雑用 v] to (pick random (-100) to (100))\n show\n switch costume to (爆発 v)\n set size to (0) %\n set [color v] effect to (-20)\n go to [front v] layer\n set [color v] effect to (-20)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n set [color v] effect to (-20)\n repeat until <(size) > [1500]>\n switch costume to (size v)\n set [color v] effect to (-20)\n set [color v] effect to (-20)\n go to [front v] layer\n change size by (80)\n switch costume to (爆発 v)\n set [color v] effect to (雑用)\n end\n repeat (20)\n switch costume to (size v)\n change size by (100)\n switch costume to (爆発 v)\n end\n delete this clone\nend\nif <<[5] < (costume [number v])> and <[10] > (costume [number v])>> then\n set [雑用 v] to (costume [number v])\n go to [front v] layer\n clear graphic effects\n show\n set size to (pick random (60) to (150)) %\n go to (random position v)\n point in direction (pick random (1) to (360))\n repeat (128)\n move (pick random (0.5) to (0.8)) steps\n turn right (pick random (0.2) to (1)) degrees\n switch costume to (雑用)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nclear graphic effects\npoint in direction (90)\nwait (0.5) seconds\nset size to (100) %\nswitch costume to (sake玉 v)\nshow\ngo to x: (0) y: (182)\nset [雑用 v] to [0]\nrepeat until <[1] > (y position)>\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nset [雑用 v] to [10]\nrepeat (10)\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nrepeat until <[1] > (y position)>\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nset [雑用 v] to [5]\nrepeat (10)\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nrepeat until <[1] > (y position)>\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nstart sound [Brooks - Limbo \(ft. 3 v]\nrepeat (2)\n change size by (-20)\nend\nset [brightness v] effect to (-100)\n◯\nrepeat (5)\n switch costume to (size v)\n change size by (500)\n switch costume to (sake玉 v)\nend\nswitch costume to (黒玉 v)\nwait (3) seconds\nswitch costume to (爆発 v)\ncreate clone of (_myself_ v)\nswitch costume to (sake玉 v)\nwait (1) seconds\nrepeat (5)\n switch costume to (size v)\n change size by (-500)\n switch costume to (黒玉 v)\nend\nclear graphic effects\nswitch costume to (sake玉 v)\nset [雑用 v] to [5]\nrepeat (2)\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nrepeat until <[-170] > (y position)>\n turn right (雑用) degrees\n change y by (雑用)\n change [雑用 v] by (-1)\nend\nhide\nwait (1) seconds\nbroadcast (スタート v)\n\ndefine ◯\nrepeat (pick random (8) to (20))\n switch costume to (pick random (9) to (6))\n create clone of (_myself_ v)\nend\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nswitch costume to (爆発 v)\ncreate clone of (_myself_ v)\nswitch costume to (sake玉 v)\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (any v) pressed?> or <mouse down?>> 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 (ヾ\(。>﹏<。\)ノ゙✧*。 v)\nchange x by (x)\n\nwhen I receive [スタート v]\nset [復活してる? v] to [はい]\ngo to [front v] layer\nswitch costume to (ヾ\(。>﹏<。\)ノ゙✧*。 v)\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\nset [変数 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> 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 <<<<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 end\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 ((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 <<(y position) < [-165]> or <touching (敵 v)?>> then\n set [復活してる? v] to [いいえ]\n start sound [やられた 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 set [復活してる? v] to [はい]\n end\n if <<(敵の数) = [0]> and <<[239] < (x position)> and <not <(ステージ) = [16]>>>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n broadcast (next v) and wait\n show\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [x v] to [0]\n point towards (mouse-pointer v)\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [次のステージ v]\nshow\nswitch costume to (ステージ)\n\n@銃\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.02) seconds\nshow\ngo to [front v] layer\nswitch costume to (スプラシューター v)\nset [武器 v] to [スプラシューター]\nforever\n go to (プレイヤー v)\n point towards (mouse-pointer v)\n move (25) steps\n if <(direction) > [0]> then\n switch costume to (武器)\n else\n switch costume to (join (武器) [2])\n end\nend\n\nset [武器 v] to [バレルスピナー]\n\nset [武器 v] to [ホットブラスター]\n\nset [武器 v] to [チャージャー]\n\nset [武器 v] to [スプラシューター]\n\n@弾\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <mouse down?> then\n set volume to (100) %\n if <(武器) = [スプラシューター]> then\n switch costume to (スプラシューター、バレルスピナー v)\n create clone of (_myself_ v)\n start sound [スプラシューター v]\n wait (0.03) seconds\n end\n if <(武器) = [ホットブラスター]> then\n switch costume to (ブラスター v)\n start sound [ブラスター出す v]\n create clone of (_myself_ v)\n wait (0.8) seconds\n end\n if <(武器) = [チャージャー]> then\n set [ため v] to [0]\n start sound [チャージャー\(チャージ\) v]\n repeat until <not <mouse down?>>\n change [ため v] by (0.4)\n if <(ため) > [10]> then\n set [ため v] to [9.5]\n end\n end\n switch costume to (チャージャー v)\n create clone of (_myself_ v)\n if <(ため) > [8]> then\n play sound [チャージャー撃つ v] until done\n else\n play sound [チャージャー撃つ2 v] until done\n end\n set volume to (0) %\n end\n if <(武器) = [バレルスピナー]> then\n start sound [スピナーため始め v]\n set [ため v] to [0]\n repeat until <not <mouse down?>>\n if <(ため) > [29]> then\n start sound [スピナーためている v]\n change [ため v] by (1)\n else\n change [ため v] by (1)\n end\n if <(ため) > [31]> then\n set [ため v] to [30]\n end\n end\n start sound [スピナー撃つ v]\n if <(ため) > [20]> then\n repeat ((ため) * (2))\n switch costume to (スプラシューター、バレルスピナー v)\n create clone of (_myself_ v)\n end\n else\n repeat (ため)\n switch costume to (スプラシューター、バレルスピナー v)\n create clone of (_myself_ v)\n end\n end\n set volume to (0) %\n end\n end\nend\n\nwhen I start as a clone\nset [強さ v] to [0]\nshow\nif << (costume [name v]) contains [スプラシューター]?> and <not <(武器) = [ホットブラスター]>>> then\n set [重力 v] to [-1]\n go to (銃 v)\n point towards (mouse-pointer v)\n if <(武器) = [スプラシューター]> then\n if <(direction) > [0]> then\n turn left (pick random (20) to (5)) degrees\n else\n turn left (pick random (-20) to (-5)) degrees\n end\n else\n turn left (pick random (-10) to (10)) degrees\n change y by (-8)\n end\n repeat until <<touching (_edge_ v)?> or <<touching (地面 v)?> or <touching (敵 v)?>>>\n move (30) steps\n if <(武器) = [スプラシューター]> then\n change y by (重力)\n if <(direction) > [0]> then\n turn right (5) degrees\n else\n turn right (-5) degrees\n end\n set [重力 v] to ((重力) * (1.3))\n end\n end\nend\nif <<(武器) = [ホットブラスター]> and < (costume [name v]) contains [スプラシューター]?>> then\n repeat (3)\n move (20) steps\n if <touching (敵 v)?> then\n delete this clone\n end\n end\nend\nif < (costume [name v]) contains [ブラスター]?> then\n set [強さ v] to [1]\n go to (銃 v)\n point towards (mouse-pointer v)\n if <(y) = [0]> then\n turn left (0) degrees\n else\n turn left (pick random (-30) to (30)) degrees\n end\n repeat (8)\n move (30) steps\n if <<touching (地面 v)?> or <touching (敵 v)?>> then\n if <touching (地面 v)?> then\n start sound [ブラスター爆発2 v]\n delete this clone\n end\n if <touching (敵 v)?> then\n wait (0.1) seconds\n 爆風\n delete this clone\n end\n end\n end\n if <not <<touching (地面 v)?> or <touching (敵 v)?>>> then\n 爆風\n end\nend\nif < (costume [name v]) contains [チャージャー]?> then\n go to (銃 v)\n point towards (mouse-pointer v)\n move (60) steps\n change y by (5)\n repeat (ため)\n move (50) steps\n if <<touching (_edge_ v)?> or <<touching (地面 v)?> or <touching (敵 v)?>>> then\n repeat (2)\n move (50) steps\n end\n delete this clone\n end\n end\nend\ndelete this clone\n\ndefine 爆風\nset [強さ v] to [0]\nstart sound [ブラスター爆発1 v]\nswitch costume to (スプラシューター、バレルスピナー v)\npoint in direction (90)\nrepeat (8)\n create clone of (_myself_ v)\n turn right (45) degrees\nend\n\n@ポインター\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <mouse down?> then\n show\n change x by (((mouse x) - (x position)) / (2))\n change y by (((mouse y) - (y position)) / (2))\n else\n hide\n change x by (((mouse x) - (x position)) / (2))\n change y by (((mouse y) - (y position)) / (2))\n end\n if <touching (地面 v)?> then\n switch costume to (join (武器) [地面])\n else\n switch costume to (join (武器) [標準])\n end\nend\n\nset [武器 v] to [チャージャー]\n\n@敵\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [hp v] to [20]\nrepeat until <<(y position) < [-165]> or <(hp) < [1]>>\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <(costume [number v]) = [1]> then\n change [idx v] by (-0.5)\n if <(costume [number v]) = [3]> then\n change [idx v] by (-0.2)\n end\n else\n change [idx v] by (-1)\n end\n else\n point in direction (90)\n if <(costume [number v]) = [1]> then\n change [idx v] by (0.5)\n if <(costume [number v]) = [3]> then\n change [idx v] by (0.2)\n end\n else\n change [idx v] by (1)\n end\n end\n set [idx v] to ((IDX) * (0.92))\n change x by (IDX)\n if <touching (地面 v)?> then\n if <(costume [number v]) = [3]> then\n set [idy v] to [25]\n else\n set [idy v] to [16]\n end\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 x by ((0) - (IDX))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [idy v] by (-1)\n change y by (IDY)\n if <touching (地面 v)?> then\n change y by ((0) - (IDY))\n set [idx v] to [0]\n end\n change y by (-2)\n if <touching (弾 v)?> then\n start sound [Crunch v]\n if <(武器) = [スプラシューター]> then\n change [hp v] by (-5)\n end\n if <<(武器) = [ホットブラスター]> and <(強さ) = [1]>> then\n change [hp v] by (-20)\n end\n if <<(武器) = [ホットブラスター]> and <(強さ) = [0]>> then\n change [hp v] by (-10)\n end\n if <(武器) = [チャージャー]> then\n if <[8.9] < (ため)> then\n change [hp v] by (-20)\n end\n if <[5] < (ため)> then\n change [hp v] by (-8)\n end\n if <[2] < (ため)> then\n change [hp v] by (-4)\n end\n if <[0.4] < (ため)> then\n change [hp v] by (-2)\n end\n end\n if <(武器) = [バレルスピナー]> then\n change [hp v] by (-4)\n end\n end\n if <(復活してる?) = [いいえ]> then\n if <(ステージ) = [11]> then\n go to x: (pick random (210) to (190)) y: (100)\n else\n go to x: (pick random (210) to (190)) y: (50)\n end\n end\n set [変数 v] to (hp)\nend\nchange [敵の数 v] by (-1)\nif <[1] > (敵の数)> then\n set [敵の数 v] to [0]\nend\nstart sound [Glass Breaking v]\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\nset [敵の数 v] to [0]\nhide\nswitch costume to (敵赤 v)\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (-90)\nclear graphic effects\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nswitch costume to (敵赤 v)\nif <(ステージ) = [2]> then\n set [敵の数 v] to [1]\n go to x: (200) y: (0)\n create clone of (_myself_ v)\nend\nswitch costume to (敵緑 v)\nif <(ステージ) = [3]> then\n set [敵の数 v] to [1]\n go to x: (200) y: (50)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [5]> then\n switch costume to (敵青 v)\n set [敵の数 v] to [1]\n go to x: (pick random (210) to (190)) y: (50)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [6]> then\n go to x: (pick random (210) to (190)) y: (50)\n repeat (3)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.01) to (0.5)) seconds\n end\nend\nif <(ステージ) = [7]> then\n go to x: (pick random (210) to (190)) y: (50)\n repeat (4)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.01) to (0.5)) seconds\n end\nend\nif <(ステージ) = [9]> then\n go to x: (pick random (210) to (190)) y: (50)\n switch costume to (敵赤 v)\n repeat (2)\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.01) to (0.5)) seconds\n end\nend\nif <(ステージ) = [10]> then\n go to x: (pick random (210) to (190)) y: (50)\n repeat (8)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.2) to (0.5)) seconds\n end\nend\nif <(ステージ) = [11]> then\n go to x: (pick random (210) to (190)) y: (100)\n switch costume to (敵緑 v)\n repeat (2)\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.01) to (0.5)) seconds\n end\n repeat (6)\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (0.01) seconds\n end\nend\nif <(ステージ) = [13]> then\n switch costume to (敵赤 v)\n go to x: (pick random (210) to (190)) y: (100)\n repeat (12)\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.3) to (0.8)) seconds\n end\nend\nif <(ステージ) = [14]> then\n switch costume to (敵赤 v)\n go to x: (pick random (210) to (190)) y: (50)\n repeat (15)\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.3) to (0.8)) seconds\n end\nend\nif <(ステージ) = [15]> then\n switch costume to (敵赤 v)\n go to x: (pick random (210) to (190)) y: (50)\n repeat (30)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n change [敵の数 v] by (1)\n wait (pick random (0.2) to (0.5)) seconds\n end\nend\n\n@Next\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [color v] effect to (100)\nstart sound [High Whoosh v]\nrepeat (10)\n change [color v] effect by (-10)\n create clone of (_myself_ v)\n wait (0.025) seconds\nend\nwait (1) seconds\nbroadcast (次のステージ v)\nwait (0.5) seconds\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (-466) y: (0)\nset [a v] to [29]\nrepeat (21)\n change x by (a)\n change [a v] by (-1)\nend\nrepeat (16)\n change x by (a)\n change [a v] by (-0.5)\nend\nrepeat (16)\n change x by (a)\n change [a v] by (0.5)\nend\nrepeat (23)\n change x by (a)\n change [a v] by (1)\nend\ndelete this clone\n\n@落ちている銃\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nset [雑用2 v] to [0]\nif <(ステージ) = [4]> then\n switch costume to (太陽拳! v)\n create clone of (_myself_ v)\n switch costume to (チャージャー v)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [8]> then\n switch costume to (太陽拳! v)\n create clone of (_myself_ v)\n switch costume to (ホットブラスター v)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [12]> then\n switch costume to (太陽拳! v)\n create clone of (_myself_ v)\n switch costume to (バレルスピナー v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\nif < (costume [name v]) contains [太陽拳]?> then\n go to x: (0) y: (-45)\n repeat until <(雑用2) = [1]>\n turn right (4) degrees\n end\nend\nif << (costume [name v]) contains [チャージャー]?> or << (costume [name v]) contains [ブラスター]?> or < (costume [name v]) contains [スピナー]?>>> then\n go to x: (0) y: (-48)\n repeat until <touching (プレイヤー v)?>\n change y by (([cos v] of ((timer) * (350)) ) * (1))\n end\n set [雑用2 v] to [1]\n change [銃のもってる数 v] by (1)\n start sound [Coin v]\nend\ndelete this clone\n\nwhen I receive [スタート v]\nforever\n if <<<<<key (0 v) pressed?> and <key (4 v) pressed?>> and <key (7 v) pressed?>> and <key (k v) pressed?>> and <key (s v) pressed?>> then\n set [銃 v] to [リボルバー]\n end\nend\n\n@選択する銃\n\nwhen flag clicked\nhide\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [武器 v] to [スプラシューター]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <[1] < (銃のもってる数)> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [武器 v] to [チャージャー]\n end\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <[2] < (銃のもってる数)> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [武器 v] to [ホットブラスター]\n end\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n if <[3] < (銃のもってる数)> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [武器 v] to [バレルスピナー]\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [スタート v]\nset [銃のもってる数 v] to [1]\nhide\nswitch costume to (ピストル v)\ngo to x: (-180) y: (-140)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (120)\n next costume\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
日本語は下 読まないと損します\n➠➠English\nI tried Nintendo's Splatoon 3 as a platformer!\nYou can move with arrow keys, wasd keys, taps, etc.\nYou can shoot the gun by tapping, but you can shoot without moving with the down key or S key.\n(mobile is not possible)\nShooter: Can fire to some extent\nCharger: Can be charged to fire high-powered bullets\n increase. (Rapid fire is not allowed)\nBlaster: Fires high-powered bullets and explodes.\nSpinner: Hold to charge and fire bullets at once.\nHave fun!\n▶日本語◀\n任天堂のスプラトゥーン3をプラットフォーマーにしてみました!\n方向キー、wasd キー、タップなどで移動できます。\nタップで弾を撃つことができますが、下キーまたはsキーで動かずに撃つことができます。(モバイルは不可)\nシューター:ある程度連射することが出来ます\nチャージャー:チャージして高威力の弾を打つことが出来       \n       ます。(連射は不可)\nブラスター:高威力の弾を出し、爆発します。\nスピナー:長押しでチャージし、一気に弾を放ちます。\n        ▶楽しんで!◀
Minecraft Platformer WITHER UPDATE
@Stage\n\nwhen flag clicked\nrepeat until <(3) = [16]>\n switch backdrop to (背景1 v)\n wait (25) seconds\n switch backdrop to (背景4 v)\n wait (25) seconds\n switch backdrop to (背景3 v)\n wait (45) seconds\n switch backdrop to (背景4 v)\n wait (25) seconds\nend\n\nwhen flag clicked\nbroadcast (start v)\nswitch backdrop to (背景1 v)\nrepeat until <(3) = [16]>\n play sound [my band song v] until done\nend\n\nwhen I receive [code 1 v]\nforever\n switch backdrop to (背景3 v)\nend\n\nwhen I receive [code 2 v]\nforever\n switch backdrop to (背景4 v)\nend\n\nswitch backdrop to (背景5 v)\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch backdrop to (backdrop1 v)\nend\n\nset [3 v] to [17]\n\nwhen flag clicked\nforever\n if <(3) = [17]> then\n repeat until <(3) = [18]>\n switch backdrop to (wither fight v)\n play sound [the Wither v] until done\n end\n end\nend\n\nforever\n play sound [my band song v] until done\nend\n\nrepeat until <(3) = [18]>\n\n@Lag helper 1.0\n\nshow variable [world record v]\n\n@swords\n\nwhen I receive [start v]\nwait until <(3) = [11]>\nset [10 v] to [0]\nwait until <(3) = [17]>\nset [10 v] to [0]\nwait until <(3) = [21]>\nset [10 v] to [0]\n\nwhen I receive [start v]\nwait until <(3) = [10]>\nset [10 v] to [1]\nwait until <touching (steve v)?>\nset [10 v] to [0]\n\nwhen I receive [start v]\nwait until <(3) = [16]>\nset [10 v] to [1]\nwait until <touching (steve v)?>\nset [10 v] to [0]\n\nwhen I receive [start v]\nwait until <(3) = [20]>\nset [10 v] to [1]\nwait until <touching (steve v)?>\nset [10 v] to [0]\n\nwhen I receive [start v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (3)\n if <touching (steve v)?> then\n set [16 v] to (costume [name v])\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n change size by ([cos v] of (8) )\nend\n\nwhen I receive [start v]\nwait until <(3) = [16]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [start v]\nwait until <(3) = [20]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [start v]\nchange [☁ 遊んでくれた人 v] by (1)\n\n@steve\n\nwhen flag clicked\nforever\n if <<not <(7) = [0]>> and <<touching (map v)?> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(18) = [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(18) = [0]>>>>>> then\n play sound (pick random (5) to (6)) until done\n end\nend\n\nwhen I receive [start v]\nset [7 v] to [20]\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [x3 v] to [0.9]\nset [3 v] to [1]\nset [4 v] to [0.7]\nset [2 v] to [13]\nset [12 v] to [1]\nset [13 v] to [0.9]\nset [15 v] to [5]\nset [14 v] to [10]\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-80)\nshow\nforever\n if <<not <(7) = [0]>> and <(12) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(18) = [0]>>> then\n point in direction (-90)\n if <<touching (water v)?> or <touching (lava v)?>> then\n change [x2 v] by ((0) - ((4) / (2)))\n else\n change [x2 v] by ((0) - (4))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(18) = [0]>>> then\n point in direction (90)\n if <<touching (water v)?> or <touching (lava v)?>> then\n change [x2 v] by ((4) / (2))\n else\n change [x2 v] by (4)\n end\n end\n set [x2 v] to ((x2) * (13))\n change x by (x2)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change x by ((0) - (x2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(18) = [0]>>> then\n if <not <touching (water v)?>> then\n if <(x2) > [0]> then\n set [x2 v] to ((0) - (15))\n else\n set [x2 v] to (15)\n end\n set [y2 v] to (14)\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by ((0) - (x3))\n if <<touching (water v)?> and <(y2) < [-2]>> then\n broadcast (water v)\n set [y2 v] to [-2]\n end\n change y by (y2)\n if <touching (map v)?> then\n change y by ((0) - (y2))\n set [y2 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?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(18) = [0]>>>> then\n set [y2 v] to [4]\n else\n if <touching (map v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(18) = [0]>>> then\n set [y2 v] to (2)\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [start v]\nwait (0.3) seconds\nforever\n if <<[225] < (x position)> and <not <(3) = [30]>>> then\n NEXT\n end\nend\n\ndefine NEXT\nbroadcast (next v)\nset [x2 v] to [0]\nset [y2 v] to [100]\nset [12 v] to [0]\nwait (0.4) seconds\nchange [3 v] by (1)\nwait (0.1) seconds\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-200) y: (-80)\nwait (2) seconds\nset [12 v] to [1]\n\nwhen I receive [start v]\nforever\n if <touching (lava v)?> then\n repeat until <not <touching (lava v)?>>\n if <not <(7) = [0]>> then\n change [7 v] by (-9)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (lava v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(7) < [0.01]> then\n broadcast (XYX# v)\n set [7 v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(7) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n set [7 v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (zombie v)?> then\n start sound [う v]\n change [7 v] by (-8)\n broadcast (1XY v)\n if <(x position) < (5)> then\n set [x2 v] to [-10]\n set [y2 v] to [10]\n else\n set [x2 v] to [10]\n set [y2 v] to [10]\n end\n wait (0.35) seconds\n end\nend\n\nwhen I receive [1xy v]\nrepeat (10)\n switch costume to (スティーブ やられた v)\nend\n\nwhen I receive [start v]\nforever\n if <(y position) < [-180]> then\n repeat until <(7) < [0.01]>\n change [7 v] by (-20)\n start sound [う v]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (idk v)?> then\n repeat until <not <touching (idk v)?>>\n if <not <(7) = [0]>> then\n change [7 v] by (-7)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (lava v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen flag clicked\nif <(username) = [yourrude564]> then\n\nwhen flag clicked\nforever\n if <touching (sun/moon v)?> then\n broadcast (sun v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (idk2 v)?> then\n repeat until <not <touching (idk2 v)?>>\n if <not <(7) = [0]>> then\n change [7 v] by (-2)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (idk2 v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (creeper v)?> then\n repeat until <not <touching (creeper v)?>>\n if <not <(7) = [0]>> then\n change [7 v] by (-5)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.7) seconds\n end\n else\n if <not <touching (creeper v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (skeleton v)?> then\n repeat until <not <touching (skeleton v)?>>\n if <not <(7) = [0]>> then\n change [7 v] by (-3)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.55) seconds\n end\n else\n if <not <touching (skeleton v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\n@map\n\nwhen I receive [start v]\nforever\n switch costume to (3)\nend\n\nset [3 v] to [21]\n\nset [world record v] to [0]\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch costume to (コスチューム23 v)\nend\n\n@health\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n if <<<<<<<<<(7) = [10]> or <(7) = [9]>> or <(7) = [8]>> or <(7) = [7]>> or <(7) = [6]>> or <(7) = [5]>> or <(7) = [4]>> or <(7) = [3]>> or <(7) = [2]>> then\n broadcast (close to death v)\n end\n switch costume to ((7) + (1))\nend\n\nwhen flag clicked\nforever\n if <(NEXT) = [true]> then\n switch costume to ((7) + (1))\n end\nend\n\ndefine NEXT\nset [next v] to [true]\nwait (0.1) seconds\nset [next v] to [false]\n\nwhen I receive [cacti v]\nchange [7 v] by (-3)\n\n@sword\n\nwhen I receive [next v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [17 v] to [0]\nforever\n switch costume to (16)\n if <[0] < ([direction v] of [steve v])> then\n set [11 v] to [右]\n go to x: (([x position v] of [steve v]) + (23)) y: (([y position v] of [steve v]) + (-5))\n if <(17) = [0]> then\n point in direction (-100)\n end\n else\n set [11 v] to [左]\n go to x: (([x position v] of [steve v]) + (-23)) y: (([y position v] of [steve v]) + (-5))\n if <(17) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [start v]\nset [16 v] to [1]\nforever\n if <(11) = [右]> then\n switch costume to ((16) + (1))\n else\n switch costume to (16)\n end\nend\n\nwhen I receive [attack v]\nset [17 v] to [1]\nif <(11) = [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 [17 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [attack v]\nif <(username) = [yourrude564]> then\n set [17 v] to [1]\n if <(11) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\n else\n repeat (4)\n turn left (15) degrees\n end\n end\n set [17 v] to [0]\nend\n\nwhen I receive [start v]\nif <(username) = [yourrude564]> then\n set [16 v] to [9]\n forever\n if <(11) = [右]> then\n switch costume to ((16) + (1000))\n else\n switch costume to (16)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [yourrude564]> then\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n end\nend\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [move v] to [OK]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\ndefine NEXT\nset [next v] to [true]\nwait (0.1) seconds\nset [next v] to [false]\n\n@lava\n\nwhen I receive [start v]\nforever\n switch costume to (3)\nend\n\n@comments\n\nwhen I receive [start v]\nforever\n switch costume to (3)\nend\n\nset [3 v] to [17]\n\n@water\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n switch costume to (3)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [start v]\nforever\n if <touching (steve v)?> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nif <touching (steve v)?> then\n broadcast (water v)\nend\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch costume to (costume1 v)\nend\n\n@(๑•̀ㅂ•́)و✧\n\nwhen I receive [xxx# v]\nshow\nstop [all v]\n\nwhen I receive [start v]\nforever\n if <(1) > [10]> then\n broadcast (XXX# v)\n end\nend\n\nwhen I receive [start v]\nset [1 v] to [0]\nforever\n change [1 v] by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [1 v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide variable [world record v]\nhide variable [time v]\nwait (0.01) seconds\nwait until <(3) = [23]>\nset [time v] to ((round ((timer) * (10))) / (10))\nwait (0.01) seconds\nif <(3) = [23]> then\n if <(time) < (World Record)> then\n wait (0.01) seconds\n if <not <(World Record) < (time)>> then\n set [world record v] to (time)\n broadcast (reset v)\n end\n end\nend\nwait (2.5) seconds\nif <(3) = [23]> then\n show variable [world record v]\n show variable [time v]\nend\n\nwhen I receive [reset v]\nif <not <(World Record) < (time)>> then\n wait () seconds\n if <not <(World Record) < (time)>> then\n wait () seconds\n set [world record v] to (time)\n end\nend\n\n@title\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@idk2\n\nwhen I receive [start v]\nforever\n switch costume to (3)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (2)\n Particles\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (9))\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 (45))\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 (map 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 (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\n@Tutorial\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [18 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 [18 v] to [0]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <(3) = [2]> then\n switch costume to (コスチューム2 v)\n end\nend\n\n@Arrow1\n\n@Sprite1\n\n@zombie\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (sword v)?> and <(17) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [sword v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\n else\n start sound [攻撃2 v]\n switch costume to (player2 v)\n end\n wait until <(17) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(7) = [0]>> then\n if <([x position v] of [steve 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 [steve 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 (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [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 (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 (map v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (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 (map v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [steve 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 <(3) = [5]> then\n go to x: (300) y: (0)\nend\nif <(3) = [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 [5 v] to (x position)\n set [6 v] to (y position)\nend\n\nwhen I receive [xyx# v]\nrepeat (10)\n delete this clone\nend\nif <(3) = [5]> then\n create clone of (_myself_ v)\nend\nif <(3) = [7]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(3) = [14]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nif <(3) = [17]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n else\n start sound [攻撃2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n switch costume to (player2 v)\n else\n if <(17) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\n end\nend\n\nwhen I receive [start v]\nset [9 v] to [0]\nwait (1) seconds\nset [9 v] to [1]\n\nwhen I start as a clone\nif <(9) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(3) = [5]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(3) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(3) = [14]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwait until <(3) = [17]>\ngo to x: (250) y: (150)\n\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)\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch costume to (costume1 v)\nend\n\n@creeper\n\nwhen I start as a clone\nset [hp v] to [10]\nforever\n if <<touching (sword v)?> and <(17) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [sword v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [creeper hurt1 v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [creeper hurt1 v]\n switch costume to (player2 v)\n else\n start sound [creeper death1 v]\n switch costume to (player2 v)\n end\n wait until <(17) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(7) = [0]>> then\n if <([x position v] of [steve 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 [steve 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 (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [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 (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 (map v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (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 (map v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [steve 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 <(3) = [3]> then\n go to x: (300) y: (0)\nend\nif <(3) = [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 [5 v] to (x position)\n set [6 v] to (y position)\nend\n\nwhen I receive [xyx# v]\nrepeat (10)\n delete this clone\nend\nif <(3) = [3]> then\n create clone of (_myself_ v)\nend\nif <(3) = [12]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [creeper death1 v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [creeper death1 v]\n else\n start sound [creeper death2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n switch costume to (player2 v)\n else\n if <(17) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [creeper1 v] until done\n wait (3.5) seconds\n else\n if <(pick random (1) to (2)) = [2]> then\n play sound [creeper2 v] until done\n wait (3.5) seconds\n end\n end\nend\n\nwhen I receive [start v]\nset [9 v] to [0]\nwait (1) seconds\nset [9 v] to [1]\n\nwhen I start as a clone\nif <(9) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(3) = [3]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(3) = [12]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch costume to (costume1 v)\nend\n\n@skeleton\n\nwhen I start as a clone\nset [hp v] to [30]\nforever\n if <<touching (sword v)?> and <(17) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [sword v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [creeper hurt1 v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeleton hurt1 v]\n switch costume to (player2 v)\n else\n start sound [skeleton hurt2 v]\n switch costume to (player2 v)\n end\n wait until <(17) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(7) = [0]>> then\n if <([x position v] of [steve 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 [steve 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 (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [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 (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 (map v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (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 (map v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [steve 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 <(3) = [3]> then\n go to x: (300) y: (0)\nend\nif <(3) = [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 [5 v] to (x position)\n set [6 v] to (y position)\nend\n\nwhen I receive [xyx# v]\nrepeat (10)\n delete this clone\nend\nif <(3) = [2]> then\n create clone of (_myself_ v)\nend\nif <(3) = [7]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(3) = [14]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [skeleton hurt1 v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeleton hurt1 v]\n else\n start sound [skeleton hurt2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n switch costume to (player2 v)\n else\n if <(17) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [skeleton idle1 v] until done\n wait (3.5) seconds\n else\n if <(pick random (1) to (2)) = [2]> then\n play sound [skeleton idle2 v] until done\n wait (3.5) seconds\n end\n end\nend\n\nwhen I receive [start v]\nset [9 v] to [0]\nwait (1) seconds\nset [9 v] to [1]\n\nwhen I start as a clone\nif <(9) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(3) = [2]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(3) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(3) = [14]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch costume to (costume1 v)\nend\n\n@wither\n\nwhen I start as a clone\nset [hp v] to [300]\nstart sound [Summoning Wither v]\nforever\n if <<touching (sword v)?> and <(17) = [1]>> then\n if <([x position v] of [steve v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [sword v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [creeper hurt1 v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n go to x: (0) y: (0)\n repeat (8)\n switch costume to (death anim v)\n next costume\n wait (2) seconds\n end\n hide\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [Wither hurt 1 v]\n switch costume to (player2 v)\n else\n start sound [Wither hurt 2 v]\n switch costume to (player2 v)\n end\n wait until <(17) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(7) = [0]>> then\n if <([x position v] of [steve 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 [steve 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 (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [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 (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 (map v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (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 (map v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [steve 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 <(3) = [3]> then\n go to x: (300) y: (0)\nend\nif <(3) = [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 [5 v] to (x position)\n set [6 v] to (y position)\nend\n\nwhen I receive [xyx# v]\nrepeat (10)\n delete this clone\nend\nif <(3) = [17]> then\n go to x: (250) y: (150)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (water v)?> then\n change [hp v] by (5)\n wait (10) seconds\n if <(HP) < [0.01]> then\n start sound [Wither heal 1 v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [Wither heal 1 v]\n else\n start sound [Wither heal 2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n switch costume to (player2 v)\n else\n if <(17) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(pick random (1) to (4)) = [1]> then\n play sound [Wither Idle 1 v] until done\n wait (6.5) seconds\n else\n if <(pick random (1) to (4)) = [2]> then\n play sound [Wither Idle 2 v] until done\n wait (6.5) seconds\n end\n end\n if <(pick random (1) to (4)) = [3]> then\n play sound [Wither Idle 3 v] until done\n wait (6.5) seconds\n else\n if <(pick random (1) to (4)) = [4]> then\n play sound [Wither Idle 4 v] until done\n wait (6.5) seconds\n end\n end\nend\n\nwhen I receive [start v]\nset [9 v] to [0]\nwait (1) seconds\nset [9 v] to [1]\n\nwhen I start as a clone\nif <(9) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(3) = [17]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I receive [it da cookie land!!! v]\nforever\n switch costume to (costume1 v)\nend\n\nset [3 v] to [17]\n\nwhen flag clicked\nforever\n if <(HP) = [0]> then\n play sound [Wither death v] until done\n end\nend\n\nhide\n\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nset [3 v] to [17]\n\nset [3 v] to [17]\n\n@achivements\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (0 v)\nforever\n stop [this script v]\nend\n\nwhen I receive [1xy v]\nswitch costume to (2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (0 v)\nforever\n stop [this script v]\nend\n\nwhen I receive [water v]\nswitch costume to (3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (0 v)\nforever\n stop [this script v]\nend\n\nwhen [m v] key pressed\nswitch costume to (5 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (0 v)\nforever\n stop [this script v]\nend\n\nwhen I receive [5 v]\nswitch costume to (6 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nswitch costume to (0 v)\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nif <<(16) = [9]> or <(16) = [10]>> then\n switch costume to (4 v)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n switch costume to (0 v)\nend\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nif <(3) = [23]> then\n wait (5) seconds\n switch costume to (7 v)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\nend\nforever\n stop [this script v]\nend\n\nwhen I receive [sun v]\nswitch costume to (8 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nif <(current [month v]) = [10]> then\n wait (5) seconds\n switch costume to (9 v)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n switch costume to (0 v)\nend\n\nwhen flag clicked\nif <(current [month v]) = [12]> then\n switch costume to (10 v)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n switch costume to (0 v)\nend\n\nwhen flag clicked\n\n\n@codes\n\nwhen [m v] key pressed\nswitch costume to (costume1 v)\nask [whats the secret code?] and wait\nif <(answer) = [Mob Update]> then\n broadcast (Code 1 v)\nend\nif <(answer) = [1000 Views]> then\n switch costume to (costume4 v)\nend\nif <(answer) = [Beautiful]> then\n broadcast (Code 2 v)\nend\nif <(answer) = [500 Views]> then\n forever\n switch costume to (costume2 v)\n end\nend\nif <(answer) = [501 Views]> then\n forever\n switch costume to (costume3 v)\n end\nend\nif <(answer) = [2000 Views]> then\n forever\n switch costume to (costume5 v)\n end\nend\nif <(answer) = [It da cookie land!]> then\n forever\n broadcast (It da cookie land!!! v)\n end\nend\nif <(answer) = [lovey dubys]> then\n forever\n broadcast (Love! v)\n end\nend\nif <<<<<<<(answer) = [501 Views]> or <(answer) = [500 Views]>> or <(answer) = [Beautiful]>> or <(answer) = [1000 Views]>> or <(answer) = [Mob Update]>> or <(answer) = [2000 Views]>> or <(answer) = [It da cookie land!]>> then\n broadcast (5 v)\nend\n\nplay sound [Total Drama World Tour - Boyfriend Kisser2 v] until done\n\nplay sound [Total Drama World Tour - Boyfriend Kisser v] until done\n\nstart sound [recording1 v]\n\n@close to death\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [close to death v]\nshow\n\nwhen I receive [xyx# v]\nhide\n\nrepeat (2)\n\nchange [brightness v] effect by (5)\n\nset [brightness v] effect to (0)\n\n@Sun/Moon\n\nwhen flag clicked\ngo to x: (175) y: (125)\nset size to (100) %\nforever\n if <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [3]>> then\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [4]> then\n switch costume to (costume2 v)\n end\nend\n\n@BAN MESSAGES\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(username) = [LAZYboi94]> then\n switch costume to (costume2 v)\n go to [front v] layer\n stop all sounds\n wait (3) seconds\n stop [all v]\n end\n if <(username) = [yeetusmaximuscoder]> then\n switch costume to (costume2 v)\n go to [front v] layer\n stop all sounds\n wait (3) seconds\n stop [all v]\n end\n if <(username) = [lighting_0489]> then\n switch costume to (costume2 v)\n go to [front v] layer\n stop all sounds\n wait (3) seconds\n stop [all v]\n end\nend\n\n@Love!\n\nwhen flag clicked\nhide\n\ndefine Clones (clones)\nrepeat (clones)\n create clone of (_myself_ v)\nend\nshow\n\nwhen I start as a clone\nset [ghost v] to (pick random (2) to (4))\nswitch costume to (heart v)\nset [ghost v] effect to (Ghost)\nset size to (pick random (50) to (75)) %\nchange [color v] effect by (pick random (0) to (50))\nset [x speed clone v] to (pick random (10) to (-10))\nset [y speed clone v] to (pick random (15) to (-10))\nrepeat until <touching (_edge_ v)?>\n change x by (X speed clone)\n change y by (Y speed clone)\n point in direction ((X speed clone) * (Y speed clone))\n change [y speed clone v] by (-1)\n change [x speed clone v] by ((X speed clone) * (0.99))\n change [ghost v] effect by ((Ghost) * (1.05))\nend\n\nforever\n go to (random position v)\nend\n\nwhen I receive [love! v]\nhide\ngo to x: (0) y: (0)\nforever\n go to (random position v)\n forever\n if <(answer) = [lovey dubys]> then\n Clones [1]\n wait until <not <(answer) = [lovey dubys]>>\n end\n end\nend\n\n@Crash\n\nwhen flag clicked\nhide\n\ndefine Clones (clones)\nrepeat (clones)\n create clone of (_myself_ v)\nend\nshow\n\nwhen I start as a clone\nset [ghost v] to (pick random (2) to (4))\nswitch costume to (heart v)\nset [ghost v] effect to (Ghost)\nset size to (pick random (50) to (75)) %\nchange [color v] effect by (pick random (0) to (50))\nset [x speed clone v] to (pick random (10) to (-10))\nset [y speed clone v] to (pick random (15) to (-10))\nrepeat until <touching (_edge_ v)?>\n change x by (X speed clone)\n change y by (Y speed clone)\n point in direction ((X speed clone) * (Y speed clone))\n change [y speed clone v] by (-1)\n change [x speed clone v] by ((X speed clone) * (0.99))\n change [ghost v] effect by ((Ghost) * (1.05))\nend\n\nforever\n go to (random position v)\nend\n\nwhen [q v] key pressed\nhide\ngo to x: (0) y: (0)\nforever\n go to (random position v)\n forever\n if <key (q v) pressed?> then\n Clones ((1000000000000000000000000000000000000000000000000000000000000000000000000000000) * (1000000000000000000000000000000000000000000000000000000000000000000000000000000))\n wait until <not <key (q v) pressed?>>\n end\n end\nend\n\n
if you would press ❤ and⭐ it would make my day\n_____________________________________________\nThank you guys for 30 hearts! I cant believe a game I have made would get this far and now look at me. Thank you for supporting me to update this game and to \n continue \n scratch!\n_____________________________________________\nNOTICE: Hello guys now this update is good but its not like the Mob update 2 and 1 nor the spooky event. But \nthis update is different from the others, very different. The only sad part is that this update only has 1 NEW THING and just 2 bug fixes. Sorry for the wait and not so massive update.\n\nWITHER UPDATE: 1 new mob! The Wither. The wither is not like the others, but its very cool. The Wither can explode stuff and kill you that way. No hitting, just explosions. 2 bug fixes, the first is where you can get achievements forever even if you got the achivement once it would still give you it. But now you can only get them once which is better than before thinking that i havn't fixed it since mod update 1?. The second bug fix is where the moon would not show at night! Again this have not been fixed since the spooky update. That's it, very small:(\n\n a other project like this... \n https://scratch.mit.edu/projects/727193722/\n_____________________________________________\n enjoy your adventure in Minecraft!\n \n list of minecraft platformer games: \n---------------------------------------------------------------------------------\n part 2: https://scratch.mit.edu/projects/857011145/
SUPA POPULAR PLATFORMER
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ndefine platformer engine\nchange [y v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [12]\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#009dea)?> then\n set [scrollx v] to [595]\n set [scrolly v] to [-100]\nend\nif <(scrollY) > [700]> then\n set [scrollx v] to [595]\n set [scrolly v] to [-100]\nend\n\nwhen I receive [message1 v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n platformer engine\nend\n\nwhen I receive [purple v]\nswitch costume to (costume1 v)\n\nwhen I receive [red v]\nswitch costume to (costume2 v)\n\nwhen I receive [yellow v]\nswitch costume to (costume3 v)\n\n@level\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume v)\nset size to (200) %\nswitch costume to (costume1 v)\nset [scrollx v] to [595]\nset [scrolly v] to [-100]\nset [level v] to [2]\nforever\n go to x: (scrollX) y: (scrollY)\nend\n\nwhen I receive [hi v]\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (message1 v)\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n repeat (2)\n play sound [A Elec Piano v] until done\n end\nend\n\n
arrow keys bc I wrong
Halloween Platformer #Platformer #Trending #Games
@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [1.8]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\n end\n set [speed x v] to ((speed x) * (RESISTANCE))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\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\nhide variable [acceleration v]\nhide variable [falling v]\nhide variable [gravity v]\nhide variable [jump force v]\nhide variable [last value v]\nhide variable [resistance v]\nhide variable [speed x v]\nhide variable [speed y v]\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n next backdrop\n go to x: (-203) y: (30)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <touching color (#f60000)?> then\n go to x: (-202) y: (64)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen backdrop switches to [scene 7 v]\ngo to x: (0) y: (13)\nforever\n stop [all v]\nend\n\nwhen backdrop switches to [scene9 v]\nsay [Finally I am Safe!!!] for (1.5) seconds\nsay [Ahhh!!] for (.5) seconds\nsay [Run!!!] for (.5) seconds\n\nwhen backdrop switches to [scene10 v]\nsay [Lets Go inside their house and look for some Candy!!!] for (2) seconds\n\nwhen flag clicked\nforever\n if <touching color (#9cae9c)?> then\n switch backdrop to (scene11 v)\n end\nend\n\nwhen backdrop switches to [scene11 v]\ngo to x: (-207) y: (-23)\n\nwhen flag clicked\nforever\n if <touching color (#57348a)?> then\n switch backdrop to (scene 7 v)\n end\nend\n\nwhen backdrop switches to [scene11 v]\nsay [My Favorite Candy...] for (1) seconds\nsay [Reese's!!!] for (.5) seconds\n\nwhen backdrop switches to [backdrop1 v]\nsay [I'm Hungry] for (1) seconds\nsay [Lets Go look for some Candy!!!] for (1.5) seconds\n\nwhen backdrop switches to [scene 4 v]\ngo to x: (-210) y: (51)\n\nwhen flag clicked\nshow\n\n@Witch\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene9 v]\nwait (2) seconds\nswitch costume to (screenshot 2022-10-04 3 v)\n\nwhen backdrop switches to [scene9 v]\nshow\ngo to x: (170) y: (115)\n\nwhen backdrop switches to [scene10 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Happy Halloween!!!\nUp Arrow is Jump\nLeft Arrow is Left\nRight Arrow is Right\n\n
Too Much Lava - A Platformer #Games #All
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n Collision and Wall Jump\n Trail\n Death\n Trampoline Jump\n Level Change\nend\n\ndefine X velocity\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\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 x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Trail\ncreate clone of (trail v)\n\ndefine Death\nif <touching (spikes. lava, holes, etc. v)?> then\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\nif <touching (trampoline2 v)?> then\n if <(Y velocity) > [0]> then\n set [y velocity v] to [-10]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [9]> then\n go to x: (-190) y: (55)\n change [level v] by (1)\n end\nend\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\nerase all\nReset Character Data\nLoad Font | Name [Parabolic]\nforever\n erase all\n if <(LEVEL) = [1]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Hello!]\n end\n if <(LEVEL) = [2]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [There's too much lava!]\n end\n if <(LEVEL) = [9]> then\n Print | Pos (-200) (75) Size (18) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Love, favorite and follow!]\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Trampoline2\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\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 (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Time\n\nwhen flag clicked\nhide\nreset timer\nset [time v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\ngo to [front v] layer\nshow\n\n
Original Date: Oct 05, 2022\n\nToo Much Lava - A Platformer\nWASD or arrow keys to move\nAvoid spikes and A LOT OF lava\nUse the trampolines\n\nA love, a favorite and a follow would be very appreciated!\n\n(Oct 26, 2022) 52k views! OMG!\n#14 on Trending - Games!
Burger platformer By MohamadBD (Mobile friendly)
@Stage\n\nwhen flag clicked\nset [volume v] to [100]\nset [timer v] to [0]\nset [pitch v] effect to (0)\nset volume to (100) %\nforever\n play sound [1 v] until done\nend\n\nwhen I receive [start game v]\nreset timer\nforever\n set [timer v] to (timer)\n if <(Level) = [13]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@Player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nset [☁ world record v] to (Timer)\nerase all\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n stamp\n if <key (m v) pressed?> then\n broadcast (no music! v)\n end\n if <<key (m v) pressed?> and <(volume) = [0]>> then\n broadcast (Turn music! v)\n end\n if <key (d v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (a v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\n@Hitbox\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawnx v] to [-203]\nset [spawny v] to [-71]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [my variable2 v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(STICK Y) > [0.2]>>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <(STICK X) > [0.2]>>> then\n set [xvelocity v] to (move speed)\nelse\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <(STICK X) < [-0.2]>>> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [241]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava\nif <touching color (#ff6300)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckFallOfScreen\nif <(y position) < [-173]> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\nwhen I receive [start game v]\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [15] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n CheckFallOfScreen\n CheckTouchingSpikes\nend\n\ndefine CheckTouchingSpikes\nif <touching (spikes v)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@Fader\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nset [ghost v] effect to (85)\nforever\n stamp\nend\n\n@Control Stick\n\nwhen flag clicked\ngo to [front v] layer\nset [base sprite v] to [Control Stick]\nset [max stick v] to ((size) / (4))\nset [joystick v] to [1]\nset size to (140) %\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (20)\nforever\n set [stik power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (Base sprite)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.7))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Base sprite)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stik power v] to (distance to [(Base sprite) v])\n if <(STIK POWER) > (max stick)> then\n move ((max stick) - (STIK POWER)) steps\n set [stik power v] to (max stick)\n end\n set [stik power v] to ((STIK POWER) / (max stick))\n set [stick x v] to ((STIK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STIK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen flag clicked\nforever\n if <(Joystick) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(Joystick) = [0]> then\n hide\n else\n show\n end\nend\n\n@Thumbnail\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\n@Play\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [speed v] to [0]\nforever\n change [speed v] by (4)\n point in direction ((([sin v] of (speed) ) * (4)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nchange [brightness v] effect by (25)\nhide\nset size to (120) %\ngo to [back v] layer\nbroadcast (start game v)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [speed v] to [0]\nforever\n change [speed v] by (4)\n point in direction ((([sin v] of (speed) ) * (2)) + (90))\nend\n\nwhen I receive [start game v]\nhide\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Settings\n\nwhen flag clicked\nhide variable [volume v]\nhide variable [joystick v]\nhide variable [music v]\nswitch costume to (button2-a v)\ngo to x: (2) y: (-100)\ngo to [front v] layer\nshow\nset [speed v] to [0]\nforever\n change [speed v] by (4)\n point in direction (90)\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (settings v)\n\nwhen I receive [settings v]\nshow variable [volume v]\nshow variable [joystick v]\nshow variable [music v]\ngo to x: (-8) y: (-32)\nswitch costume to (screen v)\ngo to [front v] layer\n\nwhen I receive [start game v]\nhide\ngo to [back v] layer\n\nwhen I receive [close settings v]\nhide variable [volume v]\nhide variable [joystick v]\nhide variable [music v]\nswitch costume to (button2-a v)\ngo to [front v] layer\ngo to x: (2) y: (-100)\n\n@close\n\nwhen flag clicked\nhide\ngo to x: (-120) y: (62)\n\nwhen I receive [settings v]\nshow\ngo to [front v] layer\ngo to x: (-120) y: (62)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nbroadcast (close settings v)\n\nwhen I receive [close settings v]\nhide\n\n@Thumbnail2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n Spike Tick\nend\n\ndefine Spike Tick\nif <(Level) = [1]> then\n switch costume to (1 v)\nend\nif <(Level) = [2]> then\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n switch costume to (5 v)\nend\nif <(Level) = [6]> then\n switch costume to (6 v)\nend\nif <(Level) = [7]> then\n switch costume to (7 v)\nend\nif <(Level) = [8]> then\n switch costume to (8 v)\nend\nif <(Level) = [9]> then\n switch costume to (9 v)\nend\nif <(Level) = [10]> then\n switch costume to (10 v)\nend\nif <(Level) = [11]> then\n switch costume to (11 v)\nend\nif <(Level) = [12]> then\n switch costume to (12 v)\nend\nif <(Level) = [13]> then\n switch costume to (13 v)\nend\n\n
Really proud of this project my most popular so far!!\nHit green flag 2 times to activate Press Arrow keys or W,A,D and Space bar to move or joystick\n #20 Trending on tutorial page? thank you so much!\n➣ New Music and settings update!!\n➣ New Mobile friendly update!!\n➣ New Spikes Updated!!
Halloween Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Hedwig's Flight v] until done\nend\n\nwhen flag clicked\nchange [color v] effect by (1)\nforever\n change [color v] effect by (-5)\n wait (0.2) seconds\n change [color v] effect by (5)\nend\n\n@Player\n\nwhen I receive [game on! v]\nGame - Setup\nforever\n broadcast (Tick - Player v)\n broadcast (Tick - Others v)\n broadcast (Tick - Last v)\nend\n\nwhen flag clicked\nbroadcast (Start - Setup v)\nbroadcast (Game on! v)\n\ndefine Game - Reset x and y\nset [player - y v] to [0]\nset [player - x v] to [0]\n\ndefine Game - Move x\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player - x v] by (1.5)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [player - x v] by (-1.5)\n point in direction (-90)\nend\nset [player - x v] to ((Player - x) * (0.86))\nchange x by (Player - x)\nif <([abs v] of (Player - x) ) < [0.1]> then\n set [player - x v] to [0]\nend\nswitch costume to (player v)\n\ndefine Game - Collisions and Checking\nif <touching (lava v)?> then\n Game - Die\nend\nif <touching (spikes v)?> then\n Game - Die\nend\nif <(x position) > [225]> then\n Game - Next Level\nend\n\nwhen I receive [start - setup v]\nStart - Setup\n\ndefine Start - Setup\nset [game - level v] to [1]\nhide\nset drag mode [not draggable v]\ngo to x: (Player - x start) y: (Player - y start)\n\ndefine Game - Setup\nset [player - y v] to [0]\nset [player - x v] to [0]\nset [player - x start v] to [-200]\nset [player - y start v] to [20]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (Player - x start) y: (Player - y start)\ngo to [front v] layer\nswitch costume to (player v)\nshow\nset size to (85) %\nreset timer\n\nwhen I receive [tick - player v]\nGame - Collisions and Checking\nGame - Move x\nGame - Move y\n\ndefine Game - Move y\nswitch costume to (hitbox v)\nchange [player - y v] by (-1)\nrepeat (4)\n if <touching (platforms v)?> then\n change y by (1)\n end\nend\nif <touching (platforms v)?> then\n change y by (-4)\n change x by ((Player - x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Player - x) > [0]> then\n set [player - x v] to [-10]\n else\n set [player - x v] to [10]\n end\n set [player - y v] to [12]\n else\n set [player - x v] to [0]\n end\nend\nchange y by (Player - y)\nif <touching (platforms v)?> then\n if <(Player - y) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n set [player - y v] to [0]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n set [player - y v] to [0]\n end\n end\nend\nchange y by (-1)\nif <<touching (platforms v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [player - y v] to [12]\nend\nchange y by (1)\nswitch costume to (player v)\n\ndefine Game - Die\ngo to x: (Player - x start) y: (Player - y start)\nstart sound [Teleport2 v]\nGame - Reset x and y\n\ndefine Game - Next Level\ngo to x: (Player - x start) y: (Player - y start)\nchange [game - level v] by (1)\nGame - Reset x and y\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n Game - Die\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n Game - Die\n end\nend\n\n@platforms\n\nwhen I receive [tick - others v]\nGame - Set costume\n\ndefine Game - Set costume\nswitch costume to (Game - Level)\n\ndefine Game - Setup\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen I receive [game on! v]\nGame - Setup\n\nwhen flag clicked\nStart - Setup\n\ndefine Start - Setup\nhide\nset drag mode [not draggable v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@lava \n\ndefine Game - Set costume\nswitch costume to (Game - Level)\nset y to (([cos v] of ((timer) * (150)) ) * (7))\n\ndefine Game - Setup\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\n\ndefine Start - Setup\nhide\nset drag mode [not draggable v]\n\nwhen I receive [start - setup v]\nStart - Setup\n\nwhen I receive [tick - others v]\nGame - Set costume\n\nwhen I receive [game on! v]\nGame - Setup\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@spikes\n\ndefine Game - Set costume\nswitch costume to (Game - Level)\n\nwhen I receive [start - setup v]\nStart - Setup\n\nwhen I receive [tick - others v]\nGame - Set costume\n\ndefine Start - Setup\nhide\n\nwhen I receive [game on! v]\nGame - Setup\nset drag mode [not draggable v]\n\ndefine Game - Setup\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen flag clicked\nset [brightness v] effect to (-30)\nrepeat (8)\n change [brightness v] effect by (-1)\nend\nforever\n repeat (16)\n change [brightness v] effect by (1)\n end\n repeat (16)\n change [brightness v] effect by (-1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nforever\n show\n switch costume to (kostüm1 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
Hello and welcome to a cool Halloween Platformer!!☻\n25 ❤️ + 25 ⭐ = Part 2 (in Christmas Edition)\nYou can steer with:\n\n w \na s or\n d \n\n ↑\n← → or\n ↓\n\nmobile\n\n\nI hope you enjoy!!
Speedrun!!!!( A Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop15 v)\nwait (3) seconds\nswitch backdrop to (backdrop7 v)\n\n@You\n\ndefine Walk (speed) Wall Jump (x) (y)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change y by ((0) - (Slope))\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(speed) < [0]> then\n set [sx v] to (x)\n else\n set [sx v] to ((0) - (x))\n end\n set [sy v] to (y)\n end\n end\n repeat until <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine Respawn\nset [sx v] to [0]\nset [sy v] to [0]\nset [falling? v] to [10]\nswitch costume to (you v)\nset size to (70) %\ngo to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\nshow\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [sy v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (levelchange v)\nset [level v] to [1]\nRespawn\nwait (0.4) seconds\nforever\n change [sy v] by (-1.5)\n change y by (SY)\n Touch Ground <(SY) > [0]>\n set [sx v] to ((SX) * (0.8))\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (1.5)\n end\n if <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (11)\n end\n if <key (up arrow v) pressed?> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n Respawn\n end\n if <touching color (#7f00ff)?> then\n change [level v] by (1)\n broadcast (levelchange v)\n Respawn\n end\nend\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@Pen\n\ndefine LevelRender\nDanger\nLines\nLevel End\ngo to x: (-240) y: (-140)\nset pen color to (#c88330)\nset pen size to (80)\npen down\ngo to x: (240) y: (-140)\nchange pen shade by (-5)\nset pen size to (15)\npen up\nset [x v] to [-240]\nrepeat (10)\n pen up\n go to x: (X) y: (-180)\n pen down\n go to x: ((X) + (40)) y: (-110)\n change [x v] by (50)\nend\npen up\nset pen color to (#5cb712)\nset pen shade to (20)\ngo to x: (-240) y: (-105)\npen down\ngo to x: (240) y: (-105)\npen up\ngo to x: (240) y: (-102)\nset pen size to (10)\nchange pen shade by (15)\npen down\ngo to x: (-240) y: (-102)\npen up\n\ndefine Draw ground line from (x) (y) to (x2) (y2) With pen size (pensize)\nset pen color to (#5cb712)\nset pen shade to (35)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Lines\nif <(Level) = [1]> then\n Draw ground line from (-50) (-102) to (-50) (-40) With pen size (20)\n Draw ground line from (70) (180) to (70) (-50) With pen size (20)\nelse\n if <(Level) = [2]> then\n Draw ground line from (-100) (-102) to (-100) (0) With pen size (30)\n Draw ground line from (60) (40) to (80) (40) With pen size (20)\n Draw ground line from (40) (-60) to (80) (-60) With pen size (20)\n Draw ground line from (160) (0) to (180) (0) With pen size (20)\n Draw ground line from (-15) (110) to (-60) (110) With pen size (20)\n Draw ground line from (-15) (110) to (-15) (100) With pen size (20)\n Draw ground line from (-170) (100) to (-240) (100) With pen size (20)\n else\n if <(Level) = [3]> then\n Draw ground line from (-30) (-40) to (-50) (-40) With pen size (20)\n Draw ground line from (60) (-20) to (80) (-20) With pen size (20)\n Draw ground line from (170) (0) to (190) (0) With pen size (20)\n Draw ground line from (170) (120) to (190) (120) With pen size (20)\n Draw ground line from (-80) (-95) to (-120) (-95) With pen size (20)\n Draw ground line from (80) (100) to (60) (100) With pen size (20)\n Draw ground line from (-30) (80) to (-50) (80) With pen size (20)\n Draw ground line from (-220) (70) to (-180) (70) With pen size (20)\n else\n if <(Level) = [4]> then\n Draw ground line from (-120) (-102) to (-120) (-60) With pen size (20)\n Draw ground line from (-80) (-60) to (-120) (-60) With pen size (20)\n Draw ground line from (-80) (-60) to (-80) (-20) With pen size (20)\n Draw ground line from (-40) (-20) to (-80) (-20) With pen size (20)\n Draw ground line from (-40) (-20) to (-40) (-110) With pen size (20)\n Draw ground line from (160) (-40) to (15) (-40) With pen size (20)\n Draw ground line from (15) (120) to (15) (-40) With pen size (20)\n Draw ground line from (15) (120) to (-160) (120) With pen size (20)\n Draw ground line from (-160) (80) to (-160) (120) With pen size (20)\n Draw ground line from (-160) (80) to (-240) (80) With pen size (20)\n Draw ground line from (160) (-40) to (160) (80) With pen size (20)\n Draw ground line from (90) (180) to (90) (20) With pen size (20)\n Draw ground line from (235) (235) to (235) (-100) With pen size (20)\n else\n if <(Level) = [5]> then\n Draw ground line from (-120) (-102) to (-120) (-60) With pen size (20)\n Draw ground line from (-50) (180) to (-50) (-60) With pen size (20)\n Draw ground line from (20) (120) to (20) (-100) With pen size (20)\n Draw ground line from (120) (180) to (120) (-60) With pen size (20)\n Draw ground line from (200) (80) to (200) (-100) With pen size (20)\n Draw ground line from (200) (80) to (240) (80) With pen size (20)\n Draw ground line from (200) (80) to (240) (80) With pen size (20)\n Draw ground line from (20) (120) to (60) (120) With pen size (20)\n else\n if <(Level) = [6]> then\n Draw ground line from (-100) (-110) to (-100) (-60) With pen size (20)\n Draw ground line from (-70) (-60) to (-100) (-60) With pen size (20)\n Draw ground line from (130) (-110) to (130) (-60) With pen size (20)\n Draw ground line from (100) (-60) to (130) (-60) With pen size (20)\n Draw ground line from (190) (0) to (210) (0) With pen size (20)\n Draw ground line from (130) (60) to (110) (60) With pen size (20)\n Draw ground line from (-150) (60) to (-60) (60) With pen size (20)\n Draw ground line from (-150) (60) to (-150) (180) With pen size (20)\n else\n if <(Level) = [7]> then\n Draw ground line from (-100) (-110) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (0) (70) With pen size (20)\n Draw ground line from (0) (-60) to (120) (-60) With pen size (20)\n Draw ground line from (-240) (120) to (180) (120) With pen size (20)\n Draw ground line from (-240) (120) to (180) (120) With pen size (20)\n Draw ground line from (130) (30) to (130) (-110) With pen size (20)\n Draw ground line from (180) (-60) to (180) (120) With pen size (20)\n else\n if <(Level) = [8]> then\n Draw ground line from (-100) (-110) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (120) (-60) With pen size (20)\n Draw ground line from (120) (-120) to (120) (-60) With pen size (20)\n Draw ground line from (-240) (10) to (180) (10) With pen size (20)\n Draw ground line from (180) (180) to (180) (70) With pen size (20)\n Draw ground line from (180) (10) to (180) (-45) With pen size (20)\n Draw ground line from (-240) (120) to (-200) (120) With pen size (20)\n Draw ground line from (-125) (60) to (-100) (60) With pen size (20)\n Draw ground line from (50) (60) to (70) (60) With pen size (20)\n else\n switch backdrop to (back2 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine End Dot X (x) Y (y)\nset pen color to (#632d99)\nset pen shade to (50)\npen up\nset pen size to (30)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Level End\nif <(Level) = [1]> then\n End Dot X (105) Y (155)\nelse\n if <(Level) = [2]> then\n End Dot X (-220) Y (150)\n else\n if <(Level) = [3]> then\n End Dot X (-210) Y (120)\n else\n if <(Level) = [4]> then\n End Dot X (-210) Y (120)\n else\n if <(Level) = [5]> then\n End Dot X (220) Y (120)\n else\n if <(Level) = [6]> then\n End Dot X (-110) Y (150)\n else\n if <(Level) = [7]> then\n End Dot X (-210) Y (155)\n else\n if <(Level) = [8]> then\n End Dot X (-210) Y (-69)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw lava from (x) (y) to (x2) (y2) With pen size (pensize)\nset pen color to (#ff0000)\nset pen shade to (50)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nDraw ground line from (-30) (50) to (-50) (50) With pen size (20)\nDraw ground line from (60) (70) to (80) (70) With pen size (20)\n\nset pen color to (#ffffff)\nset pen size to (60)\ngo to x: (-240) y: (180)\npen down\nrepeat (5)\n repeat (10)\n change y by (-36)\n end\n change x by (60)\n repeat (10)\n change y by (36)\n end\n change x by (60)\nend\npen up\n\nwhen I receive [start v]\nforever\n erase all\n LevelRender\n if <(Level) = [9]> then\n show variable [score v]\n set [score v] to (round (timer))\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine Danger\nif <(Level) = [1]> then\n Draw lava from (140) (-97) to (240) (-97) With pen size (20)\n Draw lava from (60) (180) to (60) (50) With pen size (16)\nelse\n if <(Level) = [2]> then\n Draw lava from (-85) (-97) to (240) (-97) With pen size (20)\n else\n if <(Level) = [3]> then\n Draw lava from (-80) (-100) to (240) (-100) With pen size (20)\n Draw lava from (-30) (50) to (-50) (50) With pen size (20)\n Draw lava from (60) (70) to (80) (70) With pen size (20)\n Draw lava from (170) (90) to (190) (90) With pen size (20)\n else\n if <(Level) = [4]> then\n Draw lava from (80) (240) to (80) (40) With pen size (10)\n Draw lava from (170) (70) to (170) (-20) With pen size (10)\n Draw lava from (-50) (130) to (-50) (130) With pen size (15)\n else\n if <(Level) = [5]> then\n Draw lava from (10) (-100) to (10) (-20) With pen size (10)\n Draw lava from (-40) (180) to (-40) (100) With pen size (10)\n Draw lava from (75) (20) to (115) (20) With pen size (15)\n Draw lava from (191) (77) to (191) (-110) With pen size (15)\n else\n if <(Level) = [6]> then\n Draw lava from (10) (-100) to (10) (0) With pen size (10)\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n else\n if <(Level) = [7]> then\n Draw lava from (50) (115) to (50) (-20) With pen size (10)\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n Draw lava from (-240) (0) to (-50) (0) With pen size (15)\n Draw lava from (240) (-180) to (240) (0) With pen size (15)\n Draw lava from (190) (80) to (190) (110) With pen size (15)\n else\n if <(Level) = [8]> then\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n Draw lava from (-240) (0) to (-50) (0) With pen size (15)\n Draw lava from (-10) (-52) to (5) (-52) With pen size (15)\n Draw lava from (-240) (20) to (100) (20) With pen size (15)\n Draw lava from (100) (110) to (100) (20) With pen size (15)\n Draw lava from (65) (-52) to (80) (-52) With pen size (15)\n else\n if <(Level) = [7]> then\n Draw lava from (50) (115) to (50) (-20) With pen size (10)\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n Draw lava from (-240) (0) to (-50) (0) With pen size (15)\n Draw lava from (240) (-180) to (240) (0) With pen size (15)\n Draw lava from (190) (80) to (190) (110) With pen size (15)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [score v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n@Menu\n\nwhen flag clicked\nset size to (0) %\nset [y v] to [0]\nset [direction v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (title v)\nrepeat (15)\n change size by (((100) - (size)) / (6))\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n set y to ((40) + (([sin v] of (Y) ) * (7)))\n change [y v] by (8)\n change [direction v] by (4)\nend\nforever\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n set y to ((40) + (([sin v] of (Y) ) * (7)))\n change [y v] by (8)\n change [direction v] by (4)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\npoint in direction (90)\nswitch costume to (button v)\nforever\n set y to ((-40) + (([sin v] of (Y) ) * (7)))\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n change [direction v] by (6)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (6))\n if <mouse down?> then\n reset timer\n broadcast (vanish v)\n end\n else\n change size by (((100) - (size)) / (6))\n end\nend\n\nwhen I receive [vanish v]\nstop [other scripts in sprite v]\nrepeat (15)\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (7)\nend\nif <(costume [number v]) = [1]> then\n set size to (100) %\n switch costume to (fade v)\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (0)\n broadcast (start v)\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Speak v)\n\n@textengine2\n\ndefine Calculate Letter Sizes\ndelete all of [_width v]\ndelete all of [_offset x v]\nswitch costume to (round (0))\nrepeat (costume [number v])\n next costume\n set y to (0)\n if <(length of (costume [name v])) = [1]> then\n set x to (-99999)\n repeat until <not <touching (_edge_ v)?>>\n change x by (1)\n end\n change x by (240)\n set [xx v] to (x position)\n set x to (99999)\n repeat until <not <touching (_edge_ v)?>>\n change x by (-1)\n end\n add (xx) to [_offset x v]\n add (((xx) + (240)) - (x position)) to [_width v]\n else\n add [] to [_offset x v]\n add [] to [_width v]\n end\nend\nhide\n\ndefine Write (text) at x: (x) y: (y)\nset [txt v] to (text)\nset [xx v] to (x)\nset y to (y)\nset [i v] to [0]\nrepeat (length of (txt))\n change [i v] by (1)\n switch costume to (letter (i) of (txt))\n if <(costume [name v]) = [ ]> then\n hide\n else\n show\n end\n if <not <(costume [name v]) = [ ]>> then\n set x to ((xx) + (item (costume [number v]) of [_offset x v]))\n create clone of (_myself_ v)\n end\n change [xx v] by (item (costume [number v]) of [_width v])\nend\n\nwhen I receive [clear font v]\ndelete this clone\n\nwhen [timer v] > (5)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n broadcast (Clear Font v)\n end\nend\n\nWrite [Hello] at x: [0] y: [0]\n\nwhen I receive [speak v]\nwait (0.9) seconds\nshow\nswitch costume to (a v)\nset size to (120) %\nCalculate Letter Sizes\nbroadcast (Clear Font v)\nWrite (join [Hello ] (username)) at x: [-230] y: [160]\nWrite [I have a challenge for you] at x: [-230] y: [140]\nWrite [see if you can do it. Here it is,] at x: [-230] y: [120]\nWrite [Love and fav PLEASE ALSO FOLLOW] at x: [-230] y: [100]\n\nwhen I receive [stop speaking v]\nhide\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (Stop Speaking v)\n\n@Love and fave reminder2\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: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\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
Welcome to my 30-follower special I will continue working on it so plz be patient it is not perfect yet and just know that. This game took a lot of effort and it is not done yet. Im not doing this for likes and favs. I do this because I love coding :D Use arrow keys to move level 7. Also I am using this game to test a lot of new things GET TO THE DOT you can wall jump on the edge Um, This is also a contest. My 100th follower gets a prize of a certain amount of followers!!! So thank you for playing!\n\nTimelog: \n\nOctober 5 game out\nOctober 6 arrow key control added also extra level added \nOctober 9 New level added\nOctober 10 New level added\nOctober 15 New level added\nOctober 14 GAME FIXED!!\nOctober 26 Text Engine Added\n\n\nThanks for 1k\n\n\n\nTags\n#Games#TRENDING#GAMES#ALL#POPULAR#PLATFORM#GAMES#ALL#Code_stuffhh#Speedrun\n\n\n\nThanks to @-Xaf- for music\n
100 followers commemorative platformer フォロワー100人記念 プラットフォーマー #platformer #games
@Stage\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)\n go to x: (0) y: (0)\nend\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 (stand v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [the end v]\n初期設定プログラム\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (右 v)\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 switch costume to (右3 v)\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 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)>>> 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 初期設定プログラム\n broadcast (メッセージ1 v)\n end\n if <<touching (トゲ v)?> or <<(y position) < [-180]> or <touching (マグマ v)?>>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (右2 v)\nrepeat (6)\n change size by (-4)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n@uta \n\nwhen I receive [the end v]\nwait (1) seconds\nforever\n play sound [Inferno v] until done\nend\n\n@日光\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\ngo [forward v] (1) layers\nforever\n change size by ([cos v] of (太陽cos) )\nend\n\nwhen I receive [the end v]\ngo to x: (200) y: (165)\nset size to (100) %\nforever\n change [太陽cos v] by (5)\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\nforever\n change size by ([cos v] of (太陽cos) )\nend\n\nwhen I receive [the end v]\ngo [backward v] (2) layers\ngo to x: (200) y: (165)\nset size to (100) %\nforever\n change [太陽cos v] by (5)\nend\n\n@Free INTR\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (blue v)\n go to [front v] layer\n wait (0.7) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nreset timer\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [3]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [4]\ngo to x: (-240) y: (0)\npoint in direction (0)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (55)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[2] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-394)\n switch costume to (x% v)\n show\n glide (2) secs to x: (0) y: (394)\n delete this clone\nend\n\nwhen flag clicked\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (200)\n set [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [2]\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I start as a clone\nif <[0] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <[3] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (186)\n switch costume to (your name v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by ((() - (y position)) / (7))\n end\n repeat (2)\n wait () seconds\n end\n set rotation style [all around v]\n repeat (5)\n point in direction (-90)\n set [π v] to [0]\n set size to (0) %\n repeat (30)\n set [π v] to (((π) * (0.75)) + (((90) - (direction)) / (5)))\n turn right (π) degrees\n change size by ((((π) + (10)) * (0.5)) + (((100) - (size)) / (3)))\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [back v] layer\n end\nend\n\nglide (2) secs to x: (0) y: (394)\n\ngo to x: (0) y: (0)\nswitch costume to (your name v)\nshow\n\nhide\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n switch costume to (white v)\n set [π v] to (direction)\n set [color v] effect to (((π) mod (2)) * (25))\n set size to (0) %\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-361)\n repeat (20)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to ((100) - (size))\n change x by ((((-240) + ((55) * (π))) - (x position)) / (3))\n change y by ((() - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.2) seconds\n broadcast (THE END v)\nend\n\nwhen I receive [the end v]\nif <(ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ) = [4]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait ((1) / ()) seconds\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Blooom - Be Around \[NCS Release\] v]\n\nrepeat (1)\n\n@地面\n\nwhen flag clicked\nhide\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nwhen I receive [the end 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 [the end v]\nshow variable [time v]\nset [time v] to [0]\nwait (0) seconds\nforever\n repeat until <(ステージ) = [11]>\n wait (1) seconds\n change [time v] by (1)\n end\n if <(ステージ) = (time)> then\n if <(☁ World record) > [50]> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen I receive [the end v]\nshow variable [time v]\nshow variable [☁ world record v]\n\n@トゲ\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@サムネイル2\n\nwhen I receive [the end v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@No turbo mode\n\nwhen flag clicked\nhide\nswitch costume to (no turbo mode v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n turn right (0.0001) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <[90.1] < (direction)> then\n go to [front v] layer\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
\n矢印キーまたは画面タップで移動できます。\nYou can move with arrow keys.\n傾向に届いてくれー(マジで傾向狙ってます)\nReach the trend (I'm seriously aiming for the trend)\n面白かったら♡&☆よろしく!(面白くなくても)\n拡散もしてくれると嬉しいなぁ(できれば)\n❤️&⭐️&Follow me! If you do it, the author will cry and be happy.\n世界記録を目指して頑張ろう!\n※New Scratcherの方は記録されません。\nLet's do our best aiming for the world record!\n※New Scratcher will not be recorded.\n無変更リミックスはやめてください。ほんの少し変えるだけでいいです。キャラの色を変えるとかでいいので、何かしら変えてください。別にリミックス自体は全然いいです。\nPlease don't do uncensored remixes. Just change it a little. It's okay to change the color of the character, so please change something.Apart from that, the remix itself is quite good.\n※世界記録を荒らすのは絶対にやめてください!!\n自由に借りていいです!
TROLLING platformer remix
@Stage\n\n@Заставка\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nglide (1.5) secs to x: (0) y: (-500)\nhide\nbroadcast (Поехали! v)\nforever\n play sound [You've been Trolled HD v] until done\nend\n\n@уровни\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (-176)\nset [уровень v] to [1]\nswitch costume to (костюм 1 v)\n\nwhen I receive [следующий уровень! v]\nchange [уровень v] by (1)\nnext costume\n\nwhen I receive [поворот сюжета v]\nrepeat (12)\n move (10) steps\n turn left (15) degrees\nend\n\n@персонаж\n\nwhen flag clicked\nwait (2) seconds\nshow\ngo to x: (-208) y: (-10)\nset [прыгаю v] to [0]\nset [гравитация v] to [0]\nforever\n go to [front v] layer\n гравитация\n касается земли\n if <(Босс говорит?) = [Нет]> then\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n end\n if <(x position) > [70]> then\n broadcast (близок к шипу 1 v)\n end\n if <(x position) > [-17]> then\n broadcast (близок к шипу 2 v)\n end\n if <touching color (#a99bf2)?> then\n broadcast (пружина v)\n end\n if <touching (шипы v)?> then\n broadcast (затролили!! v)\n hide\n end\nend\n\ndefine касается земли\nif <not <(уровень) = [4]>> then\n repeat until <not <touching (уровни v)?>>\n change y by (0.1)\n set [гравитация v] to [0]\n end\nelse\n repeat until <not <touching (слой земли v)?>>\n change y by (0.1)\n set [гравитация v] to [0]\n end\nend\n\ndefine гравитация\nchange [гравитация v] by (-1)\nchange y by (гравитация)\n\nwhen [up arrow v] key pressed\nif <(Босс говорит?) = [Нет]> then\n if <touching (слой земли v)?> then\n change [прыгаю v] by (15)\n repeat (15)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\n end\n set [гравитация v] to [0]\n end\nend\n\nwhen I receive [следующий уровень! v]\nif <not <(уровень) = [5]>> then\n go to x: (-208) y: (-10)\n repeat (5)\n set [гравитация v] to [0]\n end\nelse\n go to x: (-122) y: (-88)\n repeat (5)\n set [гравитация v] to [0]\n end\nend\nif <(уровень) = [11]> then\n broadcast (Выход босса ._. v)\nend\n\nwhen I receive [давай сначала v]\nif <not <(уровень) = [5]>> then\n show\n go to x: (-208) y: (-10)\n repeat (5)\n set [гравитация v] to [0]\n end\nelse\n show\n go to x: (-122) y: (-88)\n repeat (5)\n set [гравитация v] to [0]\n end\nend\n\nwhen I receive [пружина v]\nchange [прыгаю v] by (17)\nrepeat (17)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\nend\nset [гравитация v] to [0]\nset [прыгаю v] to [0]\n\nwhen I receive [канетс v]\nhide\n\n@слой земли\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\ngo to x: (43) y: (55)\npoint in direction (90)\n\nwhen I receive [следующий уровень! v]\nnext costume\n\nwhen I receive [поворот сюжета v]\nrepeat (12)\n move (10) steps\n turn left (15) degrees\nend\ngo to x: (43) y: (55)\npoint in direction (90)\n\n@текст\n\nwhen flag clicked\nif <(язык) = [рус]> then\n switch costume to (русский v)\nelse\n switch costume to (английский v)\nend\n\nwhen I receive [следующий уровень! v]\nif <not <<(costume [name v]) = [русский2]> or <(costume [name v]) = [английский 2]>>> then\n next costume\nelse\n if <(язык) = [рус]> then\n switch costume to (русский4 v)\n else\n switch costume to (английский4 v)\n end\nend\n\nwhen I receive [может не так просто? v]\nif <(язык) = [рус]> then\n switch costume to (русский3 v)\nelse\n switch costume to (английский3 v)\nend\n\nwhen I receive [поехали! v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [может не так просто? v]\nif <(язык) = [рус]> then\n switch costume to (русский3 v)\nelse\n switch costume to (английский3 v)\nend\n\nwhen I receive [канетс v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nstop [all v]\n\n@правый край\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n if <touching (персонаж v)?> then\n broadcast (Следующий уровень! v)\n end\nend\n\n@шипы\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (250) y: (-57)\nset [попал в ловушку 1? v] to [Нет]\nswitch costume to (костюм 1 v)\nshow\n\nwhen I receive [следующий уровень! v]\nif <(уровень) = [1]> then\n hide\nelse\n show\nend\nnext costume\n\nwhen I receive [близок к шипу 1 v]\nif <(попал в ловушку 1?) = [Нет]> then\n if <(уровень) = [2]> then\n broadcast (Может не так просто? v)\n go to x: (150) y: (-57)\n show\n switch costume to (костюм 2 v)\n set [попал в ловушку 1? v] to [Да]\n end\nend\n\nwhen I receive [давай сначала v]\nset [попал в ловушку 2? v] to [Нет]\nset [попал в ловушку 1? v] to [Нет]\nif <(уровень) = [2]> then\n go to x: (250) y: (-57)\n hide\nend\nif <(уровень) = [6]> then\n switch costume to (костюм 6 v)\nend\n\nwhen flag clicked\nset [попал в ловушку 2? v] to [Нет]\nforever\n if <(costume [number v]) = [5]> then\n repeat until <(уровень) = [6]>\n if <(уровень) = [5]> then\n go to x: (150) y: (-57)\n repeat (15)\n change y by (-10)\n end\n repeat (15)\n change y by (10)\n end\n end\n end\n end\nend\n\nwhen I receive [близок к шипу 2 v]\nif <(попал в ловушку 2?) = [Нет]> then\n if <(уровень) = [6]> then\n go to x: (196) y: (-57)\n show\n switch costume to (костюм 7 v)\n set [попал в ловушку 2? v] to [Да]\n end\nend\n\nwhen flag clicked\nset [переходила? v] to [Нет]\nforever\n if <(costume [number v]) = [6]> then\n go to x: (250) y: (-57)\n else\n if <(costume [number v]) = [8]> then\n if <(переходила?) = [Нет]> then\n go to x: (15) y: (-150)\n set [переходила? v] to [Да]\n end\n repeat (75)\n turn right (7) degrees\n move (10) steps\n end\n end\n end\n if <(costume [number v]) = [9]> then\n hide\n wait (0.7) seconds\n create clone of (_myself_ v)\n end\n if <(costume [number v]) = [10]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [9]> then\n point in direction (-120)\n go to x: (pick random (0) to (300)) y: (pick random (40) to (200))\n repeat until <touching color (#00c324)?>\n move (20) steps\n end\n delete this clone\nend\n\n@троллфэйс\n\nwhen flag clicked\ngo to x: (27) y: (0)\nhide\n\nwhen I receive [затролили!! v]\nclear graphic effects\nshow\nrepeat (2)\n go to [front v] layer\n change x by (3)\n change [color v] effect by (30)\n wait (0.1) seconds\n go to [front v] layer\n change y by (3)\n change [color v] effect by (30)\n wait (0.1) seconds\n change x by (-3)\n go to [front v] layer\n change [color v] effect by (30)\n wait (0.1) seconds\n change y by (-3)\n go to [front v] layer\n change [color v] effect by (30)\n wait (0.1) seconds\nend\nhide\nbroadcast (Давай сначала v)\n\n@пружина\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [3]> then\n show\n go to x: (-4) y: (-176)\n else\n hide\n end\nend\n\n@боссик\n\nwhen flag clicked\nset [босс говорит? v] to [Нет]\npoint in direction (90)\ngo to x: (20) y: (22)\nhide\n\nwhen I receive [выход босса ._. v]\nswitch costume to (костюм 2 v)\nshow\nset [босс говорит? v] to [Да]\nwait (1) seconds\nif <(язык) = [англ]> then\n say [Hello, human!] for (1.5) seconds\n say [Glad to see you.] for (1.5) seconds\n say [Joke. I'm angry you still live.] for (2) seconds\n say [I made for you a lot of traps and troll-levels, but you solved all!!!!] for (3.7) seconds\n say [Arghhhhhh!!!] for (1) seconds\n say [But now, I'll kill you! ] for (1) seconds\n say [You'll never finish this level!!] for (1) seconds\n wait (1) seconds\n say [Hm... I forgot to say my name...] for (2) seconds\n wait (1) seconds\n switch costume to (костюм 3 v)\n say [TROLLBOSS!!] for (1.5) seconds\n broadcast (меч, твой выход v)\n wait (4.1) seconds\n say [Faster!] for (1) seconds\n wait (1) seconds\n say [Stop... what?!] for (1) seconds\n say [STOP!!] for (1) seconds\n say [No!!] for (1) seconds\n wait (0.8) seconds\n repeat (6)\n turn right (10) degrees\n end\n say [I'll come back!..] for (2) seconds\nelse\n say [Привет, человек!] for (1.5) seconds\n say [Рад видеть тебя.] for (1.5) seconds\n say [Шутка! Я зол, на то что ты жив!!] for (2) seconds\n say [Я делал против тебя очень много ловушек и тролл-уровней, но ты прошёл все!!!] for (3.7) seconds\n say [Аргргрхххх!!!] for (1) seconds\n say [Но сейчас я убью тебя!] for (1) seconds\n say [Ты никогда не закончишь этот уровень!!] for (2) seconds\n wait (1) seconds\n say [Э... я забыл сказать своё имя...] for (2) seconds\n wait (1) seconds\n switch costume to (костюм 3 v)\n say [ТРОЛЛБОСС!!] for (1.5) seconds\n broadcast (меч, твой выход v)\n wait (3) seconds\n say [Быстрее!] for (1) seconds\n wait (1) seconds\n say [Стоп... что?!] for (1) seconds\n say [ОСТАНОВИСЬ!!] for (1) seconds\n say [Нет!!] for (1) seconds\n wait (0.8) seconds\n repeat (6)\n turn right (10) degrees\n end\n say [Я вернусь!..] for (2) seconds\nend\nwait (1) seconds\npoint in direction (90)\ngo to x: (21) y: (5)\nbroadcast (Канетс v)\nrepeat (2)\n go to [front v] layer\nend\nswitch costume to (костюм 4 v)\n\n@Спрайт 1\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (20) y: (22)\nhide\n\nwhen I receive [выход босса ._. v]\nshow\n\nwhen I receive [меч, твой выход v]\nrepeat (8)\n turn left (15) degrees\nend\nglide (4) secs to x: (-101) y: (-34)\nwait (2) seconds\nrepeat (10)\n turn left (15) degrees\nend\nwait (1) seconds\nglide (1) secs to x: (6) y: (-36)\n\n@русский\n\nwhen flag clicked\nhide\n\nwhen I receive [смена языка v]\nshow\n\nwhen this sprite clicked\nset [язык v] to [рус]\n\n@English\n\nwhen flag clicked\nhide\n\nwhen I receive [смена языка v]\nshow\n\nwhen this sprite clicked\nset [язык v] to [англ]\n\n
just so you know I did not make this it's just a remix.\n
Splatoon2 Platformer
@Stage\n\nwhen I receive [始まり始まり v]\nswitch backdrop to (背景 v)\nforever\n play sound [splattack v] until done\nend\n\nwhen flag clicked\nbroadcast (| - Intro Start v)\nswitch backdrop to (背景2 v)\n\nwhen I receive [| - intro end v]\nbroadcast (始まり始まり v)\nswitch backdrop to (背景 v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (n v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nset size to (100) %\nforever\n if <(操作可能?) = [1]> then\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <not <mouse down?>>>> then\n create clone of (球 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [m v] to [90]\n point in direction (90)\n if <(Y) = [0]> then\n switch costume to (r v)\n end\n change y by (-5)\n if <touching (地面 v)?> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n change y by (5)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [m v] to [-90]\n point in direction (-90)\n if <(Y) = [0]> then\n switch costume to (r v)\n end\n change y by (-5)\n if <touching (地面 v)?> then\n change [x v] by (-1)\n else\n change [x v] by (-1)\n end\n change y by (5)\n else\n if <(Y) = [0]> then\n switch costume to (n v)\n end\n end\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [JUMP v]\n set [y v] to [13]\n if <(direction) = [90]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n if <(Y) < [-5]> then\n start sound [着地 v]\n end\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形仮 v] to [0]\n change y by (10)\n if <touching (地面 v)?> then\n set [地形仮 v] to [1]\n end\n change y by (-10)\n if <(地形仮) = [0]> then\n start sound [JUMP v]\n set [y v] to [13]\n if <(costume [name v]) = [r]> then\n switch costume to (ru v)\n else\n switch costume to (nu v)\n end\n end\n end\n end\n if <(x position) > [230]> then\n set [操作可能? v] to [0]\n set size to (100) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (n v)\n point in direction (90)\n clear graphic effects\n show\n broadcast (Next Stage v)\n wait (2.5) seconds\n go to x: (-160) y: (-30)\n end\n if <<<[-180] > (y position)> or <touching (とげ v)?>> or <touching (敵 v)?>> then\n set rotation style [all around v]\n start sound [死亡 v]\n broadcast (死んじゃった v)\n repeat (20)\n turn right (15) degrees\n change size by (-2.5)\n change [ghost v] effect by (5)\n change y by (8)\n end\n set size to (100) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (n v)\n go to x: (-160) y: (-30)\n point in direction (90)\n clear graphic effects\n show\n broadcast (生き返った v)\n end\nend\n\nwhen I receive [ターボしてますね😀 v]\nhide\n\n@地面\n\nwhen flag clicked\nswitch costume to (背景1 v)\nhide\nhide variable [☁ best time v]\nhide variable [time v]\n\nwhen I receive [next stage v]\nwait (2) seconds\nnext costume\n\nwhen I receive [始まり始まり v]\nset [time v] to [0]\nswitch costume to (背景1 v)\ngo to x: (0) y: (0)\nshow\nrepeat until <(costume [number v]) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\nbroadcast (clear v)\n\nwhen flag clicked\nhide\n\n@とげ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [始まり始まり v]\nshow\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 [next stage v]\nwait (2) seconds\nnext costume\n\nwhen flag clicked\nhide\n\n@NEXT\n\nwhen I receive [next stage v]\nbroadcast (リセット v)\nchange [stage v] by (1)\nうひひひひ\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nウイー\n\nwhen I start as a clone\nアハ\n\nwhen flag clicked\nbroadcast (敵召喚1 v)\nset [stage v] to [1]\nhide\nforever\n go to [front v] layer\nend\n\ndefine うひひひひ\nset [操作可能? v] to [0]\nhide\nstart sound [NEXT 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 アハ\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [操作可能? v] to [1]\n delete this clone\nend\n\ndefine ウイー\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 receive [始まり始まり v]\nset [操作可能? v] to [1]\n\n@雲\n\nwhen flag clicked\nhide\n\ndefine 1\ngo to x: (-307) y: (pick random (148) to (110))\nrepeat (100)\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\nrepeat (30)\n change x by (2)\nend\nhide\nwait (1) seconds\nshow\n\ndefine 2\ngo to x: (307) y: (pick random (148) to (110))\nrepeat (100)\n change x by (-2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (-2)\nend\nrepeat (30)\n change x by (-2)\nend\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [始まり始まり v]\nshow\nforever\n 1\n 2\nend\n\n@❤️と⭐️をあとフォロー\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (12.89) seconds\nforever\n go to [front v] layer\n show\n go to x: (128) y: (400)\n glide (0.8) secs to x: (128) y: (155)\n wait (2) seconds\n glide (0.8) secs to x: (128) y: (192)\n hide\n wait (10) seconds\nend\n\n@ターボだめだよ\n\nwhen I receive [ターボしてますね😀 v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\nset [ターボ v] to [0]\nforever\n wait (0.01) seconds\n set [ターボ v] to [0]\nend\n\nwhen flag clicked\nforever\n change [ターボ v] by (1)\n go to [front v] layer\n if <(ターボ) > [10]> then\n broadcast (ターボしてますね😀 v)\n set [ターボしてる? v] to [1]\n else\n set [ターボしてる? v] to [0]\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(ターボしてる?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Time\n\nwhen flag clicked\ngo to x: (-200) y: (30)\nhide\n\nwhen I receive [clear v]\nwait (0.2) seconds\ngo to [front v] layer\nshow\n\n@Best Time\n\nwhen flag clicked\ngo to x: (-200) y: (-30)\nhide\n\nwhen I receive [clear v]\nwait (0.2) seconds\ngo to [front v] layer\nshow\n\n@score\n\nwhen flag clicked\nhide\n\ndefine 書く (数字) X (x) Y (y) 大きさ (大きさ) 幽霊 (幽霊)\nset [ok? v] to [NO]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [ghost v] effect to (幽霊)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [ok? v] to [YES]\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <(OK?) = [YES]>\nshow\n\nwhen I receive [clear v]\nwait (0.2) seconds\nif <(☁ Best Time) > (Time)> then\n set [☁ best time v] to (Time)\nend\n書く (Time) X [-150] Y [30] 大きさ [200] 幽霊 [0]\n書く (☁ Best Time) X [-150] Y [-30] 大きさ [200] 幽霊 [0]\n\n@敵\n\nwhen I receive [next stage v]\nwait (1) seconds\nbroadcast (敵 v)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nset [敵体力 v] to [10]\nwait until <(敵体力) < [0]>\nstart sound [死亡 v]\nstop [other scripts in sprite v]\nrepeat (20)\n turn right (15) degrees\n change size by (-1.5)\n change [ghost v] effect by (5)\n change y by (8)\nend\nhide\n\nwhen I receive [始まり始まり v]\nbroadcast (敵 v)\ngo to x: (30) y: (-73)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nset [敵体力 v] to [10]\nwait until <(敵体力) < [0]>\nstart sound [死亡 v]\nstop [other scripts in sprite v]\nrepeat (20)\n turn right (15) degrees\n change size by (-1.5)\n change [ghost v] effect by (5)\n change y by (8)\nend\nhide\n\nwhen I receive [敵 v]\nforever\n if <(stage) = [1]> then\n point in direction (90)\n glide (1.5) secs to x: (100) y: (-73)\n point in direction (-90)\n glide (1.5) secs to x: (30) y: (-73)\n end\n if <(stage) = [2]> then\n point in direction (90)\n glide (1.5) secs to x: (25) y: (-73)\n point in direction (-90)\n glide (1.5) secs to x: (-10) y: (-73)\n end\n if <(stage) = [3]> then\n point in direction (90)\n glide (1.5) secs to x: (150) y: (-73)\n point in direction (-90)\n glide (1.5) secs to x: (70) y: (-73)\n end\n if <(stage) = [4]> then\n point in direction (90)\n glide (1.5) secs to x: (105) y: (-73)\n point in direction (-90)\n glide (1.5) secs to x: (33) y: (-73)\n end\n if <(stage) = [5]> then\n point in direction (90)\n glide (1.5) secs to x: (170) y: (-104)\n point in direction (-90)\n glide (1.5) secs to x: (67) y: (-104)\n end\n if <(stage) = [6]> then\n point in direction (90)\n glide (1.5) secs to x: (179) y: (-26)\n point in direction (-90)\n glide (1.5) secs to x: (143) y: (-26)\n end\n if <(stage) = [7]> then\n point in direction (90)\n glide (1.5) secs to x: (147) y: (-74)\n point in direction (-90)\n glide (1.5) secs to x: (35) y: (-74)\n end\n if <(stage) = [8]> then\n point in direction (90)\n glide (1.5) secs to x: (160) y: (72)\n point in direction (-90)\n glide (1.5) secs to x: (105) y: (72)\n end\n if <(stage) = [9]> then\n point in direction (90)\n glide (1.5) secs to x: (176) y: (-58)\n point in direction (-90)\n glide (1.5) secs to x: (128) y: (-58)\n end\n if <(stage) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@わかばシューター\n\nwhen I receive [死んじゃった v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [生き返った v]\nshow\n\nwhen I receive [始まり始まり v]\nset [m v] to [90]\nshow\nforever\n go to (player v)\n point in direction (m)\nend\n\n@球\n\nwhen I start as a clone\nstart sound [ポップ v]\nshow\ngo to (わかばシューター v)\nif <(m) = [90]> then\n change x by (90)\n repeat until <touching (_edge_ v)?>\n move (13) steps\n change y by (-1.3)\n if <<(I) = [1]> or <touching (敵 v)?>> then\n change [敵体力 v] by (-1)\n wait (0.1) seconds\n delete this clone\n end\n if <touching (地面 v)?> then\n change y by (-15)\n stamp\n delete this clone\n end\n end\nelse\n change x by (-90)\n repeat until <touching (_edge_ v)?>\n move (-15) steps\n change y by (-2)\n if <<(I) = [1]> or <touching (敵 v)?>> then\n change [敵体力 v] by (-1)\n wait (0.1) seconds\n delete this clone\n end\n if <touching (地面 v)?> then\n change y by (-5)\n stamp\n delete this clone\n end\n end\nend\nforever\n delete this clone\nend\n\nwhen flag clicked\nset [i v] to [0]\nerase all\nhide\n\nwhen I receive [nextstage v]\nerase all\n\nwhen I receive [始まり始まり v]\nforever\n erase all\nend\n\n@ありがとう!\n\nwhen flag clicked\nbroadcast (♡&☆ v)\nset [♡&☆ v] to [0]\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@Intro\n\ndefine | - Setting\nswitch costume to (size hack v)\ngo to x: (0) y: (0)\nset size to (Infinity) %\npoint in direction (90)\nhide\ndelete all of [\[intro\] v]\nrepeat (19)\n add [0] to [\[intro\] v]\nend\nreplace item (9) of [\[intro\] v] with [130]\ndelete all of [| camera | v]\nrepeat (8)\n add [0] to [| camera | v]\nend\ndelete all of [| data | v]\nrepeat (10)\n add [0] to [| data | v]\nend\nset [| times v] to [0]\nset [| direction+ v] to [0]\nset [| shake v] to [0]\nstop all sounds\nset volume to (100) %\nstart sound [Jim Yosef - Archer v]\n\ndefine | - Clone | ID : (id) Count : (count)\nset [| clone | id v] to (id)\nset [| clone | number v] to [0]\nset [| insert camera control? v] to [0]\nrepeat (count)\n change [| clone | number v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine | - Position | x : (x) y : (y) Dir : (dir) Size : (size)\nset [| my - x v] to (x)\nset [| my - y v] to (y)\nset [| direction v] to (dir)\nset [| size v] to (size)\n\ndefine | - Wait | Time : (time)\nwait until <(time) < (item (6) of [\[intro\] v])>\n\ndefine | - FPS I | Time : (time)\nwait (0) seconds\nreplace item (5) of [\[intro\] v] with ((((days since 2000) * (86400)) * (30)) - (time))\n\nwhen I receive [| - intro start v]\nforever\n | - FPS I | Time : (((days since 2000) * (86400)) * (30))\nend\n\nwhen I receive [| - intro start v]\nwait (0) seconds\nreplace item (7) of [\[intro\] v] with (days since 2000)\nforever\n replace item (6) of [\[intro\] v] with (((days since 2000) - (item (7) of [\[intro\] v])) * (86400))\nend\n\ndefine | - Move | Cam X : (cam x) Cam Y : (cam y) Cam Dir : (cam d) Cam Z : (cam z)\nset [| costume v] to (costume [name v])\npoint in direction (((| Direction) + (| Direction+)) - (cam d))\nswitch costume to (size hack v)\nset size to (Infinity) %\ngo to x: ((((cam x) * (cam z)) * ([cos v] of (cam d) )) - (((cam y) * (cam z)) * ([sin v] of (cam d) ))) y: ((((cam x) * (cam z)) * ([sin v] of (cam d) )) + (((cam y) * (cam z)) * ([cos v] of (cam d) )))\nif <((| Size) * ((1) + ((item (4) of [\[intro\] v]) / (200)))) < [100]> then\n switch costume to (screen \(from @-savior-\) v)\nend\nset size to ((| Size) * ((1) + ((item (4) of [\[intro\] v]) / (200)))) %\nswitch costume to (| Costume)\nset [color v] effect to ((| Color) + (item (9) of [\[intro\] v]))\n\nwhen I start as a clone\nforever\n if <(| Insert Camera Control?) = [1]> then\n | - Move | Cam X : ((| My - x) + (item (1) of [\[intro\] v])) Cam Y : ((| My - y) + ((| My - y+) + (item (2) of [\[intro\] v]))) Cam Dir : ((item (3) of [\[intro\] v]) + (item (5) of [| data | v])) Cam Z : (((item (4) of [\[intro\] v]) + (100)) / (100))\n end\nend\n\ndefine | - Shake | Time : (time) Power : (power) Speed : (spd)\nreplace item (8) of [\[intro\] v] with [17]\nset [| check? v] to [0]\nchange [| times v] by (1)\n| - Create Effects | x : [0] y : [0] Direction : [90] Size : [200] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [100] Transparency : [40] Speed : [7] Effect type : [Flash1-2] Waiting time : [0] First size : [150]\n| - Clone | ID : (join [Chevron] ((1) + ((| Times) mod (4)))) Count : [1]\nrepeat until <(time) < (item (6) of [\[intro\] v])>\n replace item (5) of [| camera | v] with (([sin v] of ((item (6) of [\[intro\] v]) * (400)) ) * (| Shake))\n replace item (6) of [| camera | v] with (([sin v] of ((item (6) of [\[intro\] v]) * (400)) ) * (| Shake))\n replace item (7) of [| camera | v] with (([cos v] of ((item (6) of [\[intro\] v]) * (300)) ) * ((| Shake) * (0.4)))\n replace item (8) of [| camera | v] with ((| Shake) * (0.8))\n if <<((power) - (0.5)) < (| Shake)> and <(| Check?) = [0]>> then\n set [| check? v] to [1]\n end\n if <(| Check?) = [1]> then\n change [| shake v] by (((0) - (| Shake)) / ((spd) / (item (5) of [\[intro\] v])))\n else\n change [| shake v] by ((((power) + (0.5)) - (| Shake)) / ((2.3) / (item (5) of [\[intro\] v])))\n end\nend\n\nwhen I receive [| - intro start v]\nforever\n replace item (1) of [\[intro\] v] with ((item (1) of [| camera | v]) + (item (5) of [| camera | v]))\n replace item (2) of [\[intro\] v] with ((item (2) of [| camera | v]) + (item (6) of [| camera | v]))\n replace item (3) of [\[intro\] v] with ((item (3) of [| camera | v]) + (item (7) of [| camera | v]))\n replace item (4) of [\[intro\] v] with ((item (4) of [| camera | v]) + (item (8) of [| camera | v]))\nend\n\nwhen I receive [| - intro start v]\nforever\n replace item (8) of [\[intro\] v] with ((((0) - (item (8) of [\[intro\] v])) / ((14) / (item (5) of [\[intro\] v]))) + (item (8) of [\[intro\] v]))\nend\n\nwhen I start as a clone\nif < (| Clone | ID) contains [Flash]?> then\n replace item (13) of [\[intro\] v] with ((item (13) of [\[intro\] v]) + (1))\n switch costume to (screen \(from @-savior-\) v)\n set [| insert camera control? v] to [1]\n go to [front v] layer\n go [backward v] ((5) + (item (11) of [\[intro\] v])) layers\n show\n repeat until <[99] < (| For Effects)>\n change [| for effects v] by (((100) - (| For Effects)) / ((| Power) / (item (5) of [\[intro\] v])))\n set [ghost v] effect to (| For Effects)\n end\n replace item (13) of [\[intro\] v] with ((item (13) of [\[intro\] v]) - (1))\n delete this clone\nend\n\nwhen I start as a clone\nif <<< (| Clone | ID) contains [SW]?> or < (| Clone | ID) contains [RB]?>> or << (| Clone | ID) contains [FW]?> or << (| Clone | ID) contains [SE]?> or < (| Clone | ID) contains [CB]?>>>> then\n replace item (12) of [\[intro\] v] with ((item (12) of [\[intro\] v]) + (1))\n set [| var1 v] to (| Size)\n set [| size v] to (| Size+)\n set [| var3 v] to (| For Effects)\n switch costume to (join (letter (1) of (| Clone | ID)) (join (letter (2) of (| Clone | ID)) (letter (3) of (| Clone | ID))))\n set [| save v] to []\n if << (| Clone | ID) contains [FW]?> or < (| Clone | ID) contains [CB]?>> then\n replace item (1) of [| data | v] with (| My - x)\n replace item (2) of [| data | v] with (| My - y)\n replace item (3) of [| data | v] with [0]\n replace item (4) of [| data | v] with [0]\n if < (| Clone | ID) contains [CB]?> then\n switch costume to (sc1 v)\n set [| save v] to (| Power)\n set [| power v] to [0]\n set [| check? v] to [0]\n else\n set [| var2 v] to [0]\n set [| times v] to [0]\n set [| direction+ v] to [0]\n end\n else\n set [| var2 v] to ((120) / (| Power))\n if <not < (| Clone | ID) contains [SE]?>> then\n set [fisheye v] effect to (180)\n end\n end\n set [| for effects v] to [100]\n set [ghost v] effect to (100)\n go to [front v] layer\n go [backward v] (((5) + (<[4.32] < (item (6) of [\[intro\] v])> * (3))) + ((item (11) of [\[intro\] v]) + (item (13) of [\[intro\] v]))) layers\n if <[0] < (| Waiting Time)> then\n | - Wait | Time : ((item (6) of [\[intro\] v]) + (| Waiting Time))\n end\n show\n set [| my - x+ v] to (| My - x)\n set [| insert camera control? v] to [1]\n set [| timer v] to (item (6) of [\[intro\] v])\n repeat until <<<[500000] < (| var2)> or <<(| Size) < [1]> and < (| Clone | ID) contains [CB]?>>> or <<((23) + (< (| Clone | ID) contains [SE]?> * (3))) < (((item (6) of [\[intro\] v]) - (| Timer)) * (30))> and << (| Clone | ID) contains [FW]?> or < (| Clone | ID) contains [SE]?>>>>\n if << (| Clone | ID) contains [FW]?> or < (| Clone | ID) contains [CB]?>> then\n if < (| Clone | ID) contains [CB]?> then\n change [| size v] by (((0) - (| Size)) / ((8.5) / (item (5) of [\[intro\] v])))\n change [| direction v] by (((| var4) - (| Direction)) / ((| Save) / (item (5) of [\[intro\] v])))\n change [| power v] by (((| var1) - (| Power)) / ((| Save) / (item (5) of [\[intro\] v])))\n replace item (3) of [| data | v] with [0]\n replace item (4) of [| data | v] with [0]\n else\n if <(((item (6) of [\[intro\] v]) - (| Timer)) * (30)) < [9]> then\n switch costume to (fw1 v)\n else\n if <(| var2) = [0]> then\n set [| var2 v] to [1]\n set [| save v] to (item (6) of [\[intro\] v])\n end\n switch costume to (join [FW] (round (((item (6) of [\[intro\] v]) - (| Save)) * (30))))\n end\n change [| power v] by (((0) - (| Power)) / ((5.5) / (item (5) of [\[intro\] v])))\n end\n replace item (3) of [| data | v] with ((((| Power) * ([sin v] of (| Direction) )) * (< (| Clone | ID) contains [CB]?> + (< (| Clone | ID) contains [FW]?> * (item (5) of [\[intro\] v])))) + (item (3) of [| data | v]))\n replace item (4) of [| data | v] with ((((| Power) * ([cos v] of (| Direction) )) * (< (| Clone | ID) contains [CB]?> + (< (| Clone | ID) contains [FW]?> * (item (5) of [\[intro\] v])))) + (item (4) of [| data | v]))\n set [| my - x v] to ((item (1) of [| data | v]) + (item (3) of [| data | v]))\n set [| my - y v] to ((item (2) of [| data | v]) + (item (4) of [| data | v]))\n else\n change [| size v] by (((| var1) - (| Size)) / ((| Power) / (item (5) of [\[intro\] v])))\n if < (| Clone | ID) contains [SE]?> then\n switch costume to (join [SE] (round (((item (6) of [\[intro\] v]) - (| Timer)) * (30))))\n else\n change [fisheye v] effect by ((| var2) * (item (5) of [\[intro\] v]))\n change [| var2 v] by ((| var2) * (((0.2) + (< (| Clone | ID) contains [RB]?> * (0.02))) * (item (5) of [\[intro\] v])))\n end\n end\n if <<<((7000) + (< (| Clone | ID) contains [SW]?> * (3000))) < (| var2)> or <<<[20] < (((item (6) of [\[intro\] v]) - (| Timer)) * (30))> and < (| Clone | ID) contains [FW]?>> or <<(| Size) < [3]> and < (| Clone | ID) contains [CB]?>>>> and <not < (| Clone | ID) contains [SE]?>>> then\n change [ghost v] effect by ((15) * (item (5) of [\[intro\] v]))\n else\n change [| for effects v] by (((| var3) - (| For Effects)) / ((2) / (item (5) of [\[intro\] v])))\n set [ghost v] effect to (| For Effects)\n end\n if < (| Clone | ID) contains [FW]?> then\n replace item (5) of [| data | v] with ((item (5) of [| data | v]) - ((join (letter (5) of (| Clone | ID)) (letter (6) of (| Clone | ID))) * (item (5) of [\[intro\] v])))\n else\n change [| direction v] by ((join (letter (5) of (| Clone | ID)) (letter (6) of (| Clone | ID))) * (item (5) of [\[intro\] v]))\n end\n end\n replace item (12) of [\[intro\] v] with ((item (12) of [\[intro\] v]) - (1))\n delete this clone\nend\n\ndefine | - Create Effects | x : (x) y : (y) Direction : (dir) Size : (size) Move - size (ms) Number : (num) Move type : (mt) Color : (color) Brightness : (brightness) Transparency : (transparency) Speed : (spd) Effect type : (et) Waiting time : (wt) First size : (fs)\nset [| my - x v] to (x)\nset [| my - y v] to (y)\nif < (et) contains [CB]?> then\n set [| var4 v] to (dir)\n set [| direction v] to [0]\nelse\n set [| direction v] to (dir)\nend\nset [| size v] to (size)\nset [| power v] to (spd)\nset [| for effects v] to (transparency)\nset [| waiting time v] to [0]\nset [| size+ v] to (fs)\nset [| color v] to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (transparency)\nrepeat (num)\n | - Clone | ID : (et) Count : ((1) + ((< (et) contains [SC]?> * (2)) + (<(et) = [SC5]> * (8))))\n change [| my - x v] by ((ms) * < (mt) contains [x]?>)\n change [| my - y v] by ((ms) * < (mt) contains [y]?>)\n change [| direction v] by ((ms) * < (mt) contains [Dir]?>)\n change [| var4 v] by ((ms) * < (mt) contains [Dir]?>)\n change [| size v] by ((ms) * < (mt) contains [Size]?>)\n change [| waiting time v] by (wt)\nend\nset [| check? v] to [0]\nclear graphic effects\nset [| color v] to []\n\nwhen I start as a clone\nif <(| Clone | ID) = [Slice]> then\n replace item (11) of [\[intro\] v] with ((item (11) of [\[intro\] v]) + (1))\n go to x: (-715) y: (0)\n set size to (100) %\n switch costume to (slice v)\n if <(| Clone | Number) = [1]> then\n set [color v] effect to (item (3) of [| data | v])\n set [ghost v] effect to (35)\n else\n if <(| Clone | Number) = [2]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (-100)\n end\n end\n wait (((| Clone | Number) - (1)) * (0.15)) seconds\n show\n if <(| Clone | Number) = [1]> then\n start sound [Slice SFX v]\n end\n repeat until <[-370] < (x position)>\n switch costume to (size hack v)\n set size to (Infinity) %\n change x by (((x position) + (717)) / ((2.8) / (item (5) of [\[intro\] v])))\n set size to (100) %\n switch costume to (slice v)\n end\n repeat until <[-0.4] < (x position)>\n change x by (((0) - (x position)) / ((4.6) / (item (5) of [\[intro\] v])))\n end\n if <(| Clone | Number) = [2]> then\n replace item (10) of [\[intro\] v] with [1]\n end\n if <(| Clone | Number) = [3]> then\n set [| for effects v] to [0]\n repeat until <[99.5] < (| For Effects)>\n change [| for effects v] by ((6.2) * (item (5) of [\[intro\] v]))\n set [ghost v] effect to (| For Effects)\n end\n end\n delete this clone\nend\n\nwhen I receive [| - intro start v]\nwait until <(item (10) of [\[intro\] v]) = [0]>\nwait until <(item (10) of [\[intro\] v]) = [1]>\nset [| timer v] to (item (6) of [\[intro\] v])\nrepeat until <((| Timer) + (1.5)) < (item (6) of [\[intro\] v])>\n | - FPS I | Time : (((days since 2000) * (86400)) * (30))\n replace item (6) of [\[intro\] v] with (((days since 2000) - (item (7) of [\[intro\] v])) * (86400))\nend\nstop [other scripts in sprite v]\nbroadcast (| - Intro End v)\n\nwhen I receive [| - intro end v]\ndelete this clone\n\ndefine | - Easing | Points : (type) (point1) (point2) (point3) (point4) (point5) (point6) [ (start time) ~ (end time) ]\nif <<(start time) < (item (6) of [\[intro\] v])> and <(item (6) of [\[intro\] v]) < (end time)>> then\n if <(type) = [1]> then\n replace item (point1) of [| data | v] with (((([cos v] of ((((item (6) of [\[intro\] v]) * (60)) - ((start time) * (59.9))) * ((3) * (point4))) ) * ((point2) - (point3))) * ([e ^ v] of (((((item (6) of [\[intro\] v]) * (60)) - ((start time) * (59.9))) / (2)) * ([ln v] of (point5) )) )) + (point3))\n if <(point6) = [Size]> then\n set [| size v] to (item (point1) of [| data | v])\n else\n if <(point6) = [Dir]> then\n set [| direction v] to (item (point1) of [| data | v])\n else\n if <(point6) = [x]> then\n set [| my - x v] to (item (point1) of [| data | v])\n else\n set [| my - y v] to (item (point1) of [| data | v])\n end\n end\n end\n else\n if <(type) = [2]> then\n if <(point1) = [Shutter]> then\n change [| for effects v] by (((point2) - (| For Effects)) / ((point3) / (item (5) of [\[intro\] v])))\n else\n replace item (point1) of [| camera | v] with ((((point2) - (item (point1) of [| camera | v])) / ((point3) / (item (5) of [\[intro\] v]))) + (item (point1) of [| camera | v]))\n end\n else\n replace item (point1) of [| camera | v] with ((((item (point1) of [| camera | v]) + (point2)) / ((point3) / (item (5) of [\[intro\] v]))) + (item (point1) of [| camera | v]))\n end\n end\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Shutter]> then\n set y to ((1200) - ((| Clone | Number) * (800)))\n set [ghost v] effect to (100)\n show\n \n switch costume to (size hack v)\n set size to (Infinity) %\n if <[10.84] < (item (6) of [\[intro\] v])> then\n change y by (((y position) - ((851.25) - ((| Clone | Number) * (567)))) / ((9.5) / (item (5) of [\[intro\] v])))\n else\n if <[10.31] < (item (6) of [\[intro\] v])> then\n change y by ((((855) - ((| Clone | Number) * (570))) - (y position)) / ((9) / (item (5) of [\[intro\] v])))\n else\n if <<[6.54] < (item (6) of [\[intro\] v])> and <(item (6) of [\[intro\] v]) < [7.08]>> then\n change y by ((((825) - ((| Clone | Number) * (550))) - (y position)) / ((10) / (item (5) of [\[intro\] v])))\n else\n change y by ((((937.5) - ((| Clone | Number) * (625))) - (y position)) / ((12) / (item (5) of [\[intro\] v])))\n end\n end\n end\n set size to (100) %\n switch costume to (shutter v)\n change [ghost v] effect by ((-10) * (item (5) of [\[intro\] v]))\n go to [front v] layer\n go [backward v] ((2) + (item (11) of [\[intro\] v])) layers\n end\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [BG]> then\n switch costume to (sc3 v)\n set [color v] effect to (item (9) of [\[intro\] v])\n set [brightness v] effect to (65)\n set size to (100) %\n show\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif < (| Clone | ID) contains [WheelChev]?> then\n replace item (18) of [\[intro\] v] with ((item (18) of [\[intro\] v]) + (1))\n set [| insert camera control? v] to [1]\n switch costume to (wheelchev v)\n | - Position | x : [0] y : [0] Dir : [90] Size : [0]\n set [ghost v] effect to (100)\n go to [front v] layer\n go [backward v] ((9) + ((item (11) of [\[intro\] v]) + ((item (12) of [\[intro\] v]) + ((item (13) of [\[intro\] v]) + ((item (14) of [\[intro\] v]) + ((item (17) of [\[intro\] v]) + (item (19) of [\[intro\] v]))))))) layers\n if <(| Clone | Number) = [2]> then\n set [brightness v] effect to (0)\n wait (0.12) seconds\n else\n set [brightness v] effect to ((55) + (< (| Clone | ID) contains [1]?> * (25)))\n end\n show\n repeat until <[130] < (| Size)>\n change [| size v] by (((item (8) of [\[intro\] v]) * (0.25)) * (item (5) of [\[intro\] v]))\n set [| direction v] to (item (16) of [\[intro\] v])\n change [ghost v] effect by ((-10) * (item (5) of [\[intro\] v]))\n end\n replace item (18) of [\[intro\] v] with ((item (18) of [\[intro\] v]) - (1))\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(| Clone | ID) = [Rotator]> then\n go to [front v] layer\n go [backward v] ((9) + ((item (11) of [\[intro\] v]) + ((item (12) of [\[intro\] v]) + ((item (13) of [\[intro\] v]) + (item (14) of [\[intro\] v]))))) layers\n end\n if <(| Clone | ID) = [Slice]> then\n go to [front v] layer\n go [backward v] ((3) - (| Clone | Number)) layers\n end\n if <(| Clone | ID) = [Text / Blur]> then\n go to [front v] layer\n go [backward v] ((4) + ((item (11) of [\[intro\] v]) + (item (13) of [\[intro\] v]))) layers\n end\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Rotator]> then\n replace item (19) of [\[intro\] v] with ((item (19) of [\[intro\] v]) + (1))\n switch costume to (rotator1 v)\n | - Position | x : [0] y : [0] Dir : [90] Size : [120]\n set [| insert camera control? v] to [1]\n set [brightness v] effect to (100)\n show\n set [| timer v] to (item (6) of [\[intro\] v])\n repeat until <[38] < (round (((item (6) of [\[intro\] v]) - (| Timer)) * (30)))>\n switch costume to (join [Rotator] (round (((item (6) of [\[intro\] v]) - (| Timer)) * (30))))\n set [ghost v] effect to ((100) - (round (((item (6) of [\[intro\] v]) - (| Timer)) * (285))))\n end\n set [| timer v] to (item (6) of [\[intro\] v])\n repeat until <[27] < (round (((item (6) of [\[intro\] v]) - (| Timer)) * (30)))>\n switch costume to (join [Rotator] ((9) - (round (((item (6) of [\[intro\] v]) - (| Timer)) * (30)))))\n set [ghost v] effect to (round (((item (6) of [\[intro\] v]) - (| Timer)) * (120)))\n end\n replace item (19) of [\[intro\] v] with ((item (19) of [\[intro\] v]) - (1))\n delete this clone\nend\n\ndefine | - Create Splines | Start x : (start x) Start y : (start y) Size : (size) Move spd : (m spd) Time spd : (t spd) Move size : (m size) Time+ : (time+) Count : (count) Interval : (interval) Move type [ Nomal or Time ] : (mt) End time : (e time) Color : (color) Brightness : (brightness) Ghost : (ghost)\nset [| size v] to (size)\nset [| color v] to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\ndelete all of [| spline data | v]\nadd (start x) to [| spline data | v]\nadd (start y) to [| spline data | v]\nadd (m spd) to [| spline data | v]\nadd (t spd) to [| spline data | v]\nadd (m size) to [| spline data | v]\nadd (time+) to [| spline data | v]\nadd (interval) to [| spline data | v]\nadd (mt) to [| spline data | v]\nadd (e time) to [| spline data | v]\n| - Clone | ID : [Spline] Count : (count)\nclear graphic effects\nset [| color v] to []\n\nwhen I start as a clone\nif <(| Clone | ID) = [Spline]> then\n replace item (14) of [\[intro\] v] with ((item (14) of [\[intro\] v]) + (1))\n switch costume to (spline v)\n set [| insert camera control? v] to [1]\n set [| timer v] to ((item (6) of [\[intro\] v]) + (((| Clone | Number) - (1)) * ((item (7) of [| spline data | v]) * (0.0025))))\n go to [front v] layer\n go [backward v] ((3) + ((item (11) of [\[intro\] v]) + ((item (12) of [\[intro\] v]) + (item (13) of [\[intro\] v])))) layers\n show\n repeat until <(item (9) of [| spline data | v]) < (item (6) of [\[intro\] v])>\n | - Spline Position | Point : (([sin v] of ((((item (6) of [\[intro\] v]) - (| Timer)) * (item (4) of [| spline data | v])) + (item (6) of [| spline data | v])) ) * (item (5) of [| spline data | v])) (((item (6) of [\[intro\] v]) - (| Timer)) * ((30) * (item (3) of [| spline data | v])))\n if <[0] < (| My - y)> then\n set [| my - x v] to ((| My - x+) + (item (15) of [\[intro\] v]))\n else\n set [| my - x v] to ((| My - x+) + (item (16) of [\[intro\] v]))\n end\n end\n replace item (14) of [\[intro\] v] with ((item (14) of [\[intro\] v]) - (1))\n delete this clone\nend\n\ndefine | - Spline Position | Point : (move) (move+)\nset [| direction v] to (([atan v] of (((| My - x+) - ((item (1) of [| spline data | v]) + (((move) * <(letter (1) of (item (8) of [| spline data | v])) = [T]>) + ((move+) * <(letter (1) of (item (8) of [| spline data | v])) = [N]>)))) / ((| My - y) - ((item (2) of [| spline data | v]) + (((move) * <(letter (2) of (item (8) of [| spline data | v])) = [T]>) + ((move+) * <(letter (2) of (item (8) of [| spline data | v])) = [N]>))))) ) + (<(| My - y) < ((| My - y) - ((item (2) of [| spline data | v]) + (((move) * <(letter (2) of (item (8) of [| spline data | v])) = [T]>) + ((move+) * <(letter (2) of (item (8) of [| spline data | v])) = [N]>))))> * (180)))\nset [| my - x+ v] to ((item (1) of [| spline data | v]) + (((move) * <(letter (1) of (item (8) of [| spline data | v])) = [T]>) + ((move+) * <(letter (1) of (item (8) of [| spline data | v])) = [N]>)))\nset [| my - y v] to ((item (2) of [| spline data | v]) + (((move) * <(letter (2) of (item (8) of [| spline data | v])) = [T]>) + ((move+) * <(letter (2) of (item (8) of [| spline data | v])) = [N]>)))\n\nwhen I receive [| - intro start v]\n| - Setting\n| - Create Effects | x : [0] y : [0] Direction : [90] Size : [0] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [1.8] Effect type : [SC1] Waiting time : [0] First size : [0]\n| - Wait | Time : [0.3]\n| - Create Effects | x : [0] y : [0] Direction : [90] Size : [100] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [2.1] Effect type : [SC2] Waiting time : [0] First size : [0]\n| - Wait | Time : [0.6]\n| - Create Effects | x : [-481] y : [0] Direction : [-90] Size : [100] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [2.4] Effect type : [SC3] Waiting time : [0] First size : [0]\n| - Wait | Time : [0.9]\n| - Create Effects | x : [240] y : [-180] Direction : [90] Size : [100] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [2.7] Effect type : [SC4] Waiting time : [0] First size : [0]\n| - Wait | Time : [1.2]\n| - Create Effects | x : [-240] y : [180] Direction : [-90] Size : [100] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [3.5] Effect type : [SC4] Waiting time : [0] First size : [0]\n| - Wait | Time : [1.82]\n| - Create Effects | x : [-240] y : [0] Direction : [0] Size : [100] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [4.33] Effect type : [SC5] Waiting time : [0] First size : [0]\n| - Create Effects | x : [240] y : [0] Direction : [0] Size : [100] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [4.33] Effect type : [SC5] Waiting time : [0] First size : [0]\n| - Wait | Time : [2.1]\n| - Clone | ID : [Shutter] Count : [2]\n| - Clone | ID : [Logo] Count : [1]\n| - Clone | ID : [Made by @kako-ken] Count : [2]\n| - Create Splines | Start x : [-240] Start y : [-180] Size : [135] Move spd : [8] Time spd : [120] Move size : [330] Time+ : [0] Count : [12] Interval : [8] Move type [ Nomal or Time ] : [TN] End time : [4.32] Color : [0] Brightness : [100] Ghost : [0]\n| - Create Splines | Start x : [240] Start y : [180] Size : [135] Move spd : [-8] Time spd : [120] Move size : [-330] Time+ : [0] Count : [12] Interval : [8] Move type [ Nomal or Time ] : [TN] End time : [4.32] Color : [0] Brightness : [100] Ghost : [0]\n| - Create Splines | Start x : [-240] Start y : [-180] Size : [100] Move spd : [8] Time spd : [120] Move size : [330] Time+ : [0] Count : [12] Interval : [8] Move type [ Nomal or Time ] : [TN] End time : [4.32] Color : [0] Brightness : [40] Ghost : [0]\n| - Create Splines | Start x : [240] Start y : [180] Size : [100] Move spd : [-8] Time spd : [120] Move size : [-330] Time+ : [0] Count : [12] Interval : [8] Move type [ Nomal or Time ] : [TN] End time : [4.32] Color : [0] Brightness : [40] Ghost : [0]\n| - Wait | Time : [3.24]\n| - Create Effects | x : [0] y : [0] Direction : [90] Size : [0] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [0] Transparency : [0] Speed : [Inf] Effect type : [SC6] Waiting time : [0] First size : [0]\n| - Wait | Time : [3.7]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [50] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [40] Speed : [28] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Wait | Time : [4.33]\n| - Clone | ID : [Text] Count : [1]\n| - Clone | ID : [Text / Blur] Count : [2]\n| - Clone | ID : [Pinwheel] Count : [1]\n| - Clone | ID : [BG] Count : [1]\n| - Create Effects | x : [8] y : [-8] Direction : [45] Size : [65] Move - size [65] Number : [2] Move type : [Size] Color : [0] Brightness : [-100] Transparency : [75] Speed : [9] Effect type : [SE1-0] Waiting time : [0] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [45] Size : [65] Move - size [65] Number : [2] Move type : [Size] Color : [0] Brightness : [100] Transparency : [0] Speed : [9] Effect type : [SE1-0] Waiting time : [0] First size : [0]\n| - Shake | Time : [4.86] Power : [13] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [50] Move - size [36] Number : [10] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [50] Move - size [72] Number : [5] Move type : [Dir] Color : [0] Brightness : [30] Transparency : [0] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Create Effects | x : [0] y : [0] Direction : [36] Size : [50] Move - size [72] Number : [5] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Shake | Time : [5.19] Power : [12] Speed : [7]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [250] Move - size [2] Number : [5] Move type : [Size] Color : [0] Brightness : [100] Transparency : [50] Speed : [7] Effect type : [SW1-0] Waiting time : [0] First size : [0]\n| - Shake | Time : [5.93] Power : [13] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [60] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [6] Effect type : [RB1-2] Waiting time : [0] First size : [0]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [85] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [6] Effect type : [RB1--1] Waiting time : [0] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [60] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [6] Effect type : [RB1-2] Waiting time : [0] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [85] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [50] Transparency : [0] Speed : [6] Effect type : [RB1--1] Waiting time : [0] First size : [0]\n| - Shake | Time : [6.53] Power : [13] Speed : [7]\n| - Create Effects | x : [0] y : [0] Direction : [90] Size : [125] Move - size [] Number : [1] Move type : [] Color : (item (3) of [| data | v]) Brightness : [0] Transparency : [10] Speed : [7] Effect type : [Flash1-2] Waiting time : [0] First size : [150]\n| - Create Effects | x : [-149.5] y : [67] Direction : [0] Size : [55] Move - size [105] Number : [4] Move type : [x] Color : [0] Brightness : [-100] Transparency : [75] Speed : [9] Effect type : [SE1-0] Waiting time : [0.1] First size : [0]\n| - Create Effects | x : [165.5] y : [-83] Direction : [0] Size : [55] Move - size [-105] Number : [4] Move type : [x] Color : [0] Brightness : [-100] Transparency : [75] Speed : [9] Effect type : [SE1-0] Waiting time : [0.1] First size : [0]\n| - Create Effects | x : [-157.5] y : [75] Direction : [0] Size : [55] Move - size [105] Number : [4] Move type : [x] Color : [0] Brightness : [100] Transparency : [0] Speed : [9] Effect type : [SE1-0] Waiting time : [0.1] First size : [0]\n| - Create Effects | x : [157.5] y : [-75] Direction : [0] Size : [55] Move - size [-105] Number : [4] Move type : [x] Color : [0] Brightness : [100] Transparency : [0] Speed : [9] Effect type : [SE1-0] Waiting time : [0.1] First size : [0]\n| - Shake | Time : [7.03] Power : [9] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [245] Move - size [90] Number : [2] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [7] Effect type : [SW2-0] Waiting time : [0.24] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [240] Move - size [90] Number : [2] Move type : [Dir] Color : [0] Brightness : [30] Transparency : [0] Speed : [7] Effect type : [SW2-0] Waiting time : [0.24] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [245] Move - size [90] Number : [2] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [7] Effect type : [SW2-0] Waiting time : [0.24] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [250] Move - size [90] Number : [2] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [7] Effect type : [SW2-0] Waiting time : [0.24] First size : [0]\n| - Shake | Time : [7.27] Power : [9] Speed : [7]\n| - Clone | ID : [Rotator] Count : [1]\n| - Shake | Time : [7.56] Power : [13] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [23] Size : [50] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [60]\n| - Create Effects | x : [0] y : [0] Direction : [23] Size : [50] Move - size [90] Number : [4] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [60]\n| - Create Effects | x : [0] y : [0] Direction : [68] Size : [50] Move - size [90] Number : [4] Move type : [Dir] Color : [0] Brightness : [30] Transparency : [0] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [60]\n| - Shake | Time : [8.12] Power : [13] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [245] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [-100] Transparency : [75] Speed : [7] Effect type : [SW1-0] Waiting time : [0] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [240] Move - size [] Number : [1] Move type : [] Color : [0] Brightness : [30] Transparency : [0] Speed : [7] Effect type : [SW1-0] Waiting time : [0] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [245] Move - size [5] Number : [2] Move type : [Size] Color : [0] Brightness : [100] Transparency : [0] Speed : [7] Effect type : [SW1-0] Waiting time : [0] First size : [0]\n| - Shake | Time : [8.72] Power : [13] Speed : [7]\n| - Clone | ID : [Rotator] Count : [1]\n| - Create Effects | x : [8] y : [-8] Direction : [60] Size : [180] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [17] Effect type : [CB1-0] Waiting time : [0] First size : [150]\n| - Create Effects | x : [0] y : [0] Direction : [60] Size : [180] Move - size [45] Number : [8] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [17] Effect type : [CB1-0] Waiting time : [0] First size : [150]\n| - Shake | Time : [9.21] Power : [12] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [90] Size : [250] Move - size [90] Number : [2] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [8] Effect type : [SW2-0] Waiting time : [0.32] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [90] Size : [250] Move - size [90] Number : [2] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [8] Effect type : [SW2-0] Waiting time : [0.32] First size : [0]\n| - Shake | Time : [9.53] Power : [13] Speed : [7]\n| - Shake | Time : [10.31] Power : [13] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [65] Move - size [65] Number : [2] Move type : [Size] Color : [0] Brightness : [-100] Transparency : [75] Speed : [9] Effect type : [SE1-0] Waiting time : [0] First size : [0]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [65] Move - size [65] Number : [2] Move type : [Size] Color : [0] Brightness : [100] Transparency : [0] Speed : [9] Effect type : [SE1-0] Waiting time : [0] First size : [0]\n| - Shake | Time : [10.84] Power : [13] Speed : [7]\n| - Create Effects | x : [8] y : [-8] Direction : [0] Size : [50] Move - size [36] Number : [10] Move type : [Dir] Color : [0] Brightness : [-100] Transparency : [75] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Create Effects | x : [0] y : [0] Direction : [0] Size : [50] Move - size [72] Number : [5] Move type : [Dir] Color : [0] Brightness : [100] Transparency : [0] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Create Effects | x : [0] y : [0] Direction : [36] Size : [50] Move - size [72] Number : [5] Move type : [Dir] Color : [0] Brightness : [30] Transparency : [0] Speed : [23] Effect type : [FW1-0] Waiting time : [0] First size : [50]\n| - Shake | Time : [20] Power : [13] Speed : [7]\n\nwhen I start as a clone\nif <not <(| Clone | ID) = [Slice]>> then\n wait until <(item (10) of [\[intro\] v]) = [1]>\n delete this clone\nend\n\nwhen I receive [| - intro start v]\n| - Wait | Time : [0.03]\nreplace item (3) of [| data | v] with (item (9) of [\[intro\] v])\nwait until <not <<<mouse down?> or <key (space v) pressed?>> or <[3] < (item (6) of [\[intro\] v])>>>\nwait until <<[10.84] < (item (6) of [\[intro\] v])> or <<mouse down?> or <key (space v) pressed?>>>\n| - Clone | ID : [Slice] Count : [3]\nwait (0.6) seconds\nif <(item (6) of [\[intro\] v]) < [10.84]> then\n repeat until <(volume) < [1]>\n change volume by (-4.5)\n end\n stop all sounds\nend\n\nwhen I start as a clone\nif < (| Clone | ID) contains [SC]?> then\n switch costume to (| Clone | ID)\n set [| insert camera control? v] to [1]\n if <(| Clone | Number) = [1]> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (65)\n else\n if <((| Clone | Number) mod (2)) = [0]> then\n set [brightness v] effect to (100)\n end\n end\n wait (((| Clone | Number) - (1)) * (0.12)) seconds\n show\n if <<(| Clone | ID) = [SC1]> or <(| Clone | ID) = [SC6]>> then\n switch costume to (sc1 v)\n if <(| Clone | ID) = [SC6]> then\n if <(| Clone | Number) = [1]> then\n delete this clone\n end\n go to [front v] layer\n go [backward v] ((5) + ((item (11) of [\[intro\] v]) + (item (12) of [\[intro\] v]))) layers\n end\n repeat until <[300] < (| Size)>\n change [| size v] by (((| Size) + (2)) / ((3) / (item (5) of [\[intro\] v])))\n end\n repeat until <[4.3] < (item (6) of [\[intro\] v])>\n change [| size v] by (((610) - (| Size)) / ((3) / (item (5) of [\[intro\] v])))\n end\n if <(| Clone | Number) = [2]> then\n set [| insert camera control? v] to [0]\n set size to (100) %\n switch costume to (shutter2 v)\n clear graphic effects\n set [| for effects v] to [-70]\n \n | - Easing | Points : [2] [Shutter] [880] [13] [] [] [] [ [4.33] ~ [6.54] ]\n set [fisheye v] effect to (| For Effects)\n go to [front v] layer\n go [backward v] ((4) + (item (11) of [\[intro\] v])) layers\n end\n end\n delete this clone\n else\n if <(| Clone | ID) = [SC2]> then\n repeat until <[15000] < (| Size)>\n change [| size v] by (((| Size) - (85)) / ((1.7) / (item (5) of [\[intro\] v])))\n end\n forever\n change [| size v] by (((36000) - (| Size)) / ((3.5) / (item (5) of [\[intro\] v])))\n end\n else\n if <(| Clone | ID) = [SC3]> then\n repeat until <[-250] < (| My - x)>\n change [| my - x v] by (((| My - x) + (483)) / ((3) / (item (5) of [\[intro\] v])))\n end\n forever\n change [| my - x v] by (((0) - (| My - x)) / ((3) / (item (5) of [\[intro\] v])))\n end\n else\n if <(| Clone | ID) = [SC4]> then\n if <[1] < (| My - x)> then\n repeat until <[130] < (| Direction)>\n change [| direction v] by (((| Direction) - (88)) / ((3) / (item (5) of [\[intro\] v])))\n end\n forever\n change [| direction v] by (((180) - (| Direction)) / ((3) / (item (5) of [\[intro\] v])))\n end\n else\n repeat until <[-50] < (| Direction)>\n change [| direction v] by (((| Direction) + (92)) / ((3) / (item (5) of [\[intro\] v])))\n end\n forever\n change [| direction v] by (((0) - (| Direction)) / ((3) / (item (5) of [\[intro\] v])))\n end\n end\n else\n switch costume to (sc2 v)\n go to [front v] layer\n go [backward v] ((5) + ((item (11) of [\[intro\] v]) + (item (14) of [\[intro\] v]))) layers\n repeat until <[22000] < (| Size)>\n change [| size v] by (((| Size) - (85)) / ((1.7) / (item (5) of [\[intro\] v])))\n end\n forever\n change [| size v] by (((48100) - (| Size)) / ((3.5) / (item (5) of [\[intro\] v])))\n end\n end\n end\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (| Clone | ID) contains [SC]?> then\n if <[1] < (| Clone | Number)> then\n set [ghost v] effect to (100)\n end\n repeat until <(| Power) < (item (6) of [\[intro\] v])>\n change [ghost v] effect by (((-10) * (item (5) of [\[intro\] v])) * <[1] < (| Clone | Number)>)\n change [brightness v] effect by (((-3) * (item (5) of [\[intro\] v])) * <<(| Clone | ID) = [SC6]> and <(| Clone | Number) = [3]>>)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Logo]> then\n switch costume to (logo v)\n | - Position | x : [0] y : [0] Dir : [90] Size : [0]\n set [| insert camera control? v] to [1]\n set [ghost v] effect to (100)\n show\n repeat until <[6] < (item (6) of [\[intro\] v])>\n | - Easing | Points : [1] [1] [0] [100] [2.6] [0.9] [Size] [ [2.1] ~ [3.7] ]\n | - Easing | Points : [1] [1] [100] [65] [3.4] [0.78] [Size] [ [3.7] ~ [3.98] ]\n | - Easing | Points : [1] [1] [290] [0] [2.9] [0.85] [x] [ [2.1] ~ [8.72] ]\n | - Easing | Points : [1] [1] [-230] [0] [2.9] [0.85] [y] [ [2.1] ~ [8.72] ]\n if <[3.98] < (item (6) of [\[intro\] v])> then\n | - Easing | Points : [1] [1] [65] [200] [3.4] [0.78] [Size] [ [3.98] ~ [8.72] ]\n change [ghost v] effect by ((5.5) * (item (5) of [\[intro\] v]))\n else\n change [ghost v] effect by ((-10) * (item (5) of [\[intro\] v]))\n end\n set [| color v] to (() - (item (9) of [\[intro\] v]))\n go to [front v] layer\n go [backward v] ((4) + (item (11) of [\[intro\] v])) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif << (| Clone | ID) contains [FW]?> and <(item (6) of [\[intro\] v]) < [4.33]>> then\n | - Wait | Time : [4.33]\n replace item (12) of [\[intro\] v] with [0]\n delete this clone\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Text]> then\n switch costume to (text v)\n | - Position | x : [0] y : [0] Dir : [90] Size : [0]\n set [| insert camera control? v] to [1]\n show\n forever\n if <[10.84] < (item (6) of [\[intro\] v])> then\n change [| size v] by (((| Size) - (117)) / ((6.4) / (item (5) of [\[intro\] v])))\n end\n if <<[8.12] < (item (6) of [\[intro\] v])> and <(item (6) of [\[intro\] v]) < [8.72]>> then\n change [| size v] by (((| Size) - (101)) / ((4.55) / (item (5) of [\[intro\] v])))\n end\n | - Easing | Points : [1] [1] [0] [90] [1] [.8] [Dir] [ [4.33] ~ [10] ]\n | - Easing | Points : [1] [1] [0] [100] [2.9] [.86] [Size] [ [4.33] ~ [4.86] ]\n | - Easing | Points : [1] [1] [100] [60] [3.5] [.83] [Size] [ [4.86] ~ [5.18] ]\n | - Easing | Points : [1] [1] [54] [100] [3.5] [.88] [Size] [ [5.18] ~ [7.27] ]\n | - Easing | Points : [1] [1] [100] [50] [3.5] [.9] [Size] [ [7.27] ~ [7.63] ]\n | - Easing | Points : [1] [1] [50] [100] [3.5] [.85] [Size] [ [7.63] ~ [8.12] ]\n | - Easing | Points : [1] [1] [0] [100] [3.2] [.85] [Size] [ [8.72] ~ [9.21] ]\n | - Easing | Points : [1] [1] [100] [130] [3.5] [.82] [Size] [ [9.21] ~ [9.53] ]\n | - Easing | Points : [1] [1] [130] [80] [3.5] [.87] [Size] [ [9.52] ~ [10.31] ]\n | - Easing | Points : [1] [1] [80] [115] [3.4] [.84] [Size] [ [10.31] ~ [10.84] ]\n go to [front v] layer\n go [backward v] ((5) + ((item (11) of [\[intro\] v]) + (item (13) of [\[intro\] v]))) layers\n end\nend\n\nwhen I receive [| - intro start v]\nforever\n replace item (16) of [\[intro\] v] with (((item (8) of [\[intro\] v]) * (((.5) - (<[8.72] < (item (6) of [\[intro\] v])> * (1))) * (item (5) of [\[intro\] v]))) + (item (16) of [\[intro\] v]))\nend\n\nwhen I start as a clone\nif < (| Clone | ID) contains [Chevron]?> then\n replace item (17) of [\[intro\] v] with ((item (17) of [\[intro\] v]) + (1))\n set [| insert camera control? v] to [1]\n switch costume to (| Clone | ID)\n | - Position | x : [0] y : [0] Dir : [40] Size : [0]\n set [ghost v] effect to (100)\n go to [front v] layer\n go [backward v] ((9) + ((item (11) of [\[intro\] v]) + ((item (12) of [\[intro\] v]) + ((item (13) of [\[intro\] v]) + ((item (14) of [\[intro\] v]) + (item (19) of [\[intro\] v])))))) layers\n show\n repeat until <[410] < (| Size)>\n change [| size v] by (((item (8) of [\[intro\] v]) * ((.3) + ((| Size) * (0.006)))) * (item (5) of [\[intro\] v]))\n change [| direction v] by (((item (8) of [\[intro\] v]) * (.28)) * (item (5) of [\[intro\] v]))\n change [ghost v] effect by ((-13) * (item (5) of [\[intro\] v]))\n end\n replace item (17) of [\[intro\] v] with ((item (17) of [\[intro\] v]) - (1))\n delete this clone\nend\n\nwhen I receive [| - intro start v]\n| - Wait | Time : [0.06]\n\n if <<[6.54] < (item (6) of [\[intro\] v])> and <(item (6) of [\[intro\] v]) < [7.08]>> then\n replace item (1) of [| camera | v] with (([sin v] of ((item (6) of [\[intro\] v]) * (1350)) ) * (18))\n replace item (2) of [| camera | v] with (([cos v] of ((item (6) of [\[intro\] v]) * (675)) ) * (13))\n replace item (3) of [| camera | v] with (([sin v] of ((item (6) of [\[intro\] v]) * (675)) ) * (5))\n replace item (9) of [\[intro\] v] with (((15) * (item (5) of [\[intro\] v])) + (item (9) of [\[intro\] v]))\n else\n replace item (1) of [| camera | v] with [0]\n replace item (2) of [| camera | v] with [0]\n replace item (9) of [\[intro\] v] with (item (3) of [| data | v])\n end\n | - Easing | Points : [3] [3] [2] [3] [] [] [] [ [5] ~ [5.55] ]\n | - Easing | Points : [2] [3] [720] [8] [] [] [] [ [5.55] ~ [6.54] ]\n | - Easing | Points : [2] [3] [-360] [8] [] [] [] [ [7.08] ~ [8.71] ]\n | - Easing | Points : [3] [3] [358] [3] [] [] [] [ [8.71] ~ [9.26] ]\n | - Easing | Points : [2] [3] [-1080] [8] [] [] [] [ [9.26] ~ [20] ]\nend\n\nwhen I start as a clone\nif < (| Clone | ID) contains [Back]?> then\n switch costume to (sc2 v)\n | - Position | x : [0] y : [0] Dir : [0] Size : [100]\n set [| insert camera control? v] to [1]\n if <((letter (5) of (| Clone | ID)) mod (2)) = [1]> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to ((-50) + (< (| Clone | ID) contains [2]?> * (25)))\n end\n wait (0) seconds\n go to [front v] layer\n go [backward v] ((9) + ((item (11) of [\[intro\] v]) + ((item (12) of [\[intro\] v]) + ((item (13) of [\[intro\] v]) + ((item (14) of [\[intro\] v]) + ((item (17) of [\[intro\] v]) + (item (18) of [\[intro\] v]))))))) layers\n show\n repeat until <[16000] < (| Size)>\n change [| size v] by (((| Size) - (85)) / ((2) / (item (5) of [\[intro\] v])))\n end\n repeat until <[54999.99] < (| Size)>\n change [| size v] by (((55000) - (| Size)) / ((16) / (item (5) of [\[intro\] v])))\n end\n delete this clone\nend\n\nwhen I receive [| - intro start v]\n| - Wait | Time : [4.33]\n\n | - Clone | ID : (join [Back] ((item (1) of [| data | v]) mod (4))) Count : [1]\n replace item (1) of [| data | v] with ((item (1) of [| data | v]) + (1))\n wait (.2) seconds\nend\n\nwhen I receive [| - intro start v]\n| - Wait | Time : [4.33]\n\n | - Clone | ID : (join [WheelChev] ((1) + ((item (1) of [| data | v]) mod (2)))) Count : [2]\n replace item (2) of [| data | v] with ((item (2) of [| data | v]) + (1))\n wait (.25) seconds\nend\n\nwhen I start as a clone\nif <<(| Clone | ID) = [Rotator]> and <(item (6) of [\[intro\] v]) < [8]>> then\n repeat until <(| Direction) < [-80]>\n change [| direction v] by (((| Direction) - (91)) / ((4) / (item (5) of [\[intro\] v])))\n end\n \n change [| direction v] by (((-270) - (| Direction)) / ((7) / (item (5) of [\[intro\] v])))\n end\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Text / Blur]> then\n switch costume to (text v)\n | - Position | x : [0] y : [0] Dir : [90] Size : [100]\n set [| insert camera control? v] to [1]\n | - Wait | Time : ((8.12) + ((2.19) * <(| Clone | Number) = [2]>))\n show\n \n change [| size v] by (((160) - (| Size)) / ((8) / (item (5) of [\[intro\] v])))\n change [ghost v] effect by ((5) * (item (5) of [\[intro\] v]))\n end\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Made by @kako-ken]> then\n go to x: ((-1080) + ((| Clone | Number) * (720))) y: ((-472.5) + ((| Clone | Number) * (315)))\n if <(| Clone | Number) = [1]> then\n switch costume to (made by @kako-ken v)\n set [color v] effect to (item (3) of [| data | v])\n else\n switch costume to (click to skip v)\n end\n set size to (70) %\n set [ghost v] effect to (100)\n show\n repeat until <[360] < ([abs v] of (x position) )>\n if <[3.7] < (item (6) of [\[intro\] v])> then\n change x by (((x position) - ((-9) + ((| Clone | Number) * (6)))) / ((7) / (item (5) of [\[intro\] v])))\n else\n change x by (((0) - (x position)) / ((7) / (item (5) of [\[intro\] v])))\n end\n change [ghost v] effect by ((-6) * (item (5) of [\[intro\] v]))\n go to [front v] layer\n go [backward v] (item (11) of [\[intro\] v]) layers\n end\nend\n\nwhen I start as a clone\nif <(| Clone | ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n | - Position | x : [0] y : [0] Dir : [90] Size : [0]\n set [| insert camera control? v] to [1]\n show\n forever\n if <[10.84] < (item (6) of [\[intro\] v])> then\n change [| size v] by (((| Size) - (102)) / ((6) / (item (5) of [\[intro\] v])))\n else\n change [| size v] by (((100) - (| Size)) / ((10) / (item (5) of [\[intro\] v])))\n end\n change [| direction v] by (((1) + ((item (8) of [\[intro\] v]) * (.25))) * (item (5) of [\[intro\] v]))\n go to [front v] layer\n go [backward v] ((8) + ((item (11) of [\[intro\] v]) + (item (13) of [\[intro\] v]))) layers\n end\nend\n\n@outro\n\nwhen I receive [\[outro\]start v]\nif <<(x position) = [111]> and <(y position) = [111]>> then\n start sound [OPENNESS v]\n hide variable [☁ best time v]\n hide variable [time v]\n go to [front v] layer\n set [timer v] to ([tan v] of (90) )\n set [outro2: 〇 v] to [0]\n reset timer\n point in direction (90)\n switch costume to (plane-pilot v)\n go to x: (0) y: (0)\n set size to (100) %\n wait (0.1) seconds\n ちょんまげ\n go to x: (0) y: (-50)\nend\n\ndefine ちょんまげ\nswitch costume to (黒丸 v)\ncreate clone of (_myself_ v)\nswitch costume to (なんじゃこりゃーwww v)\ncreate clone of (_myself_ v)\nswitch costume to (音 v)\npoint in direction (90)\ngo to x: (-225) y: (0)\nrepeat (10)\n create clone of (_myself_ v)\n change x by (50)\nend\npoint in direction (-90)\ngo to x: (225) y: (0)\nrepeat (10)\n create clone of (_myself_ v)\n change x by (-50)\nend\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (黒 v)\ncreate clone of (_myself_ v)\nswitch costume to (t v)\nrepeat (20)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (コメント v)\ncreate clone of (_myself_ v)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nswitch costume to (plane-pilot v)\ncreate clone of (_myself_ v)\nswitch costume to (スタジオ v)\ncreate clone of (_myself_ v)\nswitch costume to (リミックス v)\ncreate clone of (_myself_ v)\nswitch costume to (フォロー v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (111) y: (111)\nswitch costume to (ん? v)\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nif <(ターボしてる?) = [0]> then\n broadcast (\[outro\]start v)\nend\n\nwhen I start as a clone\nif <(〇) = [ラグ現象]> then\n ラグいでぇぇぇぇぇぇぇぇ\nend\nif <[黒丸] = (costume [name v])> then\n go to x: (0) y: (-180)\n show\n set size to (0) %\n repeat (50)\n switch costume to (なんじゃこりゃーwww v)\n change size by (((1900) - (size)) / (7))\n switch costume to (黒丸 v)\n end\nend\nif <<(costume [number v]) > [2]> and <(costume [number v]) < [23]>> then\n wait (((costume [number v]) - (3)) / (20)) seconds\n set [brightness v] effect to (100)\n show\n go to x: (-5) y: (0)\n set [〇 v] to (costume [name v])\n set [timer v] to [0]\n switch costume to (なんじゃこりゃーwww v)\n set size to (4500) %\n switch costume to (〇)\n set [ghost v] effect to (100)\n repeat (80)\n switch costume to (なんじゃこりゃーwww v)\n change size by (((100) - (size)) / (6))\n set y to (([sin v] of (Timer) ) * (10))\n change [timer v] by (5)\n switch costume to (〇)\n change [ghost v] effect by (-2)\n end\n set [〇 v] to [0]\n forever\n set y to ((〇) + (([sin v] of (Timer) ) * (20)))\n change [timer v] by (5)\n change [〇 v] by (((100) - (y position)) / (7))\n change size by ((((100) + (<touching (mouse-pointer v)?> * (3))) - (size)) / (4))\n end\nend\nif <[PLANE-PILOT] = (costume [name v])> then\n wait (3) seconds\n show\n go to x: (0) y: (-1000)\n set [timer v] to [0]\n set [〇 v] to [-190]\n set [ghost v] effect to (100)\n forever\n point in direction ((90) + (([sin v] of (Timer) ) * (10)))\n set y to ((〇) + (([sin v] of (Timer) ) * (20)))\n change [timer v] by (-3)\n change [〇 v] by (((-30) - (y position)) / (7))\n change [ghost v] effect by (-3)\n end\nend\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [29]>> then\n set [timer v] to (((22) - (costume [number v])) * (60))\n set size to (85) %\n show\n go to x: (0) y: (-1000)\n set [ghost v] effect to (100)\n set [〇 v] to [-1]\n repeat until <[5] < (timer)>\n にゃはーん [0]\n end\n forever\n にゃはーん [1]\n end\nend\nif <(costume [name v]) = [黒]> then\n wait (6) seconds\n set size to (130) %\n go to x: (0) y: (20)\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(costume [name v]) = [音]> then\n wait (6) seconds\n set size to (100) %\n set y to (((direction) / ([abs v] of (direction) )) * (-1000000))\n set [ghost v] effect to (60)\n show\n set [timer v] to [0]\n forever\n repeat (12)\n change y by (((((pick random (45) to (55)) - (([abs v] of ((0) - (x position)) ) / (3))) * ((direction) / ([abs v] of (direction) ))) - (y position)) / (3))\n end\n set y to (((direction) / ([abs v] of (direction) )) * ((70) - (([abs v] of ((0) - (x position)) ) / (3))))\n end\nend\nif <[ww] = (costume [name v])> then\n switch costume to (白丸 v)\n forever\n go to x: (pick random (-250) to (250)) y: (-100000)\n set size to (pick random (20) to (50)) %\n wait (pick random (0) to (1.000)) seconds\n create clone of (_myself_ v)\n end\nend\nif <[白丸] = (costume [name v])> then\n show\n set [timer v] to [0]\n set [〇 v] to (pick random (20) to (50))\n point in direction (0)\n set [ghost v] effect to (100)\n repeat (〇)\n move ((100) / ((100) - (size))) steps\n change x by ([sin v] of (Timer) )\n change [timer v] by (5)\n change [ghost v] effect by (-1)\n end\n repeat until <[200] < (y position)>\n switch costume to (白 v)\n move ((100) / ((100) - (size))) steps\n change x by ([sin v] of (Timer) )\n change [timer v] by (5)\n switch costume to (白丸 v)\n end\n delete this clone\nend\n\ndefine にゃはーん (にゃはーん)\npoint in direction ((90) + (([sin v] of (Timer) ) * (10)))\nset y to ((-45) + (([cos v] of (Timer) ) * ((40) + (([cos v] of ((timer) * (100)) ) * (10)))))\nset x to (([sin v] of (Timer) ) * (130))\nset size to ((90) + (([cos v] of (Timer) ) * (5))) %\nchange [ghost v] effect by ((-3) * (にゃはーん))\nset [brightness v] effect to (() - ((100) - (distance to [outro v])))\nchange [timer v] by (-3)\nif <<[120] < (x position)> and <[1] = (〇)>> then\n go [backward v] (6) layers\n set [〇 v] to [-1]\nend\nif <<(x position) < [-120]> and <[-1] = (〇)>> then\n go to [front v] layer\n set [〇 v] to [1]\nend\n\nwhen flag clicked\nset [〇 v] to [ラグ現象]\nswitch costume to (t v)\nrepeat (20)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (ん? v)\n\ndefine ラグいでぇぇぇぇぇぇぇぇ\nset [brightness v] effect to (100)\nshow\ngo to x: (-5) y: (0)\nset [〇 v] to (costume [name v])\nset [timer v] to [0]\nswitch costume to (なんじゃこりゃーwww v)\nset size to (4500) %\nswitch costume to (〇)\nset [ghost v] effect to (100)\nrepeat (80)\n switch costume to (なんじゃこりゃーwww v)\n change size by (((100) - (size)) / (6))\n set y to (([sin v] of (Timer) ) * (10))\n change [timer v] by (5)\n switch costume to (〇)\nend\nset [〇 v] to [0]\ndelete this clone\n\n
旗1000000000000回押して(2回)\n操作方法\n十字キー WADキー スペースキー クリック タップ\nターボにするとバグります(((\nあなたはBest Timeを更新できるかな※。ちなみに僕のTimeは57秒です。ぜひチャレンジしてTimeが何秒だったかコメントで教えて下さい。※Best Timeは一番はやいと更新されます。\n敵はわかばシューターで撃つと倒せます。※PCはスペースキー MOBILEはプレイヤーをクリック タップ
SusCube Part 1 | A Platformer #Trending #Games #Platformer remix
@Stage\n\nwhen flag clicked\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nset size to (45) %\nswitch costume to (purple 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 (-1.5)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.5)\n point in direction (90)\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 [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [16]\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 [16]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n 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 delete this clone\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n go to x: (-190) y: (-10)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (red v)\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 (impostor 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\n@Love and fave reminder2\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: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\n\n@TB2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Welcome guys!\nWelcome to my new game — SusCube!\nIt is a Platformer! Instructions? You know it, right?\nComment ‘SusCube’ if you like the game!\n\nCredit now!\nArt and Music by @TrentonTNT.\nPlatformer codes by me.\n\n80 loves for Part 2!\n\nWant a shoutout in this project? Love and fave this and comment ‘Done for a shoutout!\n\nTags:\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer\n\nCheck out all my games and follow me!\n\n\n\n
Rainbow platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [イントロ終わり v]\nnext backdrop\n\n@イントロ\n\ndefine (秒) まで待つ\nwait until <(秒) < (timer)>\n\nwhen I start as a clone\nshow\nif <(ID) = [1]> then\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (まるう v)\n set [s v] to [100]\n repeat (30)\n change [fisheye v] effect by (S)\n change [s v] by (10)\n end\n delete this clone\nend\nif <(ID) = [2]> then\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (しかくう v)\n repeat (19)\n change [o v] by (((100) - (o)) / (3))\n next costume\n end\n delete this clone\nend\nif <(ID) = [3]> then\n switch costume to (透明 v)\n set [o v] to [100]\n switch costume to (フレーム v)\n set [y v] to [100]\n repeat (46)\n change [y v] by (((0) - (Y)) / (3))\n go to [front v] layer\n end\n repeat until <(END) = [1]>\n go to [front v] layer\n end\n repeat (46)\n change [y v] by (((93) - (Y)) / (3))\n end\n go to [front v] layer\n delete this clone\nend\nif <(ID) = [4]> then\n switch costume to (透明 v)\n set [o v] to [100]\n switch costume to (フレーム2 v)\n set [y v] to [-100]\n repeat (46)\n change [y v] by (((0) - (Y)) / (3))\n go to [front v] layer\n end\n repeat until <(END) = [1]>\n go to [front v] layer\n end\n repeat (46)\n change [y v] by (((-95) - (Y)) / (3))\n go to [front v] layer\n end\n delete this clone\nend\nif <(ID) = [5]> then\n set [o v] to [0]\n go to [back v] layer\n go [backward v] (3) layers\n switch costume to (形ぃ2 v)\n repeat until <(round (o)) = ((100) * (カメラZ))>\n change [o v] by ((((100) * (カメラZ)) - (o)) / (3))\n if <(END) = [1]> then\n delete this clone\n end\n end\n repeat until <(round (o)) = ((300) * (カメラZ))>\n change [o v] by ((((300) * (カメラZ)) - (o)) / (3))\n if <(END) = [1]> then\n delete this clone\n end\n end\n repeat until <(round (o)) = ((500) * (カメラZ))>\n change [o v] by ((((500) * (カメラZ)) - (o)) / (3))\n if <(END) = [1]> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(ID) = [6]> then\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (形ぃ3 v)\n repeat (17)\n next costume\n end\n delete this clone\nend\nif <(ID) = [7]> then\n switch costume to (たて v)\n go to x: (0) y: (0)\n set [o v] to [0]\n 移動X [0] Y [0] M [-90] size [100] S [3]\n repeat until <(END) = [1]>\n go to [back v] layer\n end\n 移動X [0] Y [0] M [90] size [1] S [3]\n delete this clone\nend\nif <(ID) = [8]> then\n switch costume to (icon v)\n set [o v] to [0]\n set [m v] to [90]\n change [m v] by (1)\n repeat (50)\n set [s v] to (((S) * (0.75)) + ((((100) * (カメラZ)) - (o)) * (0.3)))\n change [o v] by (S)\n change [m v] by ([abs v] of (((90) - (M)) / (3)) )\n if <(M) > [360]> then\n set [m v] to [0]\n end\n end\n repeat (15)\n change [x v] by (((150) - (X)) / (3))\n change [m v] by (((-90) - (M)) / (3))\n end\n repeat (15)\n change [x v] by (((-150) - (X)) / (3))\n change [m v] by (((90) - (M)) / (3))\n end\n repeat (15)\n change [x v] by (((0) - (X)) / (3))\n end\n [7] まで待つ\n delete this clone\nend\nif <(ID) = [9]> then\n hide\n [7] まで待つ\n show\n switch costume to (name v)\n set [o v] to [0]\n set [m v] to [90]\n change [m v] by (1)\n repeat (40)\n set [s v] to (((S) * (0.75)) + ((((100) * (カメラZ)) - (o)) * (0.3)))\n change [o v] by (S)\n change [m v] by ([abs v] of (((90) - (M)) / (3)) )\n if <(M) > [360]> then\n set [m v] to [0]\n end\n end\n wait (0.3) seconds\n カメラX [50] Y [0] Z [1] M [0] S [3]\n カメラX [-50] Y [0] Z [1] M [0] S [3]\n カメラX [0] Y [0] Z [1] M [0] S [3]\n [11] まで待つ\n set [揺れ度 v] to [100]\n change [end v] by (1)\n repeat (17)\n set [揺れx v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れy v] to ((([cos v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れm v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * ((揺れ度) / (3)))\n change [揺れ度 v] by (((0) - (揺れ度)) / (3))\n change [o v] by (((0) - (o)) / (3))\n end\n delete this clone\nend\n\ndefine クローン (id) X (x) Y (y) M (m) size (size) 色 (色) 明るさ (明るさ) 透明度 (透明度)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [x v] to (x)\nset [y v] to (y)\nset [m v] to (m)\nset [o v] to (size)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I start as a clone\nforever\n go to x: (((揺れX) + ((X) + ((カメラX) + (カメラ揺れX)))) * (カメラZ)) y: (((揺れY) + ((Y) + ((カメラY) + (カメラ揺れY)))) * (カメラZ))\n point in direction ((揺れM) + ((M) + ((カメラM) + (カメラ揺れM))))\n if <<(ID) = [5]> and <(round (o)) > [100]>> then\n switch costume to (透明 v)\n set size to ((o) * (カメラZ)) %\n switch costume to (形ぃ2 v)\n else\n set size to ((o) * (カメラZ)) %\n end\nend\n\nwhen flag clicked\nリセット\nstart sound [Different Heaven - Safe And Sound \[NCS Release\].mp3 v]\n[1.6] まで待つ\nクローン [7] X [0] Y [0] M [90] size [1] 色 [] 明るさ [25] 透明度 []\n[3.5] まで待つ\nクローン [9] X [0] Y [0] M [90] size [1] 色 [] 明るさ [0] 透明度 []\nクローン [8] X [0] Y [0] M [90] size [1] 色 [] 明るさ [0] 透明度 []\n\ndefine リセット\nreset timer\npoint in direction (90)\nset [カメラx v] to [0]\nset [カメラy v] to [0]\nset [カメラm v] to [0]\nset [カメラz v] to [1]\nset [y v] to [0]\nset [s v] to [0]\nset [x v] to [0]\nset [end v] to [0]\nset [o v] to [0]\n\ndefine 揺れ度 (度)\nset [揺れ度 v] to (度)\nrepeat (17)\n set [揺れx v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れy v] to ((([cos v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れm v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * ((揺れ度) / (3)))\n change [揺れ度 v] by (((0) - (揺れ度)) / (3))\nend\n\ndefine 1回転\nset [m v] to [90]\nchange [m v] by (1)\nrepeat (46)\n change [m v] by ([abs v] of (((90) - (M)) / (3)) )\n if <(M) > [360]> then\n set [m v] to [0]\n end\nend\n\ndefine カメラ揺れ度 (度)\nset [カメラ揺れ度 v] to (度)\nrepeat (12)\n set [カメラ揺れx v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * (カメラ揺れ度))\n set [カメラy v] to ((([cos v] of ((timer) * (500)) ) * (0.8)) * (カメラ揺れ度))\n set [カメラ揺れm v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * ((カメラ揺れ度) / (3)))\n change [カメラ揺れ度 v] by (((0) - (カメラ揺れ度)) / (3))\nend\n\ndefine 移動X (x) Y (y) M (m) size (size) S (s)\nrepeat until <<(round (X)) = (x)> and <<(round (Y)) = (y)> and <<(round (M)) = (m)> and <(round (o)) = (size)>>>>\n change [x v] by (((x) - (X)) / (s))\n change [y v] by (((y) - (Y)) / (s))\n change [m v] by (((m) - (M)) / (s))\n change [o v] by (((size) - (o)) / (s))\nend\n\nwhen flag clicked\n[3.5] まで待つ\nrepeat (17)\n カメラ揺れ度 [20]\nend\n\nwhen flag clicked\n[3.5] まで待つ\nrepeat (16)\n クローン [5] X [0] Y [0] M [90] size [1] 色 [] 明るさ [25] 透明度 []\n wait (0.5) seconds\nend\nbroadcast (イントロ終わり v)\n\ndefine カメラX (x) Y (y) Z (z) M (m) S (s)\nrepeat until <<(round (カメラX)) = (x)> and <<(round (カメラY)) = (y)> and <<(round (カメラZ)) = (z)> and <(round (カメラM)) = (m)>>>>\n change [カメラx v] by (((x) - (カメラX)) / (s))\n change [カメラy v] by (((y) - (カメラY)) / (s))\n change [カメラm v] by (((m) - (カメラM)) / (s))\n change [カメラz v] by (((z) - (カメラZ)) / (s))\nend\n\nwhen flag clicked\n[3.5] まで待つ\nぼん [0] [0]\n[5.2] まで待つ\nぼん [150] [0]\nクローン [2] X [100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [2] X [-100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n[5.5] まで待つ\nぼん [-150] [0]\nクローン [1] X [100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [1] X [-100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n[7] まで待つ\nぼん [0] [0]\n[9.2] まで待つ\nぼん [150] [0]\nクローン [2] X [100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [2] X [-100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n[9.5] まで待つ\nぼん [-150] [0]\nクローン [1] X [100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [1] X [-100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n\ndefine ぼん (x) (y)\npoint in direction (90)\nrepeat (12)\n クローン [6] X (x) Y (y) M (direction) size [100] 色 [] 明るさ [100] 透明度 []\n turn right (30) degrees\nend\n\nbroadcast (イントロ終わり v)\n\n@Player\n\nwhen I receive [next v]\nset [not moving v] to [true]\ngo to x: (-200) y: (0)\nwait (2) seconds\nset [not moving v] to [false]\n\nwhen I receive [death v]\nset [not moving v] to [true]\nstart sound [Crunch v]\ngo to x: (-200) y: (0)\nwait (1) seconds\nset [not moving v] to [false]\n\nwhen I receive [イントロ終わり v]\nset size to (70) %\ngo to x: (-200) y: (0)\nset [jump v] to [0]\nset [speed v] to [0]\nset rotation style [left-right v]\nshow\npoint in direction (90)\nset [not moving v] to [false]\nforever\n if <(Not moving) = [false]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed v] by (-1)\n point in direction (-90)\n end\n set [speed v] to ((speed) * (0.9))\n change x by (speed)\n if <touching (stage v)?> then\n change x by ((speed) * (-1))\n set [speed v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(speed) < [0]> then\n set [speed v] to [10]\n else\n set [speed v] to [-10]\n end\n set [jump v] to [14]\n else\n set [speed v] to [0]\n end\n end\n change [jump v] by (-1)\n change y by (jump)\n if <touching (stage v)?> then\n change y by ((jump) * (-1))\n set [jump v] to [0]\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [jump v] to [15]\n end\n end\n change y by (1)\n if <<[-180] > (y position)> or <touching (obstacle v)?>> then\n broadcast (Death v)\n end\n if <(x position) > [200]> then\n broadcast (next v)\n end\n end\nend\n\nwhen I receive [イントロ終わり v]\nforever\n if <<(Stage Number) = [11]> and <(☁ 世界記録) > (time2)>> then\n set [☁ 世界記録 v] to (タイム)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わり v]\nset volume to (70) %\nforever\n play sound [DIGM「cointoss」 v] until done\nend\n\nwhen I receive [イントロ終わり v]\nforever\n change [color v] effect by (1)\nend\n\n@Stage\n\nwhen I receive [next v]\nif <not <(Stage Number) = [11]>> then\n start sound [Connect v]\n next costume\nend\n\nwhen I receive [イントロ終わり v]\nset [time2 v] to [0]\nrepeat until <(Stage Number) = [11]>\n change [time2 v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [イントロ終わり v]\nshow\nforever\n set [タイム v] to (join (time2) [秒])\nend\n\nwhen I receive [イントロ終わり v]\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\n set [stage number v] to (costume [number v])\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わり v]\nforever\n change [color v] effect by (1)\nend\n\n@obstacle\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わり v]\nshow\nforever\n switch costume to (Stage Number)\nend\n\n@おねがい\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わり v]\nshow\nset [ghost v] effect to (100)\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\n@NEXT\n\nwhen I receive [next v]\nhide variable [☁ 世界記録 v]\nhide variable [タイム 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]>\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\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@ねくすと\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to [front v] layer\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to [front v] layer\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nchange [ステージ v] by (1)\nswitch costume to (コスチューム3 \(1\) v)\nstart sound [Rip v]\nrepeat (7)\n go to [front v] layer\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nbroadcast (next Stage v)\n\n@サムネ\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\nwhen I receive [イントロ終わり v]\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\n\nwhen I receive [イントロ終わり v]\nshow variable [☁ 世界記録 v]\n\nwhen I receive [イントロ終わり v]\nshow variable [タイム v]\n\nwhen flag clicked\nhide variable [タイム v]\n\nwhen I receive [イントロ終わり v]\nforever\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n
絶対旗2回押して Push the absolute flag twice\n日本語説明は下へ\n\n-Description-\nOperate with arrow keys and w a d keys\nIf you hit a thorn, you will die. be careful.\nshort\nBest regards for ❤ and ⭐!\n\nー説明ー\n矢印キー、w a dキーで操作します\nトゲにあたると死んでしまいます。気をつけて下さい。\n短いです\n❤と⭐もよろしく!
TROLLING platformer remix
@Stage\n\n@Заставка\n\n@уровни\n\n@персонаж\n\nwhen flag clicked\nwait (2) seconds\nshow\ngo to x: (-208) y: (-10)\nset [прыгаю v] to [0]\nset [гравитация v] to [0]\nforever\n go to [front v] layer\n гравитация\n касается земли\n if <(Босс говорит?) = [Нет]> then\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n end\nend\n\ndefine касается земли\nif <not <(уровень) = [4]>> then\n repeat until <not <touching (уровни v)?>>\n change y by (0.1)\n set [гравитация v] to [0]\n end\nelse\n repeat until <not <touching (слой земли v)?>>\n change y by (0.1)\n set [гравитация v] to [0]\n end\nend\n\ndefine гравитация\n\nwhen [up arrow v] key pressed\nif <(Босс говорит?) = [Нет]> then\n if <touching (слой земли v)?> then\n change [прыгаю v] by (15)\n repeat (15)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\n end\n set [гравитация v] to [0]\n end\nend\n\nwhen I receive [следующий уровень! v]\nif <not <(уровень) = [5]>> then\n go to x: (-208) y: (-10)\n repeat (5)\n set [гравитация v] to [0]\n end\nelse\n go to x: (-122) y: (-88)\n repeat (5)\n set [гравитация v] to [0]\n end\nend\nif <(уровень) = [11]> then\n broadcast (Выход босса ._. v)\nend\n\nwhen I receive [давай сначала v]\nif <not <(уровень) = [5]>> then\n show\n go to x: (-208) y: (-10)\n repeat (5)\n set [гравитация v] to [0]\n end\nelse\n show\n go to x: (-122) y: (-88)\n repeat (5)\n set [гравитация v] to [0]\n end\nend\n\nwhen I receive [пружина v]\nchange [прыгаю v] by (17)\nrepeat (17)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\nend\nset [гравитация v] to [0]\nset [прыгаю v] to [0]\n\nwhen I receive [канетс v]\nhide\n\n@слой земли\n\n@текст\n\nwhen flag clicked\nif <(язык) = [рус]> then\n switch costume to (русский v)\nelse\n switch costume to (английский v)\nend\n\nwhen I receive [следующий уровень! v]\nif <not <<(costume [name v]) = [русский2]> or <(costume [name v]) = [английский 2]>>> then\n next costume\nelse\n if <(язык) = [рус]> then\n switch costume to (русский4 v)\n else\n switch costume to (английский4 v)\n end\nend\n\nwhen I receive [может не так просто? v]\nif <(язык) = [рус]> then\n switch costume to (русский3 v)\nelse\n switch costume to (английский3 v)\nend\n\nwhen I receive [поехали! v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [может не так просто? v]\nif <(язык) = [рус]> then\n switch costume to (русский3 v)\nelse\n switch costume to (английский3 v)\nend\n\nwhen I receive [канетс v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nstop [all v]\n\n@правый край\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n if <touching (персонаж v)?> then\n broadcast (Следующий уровень! v)\n end\nend\n\n@шипы\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (250) y: (-57)\nset [попал в ловушку 1? v] to [Нет]\nswitch costume to (костюм 1 v)\nshow\n\nwhen I receive [следующий уровень! v]\nif <(уровень) = [1]> then\n hide\nelse\n show\nend\nnext costume\n\nwhen I receive [близок к шипу 1 v]\nif <(попал в ловушку 1?) = [Нет]> then\n if <(уровень) = [2]> then\n broadcast (Может не так просто? v)\n go to x: (150) y: (-57)\n show\n switch costume to (костюм 2 v)\n set [попал в ловушку 1? v] to [Да]\n end\nend\n\nwhen I receive [давай сначала v]\nset [попал в ловушку 2? v] to [Нет]\nset [попал в ловушку 1? v] to [Нет]\nif <(уровень) = [2]> then\n go to x: (250) y: (-57)\n hide\nend\nif <(уровень) = [6]> then\n switch costume to (костюм 6 v)\nend\n\nwhen flag clicked\nset [попал в ловушку 2? v] to [Нет]\nforever\n if <(costume [number v]) = [5]> then\n repeat until <(уровень) = [6]>\n if <(уровень) = [5]> then\n go to x: (150) y: (-57)\n repeat (15)\n change y by (-10)\n end\n repeat (15)\n change y by (10)\n end\n end\n end\n end\nend\n\nwhen I receive [близок к шипу 2 v]\nif <(попал в ловушку 2?) = [Нет]> then\n if <(уровень) = [6]> then\n go to x: (196) y: (-57)\n show\n switch costume to (костюм 7 v)\n set [попал в ловушку 2? v] to [Да]\n end\nend\n\nwhen flag clicked\nset [переходила? v] to [Нет]\nforever\n if <(costume [number v]) = [6]> then\n go to x: (250) y: (-57)\n else\n if <(costume [number v]) = [8]> then\n if <(переходила?) = [Нет]> then\n go to x: (15) y: (-150)\n set [переходила? v] to [Да]\n end\n repeat (75)\n turn right (7) degrees\n move (10) steps\n end\n end\n end\n if <(costume [number v]) = [9]> then\n hide\n wait (0.7) seconds\n create clone of (_myself_ v)\n end\n if <(costume [number v]) = [10]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [9]> then\n point in direction (-120)\n go to x: (pick random (0) to (300)) y: (pick random (40) to (200))\n repeat until <touching color (#00c324)?>\n move (20) steps\n end\n delete this clone\nend\n\n@троллфэйс\n\nwhen flag clicked\ngo to x: (27) y: (0)\nhide\n\nwhen I receive [затролили!! v]\nclear graphic effects\nshow\nrepeat (2)\n go to [front v] layer\n change x by (3)\n change [color v] effect by (30)\n wait (0.1) seconds\n go to [front v] layer\n change y by (3)\n change [color v] effect by (30)\n wait (0.1) seconds\n change x by (-3)\n go to [front v] layer\n change [color v] effect by (30)\n wait (0.1) seconds\n change y by (-3)\n go to [front v] layer\n change [color v] effect by (30)\n wait (0.1) seconds\nend\nhide\nbroadcast (Давай сначала v)\n\n@пружина\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [3]> then\n show\n go to x: (-4) y: (-176)\n else\n hide\n end\nend\n\n@боссик\n\nwhen flag clicked\nset [босс говорит? v] to [Нет]\npoint in direction (90)\ngo to x: (20) y: (22)\nhide\n\nwhen I receive [выход босса ._. v]\nswitch costume to (костюм 2 v)\nshow\nset [босс говорит? v] to [Да]\nwait (1) seconds\nif <(язык) = [англ]> then\n say [Hello, human!] for (1.5) seconds\n say [Glad to see you.] for (1.5) seconds\n say [Joke. I'm angry you still live.] for (2) seconds\n say [I made for you a lot of traps and troll-levels, but you solved all!!!!] for (3.7) seconds\n say [Arghhhhhh!!!] for (1) seconds\n say [But now, I'll kill you! ] for (1) seconds\n say [You'll never finish this level!!] for (1) seconds\n wait (1) seconds\n say [Hm... I forgot to say my name...] for (2) seconds\n wait (1) seconds\n switch costume to (костюм 3 v)\n say [TROLLBOSS!!] for (1.5) seconds\n broadcast (меч, твой выход v)\n wait (4.1) seconds\n say [Faster!] for (1) seconds\n wait (1) seconds\n say [Stop... what?!] for (1) seconds\n say [STOP!!] for (1) seconds\n say [No!!] for (1) seconds\n wait (0.8) seconds\n repeat (6)\n turn right (10) degrees\n end\n say [I'll come back!..] for (2) seconds\nelse\n say [Привет, человек!] for (1.5) seconds\n say [Рад видеть тебя.] for (1.5) seconds\n say [Шутка! Я зол, на то что ты жив!!] for (2) seconds\n say [Я делал против тебя очень много ловушек и тролл-уровней, но ты прошёл все!!!] for (3.7) seconds\n say [Аргргрхххх!!!] for (1) seconds\n say [Но сейчас я убью тебя!] for (1) seconds\n say [Ты никогда не закончишь этот уровень!!] for (2) seconds\n wait (1) seconds\n say [Э... я забыл сказать своё имя...] for (2) seconds\n wait (1) seconds\n switch costume to (костюм 3 v)\n say [ТРОЛЛБОСС!!] for (1.5) seconds\n broadcast (меч, твой выход v)\n wait (3) seconds\n say [Быстрее!] for (1) seconds\n wait (1) seconds\n say [Стоп... что?!] for (1) seconds\n say [ОСТАНОВИСЬ!!] for (1) seconds\n say [Нет!!] for (1) seconds\n wait (0.8) seconds\n repeat (6)\n turn right (10) degrees\n end\n say [Я вернусь!..] for (2) seconds\nend\nwait (1) seconds\npoint in direction (90)\ngo to x: (21) y: (5)\nbroadcast (Канетс v)\nrepeat (2)\n go to [front v] layer\nend\nswitch costume to (костюм 4 v)\n\n@Спрайт 1\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (20) y: (22)\nhide\n\nwhen I receive [выход босса ._. v]\nshow\n\nwhen I receive [меч, твой выход v]\nrepeat (8)\n turn left (15) degrees\nend\nglide (4) secs to x: (-101) y: (-34)\nwait (2) seconds\nrepeat (10)\n turn left (15) degrees\nend\nwait (1) seconds\nglide (1) secs to x: (6) y: (-36)\n\n@русский\n\nwhen flag clicked\nhide\n\nwhen I receive [смена языка v]\nshow\n\nwhen this sprite clicked\nset [язык v] to [рус]\n\n@English\n\nwhen flag clicked\nhide\n\nwhen I receive [смена языка v]\nshow\n\nwhen this sprite clicked\nset [язык v] to [англ]\n\n
English:\nHi! This game will try to troll you!!) Be carreful and do all levels. P.C. Soon I'll do button "skip".\n--------------------------------------------------\nРусский:\nПривет! Эта игра будет пытаться затролить тебя!!) Будь осторожен и пройди все уровни. P. C. Скоро я сделаю кнопку "пропустить уровень".
Hunt ~ Platformer [MOBILE]
@Stage\n\nwhen I receive [start game v]\nstop all sounds\nforever\n play sound [tanoshiimugibatake v] until done\nend\n\nwhen flag clicked\nstop all sounds\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Begin Game At: (x) (y)\ngo to x: (x) y: (y)\n\ndefine Trigger death\nstart sound [Oof v]\npoint in direction (90)\nset [freeze? v] to [1]\nrepeat until <not <(y position) < [-171]>>\n change y by (3)\nend\nset [deathy v] to [17]\nrepeat until <(y position) < [-171]>\n set rotation style [all around v]\n turn right (1) degrees\n change [deathy v] by (-1)\n change y by (DeathY)\nend\nwait () seconds\npoint in direction (90)\nBegin Game At: [-191] [100]\nset rotation style [left-right v]\nset [freeze? v] to [0]\n\ndefine Controls: left and right\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [player2: speedx v] by ((0) - (Acceleration))\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [player2: speedx v] by (Acceleration)\n point in direction (90)\nend\nset [player2: speedx v] to ((Player2: SpeedX) * (0.9))\nchange x by (Player2: SpeedX)\n\ndefine Events\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 <(y position) < [-170]>> then\n Trigger death\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [start game v]\nshow\nset [freeze? v] to [0]\nset [gravity v] to [-1.5]\nset [player2: speedx v] to [0]\nset [player2: speedy v] to [0]\nBegin Game At: [-191] [100]\ndelete all of [key v]\nset rotation style [left-right v]\nswitch costume to (character v)\nforever\n if <(Freeze?) = [0]> then\n set [id v] to [Player]\n change [player2: speedy v] by (-1)\n set [acceleration v] to [1]\n Controls: left and right\n create clone of (_myself_ v)\n if <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (boing v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (boing v)?>> then\n change y by (-4)\n change x by ((Player2: 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 broadcast (Wall v)\n set [player2: speedy v] to [17]\n if <(Player2: SpeedX) > [0]> then\n set [player2: speedx v] to [-10]\n else\n set [player2: speedx v] to [10]\n end\n else\n set [player2: speedx v] to [0]\n end\n end\n change y by (Player2: SpeedY)\n if <<touching (level v)?> or <touching (boing v)?>> then\n change y by ((Player2: SpeedY) - ((Player2: SpeedY) * (2)))\n set [player2: speedy v] to [0]\n end\n change y by (-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)?>>> and <<touching (boing v)?> or <touching (level v)?>>> then\n start sound [Jump v]\n set [player2: speedy v] to [15]\n end\n change y by (1)\n Events\n end\nend\n\nwhen I receive [start game v]\nwait until <<(Level) = [6]> and <(x position) > [50]>>\nbroadcast (End v)\n\nwhen I receive [end v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (join [Level] (Level))\nend\n\nwhen I receive [end v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (join [Level] (Level))\nend\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\nforever\n go to [front v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nshow\nset [level v] to [1]\nforever\n switch costume to (join [Level] (Level))\nend\n\nwhen I receive [end v]\nhide\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (pick random (20) to (35))\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n go to x: (-308) y: (146)\n repeat until <(x position) > [307]>\n move (1) steps\n end\n delete this clone\nelse\n point in direction (-90)\n go to x: (308) y: (130)\n repeat until <(x position) < [-307]>\n change x by (-1)\n end\n delete this clone\nend\n\nwhen I receive [start game v]\nhide\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\nwhen flag clicked\nhide\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 (35)\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@Outro\n\nwhen I receive [end v]\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\nhide\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)\nwait (1.5) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) 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\n
200 VIEWS FIRST DAY TYSM!\n~Story~\nYou live happily in village Oakley\nYour family and friends get taken by bad guys!\nYou are mad and need to find them!\nThe hunt is on……\n▶️Controls~ Touchscreen \nOr arrow keys\n⬇️Tags⬇️ ~⚠️Ignore⚠️~\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer\n#hunt #games #all #trending #platformer
Outer World - A Platformer #games #all
@Stage\n\n@Ground\n\nwhen I receive [play! v]\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen I receive [play! v]\nforever\n switch costume to (The Level)\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [goo v]\nbroadcast (Reset v)\n\nwhen I receive [play! v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <<touching (acid v)?> or <touching (spikes v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n start sound [Wood Tap v]\n else\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 \n broadcast (Reset v)\n end\n end\nend\n\n@Thumb\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sky\n\nwhen flag clicked\nhide\nforever\n wait (1e-05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) = [-180]>\n change y by (-1)\n change y by (-1)\n change y by (-1)\n change y by (-1)\nend\ndelete this clone\n\n@Acid\n\nwhen I receive [play! v]\nforever\n set [magma v] to [0]\n repeat (5)\n change [magma v] by (0.5)\n end\n repeat (10)\n change [magma v] by (-0.5)\n end\n repeat (5)\n change [magma v] by (0.5)\n end\nend\n\nwhen I receive [play! v]\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Dion Timmer - Shiawase v] until done\nend\n\n@Thing\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (7) to (10)) seconds\n show\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@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) * (100)) ) * (2.5)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (goo v)\n change [the level v] by (1)\n end\nend\n\nwhen I receive [ending v]\ngo to [back v] layer\nhide\n\nwhen flag clicked\nbroadcast (PLAY! v)\nforever\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 flag clicked\nset [the level v] to [0]\n\nwhen flag clicked\nforever\n if <(The Level) = [12]> then\n broadcast (ending v)\n stop [this script v]\n end\nend\n\nwhen I receive [play! v]\ngo to [front v] layer\nchange [ghost v] effect by (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nhide\n\n
#56 on Trending!!!\nOuter World by @Lakersboy0\nYour rocket ship just crashed on a mysterious planet. Quick! get to the crash site to fix your rocket ship!\nOther Games: \nIf you want to know this took around 8 hours\nBugs fixed!\nLets try to get to 100 likes for pt. 2!\nCheck out my other games and animations:\nhttps://scratch.mit.edu/projects/739307505/\nhttps://scratch.mit.edu/projects/720942665/\nhttps://scratch.mit.edu/projects/738286705/\nhttps://scratch.mit.edu/projects/735811606/\nhttps://scratch.mit.edu/projects/744117408/\nYou're allowed to advertise on my games, my studios, and my profile (f4f is allowed) \nIt is really easy and short I know!\nEnjoy!!!
✨ A-Spec - Asexual + Aromantic | Platformer ✨ LGBTQ+ Platformer ❥ Pride Platformer [mobile friendly]
@Stage\n\nwhen flag clicked\nswitch backdrop to (a-spec v)\nforever\n if <(level) = [3]> then\n switch backdrop to (ace v)\n else\n if <(level) = [5]> then\n switch backdrop to (aro v)\n else\n if <(level) = [6]> then\n switch backdrop to (a-spec v)\n else\n if <(level) = [7]> then\n switch backdrop to (other v)\n else\n if <(level) = [8]> then\n switch backdrop to (agender v)\n else\n if <(level) = [9]> then\n switch backdrop to (symbols 1 v)\n else\n if <(level) = [10]> then\n switch backdrop to (symbols 2 v)\n else\n if <(level) = [11]> then\n switch backdrop to (symbols 3 v)\n else\n if <(level) = [12]> then\n switch backdrop to (demi & fray v)\n else\n if <(level) = [13]> then\n switch backdrop to (grey v)\n else\n if <(level) = [14]> then\n switch backdrop to (aro/ace spec v)\n else\n if <(level) = [15]> then\n switch backdrop to (aroace v)\n else\n if <(level) = [16]> then\n switch backdrop to (angled aroace v)\n else\n if <(level) = [17]> then\n switch backdrop to (oriented aroace v)\n else\n if <(level) = [18]> then\n switch backdrop to (amid v)\n else\n if <(level) = [19]> then\n switch backdrop to (allo aro/ace v)\n else\n if <(level) = [20]> then\n switch backdrop to (apothi v)\n else\n if <(level) = [21]> then\n switch backdrop to (a-spec v)\n else\n if <(level) = [22]> then\n switch backdrop to (flux v)\n else\n if <(level) = [23]> then\n switch backdrop to (spike v)\n else\n if <(level) = [24]> then\n switch backdrop to (cupio & orchid v)\n else\n if <(level) = [25]> then\n switch backdrop to (aego v)\n else\n if <(level) = [26]> then\n switch backdrop to (lith v)\n else\n if <(level) = [27]> then\n switch backdrop to (uni & solo v)\n else\n if <(level) = [28]> then\n switch backdrop to (vague & auti v)\n else\n if <(level) = [29]> then\n switch backdrop to (myr v)\n else\n if <(level) = [30]> then\n switch backdrop to (a-spec 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 end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sources/Quellen\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow variable [level v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next level! v]\nset [ghost v] effect to (100)\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [english v]\nbroadcast (1st v)\n\nwhen I receive [german v]\nbroadcast (1. v)\n\nwhen I receive [next level! v]\nbroadcast (language \(hide\) v)\n\nwhen I receive [1. v]\nset [ghost v] effect to (100)\nswitch costume to (costume31 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [1st v]\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [1. v]\nbroadcast (language \(hide\) v)\n\nwhen I receive [1st v]\nbroadcast (language \(hide\) v)\n\n@Palette\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 (costume1 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]) = [2]> then\n set [level v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n end\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\n if <(costume [number v]) = [26]> then\n set [level v] to [26]\n end\n if <(costume [number v]) = [27]> then\n set [level v] to [27]\n end\n if <(costume [number v]) = [28]> then\n set [level v] to [28]\n end\n if <(costume [number v]) = [29]> then\n set [level v] to [29]\n end\n if <(costume [number v]) = [30]> then\n set [level v] to [30]\n end\n if <(costume [number v]) = [31]> then\n set [level v] to [31]\n end\n if <(costume [number v]) = [32]> then\n set [level v] to [32]\n end\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\nend\n\nwhen I receive [1. v]\nnext costume\n\nwhen I receive [1st v]\nnext costume\n\nwhen I receive [next level! v]\nnext costume\n\n@English\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nbroadcast (English v)\n\nwhen I receive [language \(hide\) v]\nhide\n\n@German\n\nwhen this sprite clicked\nbroadcast (German v)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [language \(hide\) v]\nhide\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\nwhen I receive [english v]\nbroadcast (reset v)\n\nwhen I receive [german v]\nbroadcast (reset v)\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@Lava\n\nswitch costume to (level)\n\nwhen I receive [1. v]\nnext costume\n\nwhen I receive [1st v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 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 I receive [1. v]\nnext costume\n\nwhen I receive [1st v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 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) = [17]> then\n show\n go to x: (-45) y: (-65)\n else\n if <(level) = [18]> then\n hide\n else\n if <(level) = [19]> then\n show\n go to x: (-99) y: (-65)\n else\n if <(level) = [20]> then\n hide\n else\n if <(level) = [29]> then\n go to x: (-145) y: (-68)\n show\n end\n if <(level) = [30]> then\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@Bg Effect part 1\n\nwhen I start as a clone\ngo to [back 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)\nswitch costume to (pick random (1) to (7))\ngo to x: (500) y: (pick random (-125) 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\npoint in direction (90)\nforever\n create clone of (_myself_ v)\nend\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@Dragon\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [11]> then\n go to [back v] layer\n show\n go to x: (120) y: (-168)\n glide (2.5) secs to x: (-175) y: (225)\n hide\n forever\n hide\n end\n end\nend\n\n@Heart\n\nwhen flag clicked\nhide\nforever\n if <(level) = [21]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nsay [Be yourself <3 / Sei Du selbst <3] for (3) seconds\n\n@settings\n\nwhen flag clicked\nset [settings v] to [closed]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [settings v] to [open]\n broadcast (show buttons v)\n wait (3) seconds\n set [settings v] to [closed]\n else\n set [ghost v] effect to (40)\n end\nend\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next level! v)\n\nwhen flag clicked\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) = [30]> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\nforever\n if <(settings) = [open]> then\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 else\n set [ghost v] effect to (100)\n end\nend\n\n@Reset\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\nforever\n if <(settings) = [open]> then\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 else\n set [ghost v] effect to (100)\n end\n if <(level) = [30]> then\n hide\n end\nend\n\n@Sound\n\nwhen flag clicked\nforever\n wait (2.5) seconds\n play sound [Conan Gray - Crush Culture v] until done\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\nwhen flag clicked\nshow\nforever\n if <(settings) = [open]> then\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 else\n set [ghost v] effect to (100)\n end\nend\n\n
–––––––––––– English ––––––––––––\n\n✨ A-Spec - Asexual + Aromantic | Platformer\n\nA bilingual, mobile friendly LGBTQ+ platformer \n  ↬ by @scratcheule_AVSome\n\nHey there! :)\nFinally, the 10th day of pride month 2023, it's been published - an informative platformer educating about the a-spec, including the orientations asexual and aromantic!\nI hope you'll enjoy playing and learning about the LGBTQ+ community :)\nBe proud!\n\n┊⠀⠀⠀┊⠀⠀⠀┊⠀⠀⠀┊\n┊⠀⠀⠀┊⠀⠀⠀┊⠀⠀⠀✦・゚\n┊⠀⠀⠀┊⠀⠀⠀ ✦・゚\n┊⠀⠀⠀✦・゚\n✦・゚\n\n♥️ It's Pride Month 2023! ♥️\nWanna celebrate together with the LGBTQ+ community? Then check out these studios! \nhttps://scratch.mit.edu/studios/33450604/\nhttps://scratch.mit.edu/studios/33350506\n\n➥ Do you like this platformer? Then you might also like these! By me as well and mostly related to diversity :) \n  • M-Spec Platformer -pan, omni, poly, bi + more! \nhttps://scratch.mit.edu/projects/721109110/\n  • Mickey's Platformers - all my platformers! \nhttps://scratch.mit.edu/studios/31961099/\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 sound button to mute/unmute\n  All levels are possible! \n  (Fullscreen recommended for better quality)\n\n➥ Advertising is allowed IF: \n  • the project/studio is LGBTQ+ related, \n  • the project/studio (and your comment) follows the Scratch Community Guidelines and if\n  • you comment only once and don't spam.\n\n➥ Credits: \n  @scratcheule_AVSome (me) for idea, design, content, buttons, language selection, changes, fixing... \n  @GraphicFox for the mobile friendly engine\n  @-SapphireDemon- for the player's face movement\n  @Crystollo for the bg effect I edited \n  @timo1os for trampolines\n  @shimon123 for the player's rainbow light I edited\n  • Player inspired by @chooz-eets B)\n  • Music: Crush Culture by Conan Gray\n  ↬ discovered in Aroace Playlist by @RandomBlob https://scratch.mit.edu/projects/727946943 \n  and backpacked from https://scratch.mit.edu/projects/621432762/ \n  • Some backgrounds blurred with: https://www.befunky.com/create/blur-image/ (the others with a trick ;)) \n\n➥ Sources - also images/illustrations:\n  • In project! (sprite called "Sources/Quellen") \n\n➥ Worth being checked out: \n  • Nice A-Spec studios: \nhttps://scratch.mit.edu/studios/31663073/\nhttps://scratch.mit.edu/studios/28261851/\n  • Some epic A-Spec scratchers: \n@AroAce_PrideVX\n@1-o-v-e\n@chooz-eets\n@l_on_l_l_off_l\n@\n... and @scratcheule_AVSome (me) ;) /j\n\n➥ Notes/suggestions/ideas - I'm open for them! (Please remember giving a constructive feedback that follows the Scratch Community Guidelines.) \n  • ability to turn particle effect on/off\n\n➥ Milestones:\n  • Published: 6/10/23\n  • 100+ views: 7/10/23\n  • 7/10/23: #5 in German Trends\n  • 200+ views. 7/12/23\n  • 50+ hearts: 7/12/23\n  • 7/12/23: #2 in German Trends\n  • 500+ views: 7/14/23\n  • 50+ stars: 7/15/23\n  • 100+ hearts: 7/22/23\n  • 1000+ views: 7/29/23\n\n➥ Hashtags (only a few):\n#scratcheule_AVSome #Asexual #Aromantic #A-Spec #Ace #Aro #AroAce #Agender #Ace-Spec #Aro-Spec \n#Aplatonic #Demisexual #Demiromantic #Greysexual #Greyromantic #AngledAroAce #Angled #Oriented #OrientedAroAce #Aroallo #Alloace #Amid #Acemid #Aromid #Apothisexual #Apothiromantic #Aceflux #Aroflux #AroAceflux #Acespike #Cupiosexual #Cupioromantic #Orchidsexual #Orchidromantic #Aegosexual #Aegoromantic #Lithsexual #Lithromantic #Akoisexual #Akoiromantic #Unisexual #Uniromantic #Soloamare #Autiasexual #Autiaromantic #Autiace #Autiaro #Acevague #Arovague #Myrsexual #Myrromantic #Tertiary #Attraction #TertiaryAttraction #LGBTQ+ #LGBTQIA+ #LGBT+ #Queer #Gay #Pride #Valid #Platformer #LGBTQPlatformer #Informative #InformativePlatformer #Educational #EducationalPlatformer #Bilingual #BilingualPlatformer #Multilingual #MultilingualPlatformer #English #German #Denmark #Meme #Dragons #Dragon #GarlicBread #Garlic #Bread #Cake #Cakes #Ring #Rings #Black #White #Cardgame #Card #Game\n\nI said it's just a few. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n;)
Blob A Platformer 2
@Stage\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@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n if <color (#000000) is touching (#ff0000)?> 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@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Use The Arrow keys And WASD To Move\n
Infinite Slope Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (normal v)\nforever\n play sound [Spring In My Step v] until done\nend\n\n@Player\n\ndefine Collision\nrepeat until <not <touching color (#66c74b)?>>\n set [y vel v] to [0]\n change y by (.05)\nend\n\nwhen I receive [reset v]\ngo to x: (-180) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\nwait (1) seconds\nforever\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#66c74b)?> then\n Collision\n if <key (up arrow v) pressed?> then\n set [y vel v] to [12]\n end\n end\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n turn right (15) degrees\n if <touching color (#cfcfcf)?> then\n reset\n end\nend\n\ndefine reset\ngo to x: (-180) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\n@Pen Ground\n\nwhen flag clicked\nbroadcast (Reset v)\nerase all\nset pen size to (20)\npen up\nhide\ndelete all of [lenght v]\ndelete all of [wave v]\nforever\n Draw\n wait until <([x position v] of [player v]) > [220]>\n delete all of [wave v]\n delete all of [lenght v]\n broadcast (Reset v)\n erase all\n pen up\nend\n\ndefine Draw\nset pen color to (#66c74b)\ngo to x: (-237) y: (-50)\nset [wave v] to [90]\nset [lenght v] to [10]\nrepeat until <(x position) > [220]>\n pen down\n repeat (lenght)\n point in direction (wave)\n move (10) steps\n end\n set [lenght v] to (pick random (7) to (14))\n set [wave v] to (pick random (45) to (130))\n add (lenght) to [lenght v]\n add (wave) to [wave v]\nend\npen up\nset [letter v] to [0]\nset pen color to (#57b33e)\ngo to x: (-237) y: (-70)\nrepeat (10)\n pen down\n point in direction (90)\n move (10) steps\nend\nrepeat until <(x position) > [220]>\n change [letter v] by (1)\n repeat (item (letter) of [lenght v])\n point in direction (item (letter) of [wave v])\n move (10) steps\n end\nend\npen up\nset [letter v] to [0]\nset pen color to (#b08d61)\ngo to x: (-237) y: (-90)\nrepeat (10)\n pen down\n point in direction (90)\n move (10) steps\nend\nrepeat until <(x position) > [220]>\n change [letter v] by (1)\n repeat (item (letter) of [lenght v])\n point in direction (item (letter) of [wave v])\n move (10) steps\n end\nend\npen up\nset [letter v] to [0]\ngo to x: (-237) y: (-30)\nrepeat (10)\n point in direction (90)\n move (10) steps\nend\nrepeat until <(x position) > [220]>\n change [letter v] by (1)\n switch costume to (spike v)\n stamp\n repeat (item (letter) of [lenght v])\n point in direction (item (letter) of [wave v])\n move (10) steps\n end\nend\n\n@THumbNAil\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
(originally shared Oct 22, 2022)\nThe first pen game I ever tried to make!\nI am aware of problems, I will try to fix them.\n__\nThis is sort of a test for slope detection, arrow keys to move through levels.(Never ending)\nAlso might unshare this project and make it into a bigger game.\n__\nDᴏɴ'ᴛ ғᴏʀɢᴇᴛ ᴛᴏ ❤️ &⭐️ ɪғ ʏᴏᴜ ᴇɴᴊᴏʏᴇᴅ :D
感動する小説platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nclear graphic effects\nforever\n wait (pick random (1) to (10)) seconds\n start sound [雷雨 v]\n change [brightness v] effect by (80)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\n change [brightness v] effect by (80)\n wait (0.1) seconds\n clear graphic effects\nend\n\nclear graphic effects\n\nwhen I receive [きっと、晴れるよ v]\nswitch backdrop to (背景2 v)\nclear graphic effects\nstop [other scripts in sprite v]\n\n@★地★面★\n\nwhen I receive [stageclear v]\nchange [stage v] by (1)\nswitch costume to (stage)\n\nwhen I receive [start v]\nset [stage v] to [1]\nswitch costume to (stage)\nshow\n\nwhen flag clicked\nset [stage v] to [1]\n\nbroadcast (stageclear v)\n\nwhen flag clicked\nforever\n play sound [healing3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(stage) = [23]> then\n broadcast (きっと、晴れるよ v)\n stop all sounds\n start sound [startwalking v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@player\n\ndefine 低い初期\nset rotation style [left-right v]\nset [変数 v] to [0]\nset [【ý】 v] to [0]\nset size to (50) %\nswitch costume to (ふつー v)\npoint in direction (90)\ngo to x: (-192) y: (5)\n\nwhen I receive [start v]\nshow\n低い初期\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (ふつー v)\n point in direction (90)\n change [変数 v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (ふつー v)\n point in direction (-90)\n change [変数 v] by (-1)\n end\n set [変数 v] to ((変数) * (0.88))\n change x by (変数)\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 ((変数) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <(変数) < [0]> then\n set [変数 v] to [10]\n else\n set [変数 v] to [-10]\n end\n set [【ý】 v] to [15]\n else\n set [変数 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 <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <touching (★地★面★ v)?> then\n set [【ý】 v] to [15]\n end\n end\n change y by (-1)\n change [【ý】 v] by (-1)\n change y by (【Ý】)\n if <touching (★地★面★ v)?> then\n change y by ((【Ý】) * (-1))\n set [【ý】 v] to [0]\n end\n if <[245] < (x position)> then\n if <(stage) = [22]> then\n broadcast (stageclear v)\n wait (2) seconds\n start sound [Water Drop v]\n 低い初期\n else\n broadcast (stageclear v)\n start sound [Water Drop v]\n 低い初期\n end\n end\n if <<(y position) < [-185]> or <touching (障害物 v)?>> then\n broadcast (サヨナラ v)\n start sound [Water Drop v]\n 低い初期\n end\n if <touching (じゃんぷだいだお v)?> then\n set [【ý】 v] to [20]\n end\n if <key (q v) pressed?> then\n 低い初期\n end\nend\n\nwhen flag clicked\nhide\nforever\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (くろーん v)\nrepeat (10)\n change [color v] effect by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine 高い初期\nset rotation style [left-right v]\nset [変数 v] to [0]\nset [【ý】 v] to [0]\nset size to (50) %\nswitch costume to (ふつー v)\npoint in direction (90)\ngo to x: (-192) y: (50)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@スプライト1\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n set x to (pick random (-225) to (225))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nif <(stage) = [23]> then\n repeat (200)\n stop [other scripts in sprite v]\n delete this clone\n end\nelse\n repeat until <<touching (player v)?> or <<[-180] > (y position)> or <touching (★地★面★ v)?>>>\n change y by (-10)\n end\n switch costume to (コスチューム2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nrepeat (10)\n\nwhen I receive [きっと、晴れるよ v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [きっと、晴れるよ v]\n\nif then\nend\n\n@スプライト2\n\nwhen flag clicked\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen I receive [きっと、晴れるよ v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [stageclear v]\nnext costume\n\n@スプライト4\n\nwhen I receive [きっと、晴れるよ v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nstop [this script v]\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@障害物\n\nwhen I receive [stageclear v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@スプライト5\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\ngo to [front v] layer\nreset timer\n\n
いつも頑張っているあなたへ___\n最後まで遊ぶと...\n心がスッキリする小説があるのがポイントです。\n※どう感じるかは個人差ありです。\n矢印キーまたはタップで移動できます。
The Platformer REVISED
@Stage\n\nwhen I receive [tp.music.main v]\nset [tp.music v] to [0]\nset [tp.music.current v] to [0]\nset [tp.music.secret v] to (<(pick random (1) to (20)) = [1]> * (1))\nset volume to (50) %\nforever\n if <(tp.mode) = [0]> then\n set [tp.music v] to [1]\n end\n if <(tp.mode) = [2]> then\n set [tp.music v] to [4]\n end\n if <not <(tp.music) = (tp.music.current)>> then\n broadcast (tp.music.update v)\n end\n switch backdrop to ((<(tp.music) < [4]> * (tp.music)) + (<(tp.music) = [4]> + (<(tp.music) = [5]> * (2))))\nend\n\nwhen I receive [\[tp.music.play\] v]\nstop all sounds\nforever\n play sound ((((tp.music) + ((tp.music.secret) * (3))) * <(tp.music) < [4]>) + (((tp.music) + (3)) * <(tp.music) > [3]>)) until done\nend\n\nwhen flag clicked\nbroadcast (tp.init v)\nbroadcast (Intro v)\n\nwhen I receive [tp.music.update v]\nset [tp.music.current v] to (tp.music)\nbroadcast (\[tp.music.play\] v)\n\nwhen I receive [start v]\nbroadcast (tp.music.main v)\nbroadcast (tp.menu v)\n\n@Thumbnail\n\nwhen I receive [tp.init v]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen I receive [intro v]\ngo to x: (0) y: (0)\nhide\nsize [0]\nreset timer\nstart sound [intro v]\nset [i v] to [0]\ncreate clone of (_myself_ v)\nwait until <(timer) > [0.3]>\nrepeat (4)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(timer) > [9.6]>\nchange [i v] by (1)\ncreate clone of (_myself_ v)\nwait until <(timer) > [9.7]>\nchange [i v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [intro.introend v]\nif <(i) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Start v)\n delete this clone\nelse\n delete this clone\nend\n\nwhen I start as a clone\nif <(i) = [0]> then\n show\n switch costume to (background v)\n set size to (100) %\n go to [back v] layer\nend\nif <(i) = [1]> then\n switch costume to (square v)\n point in direction ((90) - (22.5))\n set [ghost v] effect to (50)\n set [i v] to [45]\n set [size v] to [0]\n show\n forever\n change [i v] by (5)\n change [size v] by (((100) - (size)) * (0.2))\n size ((size) + ((([sin v] of (i) ) * (5)) * ((size) / (100))))\n end\nend\nif <(i) = [2]> then\n switch costume to (square v)\n point in direction ((90) + (22.5))\n set [ghost v] effect to (50)\n set [i v] to [90]\n set [size v] to [0]\n show\n forever\n change [i v] by (5)\n change [size v] by (((100) - (size)) * (0.2))\n size ((size) + ((([sin v] of (i) ) * (5)) * ((size) / (100))))\n end\nend\nif <(i) = [3]> then\n switch costume to (square v)\n set [i v] to [0]\n set [size v] to [0]\n show\n forever\n change [i v] by (5)\n change [size v] by (((100) - (size)) * (0.2))\n size ((size) + ((([sin v] of (i) ) * (5)) * ((size) / (100))))\n end\nend\nif <(i) = [4]> then\n switch costume to (logo v)\n set [i v] to [0]\n set [size v] to [0]\n show\n forever\n change [i v] by (5)\n change [size v] by (((100) - (size)) * (0.2))\n size ((size) + ((([sin v] of (i) ) * (5)) * ((size) / (100))))\n end\nend\nif <(i) = [5]> then\n show\n switch costume to (whitesquare v)\n set [ghost v] effect to (50)\n set [brightness v] effect to (99)\n repeat until <(size) > [140]>\n size ((size) + (((150) - (size)) * (0.2)))\n end\nend\nif <(i) = [6]> then\n show\n switch costume to (whitesquare v)\n set [brightness v] effect to (99)\n repeat until <(size) > [140]>\n size ((size) + (((150) - (size)) * (0.2)))\n end\n broadcast (intro.introEnd v)\nend\n\ndefine size (s)\nset [c v] to (costume [number v])\nif <(s) > [100]> then\n switch costume to (size v)\nend\nset size to (s) %\nswitch costume to (c)\n\n@Main Menu\n\nwhen I receive [tp.menu v]\nbroadcast (tp.level.deleteObjects v)\nset [tp.level v] to [1]\nset [tp.mode v] to [0]\nchange [tp.menu.intro v] by (1)\nMenu\n\ndefine Menu\nset [tp.menu.cloneid v] to [0]\nrepeat (5)\n change [tp.menu.cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Go to X (x) Y (y)\nswitch costume to (limits v)\ngo to x: (x) y: (y)\nswitch costume to (tp.menu.cloneId)\n\nwhen I start as a clone\nif <(tp.menu.cloneId) = [1]> then\n set [tp.menu.sine v] to [0]\n if <(tp.menu.intro) > [1]> then\n set [tp.menu.y v] to [125]\n else\n set [tp.menu.y v] to [300]\n end\n forever\n change [tp.menu.y v] by (((125) - (tp.menu.y)) / (5))\n change [tp.menu.sine v] by (10)\n set size to ((([sin v] of (tp.menu.sine) ) * (10)) + (100)) %\n point in direction ((([sin v] of ((tp.menu.sine) * (1.6)) ) * (6)) + (90))\n Go to X (0) Y ((([cos v] of (tp.menu.sine) ) * (5)) + (tp.menu.y))\n end\nend\n\nwhen I start as a clone\nif <<(tp.menu.cloneId) = [2]> or <(tp.menu.cloneId) = [3]>> then\n forever\n if <<(tp.mode) = [0]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n start sound [Select v]\n set [tp.mode v] to [1]\n set [tp.level.type v] to ((tp.menu.cloneId) - (1))\n broadcast (tp.level.loadCurrent v) and wait\n end\n end\nend\n\nwhen I start as a clone\nif <(tp.menu.cloneId) = [4]> then\n forever\n if <<(tp.mode) = [0]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n start sound [Select v]\n broadcast (tp.transition.show v) and wait\n set [tp.mode v] to [2]\n broadcast (tp.editor v)\n broadcast (tp.transition.hide v)\n end\n end\nend\n\nwhen I start as a clone\nif <(tp.menu.cloneId) = [5]> then\n forever\n if <<(tp.mode) = [0]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n start sound [Select v]\n set [tp.mode v] to [4]\n ask [] and wait\n delete (all) of [code v]\n add (answer) to [code v]\n set [tp.mode v] to [3]\n set [tp.level.type v] to [1]\n broadcast (tp.level.loadCustom v) and wait\n end\n end\nend\n\nwhen I start as a clone\nif <(tp.menu.cloneId) > [1]> then\n set size to (75) %\n set [tp.menu.sine v] to [0]\n set [tp.menu.y v] to [-300]\n if <(tp.menu.intro) > [1]> then\n set [tp.menu.y v] to ((150) - ((tp.menu.cloneId) * (60)))\n else\n set [tp.menu.y v] to [-300]\n end\n forever\n change [tp.menu.sine v] by (10)\n change [tp.menu.y v] by ((((150) - ((tp.menu.cloneId) * (60))) - (tp.menu.y)) / (5))\n Go to X (([sin v] of (tp.menu.sine) ) * (((((tp.menu.cloneId) mod (2)) * (-2)) + (1)) * (5))) Y (tp.menu.y)\n end\nend\n\nwhen I receive [tp.init v]\nset [tp.menu.intro v] to [0]\n\nwhen I receive [tp.menu.stop v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tp.level.menureturn v]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (tp.transition.show v) and wait\nset [tp.mode v] to [0]\nbroadcast (tp.transition.hide v)\nbroadcast (tp.menu v)\n\n@Player\n\nwhen I receive [tp.level.kill v]\ngo to x: (item (1) of [tp.level.spawn v]) y: (item (2) of [tp.level.spawn v])\nset [tp.player.xvel v] to [0]\nset [tp.player.yvel v] to [0]\nstart sound [dead v]\n\nwhen I receive [tp.level.deleteobjects v]\nhide\nstop [other scripts in sprite v]\n\ndefine Physics\nswitch costume to (hitbox v)\nif <key (right arrow v) pressed?> then\n change [tp.player.xvel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [tp.player.xvel v] by (-1)\nend\nif <[tp.level.specialcollision v] contains [g]?> then\n change [tp.player.xvel v] by (2)\nend\nif <[tp.level.specialcollision v] contains [h]?> then\n change [tp.player.xvel v] by (-2)\nend\nchange [tp.player.xvel v] by ((tp.player.xVel) * ((-0.15) + (<[tp.level.specialcollision v] contains [i]?> / (10))))\nif <<([abs v] of (tp.player.xVel) ) > [7]> and <[tp.level.specialcollision v] contains [i]?>> then\n set [tp.player.xvel v] to (((tp.player.xVel) / ([abs v] of (tp.player.xVel) )) * (7))\nend\nchange [tp.player.yvel v] by (-1)\nchange x by (tp.player.xVel)\nWalls [5] <(tp.player.xVel) > [0]>\nchange y by (tp.player.yVel)\nGround <(tp.player.yVel) < [0]>\nif <(y position) < [-178]> then\n broadcast (tp.level.kill v)\nend\nswitch costume to (player v)\n\ndefine Ground <falling>\nif <<touching (solid blocks v)?> or <touching (special blocks v)?>> then\n set [tp.player.yvel v] to [0]\n repeat until <not <<touching (solid blocks v)?> or <touching (special blocks v)?>>>\n change y by (<falling> - <not <falling>>)\n end\nend\nchange y by (-1)\nif <<touching (solid blocks v)?> or <touching (special blocks v)?>> then\n if <<key (up arrow v) pressed?> and <not <[tp.level.specialcollision v] contains [k]?>>> then\n start sound [jump v]\n if <[tp.level.specialcollision v] contains [f]?> then\n set [tp.player.yvel v] to [15]\n else\n set [tp.player.yvel v] to [10]\n end\n end\nend\nchange y by (1)\n\ndefine Walls (slope) <right>\nset [slope v] to [0]\nrepeat until <<not <<touching (solid blocks v)?> or <touching (special blocks v)?>>> or <(slope) > (slope)>>\n change [slope v] by (1)\n change y by (1)\nend\nif <<touching (solid blocks v)?> or <touching (special blocks v)?>> then\n change y by (() - (slope))\n repeat until <not <<touching (solid blocks v)?> or <touching (special blocks v)?>>>\n change x by (<not <right>> - <right>)\n end\n set [tp.player.xvel v] to [0]\nend\n\nwhen I receive [tp.init v]\nhide\n\nwhen I receive [tp.level.load v]\ngo to x: (item (1) of [tp.level.spawn v]) y: (item (2) of [tp.level.spawn v])\nset [tp.player.xvel v] to [0]\nset [tp.player.yvel v] to [0]\nshow\n\nwhen I receive [tp.level.loaded v]\nforever\n set [brightness v] effect to ((<(tp.music) = [5]> * (-25)) + (<(tp.music) < [4]> * (((tp.music) - (1)) * (-25))))\n Physics\nend\n\nwhen I receive [tp.level.load v]\nset [brightness v] effect to ((<(tp.music) = [5]> * (-25)) + (<(tp.music) < [4]> * (((tp.music) - (1)) * (-25))))\n\n@Editor\n\ndefine Load level\nshow\nset [tp.editor.load v] to [0]\ndelete all of [tp.editor.data v]\nerase all\nrepeat (432)\n go to x: (((((tp.editor.load) mod (24)) - (12)) * (20)) + (10)) y: (((([floor v] of ((tp.editor.load) / (24)) ) - (9)) * (20)) + (10))\n change [tp.editor.load v] by (1)\n if <(letter (tp.editor.load) of (item (1) of [code v])) > [0]> then\n switch costume to (letter (tp.editor.load) of (item (1) of [code v]))\n stamp\n end\n add (letter (tp.editor.load) of (item (1) of [code v])) to [tp.editor.data v]\nend\nset [tp.level.time v] to (letter (length of (item (1) of [code v])) of (item (1) of [code v]))\nif <not <[tp.music.list v] contains (tp.level.time)?>> then\n set [tp.level.time v] to [1]\nend\nhide\n\ndefine Load editor\ndelete all of [tp.editor.data v]\ndelete all of [tp.editor.hover v]\nset [tp.editor.mode v] to [0]\nset [tp.level.tilenum v] to [26]\nset [tp.editor.block v] to [1]\nset [tp.level.time v] to [1]\nset [tp.editor.cloneid v] to [0]\nrepeat (432)\n add [0] to [tp.editor.data v]\nend\nrepeat (4)\n add [0] to [tp.editor.hover v]\nend\nrepeat ((11) + (tp.level.tileNum))\n change [tp.editor.cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [tp.editor.cloneid v] to [0]\n\nwhen I receive [tp.editor.showcode v]\ndelete (all) of [code v]\nadd (join (tp.editor.data) (tp.level.time)) to [code v]\nadd [Triple click on the code and press CTRL+C to copy] to [code v]\nadd [After that, click outside of the list and press space to get back to the editor] to [code v]\nhide list [code v]\nwait until <key (space v) pressed?>\nset [tp.editor.mode v] to [3]\nshow list [code v]\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [tp.init v]\nhide\nerase all\nshow list [code v]\n\nwhen I receive [tp.editor v]\nbroadcast (tp.menu.stop v)\nset [tp.level.time v] to [1]\nset [tp.editor.mode v] to [0]\nset [tp.editor.block v] to [1]\nLoad editor\nerase all\nforever\n switch costume to ((tp.editor.block) + (0))\n go to x: ((([floor v] of ((mouse x) / (20)) ) * (20)) + (10)) y: ((([floor v] of ((mouse y) / (20)) ) * (20)) + (10))\n if <(x position) < [-230]> then\n set x to (-230)\n end\n if <(y position) > [170]> then\n set y to (170)\n end\n if <<mouse down?> and <<<(item (1) of [tp.editor.hover v]) = [0]> and <(item (3) of [tp.editor.hover v]) = [0]>> and <(tp.editor.mode) = [0]>>> then\n switch costume to (white v)\n stamp\n switch costume to ((tp.editor.block) + (0))\n if <(tp.editor.block) > [1]> then\n stamp\n end\n replace item ((([floor v] of ((mouse x) / (20)) ) + (13)) + ((([floor v] of ((mouse y) / (20)) ) + (9)) * (24))) of [tp.editor.data v] with (costume [name v])\n end\n if <(tp.editor.mode) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tp.editor v]\nforever\n if <key (right arrow v) pressed?> then\n start sound [Select v]\n Set editor block ((tp.editor.block) + (1))\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n start sound [Select v]\n Set editor block ((tp.editor.block) - (1))\n wait until <not <key (left arrow v) pressed?>>\n end\nend\n\nwhen I start as a clone\nif <(tp.editor.cloneID) = [2]> then\n switch costume to (tile selector menu v)\n go to x: (0) y: (0)\nend\nif <(tp.editor.cloneID) = [3]> then\n go to x: (0) y: (120)\n forever\n switch costume to ((tp.editor.block) + (0))\n end\nend\nif <<(tp.editor.cloneID) > [3]> and <(tp.editor.cloneID) < ((tp.level.tileNum) + (4))>> then\n switch costume to ((tp.editor.cloneID) - (3))\n go to x: ((((((tp.editor.cloneID) - (4)) mod (15)) + (1)) * ((400) / (15))) - (((15) / (2)) * ((400) / ((15) - (1))))) y: (() - ((([floor v] of (((tp.editor.cloneID) - (4)) / (15)) ) * ((225) / (6))) - (((6) / (2)) * ((225) / ((9) - (1))))))\n forever\n if <<(tp.editor.mode) = [1]> and <<(distance to [mouse-pointer v]) < [11]> and <<mouse down?> and <(item (2) of [tp.editor.hover v]) = [0]>>>> then\n replace item (2) of [tp.editor.hover v] with [1]\n start sound [Select v]\n Set editor block ((tp.editor.cloneID) - (3))\n wait until <not <mouse down?>>\n replace item (2) of [tp.editor.hover v] with [0]\n end\n end\nend\n\nwhen I start as a clone\nif <<(tp.editor.cloneID) > [1]> and <(tp.editor.cloneID) < ((tp.level.tileNum) + (4))>> then\n show\n set [tp.editor.ghost v] to [100]\n forever\n go to [front v] layer\n go [backward v] (4) layers\n if <(tp.editor.cloneID) = [2]> then\n go [backward v] (1) layers\n change [tp.editor.ghost v] by (((<not <<(tp.editor.mode) = [1]> or <(tp.editor.mode) = [3]>>> * (100)) - (tp.editor.ghost)) * (0.2))\n else\n change [tp.editor.ghost v] by (((<not <(tp.editor.mode) = [1]>> * (100)) - (tp.editor.ghost)) * (0.2))\n end\n set [ghost v] effect to (tp.editor.ghost)\n end\nend\n\nwhen I start as a clone\nif <(tp.editor.cloneID) > ((tp.level.tileNum) + (7))> then\n go to x: (100) y: ((110) - (((tp.editor.cloneID) - ((tp.level.tileNum) + (8))) * ((220) / (3))))\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (8))> then\n forever\n switch costume to ((tp.level.time) + ((tp.level.tileNum) + (11)))\n end\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (9))> then\n switch costume to (day v)\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (10))> then\n switch costume to (sunset v)\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (11))> then\n switch costume to (night v)\nend\nif <(tp.editor.cloneID) > ((tp.level.tileNum) + (8))> then\n forever\n if <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [25]>> and <<mouse down?> and <<(item (4) of [tp.editor.hover v]) = [0]> and <(tp.editor.mode) = [3]>>>> then\n start sound [Select v]\n set [tp.level.time v] to ((tp.editor.cloneID) - ((tp.level.tileNum) + (8)))\n replace item (4) of [tp.editor.hover v] with [1]\n wait until <not <mouse down?>>\n replace item (4) of [tp.editor.hover v] with [0]\n end\n end\nend\n\nwhen I start as a clone\nif <(tp.editor.cloneID) > ((tp.level.tileNum) + (4))> then\n show\n set [tp.editor.ghost v] to [100]\n forever\n go to [front v] layer\n go [backward v] (2) layers\n change [tp.editor.ghost v] by (((<not <(tp.editor.mode) = [3]>> * (100)) - (tp.editor.ghost)) * (0.2))\n set [ghost v] effect to (tp.editor.ghost)\n end\nend\n\nwhen I start as a clone\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (5))> then\n switch costume to (save v)\n go to x: (-50) y: (100)\n forever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(tp.editor.mode) = [3]>>> then\n start sound [Select v]\n set [tp.editor.mode v] to [2]\n wait (0.1) seconds\n broadcast (tp.editor.showCode v)\n end\n end\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (6))> then\n switch costume to (load v)\n go to x: (-50) y: (0)\n forever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(tp.editor.mode) = [3]>>> then\n start sound [Select v]\n set [tp.editor.mode v] to [2]\n ask [] and wait\n delete all of [code v]\n add (answer) to [code v]\n broadcast (tp.editor.load v)\n end\n end\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (7))> then\n switch costume to (exit v)\n go to x: (-50) y: (-100)\n forever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(tp.editor.mode) = [3]>>> then\n wait until <not <mouse down?>>\n start sound [Select v]\n broadcast (tp.transition.show v) and wait\n erase all\n broadcast (tp.menu v)\n broadcast (tp.transition.hide v)\n broadcast (tp.editor.stop v)\n end\n end\nend\n\nwhen I start as a clone\nif <<(tp.editor.cloneID) = [1]> or <(tp.editor.cloneID) = ((tp.level.tileNum) + (4))>> then\n if <(tp.editor.cloneID) = [1]> then\n switch costume to (tile selector v)\n else\n switch costume to (options v)\n end\n show\n go to x: (((<(tp.editor.cloneID) = [1]> * (2)) - (1)) * (-215)) y: (155)\n set [tp.editor.ghost v] to [100]\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\ndefine Set editor block (n)\nset [tp.editor.block v] to (n)\nif <(tp.editor.block) < [1]> then\n set [tp.editor.block v] to (tp.level.tileNum)\nend\nif <(tp.editor.block) > (tp.level.tileNum)> then\n set [tp.editor.block v] to [1]\nend\n\nwhen I receive [tp.editor.load v]\nif <(tp.editor.cloneID) = [0]> then\n Load level\n set [tp.editor.mode v] to [3]\nend\n\nwhen I receive [tp.editor.stop v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(tp.editor.cloneID) = [1]> then\n forever\n if <(tp.editor.mode) < [2]> then\n replace item (1) of [tp.editor.hover v] with (<(distance to [mouse-pointer v]) < [30]> * (1))\n change [tp.editor.ghost v] by (((<not <(distance to [mouse-pointer v]) < [30]>> * (100)) - (tp.editor.ghost)) * (0.2))\n if <<mouse down?> and <(distance to [mouse-pointer v]) < [30]>> then\n set [tp.editor.mode v] to (<not <(tp.editor.mode) = [1]>> * (1))\n wait until <not <mouse down?>>\n end\n end\n set [ghost v] effect to (tp.editor.ghost)\n end\nend\nif <(tp.editor.cloneID) = ((tp.level.tileNum) + (4))> then\n forever\n if <not <<(tp.editor.mode) = [1]> or <(tp.editor.mode) = [2]>>> then\n replace item (3) of [tp.editor.hover v] with (<(distance to [mouse-pointer v]) < [30]> * (1))\n change [tp.editor.ghost v] by (((<not <(distance to [mouse-pointer v]) < [30]>> * (100)) - (tp.editor.ghost)) * (0.2))\n if <<mouse down?> and <(distance to [mouse-pointer v]) < [30]>> then\n set [tp.editor.mode v] to (<not <(tp.editor.mode) = [3]>> * (3))\n wait until <not <mouse down?>>\n end\n end\n set [ghost v] effect to (tp.editor.ghost)\n end\nend\n\n@Solid Blocks\n\ndefine Check Tile (i)\nset [i2 v] to [0]\nrepeat (length of [tp.editor.blocklist v])\n change [i2 v] by (1)\n if <(i) = (letter (1) of (item (i2) of [tp.editor.blocklist v]))> then\n switch costume to (item (i2) of [tp.editor.blocklist v])\n end\nend\n\nwhen I receive [tp.level.load v]\nLoad Tiles\n\ndefine Load Tiles\nset [i v] to [0]\nrepeat ((length of [tp.level.solid v]) / (3))\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (item (((i) * (3)) - (2)) of [tp.level.solid v]) y: (item (((i) * (3)) - (1)) of [tp.level.solid v])\nCheck Tile (item ((i) * (3)) of [tp.level.solid v])\nshow\nset [brightness v] effect to ((<(tp.music) = [5]> * (-25)) + (<(tp.music) < [4]> * (((tp.music) - (1)) * (-25))))\n\nwhen I receive [tp.level.deleteobjects v]\ndelete this clone\n\n@Special Blocks\n\nwhen I start as a clone\ngo to x: (item (((tp.level.cloneId) * (3)) - (2)) of [tp.level.special v]) y: (item (((tp.level.cloneId) * (3)) - (1)) of [tp.level.special v])\nCheck Tile (item ((tp.level.cloneId) * (3)) of [tp.level.special v])\nshow\nset [brightness v] effect to ((<(tp.music) = [5]> * (-25)) + (<(tp.music) < [4]> * (((tp.music) - (1)) * (-25))))\nif <(item ((tp.level.cloneId) * (3)) of [tp.level.special v]) = [f]> then\n forever\n change y by (10)\n if <touching (player v)?> then\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [f]\n else\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [0]\n end\n change y by (-10)\n end\nend\nif <(item ((tp.level.cloneId) * (3)) of [tp.level.special v]) = [g]> then\n forever\n change y by (10)\n if <touching (player v)?> then\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [g]\n else\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [0]\n end\n change y by (-10)\n end\nend\nif <(item ((tp.level.cloneId) * (3)) of [tp.level.special v]) = [h]> then\n forever\n change y by (10)\n if <touching (player v)?> then\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [h]\n else\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [0]\n end\n change y by (-10)\n end\nend\nif <(item ((tp.level.cloneId) * (3)) of [tp.level.special v]) = [i]> then\n forever\n change y by (10)\n if <touching (player v)?> then\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [i]\n else\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [0]\n end\n change y by (-10)\n end\nend\nif <(item ((tp.level.cloneId) * (3)) of [tp.level.special v]) = [k]> then\n forever\n change y by (10)\n if <touching (player v)?> then\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [k]\n else\n replace item (tp.level.cloneId) of [tp.level.specialcollision v] with [0]\n end\n change y by (-10)\n end\nend\n\ndefine Check Tile (i)\nset [i2 v] to [0]\nrepeat (length of [tp.editor.blocklist v])\n change [i2 v] by (1)\n if <(i) = (letter (1) of (item (i2) of [tp.editor.blocklist v]))> then\n switch costume to (item (i2) of [tp.editor.blocklist v])\n end\nend\n\nwhen I receive [tp.level.load v]\ndelete (all) of [tp.level.specialcollision v]\nLoad Tiles\n\ndefine Load Tiles\nset [tp.level.cloneid v] to [0]\nrepeat ((length of [tp.level.special v]) / (3))\n change [tp.level.cloneid v] by (1)\n add [0] to [tp.level.specialcollision v]\n create clone of (_myself_ v)\nend\n\nwhen I receive [tp.level.deleteobjects v]\ndelete this clone\n\n@Hazards\n\nwhen I receive [tp.level.load v]\nLoad Tiles\n\ndefine Check Tile (i)\nset [i2 v] to [0]\nrepeat (length of [tp.editor.blocklist v])\n change [i2 v] by (1)\n if <(i) = (letter (1) of (item (i2) of [tp.editor.blocklist v]))> then\n switch costume to (item (i2) of [tp.editor.blocklist v])\n end\nend\n\ndefine Load Tiles\nset [i v] to [0]\nrepeat ((length of [tp.level.hazards v]) / (3))\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (item (((i) * (3)) - (2)) of [tp.level.hazards v]) y: (item (((i) * (3)) - (1)) of [tp.level.hazards v])\nCheck Tile (item ((i) * (3)) of [tp.level.hazards v])\nshow\nset [brightness v] effect to ((<(tp.music) = [5]> * (-25)) + (<(tp.music) < [4]> * (((tp.music) - (1)) * (-25))))\nif <(item ((i) * (3)) of [tp.level.hazards v]) = [c]> then\n forever\n switch costume to (goal hitbox v)\n if <touching (player v)?> then\n start sound [pickupGem v]\n repeat (20)\n change [ghost v] effect by (5)\n change y by (2)\n end\n if <(tp.mode) = [1]> then\n change [tp.level v] by (1)\n broadcast (tp.level.loadCurrent v)\n end\n if <(tp.mode) = [3]> then\n broadcast (tp.transition.show v) and wait\n broadcast (tp.menu v)\n broadcast (tp.transition.hide v)\n end\n end\n switch costume to (c goal v)\n end\nend\nif <(item ((i) * (3)) of [tp.level.hazards v]) = [e]> then\n forever\n switch costume to (spike hitbox v)\n if <touching (player v)?> then\n broadcast (tp.level.kill v)\n end\n switch costume to (e spike v)\n end\nend\nif <(item ((i) * (3)) of [tp.level.hazards v]) = [j]> then\n forever\n if <touching (player v)?> then\n broadcast (tp.level.kill v)\n end\n end\nend\nif <(item ((i) * (3)) of [tp.level.hazards v]) = [l]> then\n forever\n go to [back v] layer\n end\nend\nif <(item ((i) * (3)) of [tp.level.hazards v]) = [n]> then\n forever\n go to [back v] layer\n switch costume to (spike hitbox v)\n if <touching (player v)?> then\n broadcast (tp.level.kill v)\n end\n switch costume to (n trap spike v)\n end\nend\n\nwhen I receive [tp.level.deleteobjects v]\ndelete this clone\n\nwhen I start as a clone\nif <(item ((i) * (3)) of [tp.level.hazards v]) = [n]> then\n forever\n repeat (20)\n change y by (-1)\n end\n wait until <<<([x position v] of [player v]) > ((x position) - (20))> and <([x position v] of [player v]) < ((x position) + (20))>> and <([y position v] of [player v]) > (y position)>>\n start sound [hit v]\n repeat (5)\n change y by (4)\n end\n end\nend\n\n@Level Loader\n\ndefine Load Level []\nbroadcast (tp.level.deleteObjects v) and wait\ngo to x: (-230) y: (-170)\nset [i v] to [0]\ndelete (all) of [tp.level.solid v]\ndelete (all) of [tp.level.hazards v]\ndelete (all) of [tp.level.special v]\ndelete (all) of [tp.level.spawn v]\ndelete (all) of [_tp:lights v]\nrepeat (18)\n repeat (24)\n change [i v] by (1)\n if <<<(letter (i) of (code)) > [0]> and <(letter (i) of (code)) < [10]>> or <<(letter (i) of (code)) = [a]> or <<(letter (i) of (code)) = [b]> or <<(letter (i) of (code)) = [o]> or <(letter (i) of (code)) = [p]>>>>> then\n add (x position) to [tp.level.solid v]\n add (y position) to [tp.level.solid v]\n add (letter (i) of (code)) to [tp.level.solid v]\n else\n if <<(letter (i) of (code)) = [c]> or <<(letter (i) of (code)) = [e]> or <<(letter (i) of (code)) = [l]> or <<(letter (i) of (code)) = [j]> or <(letter (i) of (code)) = [n]>>>>> then\n add (x position) to [tp.level.hazards v]\n add (y position) to [tp.level.hazards v]\n add (letter (i) of (code)) to [tp.level.hazards v]\n else\n if <(letter (i) of (code)) = [d]> then\n add (x position) to [tp.level.solid v]\n add (y position) to [tp.level.solid v]\n add (x position) to [tp.level.spawn v]\n add ((y position) + (20)) to [tp.level.spawn v]\n add (letter (i) of (code)) to [tp.level.solid v]\n else\n if <<(letter (i) of (code)) = [f]> or <<(letter (i) of (code)) = [g]> or <<(letter (i) of (code)) = [h]> or <<(letter (i) of (code)) = [i]> or <(letter (i) of (code)) = [k]>>>>> then\n add (x position) to [tp.level.special v]\n add (y position) to [tp.level.special v]\n add (letter (i) of (code)) to [tp.level.special v]\n else\n if <(letter (i) of (code)) = [m]> then\n add (x position) to [tp.level.spawn v]\n add (y position) to [tp.level.spawn v]\n end\n end\n end\n end\n end\n change x by (20)\n end\n change y by (20)\n set x to (-230)\nend\nif <(tp.level.type) = [1]> then\n set [tp.music v] to (letter (length of (code)) of (code))\n if <not <[tp.music.list v] contains (tp.music)?>> then\n set [tp.music v] to [1]\n end\nelse\n set [tp.music v] to [5]\nend\nset [tp.level.verify v] to [0]\n\nwhen I receive [tp.level.loadcustom v]\nbroadcast (tp.transition.show v) and wait\nLoad Level (item (1) of [code v])\nbroadcast (tp.level.load v) and wait\nbroadcast (tp.transition.hide v) and wait\nbroadcast (tp.level.loaded v)\n\nwhen I receive [tp.level.loadcurrent v]\nbroadcast (tp.transition.show v) and wait\nif <(tp.level.type) = [1]> then\n if <(tp.level) > (length of [tp.levels.main v])> then\n broadcast (tp.transition.hide v)\n broadcast (tp.menu v)\n stop [this script v]\n else\n Load Level (item (tp.level) of [tp.levels.main v])\n end\nelse\n if <(tp.level) > (length of [tp.levels.extra v])> then\n broadcast (tp.transition.hide v)\n broadcast (tp.menu v)\n stop [this script v]\n else\n Load Level (item (tp.level) of [tp.levels.extra v])\n end\nend\nbroadcast (tp.level.load v) and wait\nbroadcast (tp.transition.hide v) and wait\nbroadcast (tp.level.loaded v)\n\nwhen I receive [tp.level.load v]\nbroadcast (tp.menu.stop v)\n\nwhen I receive [tp.level.loaded v]\nbroadcast (tp.level.menuReturn v)\n\n@Transition\n\nwhen I receive [tp.transition.show v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [tp.transition.hide v]\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [tp.init v]\nhide\nforever\n go to [front v] layer\nend\n\n
Press the green flag to start...\n\n*ALL LEVELS ARE POSSIBLE*\n\nDetailed Instructions: https://scratch.mit.edu/discuss/topic/146740/\n\nQuick Instructions (Sort of...) -\n\n-Main Menu- \nPlay - Plays the main levels of the game\nSpecial - Plays the special levels of the game\nEditor - Goes to the level editor.\nCode - Plays a level via a code\n\nWhile playing a level, you can press space to go back to the main menu\n________________________________________________________\n\n-Editor-\n\nTo select diferent tiles, go to the top left corner and then a button (sort of) with the letter "T" will appear, click it and then a menu will appear, just click the tile you want and done (click that button again to exit the menu)\n\nYou can also use the arrow keys to scroll between the diferent tiles.\n\nLeft click to place a block.\n\nTo open the options (or close it), move your mouse to the top right corner and then a button (sort of) with a gear will appear, click it and then a menu will appear.\n\n\n-Editor options-\n\nSave - Saves the current level via a code (Copy the code in list that will appear and then to close the list, press enter)\nLoad - Loads the level via a code
SusCube better| A Platformer #Trending #Games #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nset size to (45) %\nswitch costume to (red 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 (-1.5)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.5)\n point in direction (90)\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 [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [16]\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 [16]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n 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 delete this clone\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-10)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\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\nswitch costume to (red v)\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 (impostor 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\n@Love and fave reminder2\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: (158) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Welcome guys!\nWelcome to my new game — SusCube!\nIt is a Platformer! Instructions? You know it, right?\nComment ‘SusCube’ if you like the game!\n\nCredit now!\nArt and Music by @TrentonTNT.\nPlatformer codes by me.\n\nSorry but I won’t make part 2.\n\nWant a shoutout in this project? Love and fave this and comment ‘Done for a shoutout!\n\nTags:\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer\n\nCheck out all my games and follow me!\n\n\n\n
Jungle | A platformer
@Stage\n\nwhen flag clicked\n\nset [ghost v] effect to (50)\n\n@:D\n\nwhen flag clicked\nhide\nforever\n play sound [Alan_Walker_feat._K-391_and_Julie_Bergan_and_Seungri_-_Ignite_.mp3 v] until done\n play sound [Kygo - Firestone ft. Conrad Sewell.mp3 v] until done\n play sound [Gryffin - Cry \(feat v] until done\n play sound [Kygo, Sasha Sloan - I'll Wait v] until done\n play sound [Martin Garrix - High On Life \(feat v] until done\nend\n\nwhen I receive [play! v]\nhide\nforever\n if <(Level) = [13]> then\n show\n end\nend\n\n@play\n\nwhen flag clicked\nshow\nset [show v] to [1]\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\ngo to x: (39) y: (35)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nset [show v] to [0]\nbroadcast (Play! v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [play! v]\nset size to (75) %\ngo to x: (-132) y: (-41)\nshow\nset [level v] to [1]\nforever\n change [yv v] by (-1)\n right \n left\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n Fix\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((20) + (y position))>>> then\n set [yv v] to [15]\n if <([abs v] of (Xv) ) = (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>>> and <touching (ground v)?>> then\n change [yv v] by (15)\n switch costume to (up v)\n end\n change y by (1)\n if <(x position) > [300]> then\n broadcast (Next level! v)\n change [level v] by (1)\n end\n if <touching (spike v)?> then\n play sound [Crunch v] until done\n go to x: (-137) y: (-41)\n end\n if <[-183] > (y position)> then\n go to x: (-137) y: (-41)\n end\nend\n\ndefine Fix\nif <touching (ground v)?> then\n repeat (5)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (. v)\n end\nend\n\nwhen I receive [next level! v]\ngo to x: (-137) y: (-41)\n\ndefine right \nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (right v)\nend\n\ndefine left\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (left v)\nend\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play! v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level! v]\nnext costume\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen I receive [play! v]\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [next level! v]\nnext costume\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [play! v]\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level! v]\nnext costume\n\n@thumbnail \n\nwhen flag clicked\nforever\n if <(Show) = [1]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\nend\n\nwhen I receive [play! v]\nhide\n\n@Sprite3\n\nwhen I receive [play! v]\nhide\n\nwhen flag clicked\nforever\n if <(Show) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\n
Hope you like it! :D\nThis game is sort of mobile friendly and also w,a,s,d\n----------------------------controls----------------------------\n-For arrow keys players\n-right arrow to move forward\n-left arrow to move backward\n-up arrow to jump\n-----------------------------------------------------------------\n-For wsad players\n-'D' key to move forward\n-'A' key to move backward\n-'W' key to jump\n-----------------------------------------------------------------\n-For mobile friendly players\n-click right side to move forward\n-click left side to move backward\n-click above the player to jump\n-------\nAnd you can also press space to jump\n-------\nyou will die if you touch the spike\n-------\nThis game is better than my game before because this game have good writing and this game is 'wasd' and space key to jump and this game have play Botton because this game is for contest lol.\nI made this game but this game is soooooo fun! XD It makes me play this game everyday XD\n-------\nI think I have the longest tag in the world XD
The Lost Pumpkin | A Platformer | #games #all #art #halloween
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [>> intro done v]\nswitch backdrop to (1 v)\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen backdrop switches to [8 v]\nbroadcast (ENEMIES v)\nforever\n stop [this script v]\nend\n\nwhen backdrop switches to [9 v]\nbroadcast (STOP ENEMIES v)\n\nwhen backdrop switches to [11 v]\nbroadcast (ENEMIES2 v)\nforever\n stop [this script v]\nend\n\nwhen backdrop switches to [13 v]\nbroadcast (STOP ENEMIES2 v)\n\nwhen backdrop switches to [14 v]\nbroadcast (ENEMIES3 v)\nbroadcast (ENEMIES4 v)\nforever\n stop [this script v]\nend\n\nwhen backdrop switches to [15 v]\nbroadcast (STOP ENEMIES3 v)\nbroadcast (STOP ENEMIES4 v)\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\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 [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nhide\n\nwhen I receive [>> intro done v]\ngo to x: (-216) y: (40)\nshow\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.4)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.4)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> then\n change y by (1)\n end\n if <<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> then\n change y by (1)\n end\n if <<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> then\n change y by (1)\n end\n if <<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> then\n change y by (1)\n end\n if <<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> 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 [14]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#523903)?> or <touching color (#8a6006)?>> or <touching color (#322000)?>> 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 [14]\n end\n change y by (1)\n if <(x position) > [240]> then\n next backdrop\n broadcast (Reset v)\n end\n if <<<touching color (#a2a2a2)?> or <touching color (#747474)?>> or <(y position) < [-180]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <<touching (enemies v)?> or <<touching (enemies2 v)?> or <<touching (enemies3 v)?> or <touching (enemies4 v)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\nend\n\nwhen backdrop switches to [15 v]\nsay [I found my mom! :D]\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I receive [>> intro done v]\nshow\n\nwhen backdrop switches to [15 v]\nhide\n\n@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (12) to (17)) 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 (16) to (27)) 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\nforever\n go [forward v] (1000000) layers\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@TNTintro\n\ndefine Clone (id) (#)\nset [id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[Particle] = (ID)> then\n switch costume to (particle v)\n set [brightness v] effect to (brightness)\n set [ghost v] effect to (100)\n show\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack 2 v)\n change [ghost v] effect by (-20)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (particle v)\n end\n delete this clone\nend\n\ndefine Particle (#) (brightness)\nset [brightness v] to (brightness)\nrepeat (#)\n set [id v] to [Particle]\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nset size to (100) %\nreset timer\nhide\nstart sound [James Landino - Press Garden Zone 2 v]\nclear graphic effects\nwait (1.2) seconds\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nClone [full] [1]\nclear graphic effects\nset [brightness v] effect to (100)\ngo to [front v] layer\nwait (.2) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nClone [1/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [2/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [3/3] [1]\nwait (.3) seconds\nclear graphic effects\nset [ghost v] effect to (50)\nClone [Rad2] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad2] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad2] [1]\nclear graphic effects\nwait (0) seconds\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad] [1]\nclear graphic effects\nwait (.5) seconds\nClone [Logo 1] [1]\nParticle [30] [5]\nwait (.5) seconds\nclone text [0]\nParticle [15] [0]\nClone [fully] [1]\nwait (.5) seconds\nClone [full name] [1]\nParticle [25] [100]\nwait (.3) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.1) seconds\nclear graphic effects\nset [brightness v] effect to (100)\nClone [Rad] [1]\nClone [Logo 2] [1]\nset [# v] to [1]\nwait (.05) seconds\nclear graphic effects\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\n wait (.15) seconds\nend\nset [brightness v] effect to (100)\nclone text [0]\nClone [Logo 3] [1]\nset [# v] to [1]\nset [brightness v] effect to (100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (-100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (0)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nClone [Circle] [1]\n\nwhen I start as a clone\nif <[Full] = (ID)> then\n show\n point in direction (90)\n go to [back v] layer\n switch costume to (100 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[1/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (1/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[2/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (2/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[3/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (3/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[Circle] = (ID)> then\n wait (1) seconds\n go to [front v] layer\n switch costume to (size hack 1 v)\n set size to (10000) %\n clear graphic effects\n switch costume to (circle v)\n show\n set [circle var v] to [1000]\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (>> Intro done v)\n delete this clone\nend\nif <[full name] = (ID)> then\n switch costume to (\[x\] full v)\n clear graphic effects\n set [brightness v] effect to (100)\n show\n go to [front v] layer\n set size to (0) %\n point in direction (87)\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [4] || Costume: [\[X\] Full]\nend\n\nwhen I start as a clone\nif <[Rad] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (90)\n switch costume to (rad v)\n show\n set [var1 v] to [-1]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n turn right ((var1) / (1.01910910190129)) degrees\n end\n \n turn right (((-90) - (direction)) / (6)) degrees\n end\nend\n\nwhen I start as a clone\nif <[Rad2] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (-240) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (180)\n switch costume to (rad v)\n show\n set [var1 v] to [.5]\n set [dir v] to [180]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n change [dir v] by (var1)\n point in direction (dir)\n end\n \n change [dir v] by (((270) - (dir)) / (6))\n point in direction (dir)\n end\nend\n\nwhen I start as a clone\nif <[Logo 1] = (ID)> then\n go to [front v] layer\n switch costume to (logo v)\n show\n set size to (0) %\n set [ghost v] effect to (100)\n point in direction (180)\n set [size bounce v] to [0]\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n set [size bounce v] to (((size bounce) * (0.8)) + (((45) - (size)) * (0.1)))\n change size by (size bounce)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (75)\n set [size bounce v] to [0]\n Particle [6] [0]\n forever\n set [size bounce v] to (((size bounce) * (0.8)) + (((35) - (size)) * (0.1)))\n change size by (size bounce)\n end\nend\n\ndefine clone text (wait)\nClone [\[X\] T] [1]\nwait (wait) seconds\nClone [\[X\] R] [1]\nwait (wait) seconds\nClone [\[X\] E] [1]\nwait (wait) seconds\nClone [\[X\] N] [1]\nwait (wait) seconds\nClone [\[X\] T2] [1]\nwait (wait) seconds\nClone [\[X\] O] [1]\nwait (wait) seconds\nClone [\[X\] N2] [1]\nwait (wait) seconds\nClone [\[X\] T3] [1]\nwait (wait) seconds\nClone [\[X\] N3] [1]\nwait (wait) seconds\nClone [\[X\] T4] [1]\n\nwhen I start as a clone\nif < (ID) contains [\[X\]]?> then\n run\n switch costume to (pos hack v)\n go to x: (pick random (-10) to (10)) y: (set)\n switch costume to (ID)\n set size to (0) %\n point in direction (pick random (85) to (95))\n show\n go to [front v] layer\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [6] || Costume: (ID)\n wait (.1) seconds\n delete this clone\nend\n\ndefine run\nif <[\[X\] T] = (ID)> then\n repeat until <<(set) = [-1]> or <(set) = [1]>>\n set [set v] to (pick random (-1) to (1))\n end\n set [\[intro\] e v] to (set)\nelse\n if <(\[intro\] e) = [-1]> then\n set [set v] to [1]\n set [\[intro\] e v] to [-1]\n else\n if <(\[intro\] e) = [1]> then\n set [set v] to [-1]\n set [\[intro\] e v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nif <[fully] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (full v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[logo 2] = (ID)> then\n clear graphic effects\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (logo v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (35) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (30) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\nif < (ID) contains [cver]?> then\n switch costume to (rad v)\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (ID)\n set size to (100000) %\n go to x: (0) y: (-900)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n change [ghost v] effect by (-2)\n end\n repeat (100)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <[Logo 3] = (ID)> then\n clear graphic effects\n show\n go to [front v] layer\n point in direction (-90)\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat until <<(round (size)) = [35]> and <(round (direction)) = [90]>>\n change [ghost v] effect by (-1)\n set [brightness v] effect to (100)\n change size by (((35) - (size)) / (5))\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\nend\n\nwhen I start as a clone\nif <not <<(ID) = [Circle]> or <(ID) = [Particle]>>> then\n wait until <(timer) > [8.5]>\n delete this clone\nend\n\n@Enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-60)\nforever\n wait (0.2) seconds\n glide (0.7) secs to x: (-115) y: (-60)\n wait (0.2) seconds\n glide (0.7) secs to x: (115) y: (-60)\nend\n\nwhen I receive [stop enemies v]\nhide\nstop [other scripts in sprite v]\n\n@Enemies2\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies2 v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-60)\nforever\n wait (0.2) seconds\n glide (0.7) secs to x: (-115) y: (-60)\n wait (0.2) seconds\n glide (0.7) secs to x: (115) y: (-60)\nend\n\nwhen I receive [stop enemies2 v]\nhide\nstop [other scripts in sprite v]\n\n@Enemies3\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies3 v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-60)\nforever\n wait (0.2) seconds\n glide (0.7) secs to x: (-115) y: (-60)\n wait (0.2) seconds\n glide (0.7) secs to x: (115) y: (-60)\nend\n\nwhen I receive [stop enemies3 v]\nhide\nstop [other scripts in sprite v]\n\n@Enemies4\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies4 v]\ngo to [front v] layer\nshow\ngo to x: (-115) y: (-60)\nforever\n wait (0.2) seconds\n glide (0.7) secs to x: (115) y: (-60)\n wait (0.2) seconds\n glide (0.7) secs to x: (-115) y: (-60)\nend\n\nwhen I receive [stop enemies4 v]\nhide\nstop [other scripts in sprite v]\n\n
Hello, welcome to my newest game! :D\nIt's a halloween platformer!\n\nIf a bug happens, re-click flag or SPAM.\n\nA ❤️ and a ⭐ I would be thankful for!\n\nThis is a filler!\nFollow me at @TrentonTNT for more games like this!\n\nIf you beat the You can do it! level legitimately then you are pro :D\n\nEnjoy the game!\n\nUPDATES\n\nAdded upgrades\nAdded thumbnail\nAdded music\nMore coming soon!\n\nCREDITS \n\nGhosts by @TrentonTNT\nBackground by @TrentonTNT\nPlatformer engine by @--AwesomeCode--\nIntro by @-LeafFighter-\n\nTAGS\n\n#games #all #trending #trentontnt #halloween #pumpkin #platformer #art
midnight, a platformer #games #all
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen I receive [real next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (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 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 (level 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 (level v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n start sound [jump v]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (REAL next level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n start sound [spike hit v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n start sound [lava burn v]\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n start sound [spike hit v]\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (player v)\n\nwhen flag clicked\nwait until <(Level) = [6]>\nwait (0.1) seconds\nbroadcast (Reset v)\nwait (0.1) seconds\nstop [this script v]\n\nwhen flag clicked\nif <(username) = [RobloxPiggyAlpha]> then\n stop [all v]\nend\n\nwhen flag clicked\nif <(username) = [RobloxPiggyTeacher]> then\n stop [all v]\nend\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [skip v]\nchange [level v] by (1)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Skip Level\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\ngo to x: (67) y: (-7)\nhide\n\nwhen I receive [real next level v]\nshow\nset size to (80) %\n\nwhen this sprite clicked\nchange size by (3)\nwait (0.05) seconds\nchange size by (-3)\nbroadcast (skip v)\nwait (1) seconds\n\nwhen I receive [banned v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@go back\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\ngo to x: (-20) y: (-7)\nhide\n\nwhen I receive [real next level v]\nshow\nset size to (80) %\n\nwhen this sprite clicked\nchange size by (3)\nwait (0.05) seconds\nchange size by (-3)\nbroadcast (back v)\nwait (1) seconds\n\nwhen I receive [banned v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (67) y: (-7)\n else\n go to x: (-20) y: (-7)\n end\nend\n\n@next/back\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (next hidden v)\nwait (2.2) seconds\n\nwhen I receive [skip v]\nswitch costume to (next v)\ngo to [front v] layer\nshow\nstart sound [next level v]\ngo to x: (456) y: (0)\nrepeat (10)\n move (([abs v] of (x position) ) / (-2)) steps\nend\nwait (0.1) seconds\nrepeat (18)\n move (([abs v] of (x position) ) / (2)) steps\nend\nhide\n\nwhen I receive [back v]\nswitch costume to (back v)\ngo to [front v] layer\nshow\nstart sound [next level v]\ngo to x: (456) y: (0)\nrepeat (10)\n move (([abs v] of (x position) ) / (-2)) steps\nend\nwait (0.1) seconds\nrepeat (18)\n move (([abs v] of (x position) ) / (2)) steps\nend\nhide\n\nwhen I receive [real next level v]\nswitch costume to (next v)\ngo to [front v] layer\nshow\nstart sound [next level v]\ngo to x: (456) y: (0)\nrepeat (10)\n move (([abs v] of (x position) ) / (-2)) steps\nend\nwait (0.1) seconds\nrepeat (18)\n move (([abs v] of (x position) ) / (2)) steps\nend\nhide\n\n
wasd or arrow keys to move. s or down arrow to crouch. \n\nPART 2 AT 50 LIKES, 50 FAVORITES, AND 50 SUBSCRIBERS!!!\n\nADVERTISING IS ALLOWED AND ENCOURED, JUST PLEASE DON'T SPAM. Advertising is a great way to expose your project to a whole new audience, but many people are incredibly toxic about it. here, any and all comments that are toxic and or mean towards advertisements and advertisers will be deleted, and the poster of those toxic comments will be banned from the project (yes, I can do that) \n\nthanks for understanding, now have fun! :)
platformerプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Fade \[NCS Release\].mp3 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (キャラ v)\nset size to (110) %\nset [お v] to [0]\nshow\ngo to x: (-198) y: (59)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(jjjjjjjjjj) = [5]> then\n create clone of (_myself_ v)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [x v] by (0.79)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-0.79)\n end\n set [x v] to ((x) * (.93))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> and <touching (ステージ v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <(x position) > [235]> then\n broadcast (NEXT v)\n go to x: (-216) y: (-19)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<[-162] > (y position)> or <touching (針 v)?>> then\n point in direction (90)\n go to x: (-211) y: (8)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (クローン用 v)\nset [ghost v] effect to (0)\nset size to (110) %\nrepeat (10)\n change size by (-14)\n change [ghost v] effect by (26)\nend\ndelete this clone\n\nwhen flag clicked\nset [jjjjjjjjjj v] to [5]\n\n@ステージ\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nset [time v] to [0]\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム2 v)\nrepeat until <(costume [number v]) = [7]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(costume [number v]) = [7]> then\n show variable [☁ 世界記録 v]\n show variable [time v]\n if <(time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (time)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nshow\nswitch costume to (草2 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\n@スプライト3\n\nwhen flag clicked\nshow\nforever\n show\n set x to (-240)\n set size to (pick random (50) to (150)) %\n set y to (pick random (0) to (170))\n create clone of (_myself_ v)\n hide\n broadcast (hshhah v)\n wait (0.5) seconds\nend\n\nwhen I receive [hshhah v]\nrepeat until <(x position) > [230]>\n change x by ((size) / (8))\n change y by (pick random (-1) to (-5))\nend\ndelete this clone\n\nwhen I receive [hshhah v]\nrepeat until <(x position) > [230]>\n repeat (pick random (1) to (10))\n turn right (15) degrees\n end\n repeat (pick random (1) to (10))\n turn left (15) degrees\n end\nend\n\n@太陽\n\nwhen flag clicked\nset size to (120) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (182) y: (125)\nset [太陽 v] to [0]\nforever\n change [太陽 v] by (5)\n change size by ([cos v] of (太陽) )\nend\n\n@影\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\ngo [backward v] (4) layers\nforever\n point towards (太陽 v)\n go to (スプライト1 v)\nend\n\n@スプライト4\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\n@針\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@スプライト5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (0.01)\nforever\n reset timer\nend\n\nwhen I start as a clone\nshow\nset size to (1) %\nswitch costume to (コスチューム1 v)\nrepeat (100)\n go to [front v] layer\n change size by (((100) - (size)) / (9))\nend\n\n
これをみろ https://scratch.mit.edu/projects/843451521/\n最後まで見るといいことがあるかも\n----------------------------------------------------------------------\nこんにちは!\nkan323です。\n今からこのゲームの操作方法を教えます。\n矢印キーまたはタップまたはwsdaで操作ができます。\n針に当たらないように進みましょう\n最後のコース少し難かしいです。\n作者の最高記録14秒\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\(*^-^*)/\(*^-^*)/\(*^-^*)/\(*^-^*)/\(*^-^*)/\(*^-^*)/\(*^-^*)/\n星とハート返します。\(>[]<)/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n星とハート返します\nタイムもあります。\nあと世界記録もあります\nできれば星とハート押していただければ\nうれしいです。\n\n\n\n\n\n\n\n\nこれ    くsoげー
TALL platformer----トールプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [3_03_PM v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nswitch costume to (コスチューム5 v)\nclear graphic effects\nset size to (100) %\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\ngo to x: (-200) y: (50)\nshow\nforever\n if <touching (地面3 v)?> 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5 v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [Pop v]\n set [y v] to [15]\n end\n change y by (1)\n if <<[-170] > (y position)> or <touching (地面2 v)?>> then\n start sound [Crunch 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 <[239] < (x position)> then\n if <not <(ステージ) = [15]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to [22.5]\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\nif <(☁ 世界記録) = [0]> then\n set [☁ 世界記録 v] to [20]\nend\n\nhide variable [かかった時間 v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide variable [かかった時間 v]\nhide variable [☁ 世界記録 v]\nwait (1) seconds\nforever\n if <(costume [name v]) = [15]> then\n show variable [☁ 世界記録 v]\n show variable [かかった時間 v]\n if <(かかった時間) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (かかった時間)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[14] > (costume [name v])> or <[14] = (costume [number v])>> then\n change [かかった時間 v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [かかった時間 v] to [0]\n\nwhen flag clicked\nchange [☁ プレイした回数 v] by (1)\n\nset [☁ 世界記録 v] to [888]\n\n@地面2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <<[15] > (costume [name v])> or <[15] = (costume [number v])>> then\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nchange [☁ プレイした回数 v] by (1)\n\nswitch costume to (コスチューム1 v)\n\nswitch costume to (コスチューム1 v)\n\n@地面3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <<[15] > (costume [name v])> or <[15] = (costume [number v])>> then\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nchange [☁ プレイした回数 v] by (1)\n\n@地面4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <<[15] > (costume [name v])> or <[15] = (costume [number v])>> then\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nchange [☁ プレイした回数 v] by (1)\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
---------------------------操作方法----------------------------\n矢印キー、WASDキー、タップ操作。\n世界記録を目指して頑張ってください!\n\nEnglish\n↓\n---------------------Method of operation---------------------\nArrow keys, WASD keys, tap operation.\nDo your best to aim for the world record!\n(Google Translate)\n\n\n\n新しいスタジオ\nhttps://scratch.mit.edu/studios/32697281\n\nnew studio\nhttps://scratch.mit.edu/studios/32697281
JungleCube | A platformer #Trending #Popular #All #Games #Platformer #Scrolling #Tutorial
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (newbackground2048x1536 v)\nforever\n set volume to (50) %\n play sound [videogame music v] until done\nend\n\nwhen I receive [changebackdrop v]\nif <(LEVEL) = [1]> then\n switch backdrop to (newbackground2048x1536 v)\nend\nif <(LEVEL) = [2]> then\n switch backdrop to (newbackground2048x2 v)\nend\nif <(LEVEL) = [3]> then\n switch backdrop to (backdrop_3 v)\nend\nif <(LEVEL) = [4]> then\n switch backdrop to (newbackground2048x1536 v)\nend\nif <(LEVEL) = [5]> then\n switch backdrop to (backdrop_3 v)\nend\nif <(LEVEL) = [6]> then\n switch backdrop to (backdrop_2 v)\nend\n\n@You Win\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nwait (2) seconds\nwait until <(LEVEL) = [6]>\nwait (1) seconds\nshow\nhide variable [level v]\nbroadcast (Stop Timer v)\n\nwhen I receive [start game v]\nset [timer v] to [0]\nreset timer\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nhide variable [timer v]\nhide variable [deaths v]\nhide variable [fps v]\n\n@Words\n\nwhen flag clicked\nset size to (0) %\ngo to x: (-6) y: (70)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@Trampoline\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [-35]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [539] y: [-75]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [300] y: [-40]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [250] y: [-50]\n Clone at x: [890] y: [74]\n Clone at x: [1075] y: [220]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (springboarddown v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Bounce v)\n start sound [boing v]\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n switch costume to (springboardup v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99) layers\nhide\nset [stop timer v] to [0.1]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (STOP TIMER)\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen I receive [start game v]\nshow variable [timer v]\n\n@Saw\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (50) %\n go to [back v] layer\n turn right (12) degrees\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\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)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [2]> then\n switch costume to (saw v)\n Clone at x: [65] y: [130]\nend\nif <(LEVEL) = [3]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (saw v)\n Clone at x: [915] y: [-20]\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw v)\n Clone at x: [800] y: [70]\n Clone at x: [830] y: [70]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [activate rock trap v] to [N]\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 set [activate rock trap v] to [N]\n change [deaths v] by (1)\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTrap-Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\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 <(ACTIVATE ROCK TRAP) = [N]> then\n if <<(LEVEL) = [3]> and <(x) > [590]>> then\n set [activate rock trap v] to [Y]\n end\n if <<(LEVEL) = [5]> and <(x) > [170]>> then\n set [activate rock trap v] to [Y]\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 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)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Trap-Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\n start sound [crunch v]\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)\nset [activate rock trap v] to [N]\nwait (1) seconds\nbroadcast (changeBackdrop v) and wait\n\nwhen I receive [player die v]\nset [exit v] to [Die]\n\nwhen [timer v] > (STOP TIMER)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nset [deaths v] to [0]\nbroadcast (changeBackdrop v) and wait\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [30]\nChange Player Y By (sy)\n\n@Play\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (-90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [pop v]\nhide\nbroadcast (Start Game v)\nstop [this script v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 1 1 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\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\nhide\n\n@Laggy\n\n@Exit\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 Portal]> and <touching (player v)?>> then\n start sound [portal v]\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (close portal v)\n Clone at x: [1110] y: [-5]\n end\n if <(LEVEL) = [2]> then\n switch costume to (close portal v)\n Clone at x: [709] y: [541]\n end\n if <(LEVEL) = [3]> then\n switch costume to (close portal v)\n Clone at x: [1235] y: [150]\n end\n if <(LEVEL) = [4]> then\n switch costume to (close portal v)\n Clone at x: [990] y: [50]\n end\n if <(LEVEL) = [5]> then\n switch costume to (close portal v)\n Clone at x: [2480] y: [360]\n end\nelse\n set [x v] to [-9999999999]\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\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\nwhen flag clicked\nhide\n\n@Danger\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]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 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\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@Colectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [collect v]\n if <(COLLECTED) = (COINS)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [-170] y: [10]\n Clone at x: [100] y: [40]\n Clone at x: [311] y: [60]\n Clone at x: [611] y: [20]\n Clone at x: [611] y: [104]\n Clone at x: [730] y: [50]\n Clone at x: [1025] y: [-20]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [-79] y: [-76]\n Clone at x: [166] y: [232]\n Clone at x: [226] y: [232]\n Clone at x: [191] y: [270]\n Clone at x: [428] y: [339]\n Clone at x: [543] y: [396]\n Clone at x: [635] y: [481]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [-75] y: [0]\n Clone at x: [56] y: [-65]\n Clone at x: [250] y: [-10]\n Clone at x: [685] y: [20]\n Clone at x: [910] y: [-60]\n Clone at x: [988] y: [60]\n Clone at x: [1120] y: [168]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [-175] y: [5]\n Clone at x: [80] y: [40]\n Clone at x: [370] y: [60]\n Clone at x: [550] y: [75]\n Clone at x: [715] y: [195]\n Clone at x: [815] y: [90]\n Clone at x: [910] y: [90]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [-90] y: [0]\n Clone at x: [370] y: [220]\n Clone at x: [340] y: [-35]\n Clone at x: [810] y: [130]\n Clone at x: [1470] y: [460]\n Clone at x: [1920] y: [530]\n Clone at x: [2295] y: [480]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n next costume\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [coins v] by (1)\nset size to (20) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nforever\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (50)\nforever\n switch costume to (LEVEL)\nend\n\n
\n JungleCube \n\n============Instructions===============\nAvoid traps, collect 7 coins go into portal for next level.\n\nLOV,FAV,REMIX,FOLLOW\n========================================\nMade by me - @Krafteur\n========================================\nUse Key Right To Go Right = ▶\nUse Key Left To Go Left = ◀ = ✅\nUse Key Up To jump = ▲\n\nW,A,S and D = ✅\n========================================\n========================================\n♬Music♬ : Super Marios Bros from Nintendo\n========================================\nMy Other Games ▼\n\n========================================\n\nIn the Game, I put 1 Easter Egg! (easy)
Dot Platformer
@Stage\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Life) = [0]> then\n wait (0.2) seconds\n set [life v] to (life level)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Scene #) = [7]> then\n play sound [Clapping v] until done\n set [scene # v] to [0]\n end\nend\n\nwhen flag clicked\nset [scene # v] to [0]\nset [music v] to [1]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Sprite1\n\ndefine handle ground <moving up>\nset [last value v] to (x position)\nrepeat until <not <touching (sprite2 v)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (sprite2 v)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nshow\ngo to x: (-214) y: (-108)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n Set costume\n change [y vel v] by (-2)\n change y by (Y vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y vel)>\nend\n\nwhen flag clicked\nset [life level v] to [1]\nset [life v] to (life level)\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [0]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [2]> then\n set [music v] to [0]\n end\nend\n\ndefine Set costume\nswitch costume to (costume2 v)\nif <touching (sprite2 v)?> then\n set y to (Last value)\n if <touching (sprite2 v)?> then\n set x to (Last value 2)\n end\nend\nswitch costume to (costume1 v)\n\nwhen I receive [level picked v]\nforever\n set [last value 2 v] to (x position)\n if <key (a v) pressed?> then\n walk [-5]\n end\n if <key (d v) pressed?> then\n walk [5]\n end\n if <key (right arrow v) pressed?> then\n walk [5]\n end\n if <key (left arrow v) pressed?> then\n walk [-5]\n end\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n start sound [Boing v]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-214) y: (-108)\n broadcast (Next level v)\n change [scene # v] by (1)\n end\n if <touching (danger sprite v)?> then\n go to x: (-214) y: (-108)\n change [life v] by (-1)\n end\n if <key (m v) pressed?> then\n change [music v] by (1)\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Danger Sprite\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Life) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (button1 v)\nhide\n\nwhen this sprite clicked\nbroadcast (Settings open v)\n\nwhen I receive [level picked v]\nhide\n\nwhen I receive [settings open v]\nhide\n\nwhen I receive [setting closed v]\nshow\n\nwhen I receive [level picked v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [settings open v]\nshow\n\nwhen I receive [setting closed v]\nhide\n\n@AAMUSIC\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [music v] to [1]\n\nwhen this sprite clicked\nwait (0.1) seconds\nnext costume\nchange [music v] by (1)\n\nwhen I receive [setting closed v]\nhide\n\nwhen I receive [settings open v]\nshow\n\nwhen flag clicked\nforever\n if <(Music) = [2]> then\n set [music v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n start sound [Dance Magic v]\n set volume to (100) %\n wait (8.53) seconds\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset volume to (0) %\nwait (17) seconds\nset volume to (100) %\n\n@Sprite5\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Easy picked v)\nbroadcast (Level picked v)\n\nwhen I receive [easy picked v]\nset [life level v] to [10]\nset [life v] to [10]\nhide\n\nwhen I receive [level picked v]\nhide\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Sprite6\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Medium Picked v)\nbroadcast (Level picked v)\n\nwhen I receive [medium picked v]\nset [life level v] to [5]\nset [life v] to (life level)\nhide\n\nwhen I receive [level picked v]\nhide\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Sprite7\n\nwhen this sprite clicked\nbroadcast (Hard picked v)\nbroadcast (Level picked v)\n\nwhen I receive [hard picked v]\nset [life level v] to [3]\nset [life v] to (life level)\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [level picked v]\nhide\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Sprite8\n\nwhen this sprite clicked\nbroadcast (HARDCORE PICKED v)\nbroadcast (Level picked v)\n\nwhen flag clicked\nshow\n\nwhen I receive [hardcore picked v]\nset [life level v] to [1]\nset [life v] to (life level)\nhide\n\nwhen I receive [level picked v]\nhide\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen flag clicked\nhide variable [life v]\nwait (12) seconds\nshow variable [life v]\n\n@Sprite9\n\nwhen this sprite clicked\nbroadcast (Setting Closed v)\n\nwhen flag clicked\nhide\n\nwhen I receive [settings open v]\nshow\n\nwhen I receive [setting closed v]\nhide\n\n@love and like detector\n\nwhen flag clicked\nhide\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 (0.5) seconds\nshow\ngo to x: (0) y: (-100)\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [watermark]> then\n go to [front v] layer\n show\n switch costume to (watermark v)\n set size to (0) %\n set [watermark v] to [0]\n set [watermark 2 v] to [0]\n point in direction (-90)\n repeat until <<(round (direction)) = [90]> and <<(round (Watermark)) = [0]> and <<(round (Watermark 2)) = [0]> and <(size) = [100]>>>>\n set [watermark v] to (((Watermark) * (0.8)) + (((100) - (size)) / (5)))\n set [watermark 2 v] to (((Watermark 2) * (0.8)) + (((90) - (direction)) / (5)))\n turn right (Watermark 2) degrees\n change size by (Watermark)\n end\n set size to (100) %\n point in direction (90)\n smooth glide [0] [196] [50] [4] [1]\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\n\ndefine Chevrons (#) (clone id)\nset [clone id v] to (clone id)\nif <(clone id) = [Chevron1]> then\n set [var 1 v] to [0]\nelse\n set [var 1 v] to [-80]\nend\nrepeat (#)\n create clone of (_myself_ v)\n change [var 1 v] by (-160)\nend\n\nwhen I receive [sync v]\nif <(Clone ID) = [Chevron1]> then\n change [var 1 v] by ((80) + ((size) / (20)))\nend\nif <(Clone ID) = [Chevron2]> then\n change [var 1 v] by ((80) + ((size) / (20)))\nend\nif <(Clone ID) = [BG2]> then\n set [ghost v] effect to (50)\nend\nif <(Clone ID) = [Chevron3]> then\n change [var 1 v] by (60)\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nreset timer\nstart sound [Barlas & Mert - Astronaut in the Ocean \(feat4 v]\nwait until <(timer) > [14]>\nbroadcast (End v)\n\nwhen flag clicked\nset [clone id v] to [0]\nset [var 1 v] to [0]\nset [var 2 v] to [0]\nswitch costume to (name v)\nhide\nwait (4.9) seconds\nClone [BG]\nClone [Name]\nClone [Grid]\nClone [BG2]\nChevrons [7] [Chevron1]\nChevrons [7] [Chevron2]\nChevrons [12] [Chevron3]\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n switch costume to (name v)\n set size to (600) %\n point in direction (-90)\n show\n broadcast (Sync v)\n repeat (1)\n repeat (20)\n go to [front v] layer\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n change size by (30)\n broadcast (Sync v)\n end\n repeat (1)\n repeat (22)\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n change size by (30)\n broadcast (Sync v)\n end\n repeat (2)\n repeat (22)\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n set size to (230) %\n broadcast (Sync v)\n end\n set [var 1 v] to [90]\n repeat (3)\n repeat (22)\n change [var 1 v] by (((450) - (Var 1)) / (12))\n point in direction (Var 1)\n change size by (((200) - (size)) / (12))\n end\n set size to (230) %\n broadcast (Sync v)\n end\n repeat (1)\n repeat (22)\n change [var 1 v] by (((450) - (Var 1)) / (12))\n point in direction (Var 1)\n change size by (((200) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron1]> then\n set size to (Var 1) %\n set [brightness v] effect to (0)\n go [forward v] (4) layers\n show\n repeat (1000)\n switch costume to (circle v)\n change size by (((Var 1) - (size)) / (4))\n change [var 1 v] by ((1) + ((size) / (20)))\n switch costume to (chev2 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron2]> then\n set size to (Var 1) %\n set [brightness v] effect to (0)\n go [backward v] (([abs v] of ((Var 1) / (160)) ) + (5)) layers\n show\n repeat (1000)\n switch costume to (circle v)\n change size by (((Var 1) - (size)) / (4))\n change [var 1 v] by ((1) + ((size) / (20)))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n set size to (144) %\n switch costume to (grid v)\n go [forward v] (1) layers\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n set size to (100) %\n switch costume to (bg v)\n go [backward v] (40) layers\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG2]> then\n switch costume to (bg v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n go [forward v] (40) layers\n show\n repeat (1000)\n change [ghost v] effect by (3)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron3]> then\n set size to (140) %\n switch costume to (bg v)\n go to x: (0) y: (((Var 1) * (1.2)) + (220))\n show\n go [backward v] (7) layers\n set [ghost v] effect to (80)\n repeat (1000)\n switch costume to (bg v)\n change y by (((((Var 1) * (1.2)) + (220)) - (y position)) / (4))\n change [var 1 v] by (4)\n switch costume to (arrow v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shutter]> then\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n switch costume to (pos hack v)\n go to [front v] layer\n go to x: (480) y: (0)\n switch costume to (shutter v)\n repeat (25)\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (pos hack v)\n change x by (((-350) - (x position)) / (12))\n go to [front v] layer\n switch costume to (shutter v)\n end\nend\n\nwhen flag clicked\nwait until <(timer) > [11]>\nClone [Shutter]\n\ndefine smooth glide (x) (y) (size) (smooth) (ghost)\nset [ghost v] to [0]\nset [watermark v] to (costume [name v])\nif <(size) = (size)> then\n set [watermark 2 v] to [1]\nelse\n set [watermark 2 v] to [0]\nend\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <(round (size)) = (size)>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n switch costume to (Watermark)\n if <(Watermark 2) = [0]> then\n change size by (((size) - (size)) / (smooth))\n end\n if <(ghost) = [1]> then\n change [ghost v] by (((100) - (ghost)) / (smooth))\n set [ghost v] effect to (ghost)\n end\nend\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nset size to (size) %\nswitch costume to (Watermark)\nif <(ghost) = [1]> then\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set [brightness v] effect to (0)\n switch costume to (pos hack v)\n go to x: (0) y: (200)\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (circle2 v)\n set [y vel v] to [-1]\n show\n repeat until <(y position) < [-180]>\n switch costume to (pos hack v)\n change y by (y vel)\n switch costume to (circle2 v)\n change [y vel v] by ((y vel) / (5))\n end\n switch costume to (pos hack v)\n go to x: (0) y: (-240)\n point in direction (-90)\n go to [back v] layer\n go [forward v] (2) layers\n repeat until <(size) > [4500]>\n switch costume to (size hack v)\n change size by (((4501) - (size)) / (10))\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (circle2 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [3.3]>\nClone [Circle]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle2]> then\n set [brightness v] effect to (100)\n switch costume to (pos hack v)\n go to x: (0) y: (-200)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (circle2 v)\n set [y vel v] to [1]\n show\n repeat until <[180] < (y position)>\n switch costume to (pos hack v)\n change y by (y vel)\n switch costume to (circle2 v)\n change [y vel v] by ((y vel) / (5))\n end\n switch costume to (pos hack v)\n go to x: (0) y: (240)\n point in direction (-90)\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <(size) > [4500]>\n switch costume to (size hack v)\n change size by (((4501) - (size)) / (10))\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (circle2 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [2.7]>\nClone [Circle2]\n\nwhen I start as a clone\nif <(Clone ID) = [BG111]> then\n set [brightness v] effect to (0)\n switch costume to (bg111 v)\n go to x: (0) y: (0)\n go to [back v] layer\n go [backward v] (400) layers\n set [brightness v] effect to (0)\n show\n repeat (20)\n change [brightness v] effect by (-5)\n go to [back v] layer\n go [backward v] (400) layers\n end\n repeat until <(timer) > [4.9]>\n go to [back v] layer\n go [backward v] (400) layers\n end\n delete this clone\nend\n\nwhen flag clicked\nClone [BG111]\n\nwhen I start as a clone\nif <(Clone ID) = [Fractal Burst]> then\n show\n switch costume to (fractal burst v)\n set size to (0) %\n set [color v] effect to (-20)\n go to [front v] layer\n set [color v] effect to (-20)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n set [color v] effect to (-20)\n repeat until <(size) > [1000]>\n switch costume to (size hack v)\n set [color v] effect to (-20)\n set [color v] effect to (-20)\n go to [front v] layer\n change size by (50)\n switch costume to (fractal burst v)\n set [color v] effect to (-20)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [4.85]>\nClone [Fractal Burst]\n\nwhen flag clicked\nwait until <(timer) > [9.68]>\nClone [Fractal Burst]\n\nwhen I start as a clone\nif <(Clone ID) = [Fractal Burst 2]> then\n show\n switch costume to (fractal burst v)\n set size to (0) %\n go to [front v] layer\n set [color v] effect to (0)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n repeat until <(size) > [1000]>\n switch costume to (size hack v)\n set [color v] effect to (0)\n go to [front v] layer\n change size by (50)\n switch costume to (fractal burst v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [7.2]>\nClone [Fractal Burst 2]\n\nwhen I start as a clone\nwait until <(timer) > [7.2]>\nset [color v] effect to (20)\nwait until <(timer) > [9.75]>\nset [color v] effect to (0)\n\ndefine Particle Physics\nmove ((yv) + (1)) steps\nset [yv v] to ((yv) * (0.95))\nchange x by (xv)\nset [xv v] to ((xv) * (0.8))\nif <([abs v] of (direction) ) < [90]> then\n turn right (((0) - (direction)) / (30)) degrees\nelse\n if <(direction) < [0]> then\n turn right (((-180) - (direction)) / (30)) degrees\n else\n turn right (((180) - (direction)) / (30)) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n go to [front v] layer\n set size to (50) %\n switch costume to (join [Particle] (pick random (1) to (4)))\n show\n set [brightness v] effect to (b)\n set [ghost v] effect to (25)\n go to x: (0) y: (0)\n point in direction (pick random (-179) to (179))\n set [xv v] to (pick random (10) to (-10))\n set [yv v] to (pick random (5) to (15))\n repeat (50)\n go to [front v] layer\n Particle Physics\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n end\n if <not <touching (_edge_ v)?>> then\n repeat (10)\n go to [front v] layer\n Particle Physics\n change [ghost v] effect by (10)\n end\n end\n delete this clone\nend\n\ndefine Particles (amount)\nrepeat (amount)\n Clone [Particle]\nend\n\nwhen flag clicked\nwait until <(timer) > [4.85]>\nset [b v] to [40]\nParticles [50]\n\nwhen flag clicked\nwait until <(timer) > [7.2]>\nset [b v] to [25]\nParticles [50]\n\nwhen flag clicked\nwait until <(timer) > [9.75]>\nset [b v] to [40]\nParticles [50]\n\nwhen flag clicked\nClone [watermark]\n\nwhen flag clicked\nwait until <(timer) > [11]>\nstart sound [Slice v]\nbroadcast (Start game v)\n\nwhen flag clicked\nif <(timer) = [11]> then\n broadcast (Start game v)\nend\n\n
wasd or arrow keys to move.\nM to mute.\n\nGoals:\n10/19/22: 100 visits\n10/19/22: front page\n10/21/22: 150 visits\n10/22/22: 500 visits\n11/6/22: 1000 visits\n11/6/22: 1500 visits
Travel around Japan! platformer ver.1.25 日本を周れ!プラットフォーマーVer.1.25
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [a v]\nnext backdrop\n\n@キャラクター\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n if <touching color (#05ffa1)?> then\n switch backdrop to (背景13 v)\n end\nend\n\nwhen I receive [otugi v]\nshow\nset [動くの禁止!! v] to [0]\n\nwhen I receive [otugi v]\nnext backdrop\n\nif <touching color (#ff0000)?> then\n go to x: (-209) y: (-110)\nend\nif <(x position) > [237]> then\n broadcast (次 v)\n hide\nend\nif <touching (スプライト8 v)?> then\n create clone of (_myself_ v)\n change [color v] effect by (1)\n set [y v] to [17]\nend\n\nwhen I receive [動く v]\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-209) y: (‐190)\nset [変数 v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <[0] < (mouse x)>> or <key (d v) pressed?>>> then\n change [変数 v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < [0]>> or <key (a v) pressed?>>> then\n change [変数 v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n change x by (変数)\n set [変数 v] to ((変数) * (0.9))\nend\n\nwhen I receive [動く v]\nforever\n if <touching color (#00ff19)?> then\n change y by (1)\n if <touching color (#00ff19)?> then\n change y by (1)\n if <touching color (#00ff19)?> then\n change y by (1)\n if <touching color (#00ff19)?> then\n change y by (1)\n if <touching color (#00ff19)?> then\n change y by (1)\n if <touching color (#00ff19)?> then\n change x by ((変数) * (-1.2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <[0] < (mouse y)>> or <key (w v) pressed?>>> then\n if <(変数) > [0]> then\n set [変数 v] to [-6]\n else\n set [変数 v] to [6]\n end\n set [y v] to [12]\n else\n set [変数 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <touching color (#00ff19)?> then\n set [y v] to [15]\n start sound [ジャンプ v]\n create clone of (_myself_ v)\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching color (#00ff19)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen I receive [動く v]\nset [タイム v] to [0]\nshow variable [タイム v]\nforever\n if <[224] < (x position)> then\n broadcast (a v)\n go to x: (-209) y: (‐190)\n end\nend\n\nwhen flag clicked\nshow\nbroadcast (動く v)\nforever\n play sound (pick random (3) to (5)) until done\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [タイム v] by (1)\n broadcast (記録 v)\nend\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching (障害物2 v)?>> then\n go to x: (-209) y: (‐190)\n end\nend\n\nset [☁ 世界最高スコア v] to [100]\n\n@ステージ\n\nwhen I receive [a v]\nnext costume\nchange [ステージ番号 v] by (1)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ステージ番号 v] to [1]\nhide variable [☁ 世界最高スコア v]\n\nwhen I receive [記録 v]\nforever\n if <(costume [number v]) = [1]> then\n stop [other scripts in sprite v]\n show variable [☁ 世界最高スコア v]\n stop [other scripts in sprite v]\n if <(☁ 世界最高スコア) > (タイム)> then\n set [☁ 世界最高スコア v] to (タイム)\n say (join (username) [おめでとう!あなたは世界記録を、塗り替えました!]) for (2) seconds\n end\n end\nend\n\nset [☁ 世界最高スコア v] to [100]\n\nwhen I receive [回れ v]\nif <(ステージ番号) = [13]> then\n broadcast (mawareee v)\nend\n\nif <(ステージ番号) = [14]> then\n broadcast (かける2 v)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [タイム v]\nshow\n\n@太陽\n\nwhen flag clicked\nclear graphic effects\nshow\nset size to (100) %\nchange [ghost v] effect by (25)\ngo to x: (217) y: (150)\nset size to (78) %\ngo to x: (217) y: (150)\nchange [ghost v] effect by (8)\nforever\n broadcast (1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (キャラクター v)?> then\n hide\n wait (1) seconds\n show\n end\nend\n\n@影\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [動く v]\nshow\nforever\n go to (キャラクター v)\n point towards (太陽 v)\nend\n\n@障害物2\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (56)\nswitch costume to (6 v)\nforever\n broadcast (回れ v)\nend\n\nwhen I receive [mawareee v]\nshow\nforever\n turn left (6) degrees\nend\n\nwhen flag clicked\nforever\n if <touching color (#f97f13)?> then\n hide\n end\nend\n\n
https://scratch.mit.edu/studios/32248199/ 作品ここに入れまくれええええええええ\n日本語は下\npressing the flag twice!\nThe stage is short, but please understand We are planning to increase it steadily from now on! Thank you for the stars and hearts!\nIt will go into the wall, but you can get out by pressing the arrow keys.\nPlease note that this back car record can only be done by a scratcher\nWelcome to the stars and hearts!\nIt's pretty amazing if it exceeds time 40\nPlease let me know if there is a world record!\nStage 13 and 14 are the same\nThere are few stages. I will do my best from now on and update!\nplease keep remixing\nAuthor's best time Ver.1.25 47 seconds\n日本語\n旗2回押しをおすすめします!\nステージ短いですが、ご了承くださいこれからドンドン増やしていく予定です!星とハートよろしくお願いします!良ければ拡散も\n壁にめり込みますが、テキトーに、矢印キーを押せば抜けれます\nこの世界記録は、スクラッチャーではないとできませんご了承ください\n星とハートよろしく!\nタイム40を超えたら結構すごいです\n世界記録が出たら教えて下さい!\nステージ13と、14は同じです\nステージ少ないですこれから頑張って、更新していきます!\nドンドンリミックスしてください!\n作者の最高タイムVer.1.25 47秒
Among Us 2 | Part 3 | A Platformer | #games #all #trending #art #amongus
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [>> intro done v]\nswitch backdrop to (1 v)\n\nwhen I receive [>> intro done v]\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@Player\n\ndefine Respawn\ngo to x: (-210) y: (0)\n\nwhen I receive [>> intro done v]\nRespawn\ngo to x: (-210) y: (0)\nset size to (35) %\nshow\nset rotation style [left-right v]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\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 next costume\n wait (0.04) seconds\n if <(costume [number v]) = [8]> then\n switch costume to (walk v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nwhen I receive [>> intro done v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [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 (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(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 (#313131)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#313131)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [9]\n end\n end\n if <(x position) > [230]> then\n start sound [task_Complete v]\n next backdrop\n Respawn\n end\n if <<(y position) < [-180]> or <<touching color (#ff0a0a)?> or <touching color (#800000)?>>> then\n start sound [Kill v]\n Respawn\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [chat v]\nsay [Sure! :D] for (3) seconds\nbroadcast (CHAT2 v)\n\nwhen I receive [next chat8 v]\nsay [Oh shoot, who's left?] for (3) seconds\nbroadcast (NEXT CHAT9 v)\n\nwhen I receive [next chat10 v]\nsay [Oh yeah...] for (2) seconds\nsay [Yellow did say...] for (3) seconds\nbroadcast (NEXT CHAT11 v)\n\nwhen I receive [next chat12 v]\nsay [Vote if Cyan is the imposter or a crewmate! :D]\n\n@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (20)) 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 (20) to (30)) 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\nforever\n go [forward v] (1000000) layers\nend\n\n@TNTintro\n\ndefine Clone (id) (#)\nset [id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[Particle] = (ID)> then\n switch costume to (particle v)\n set [brightness v] effect to (brightness)\n set [ghost v] effect to (100)\n show\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack 2 v)\n change [ghost v] effect by (-20)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (particle v)\n end\n delete this clone\nend\n\ndefine Particle (#) (brightness)\nset [brightness v] to (brightness)\nrepeat (#)\n set [id v] to [Particle]\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nset size to (100) %\nreset timer\nhide\nstart sound [James Landino - Press Garden Zone 2 v]\nclear graphic effects\nwait (1.2) seconds\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nClone [full] [1]\nclear graphic effects\nset [brightness v] effect to (100)\ngo to [front v] layer\nwait (.2) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nClone [1/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [2/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [3/3] [1]\nwait (.3) seconds\nclear graphic effects\nset [ghost v] effect to (50)\nClone [Rad2] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad2] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad2] [1]\nclear graphic effects\nwait (0) seconds\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad] [1]\nclear graphic effects\nwait (.5) seconds\nClone [Logo 1] [1]\nParticle [30] [5]\nwait (.5) seconds\nclone text [0]\nParticle [15] [0]\nClone [fully] [1]\nwait (.5) seconds\nClone [full name] [1]\nParticle [25] [100]\nwait (.3) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.1) seconds\nclear graphic effects\nset [brightness v] effect to (100)\nClone [Rad] [1]\nClone [Logo 2] [1]\nset [# v] to [1]\nwait (.05) seconds\nclear graphic effects\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\n wait (.15) seconds\nend\nset [brightness v] effect to (100)\nclone text [0]\nClone [Logo 3] [1]\nset [# v] to [1]\nset [brightness v] effect to (100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (-100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (0)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nClone [Circle] [1]\n\nwhen I start as a clone\nif <[Full] = (ID)> then\n show\n point in direction (90)\n go to [back v] layer\n switch costume to (100 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[1/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (1/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[2/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (2/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[3/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (3/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[Circle] = (ID)> then\n wait (1) seconds\n go to [front v] layer\n switch costume to (size hack 1 v)\n set size to (10000) %\n clear graphic effects\n switch costume to (circle v)\n show\n set [circle var v] to [1000]\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (>> Intro done v)\n delete this clone\nend\nif <[full name] = (ID)> then\n switch costume to (\[x\] full v)\n clear graphic effects\n set [brightness v] effect to (100)\n show\n go to [front v] layer\n set size to (0) %\n point in direction (87)\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [4] || Costume: [\[X\] Full]\nend\n\nwhen I start as a clone\nif <[Rad] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (90)\n switch costume to (rad v)\n show\n set [var1 v] to [-1]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n turn right ((var1) / (1.01910910190129)) degrees\n end\n \n turn right (((-90) - (direction)) / (6)) degrees\n end\nend\n\nwhen I start as a clone\nif <[Rad2] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (-240) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (180)\n switch costume to (rad v)\n show\n set [var1 v] to [.5]\n set [dir v] to [180]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n change [dir v] by (var1)\n point in direction (dir)\n end\n \n change [dir v] by (((270) - (dir)) / (6))\n point in direction (dir)\n end\nend\n\nwhen I start as a clone\nif <[Logo 1] = (ID)> then\n go to [front v] layer\n switch costume to (logo v)\n show\n set size to (0) %\n set [ghost v] effect to (100)\n point in direction (180)\n set [size bounce v] to [0]\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n set [size bounce v] to (((size bounce) * (0.8)) + (((45) - (size)) * (0.1)))\n change size by (size bounce)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (75)\n set [size bounce v] to [0]\n Particle [6] [0]\n forever\n set [size bounce v] to (((size bounce) * (0.8)) + (((35) - (size)) * (0.1)))\n change size by (size bounce)\n end\nend\n\ndefine clone text (wait)\nClone [\[X\] T] [1]\nwait (wait) seconds\nClone [\[X\] R] [1]\nwait (wait) seconds\nClone [\[X\] E] [1]\nwait (wait) seconds\nClone [\[X\] N] [1]\nwait (wait) seconds\nClone [\[X\] T2] [1]\nwait (wait) seconds\nClone [\[X\] O] [1]\nwait (wait) seconds\nClone [\[X\] N2] [1]\nwait (wait) seconds\nClone [\[X\] T3] [1]\nwait (wait) seconds\nClone [\[X\] N3] [1]\nwait (wait) seconds\nClone [\[X\] T4] [1]\n\nwhen I start as a clone\nif < (ID) contains [\[X\]]?> then\n run\n switch costume to (pos hack v)\n go to x: (pick random (-10) to (10)) y: (set)\n switch costume to (ID)\n set size to (0) %\n point in direction (pick random (85) to (95))\n show\n go to [front v] layer\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [6] || Costume: (ID)\n wait (.1) seconds\n delete this clone\nend\n\ndefine run\nif <[\[X\] T] = (ID)> then\n repeat until <<(set) = [-1]> or <(set) = [1]>>\n set [set v] to (pick random (-1) to (1))\n end\n set [\[intro\] e v] to (set)\nelse\n if <(\[intro\] e) = [-1]> then\n set [set v] to [1]\n set [\[intro\] e v] to [-1]\n else\n if <(\[intro\] e) = [1]> then\n set [set v] to [-1]\n set [\[intro\] e v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nif <[fully] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (full v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[logo 2] = (ID)> then\n clear graphic effects\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (logo v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (35) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (30) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\nif < (ID) contains [cver]?> then\n switch costume to (rad v)\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (ID)\n set size to (100000) %\n go to x: (0) y: (-900)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n change [ghost v] effect by (-2)\n end\n repeat (100)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <[Logo 3] = (ID)> then\n clear graphic effects\n show\n go to [front v] layer\n point in direction (-90)\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat until <<(round (size)) = [35]> and <(round (direction)) = [90]>>\n change [ghost v] effect by (-1)\n set [brightness v] effect to (100)\n change size by (((35) - (size)) / (5))\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\nend\n\nwhen I start as a clone\nif <not <<(ID) = [Circle]> or <(ID) = [Particle]>>> then\n wait until <(timer) > [8.5]>\n delete this clone\nend\n\n@Wall\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen I receive [end chat v]\nhide\n\nwhen backdrop switches to [11 v]\nshow\n\n@Your friend Cyan\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (130) y: (-65)\nhide\n\nwhen backdrop switches to [4 v]\ngo to x: (130) y: (-65)\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nglide (2) secs to x: (0) y: (-65)\nsay [Hi.] for (2) seconds\nsay [My name's...] for (2) seconds\nsay [...cyan.] for (2) seconds\nsay [Want to be friends?] for (3) seconds\nwait (1) seconds\nbroadcast (CHAT v)\n\nwhen I receive [chat2 v]\nsay [Ok, let's go to the voting area!] for (3) seconds\nsay [Thanks for being my friend! :D] for (4) seconds\nswitch costume to (costume1 v)\nglide (2) secs to x: (250) y: (-65)\nhide\nbroadcast (END CHAT v)\n\nwhen backdrop switches to [6 v]\ngo to x: (160) y: (-65)\nshow\nglide (1) secs to x: (250) y: (-65)\nhide\n\nwhen backdrop switches to [7 v]\ngo to x: (160) y: (-65)\nshow\nglide (1) secs to x: (250) y: (-65)\nhide\n\nwhen backdrop switches to [8 v]\ngo to x: (160) y: (-65)\nshow\nglide (1) secs to x: (250) y: (-65)\nhide\n\nwhen backdrop switches to [9 v]\ngo to x: (160) y: (-65)\nshow\nglide (1) secs to x: (250) y: (-65)\nhide\n\nwhen backdrop switches to [10 v]\ngo to x: (160) y: (45)\nshow\nglide (1) secs to x: (250) y: (45)\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (costume1 v)\ngo to x: (-160) y: (-65)\nshow\nwait (1) seconds\nsay [So who's the imposter?] for (3) seconds\nbroadcast (NEXT CHAT v)\n\nwhen I receive [next chat3 v]\nsay [I saw Blue doing some tasks when I was scanning myself in Medbay...] for (5) seconds\nsay [...so that means that Yellow must be it!] for (4) seconds\nbroadcast (NEXT CHAT4 v)\n\nwhen I receive [next chat11 v]\nsay [That's not... true!] for (4) seconds\nwait (2) seconds\nbroadcast (NEXT CHAT12 v)\n\nwhen I receive [next chat12 v]\nsay [GGs!]\n\n@Crewmate1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (costume1 v)\ngo to x: (-110) y: (-65)\nshow\n\nwhen I receive [next chat v]\nsay [I don't know, you guys see anything sus?] for (4) seconds\nbroadcast (NEXT CHAT2 v)\n\nwhen I receive [next chat11 v]\nswitch costume to (costume2 v)\n\n@Crewmate2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (costume1 v)\ngo to x: (-60) y: (-65)\nshow\n\nwhen I receive [next chat11 v]\nswitch costume to (costume2 v)\n\n@Imposter\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (costume1 v)\ngo to x: (130) y: (-65)\nshow\n\nwhen I receive [next chat4 v]\nsay [Wait what???] for (3) seconds\nsay [Nonononono!] for (2) seconds\nsay [You've just got to understand!] for (3) seconds\nsay [It's Cyan!] for (4) seconds\nsay [Why else would he...] for (2) seconds\nbroadcast (NEXT CHAT5 v)\n\nwhen I receive [next chat6 v]\nswitch costume to (costume1 v)\nsay [NO!!!!!] for (3) seconds\nsay [Blast it all!] for (4) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nhide\nbroadcast (NEXT CHAT7 v)\n\n@Crewmate4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (costume1 v)\ngo to x: (180) y: (-65)\nshow\n\nwhen I receive [next chat2 v]\nsay [Lime and I are clear, we were doing tasks together.] for (5) seconds\nbroadcast (NEXT CHAT3 v)\n\nwhen I receive [next chat9 v]\nsay [Well...] for (3) seconds\nsay [Cyan...] for (4) seconds\nbroadcast (NEXT CHAT10 v)\n\n@Votes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next chat5 v]\nswitch costume to (costume1 v)\nshow\nwait (5) seconds\nswitch costume to (costume2 v)\nwait (5) seconds\nhide\nswitch costume to (costume3 v)\nbroadcast (NEXT CHAT6 v)\n\nwhen I receive [next chat7 v]\nswitch costume to (costume3 v)\nshow\nwait (5) seconds\nhide\nswitch costume to (costume1 v)\nbroadcast (NEXT CHAT8 v)\n\n@End Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next chat12 v]\nshow\n\n@Among Us (Intro)\n\nwhen flag clicked\ngo [forward v] (1000000000000000000000000000000) layers\nhide\ngo to x: (289) y: (0)\nwait (0.5) seconds\nshow\nturn right (15) degrees\nglide (0.8) secs to x: (-289) y: (0)\nhide\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n turn left (11) degrees\nend\n\n@Kill Sound (Intro)\n\nwhen flag clicked\nwait (3.25) seconds\nplay sound [Kill v] until done\nforever\n stop [this script v]\nend\n\n
Among US Series 2 | Part 3 | A PLATFORMER\n\nWelcome to another Among Us part! :D\nLike and fav pls!\nFollow for more great content!\nENJOY!!!\n\nINSTRUCTIONS:\n\nArrow keys or WASD to move\nDodge spikes \nMobile friendly\nDon't be sus\nInvestigate the clues\nHave fun!\n\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games\n#amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus #amongus
Aesthetic Utopia || Platformer
@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\nforever\n if <(Level) = [6]> then\n switch backdrop to (3 v)\n else\n switch backdrop to (1 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen flag clicked\n\nwhen I receive [play scene v]\nset volume to (50) %\nwait (1) seconds\nforever\n play sound [Song v] until done\nend\n\nwhen I receive [play scene v]\nwait until <(Level) = [10]>\nset volume to (0) %\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]\nchange x by (Move X)\nchange y by (Move Y)\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 switch costume to (idle v)\n if <not <touching (water v)?>> then\n if <not <touching (ladders v)?>> then\n if <touching (low gravity v)?> then\n if <<(Level) = [6]> or > then\n change [y velocity v] by (-0.6)\n else\n change [y velocity v] by (-0.65)\n end\n else\n if <touching (high gravity v)?> then\n change [y velocity v] by (-1.5)\n else\n change [y velocity v] by (-1)\n end\n end\n end\n end\n if <touching (ladders v)?> then\n Ladders\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 (test v)?> or <<touching (coinlock v)?> or >>> then\n repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>> 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 (test v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (pink v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>>\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 (test v)?> or <<touching (locked v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>> then\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>>\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 (test v)?>> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>> then\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n if <<touching (left v)?> or <touching (right v)?>> then\n start sound (pick random (34) to (36))\n else\n start sound (pick random (27) to (33))\n end\n end\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Y Velocity) < [11]> then\n change [y velocity v] by (0.8)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.1)\n end\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n set [y velocity v] to [13]\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\n if <not <touching (water v)?>> then\n if <(Y Velocity) > [0]> then\n switch costume to (jump v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (fall v)\n end\n end\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [10]>>> then\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Animation v)\n broadcast (Start Keys v)\n broadcast (Lock v)\n broadcast (Reset orb v)\n broadcast (Next Level v)\n start sound [Checkpoint v]\n set size to (100) %\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 <<(y position) < [-170]> or >>> and <not <(CHEAT) = [1]>>> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Next v)\n start sound [Respawn v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n set [☁ deaths v] to ((☁ Deaths) + (1))\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [18]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nset rotation style [left-right v]\nif <touching (left v)?> then\n change x by (-4.8)\nend\nif <touching (right v)?> then\n change x by (4.8)\nend\nif <touching (bounce part v)?> then\n if <(Level) = [8]> then\n set [y velocity v] to [18]\n else\n set [y velocity v] to [17.5]\n end\n start sound [spring v]\nend\n\ngo to x: (-215) y: (-50)\n\nwhen I receive [intro done v]\nset [win? v] to [0]\nset [can move? v] to [1]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-15)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [1.9] [0.8] [12.8]\n Detection\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 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\nforever\n wait until <touching (water v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water v)?>>\nend\n\ngo [forward v] (1) layers\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]> or <<(Level) = [2]> or >> then\n go to x: (-215) y: ((-21) + (25))\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [3]> or <<(Level) = [5]> or >> then\n go to x: (-215) y: ((-59) + (25))\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [7]> or <<(Level) = [8]> or <(Level) = [9]>>> then\n go to x: (-215) y: ((-54) + (25))\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (0) y: ((50) + (25))\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\n\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-70)\n\ndefine Ladders\nif <touching (ladders v)?> then\n if <touching (ladders v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [6.5]\n end\n end\n end\n if <touching (ladders v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [-6.5]\n end\n end\n end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[] = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[] = [1]>>>> then\n set [y velocity v] to [0]\nend\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n wait until <touching (low gravity v)?>\n broadcast (Show Blue v)\n wait until <not <touching (low gravity v)?>>\n broadcast (Out v)\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nforever\n wait until <touching (high gravity v)?>\n broadcast (Show Red v)\n wait until <not <touching (high gravity v)?>>\n broadcast (Hide Red v)\nend\n\nset rotation style [all around v]\n\nclear graphic effects\n\nwhen I receive [win v]\nhide\n\nwhen I receive [animation v]\nset size to (2) %\nrepeat (100)\n change size by (((100) - (size)) / (10))\nend\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n broadcast (Water v)\n start sound [In Water v]\n wait until <not <touching (water v)?>>\n if <(x position) > [-215]> then\n set [y velocity v] to [7.5]\n end\nend\n\nstart sound [Exit Water v]\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwhen flag clicked\nforever\n if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n play sound (pick random (20) to (25)) until done\n end\nend\n\nstart sound [T7 v]\n\nwhen [space v] key pressed\n\nbroadcast (Particles v)\nbroadcast (Lock v)\nbroadcast (Start Keys v)\nbroadcast (Animation v)\nbroadcast (Reset orb v)\nbroadcast (Next v)\nstart sound [Respawn v]\nswitch costume to (idle v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nset [☁ deaths v] to ((☁ Deaths) + (1))\nRespawn Position\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwait (1) seconds\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nhide\n\nwhen I receive [count v]\n\nshow\n\nwhen flag clicked\nwait until <touching (slime v)?>\nif <(Win?) = [0]> then\n set [can move? v] to [0]\n broadcast (GAME OVER v)\n start sound (pick random (11) to (16))\n start sound [Eliminated v]\n wait (2) seconds\n hide\nend\n\nforever\n\nset [can move? v] to [1]\n\nwhen I receive [win v]\nstart sound [Qualified v]\nset [win? v] to [1]\n\nwhen I receive [win v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nbroadcast (Create Clone v)\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\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\ngo to [back v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [-122] [130] At Size [100]\nend\nif <(Level) = [2]> then\n Clone At X: [200] [-138] At Size [100]\nend\nif <(Level) = [5]> then\n Clone At X: [-200] [40] At Size [100]\nend\nif <(Level) = [7]> then\n Clone At X: [134] [-135] At Size [100]\nend\nif <(Level) = [9]> then\n Clone At X: [97] [-140] At Size [100]\nend\n\nwhen I start as a clone\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (12) layers\nforever\n set [move x v] to ((Move X) * (0.9))\n set [move y v] to ((Move Y) * (0.9))\n change x by (Move X)\n change y by (Move Y)\n turn right ((Move X) * (2)) degrees\n turn right ((Move Y) * (2)) degrees\nend\n\nturn right (4) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I start as a clone\nforever\n if <(Level) = [1]> then\n forever\n repeat (38)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n repeat (38)\n set [move y v] to [3]\n end\n wait (0.8) seconds\n end\n end\n if <(Level) = [2]> then\n forever\n repeat (50)\n set [move y v] to [3]\n end\n wait (0.8) seconds\n repeat (50)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n end\n end\n if <(Level) = [5]> then\n forever\n repeat (43)\n set [move x v] to [3]\n end\n wait (0.8) seconds\n repeat (43)\n set [move x v] to [-3]\n end\n wait (0.8) seconds\n end\n end\n if <(Level) = [7]> then\n forever\n repeat (90)\n set [move y v] to [3]\n end\n wait (0.8) seconds\n repeat (90)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n end\n end\n if <(Level) = [9]> then\n forever\n repeat (90)\n set [move y v] to [3]\n end\n wait (0.8) seconds\n repeat (90)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n end\n end\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [-122] [130] At Size [100]\nend\n\nbroadcast (Next Level v)\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [1]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nforever\n if <(Level) = [2]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo to [back v] layer\n\ngo [backward v] (20) layers\n\n@Conveyor Belt 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [3]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Conveyor Belt 4\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [4]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Conveyor Belt 5\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [4]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Conveyor Belt 6\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [5]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Blue\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show blue v]\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [out v]\nrepeat (10)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n switch costume to (Level)\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n switch costume to (Level)\nend\n\n@Low Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [backward v] (20) layers\n\n@High Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo to [back v] layer\n\n@Red\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show red v]\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [hide red v]\nrepeat (10)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\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@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [forward v] (20) layers\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (55)\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nrepeat (10)\n go [forward v] (1) layers\nend\n\ngo [forward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Ladders\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@next\n\nwhen I receive [next level v]\n\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\ngo to x: (550) y: (0)\nrepeat (20)\n change x by (((x position) - (0)) / (-5))\nend\nwait (0.5) seconds\nrepeat (20)\n change x by (((x position) - (-550)) / (-5))\nend\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (40)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (90)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nstart sound [Selected v]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play scene v]\nset [screen v] to [1]\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\nwhen I receive [animation start v]\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 go to [front v] layer\n change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [screen v] to [0]\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@CreditsButton\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN2) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone At X: [103] [1] At Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [-60] [90] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [-68] [-74] At Size: [100]\n Clone At X: [10] [-74] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [96] [60] At Size: [100]\n Clone At X: [-105] [96] At Size: [100]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (14) layers\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n 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\nClone At X: [-200] [60] At Size: [90]\n\n@Coins\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\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone At X: [62] [-160] At Size: [100]\n Clone At X: [167] [91] At Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [70] [1] At Size: [100]\n Clone At X: [-206] [141] At Size: [100]\nend\nif <(Level) = [6]> then\n Clone At X: [-173] [142] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [134] [-147] At Size: [100]\n Clone At X: [-2] [150] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [-219] [124] At Size: [100]\n Clone At X: [4] [152] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [3]> then\n go [forward v] (3) layers\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) = [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 start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [7]> then\n go [forward v] (3) layers\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) = [9]> 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 end\n end\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nClone At X: [-138] [50] At Size: [100]\n\nbroadcast (Next v)\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [6]>\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [7]>\nswitch costume to (4 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\ngo [forward v] (1) layers\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [9]>\ngo [forward v] (10) layers\nswitch costume to (5 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\n@Bounce 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [5]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Bounce Part\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)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (100) to (150)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack v)\n change [ghost v] effect by (0)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.85))\n set [b v] to ((b) * (0.85))\n switch costume to (particle v)\n end\n delete this clone\nend\n\nwhen I receive [particles v]\nif then\n delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Conveyor Belt 7\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (100) to (150)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack v)\n change [ghost v] effect by (0)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.8))\n set [b v] to ((b) * (0.8))\n switch costume to (particle v)\n end\n delete this clone\nend\n\nwhen I receive [water v]\nif then\n delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n change [change y v] by (-0.2)\n change y by (Change Y)\nend\n\n@Conveyor Belt 8\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [7]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Conveyor Belt 9\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n@Bounce 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Trivia\n\nwhen I receive [next level v]\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to x: (465) y: (0)\nwait until <(Level) = [10]>\nwait (0.1) seconds\nbroadcast (Hide v)\nstart sound [Round Reveal 11s v]\nset [can move? v] to [0]\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\nwait (11) seconds\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nset [can move? v] to [1]\nbroadcast (Count v)\nhide\ngo to x: (465) y: (0)\n\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\nstart sound [Round Reveal 11s v]\nwait (11) seconds\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nhide\ngo to x: (465) y: (0)\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (0)\n\nstop [other scripts in sprite v]\n\n@Bounce 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [8]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Conveyor Belt 10\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [9]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Saws2\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone At X: [-206] [25] At Size [100]\nend\n\nwhen I start as a clone\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (15) layers\nforever\n set [movex2 v] to ((MoveX2) * (0.9))\n change x by (MoveX2)\n turn right ((MoveX2) * (2)) degrees\nend\n\nturn right (4) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I start as a clone\nforever\n if <(Level) = [9]> then\n forever\n repeat (135)\n set [movex2 v] to [3]\n end\n wait (0.8) seconds\n repeat (135)\n set [movex2 v] to [-3]\n end\n wait (0.8) seconds\n end\n end\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nbroadcast (Next Level v)\n\n@Square 1\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nchange y by (-5)\n\nwhen I receive [disappear v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [show blocks v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Square 2\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nwhen I receive [disappear v]\n\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show blocks v]\n\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Square 3\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nwhen I receive [disappear v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show blocks v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Square 4\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\n@Square 5\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nwhen I receive [disappear v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show blocks v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Screen\n\nwhen I receive [ask v]\nswitch costume to (2 v)\nstart sound [Asked v]\nwait (1) seconds\nstart sound [Sound v]\nwait (2.5) seconds\nstart sound [Dissappear v]\nbroadcast (Disappear v)\nwait (2) seconds\nstart sound [Sound v]\nbroadcast (Show Blocks v)\nwait (2) seconds\nif <(Lost) = [0]> then\n broadcast (Win v)\nend\n\nswitch costume to (1 v)\n\nbroadcast (Show v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\nswitch costume to (1 v)\n\n@Numbers\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [10]>\nshow\n\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [count v]\nshow\nswitch costume to (10 v)\nwait (2) seconds\nrepeat (4)\n next costume\n wait (1) seconds\nend\nset volume to (50) %\nstart sound [5 v]\nswitch costume to (5 v)\nwait (1) seconds\nstart sound [4 v]\nswitch costume to (4 v)\nwait (1) seconds\nstart sound [3 v]\nswitch costume to (3 v)\nwait (1) seconds\nstart sound [2 v]\nswitch costume to (2 v)\nwait (1) seconds\nstart sound [1 v]\nswitch costume to (1 v)\nwait (1) seconds\nstart sound [0 v]\nswitch costume to (0 v)\nwait (1) seconds\nhide\nwait (2) seconds\nbroadcast (Ask v)\n\nswitch costume to (10 v)\n\ngo [backward v] (1) layers\n\n@Slime\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\n@Win\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to x: (465) y: (0)\nwait (4) seconds\nset [can move? v] to [0]\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\n\nwhen I receive [game over v]\ngo to x: (465) y: (0)\nwait (3) seconds\nset [can move? v] to [0]\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\n\n@Game Over\n\nwhen I receive [game over v]\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n switch costume to (dot v)\n change size by (-50)\n switch costume to (2 v)\nend\n\n
Glow | A Platformer #games #all
@Stage\n\n@Character\n\nwhen flag clicked\nGame Loop\n\ndefine Game Loop\nSet Variables\nwait (3) seconds\nset [brightness v] effect to (0)\nswitch costume to (square1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-230) y: (180)\nset [y vel v] to [0]\nforever\n go to [front v] layer\n if <<key (up arrow v) pressed?> and <[1] > (on ground)>> then\n set [on ground v] to [no]\n set [y vel v] to (jump height)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (x speed)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by ((x speed) - ((x speed) * (2)))\n end\n change [y vel v] by (gravity)\n Move Vertically (y vel)\n set [x vel v] to ((x vel) * (0.9))\n Move Horizontally (x vel)\n Sense\n create clone of (_myself_ v)\nend\n\ndefine Move Vertically (y)\nchange [on ground v] by (1)\nrepeat (10)\n set [original y v] to (y position)\n change y by ((y) / (10))\n if <touching (ground v)?> then\n set y to (original y)\n if <(y vel) < [0]> then\n set [on ground v] to [0]\n set [y vel v] to [0]\n else\n set [y vel v] to [0]\n end\n end\nend\n\ndefine Move Horizontally (x)\nrepeat (10)\n set [original x v] to (x position)\n change x by ((x) / (10))\n if <touching (ground v)?> then\n set x to (original x)\n set [x vel v] to [0]\n end\nend\n\ndefine Set Variables\nset [friction v] to [0.9]\nset [gravity v] to [-1]\nset [x speed v] to [1]\nset [jump height v] to [15]\nset [level v] to [1]\n\ndefine Reset (direction)\nset y to (180)\nif <(direction) = [reset]> then\n set x to (-230)\nelse\n set x to (230)\nend\n\ndefine Sense\nif <[230] < (x position)> then\n change [level v] by (1)\n Reset [reset]\nend\nif <(y position) < [-170]> then\n Reset [reset]\nend\nif <touching (danger v)?> then\n Reset [reset]\nend\n\nwhen I start as a clone\nswitch costume to (square2 v)\ngo to [back v] layer\nset [ghost v] effect to (85)\nrepeat (100)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nshow\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Glow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL)\n set [ghost v] effect to (Ghost)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [ghost v] to [60]\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (100)\n go to [front v] layer\n change [ghost v] effect by (1)\nend\nhide\n\nwhen [space v] key pressed\ngo to [front v] layer\n\n
ɴᴇᴏɴ ɢʟᴏᴡ | ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\n-\nʙʏ @TheFallenArise\n\nᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ɴᴇᴏɴ ɢʟᴏᴡ ʙʏ ᴛʜᴇꜰᴀʟʟᴇɴᴀʀɪꜱᴇ, ᴀ ɢᴇɴᴜɪɴᴇ Qᴜᴀʟɪᴛʏ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ. ᴍᴀᴅᴇ ꜰᴏʀ ᴛʜᴇ ꜱᴄʀᴀᴛᴄʜᴛᴏʙᴇʀ ꜱᴛᴜᴅɪᴏ. ᴍᴏᴠᴇ ᴡɪᴛʜ ᴀʀʀᴏᴡ ᴋᴇʏꜱ. ᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ! ɪꜰ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ, ᴄᴏɴꜱɪᴅᴇʀ ᴅʀᴏᴘᴘɪɴɢ ᴀ ꜰᴏʟʟᴏᴡ, ᴀ ꜱᴛᴀʀ, ᴀɴᴅ ᴀ ʜᴇᴀʀᴛ.\n\nʜᴀᴠᴇ ᴀ ɢᴏᴏᴅ ᴅᴀʏ! \n\n-ᴛʜᴇꜰᴀʟʟᴇɴᴀʀɪꜱᴇ\n\n#scratch #platformer #glow #quality\n
Platformer with the Instagram logo!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen backdrop switches to [背景8 v]\nbroadcast (背景8背景8 v)\n\n@スプライト3\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (-5)\nend\ndelete this clone\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-206) y: (-86)\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n if <<[220] < (x position)> and <(backdrop [number v]) = [1]>> then\n switch backdrop to (背景2 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [2]>> then\n switch backdrop to (背景3 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [3]>> then\n switch backdrop to (背景4 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [4]>> then\n switch backdrop to (背景5 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [5]>> then\n switch backdrop to (背景6 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [6]>> then\n switch backdrop to (背景7 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [7]>> then\n switch backdrop to (背景8 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [8]>> then\n switch backdrop to (背景9 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [9]>> then\n switch backdrop to (背景10 v)\n go to x: (-206) y: (-86)\n end\n if <<[220] < (x position)> and <(backdrop [number v]) = [10]>> then\n switch backdrop to (背景11 v)\n go to x: (-206) y: (-86)\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nwait (3) seconds\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nforever\nend\n\nplay sound [128_BPM124 v] until done\n\nplay sound [128_BPM124 v] until done\n\nwhen flag clicked\nhide\ngo to x: (-206) y: (-124)\nswitch backdrop to (背景2 v)\n\nchange [タイム v] by (0.05)\n\nwhen I receive [スタート v]\n\nwhen I receive [スタート! v]\nshow\npoint in direction (90)\nset size to (25) %\nswitch backdrop to (背景2 v)\ngo to x: (-206) y: (-124)\nshow\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<key (down arrow v) pressed?> or <<mouse down?> and <[0] > (mouse y)>>> 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 <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (6)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n if <<<touching color (#ff0000)?> or <touching (_edge_ v)?>> or <[-180] > (y position)>> then\n 初期化\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by (() - (y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n end\n end\nend\n\nstart sound [128_BPM124 v]\n\nwhen [loudness v] > (-1)\nforever\n play sound [128_BPM124 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [背景8背景8 v]\ngo to x: (31) y: (29)\nshow\nforever\n if <touching (スプライト3 v)?> then\n hide\n end\nend\n\n@スプライト2\n\nwhen I receive [スタート v]\nshow\nrepeat (10)\n change size by (10)\nend\nwait (1) seconds\nhide\nbroadcast (スタート! v)\n\nwhen flag clicked\nset size to (0) %\n\n@無題92\n\nwhen flag clicked\nshow\nforever\n reset timer\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen [timer v] > (10)\nshow\n\nwhen [space v] key pressed\nhide\n\n
[日本語は下だよ]\nIf you touch the edge, you will die.\n\nRead to the end!\n\nThank you very much, sapphire7110.\n\nHttps://scratch.mit.edu/projects/746049724/\n\nUse the arrow keys or tap to operate it.\n\nIf you touch red, you will die.\n\nIt will be smaller with the down arrow keys.\n\nAttention!\n\nIn order to go to the next stage, you must hit the wall at the bottom right to go to the next stage.\n\nPlease run through the first stage with all your strength!!︎\n\nStop remixing without permission.\n\nIf you fall down while squatting, you will die.\n\nThere are times when you get into the ground on the way, but it's not a bug.\n\n /Instagramのロゴでプラットフォーマー!\n端に触れたら死亡してしまいます。\n最後まで読んで!\nsapphire7110さんありがとうございます。\nhttps://scratch.mit.edu/projects/746049724/\n矢印キーまたは、タップで操作します。\n赤に触れたら死亡します。\n下矢印キーで小さくなります。\n注意!\n次のステージに行くためには、必ず右下で壁にぶつからないと次のステージに行けません\n右下に行かなくてもいいものもあります。\nゆっくり突撃すれば問題ありません!\n最初のステージは全力で駆け抜けて下さい‼︎\n許可無くremixすることはやめて下さい。\nしゃがんだまま落ちると死にます。\n途中地面にめり込む時がありますが、バグではありません。
Online scroll Platformer オンラインプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [クリア v]\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nforever\n if <(Time) > (☁ world record)> then\n set [☁ world record v] to (Time)\n end\nend\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nset [☁ 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\nbroadcast (オンライン! v)\nforever\n if <(☁ 1p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ 1p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 2p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ 2p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 3p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ 3p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 4p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ 4p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 5p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ 5p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 6p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ 6p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 7p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ 7p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 8p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ 8p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 9p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ 9p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ 10p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ 10p v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [ユーザー v] to [0]\nset [ユーザー名数値化 v] to []\nrepeat (length of (username))\n change [ユーザー v] by (1)\n switch costume to (letter (ユーザー) of (username))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) (costume [number v]))\nend\nrepeat ((40) - (length of (ユーザー名数値化)))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [ユーザー v]\nset [回数 v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [回数 v] by (1)\n set [読み込み v] to [0]\n set [1 v] to []\n repeat (20)\n if <not <(join (letter ((読み込み) + (1)) of (item (回数) of [p1〜10 v])) (letter ((読み込み) + (2)) of (item (回数) of [p1〜10 v]))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (item (回数) of [p1〜10 v])) (letter (読み込み) of (item (回数) of [p1〜10 v])))\n set [1 v] to (join (1) (costume [name v]))\n end\n end\n add (1) to [ユーザー v]\nend\n\nwhen I receive [start v]\nbroadcast (オンライン v)\n\n@地面\n\nwhen flag clicked\nwait (0.1) seconds\nset [量 v] to [15]\nhide\nset [ステージのxy v] to [0]\nset [量 v] to [1]\ngo to [front v] layer\nset [ステージの番号 v] to [1]\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)\nset [ステージの番号 v] to (ステージ番号)\nswitch costume to (ステージ番号)\nset [ステージのxy v] to (x座標)\nset [my_n v] to (ステージ番号)\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\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nhide\n\nwhen I receive [start v]\nステージ配置 [0] [0] [2]\nステージ配置 [480] [0] [3]\nステージ配置 [960] [0] [4]\nステージ配置 ((960) + (480)) [0] [5]\nステージ配置 ((1440) + (480)) [0] [6]\nステージ配置 (((1440) + (480)) + (200)) [0] [7]\nステージ配置 (((1440) + (480)) + (700)) [0] [8]\nステージ配置 (((1440) + (480)) + (1200)) [0] [9]\nステージ配置 (((1440) + (480)) + (1850)) [0] [10]\nステージ配置 (((1440) + (800)) + (1850)) [0] [11]\nステージ配置 (((1440) + (1260)) + (1850)) [0] [12]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\n@相手\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [オンライン! v]\ngo to [front v] layer\nhide\nコピー\n\nwhen I receive [プログラム2 v]\n移動 (((join (join (letter (41) of (item (costume [number v]) of [p1〜10 v])) (letter (42) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (43) of (item (costume [number v]) of [p1〜10 v])) (letter (44) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - (視点x)) (((join (join (letter (45) of (item (costume [number v]) of [p1〜10 v])) (letter (46) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (47) of (item (costume [number v]) of [p1〜10 v])) (letter (48) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - ((視点y) - (-20)))\n\ndefine 移動 (x) (y)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\nif <<(1p?) = (costume [number v])> or <(item (costume [number v]) of [p1〜10 v]) = [0]>> then\n hide\nend\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n if <<not <(1p?) = (costume [number v])>> and <not <(item (costume [number v]) of [p1〜10 v]) = [0]>>> then\n if <[0] = ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10))> then\n say (item (costume [number v]) of [ユーザー v])\n else\n say (join (item (costume [number v]) of [ユーザー v]) (join [:] (item ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10)) of [しゃべる言葉 v])))\n end\n point in direction ((-1) + (letter (49) of (item (costume [number v]) of [p1〜10 v])))\n show\n set [ghost v] effect to (100)\n end\nelse\n if <<not <(1p?) = (costume [number v])>> and <not <(item (costume [number v]) of [p1〜10 v]) = [0]>>> then\n if <[0] = ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10))> then\n say (item (costume [number v]) of [ユーザー v])\n else\n say (join (item (costume [number v]) of [ユーザー v]) (join [:] (item ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10)) of [しゃべる言葉 v])))\n end\n point in direction ((-1) + (letter (49) of (item (costume [number v]) of [p1〜10 v])))\n show\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n delete all of [確認 v]\n add (☁ 1p) to [確認 v]\n add (☁ 2p) to [確認 v]\n add (☁ 3p) to [確認 v]\n add (☁ 4p) to [確認 v]\n add (☁ 5p) to [確認 v]\n add (☁ 6p) to [確認 v]\n add (☁ 7p) to [確認 v]\n add (☁ 8p) to [確認 v]\n add (☁ 9p) to [確認 v]\n add (☁ 10p) to [確認 v]\n wait (1) seconds\n if <(letter (length of (item (costume [number v]) of [確認 v])) of (item (costume [number v]) of [確認 v])) = (letter (length of (item (costume [number v]) of [p1〜10 v])) of (item (costume [number v]) of [p1〜10 v]))> then\n if <(costume [number v]) = [1]> then\n hide\n set [☁ 1p v] to [0]\n end\n if <(costume [number v]) = [2]> then\n hide\n set [☁ 2p v] to [0]\n end\n if <(costume [number v]) = [3]> then\n hide\n set [☁ 3p v] to [0]\n end\n if <(costume [number v]) = [4]> then\n hide\n set [☁ 4p v] to [0]\n end\n if <(costume [number v]) = [5]> then\n hide\n set [☁ 5p v] to [0]\n end\n if <(costume [number v]) = [6]> then\n hide\n set [☁ 6p v] to [0]\n end\n if <(costume [number v]) = [7]> then\n hide\n set [☁ 7p v] to [0]\n end\n if <(costume [number v]) = [8]> then\n hide\n set [☁ 8p v] to [0]\n end\n if <(costume [number v]) = [9]> then\n hide\n set [☁ 9p v] to [0]\n end\n if <(costume [number v]) = [10]> then\n hide\n set [☁ 10p v] to [0]\n end\n end\nend\n\nif <(item (costume [number v]) of [ユーザー v]) = (username)> then\n delete this clone\nend\n\nwhen [timer v] > (time2)\nhide\n\nwhen I start as a clone\n\nwhen I receive [start v]\nforever\n delete all of [p1〜10 v]\n add (☁ 1p) to [p1〜10 v]\n add (☁ 2p) to [p1〜10 v]\n add (☁ 3p) to [p1〜10 v]\n add (☁ 4p) to [p1〜10 v]\n add (☁ 5p) to [p1〜10 v]\n add (☁ 6p) to [p1〜10 v]\n add (☁ 7p) to [p1〜10 v]\n add (☁ 8p) to [p1〜10 v]\n add (☁ 9p) to [p1〜10 v]\n add (☁ 10p) to [p1〜10 v]\nend\n\n@水\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (60)\nswitch costume to (none v)\nステージ配置 ((1440) + ((480) + (400))) [0] [2]\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)\nset [my_n v] to (ステージ番号)\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) - (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 [] [] []\nステージ配置 [] [] []\nステージ配置 [] [] []\nステージ配置 [] [] []\nステージ配置 [] [] []\nステージ配置 [] [] []\n\nwhen I receive [クリア v]\nhide\n\n@障害物\n\nwhen flag clicked\npoint in direction (90)\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\npoint in direction (90)\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)\nset [my_n v] to (ステージ番号)\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 <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nステージ配置 [1600] [0] [14]\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\ngo to [back v] layer\npoint in direction (90)\nステージ配置 [0] [0] [1]\nステージ配置 ((1440) + (215)) [240] [2]\nステージ配置 ((1440) + (900)) [290] [3]\nステージ配置 ((1440) + (860)) [0] [4]\nステージ配置 ((1440) + (1300)) [0] [5]\nshow\n\nwait (0) seconds\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1420) - (視点x)) ((60) - (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 [1420]\n set [復活y v] to [120]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen [timer v] > (time2)\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\nwhen I receive [start v]\nshow\nset [動いていい? v] to [1]\ngo to x: (-90) y: (150)\ngo to [back v] layer\nshow list [ユーザー v]\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>> then\n hide list [ユーザー v]\n set [動いていい? v] to [0]\n wait (1) seconds\n wait until <not <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>>>\n show list [ユーザー v]\n set [動いていい? v] to [1]\n broadcast (プログラム v)\n end\n go to [front v] layer\nend\n\nwhen I receive [クリア v]\nhide\n\n@スプライト4\n\ndefine 配置\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (-175) y: (155)\nrepeat (11)\n create clone of (_myself_ v)\n change y by (-30)\n next costume\n set x to (-170)\nend\n\nwhen flag clicked\nset [しゃべる言葉 v] to [0]\nset [チャット? v] to [0]\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(チャット?) = [1]> then\n set [チャット? v] to [0]\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n else\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [チャット? v] to [1]\n end\n end\n else\n if <<(チャット?) = [1]> and <not <(costume [number v]) = [1]>>> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [しゃべる言葉 v] to ((costume [number v]) - (1))\n broadcast (喋る v)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [喋る v]\nwait (5) seconds\nset [しゃべる言葉 v] to [0]\nbroadcast (オンライン v)\n\nwhen I start as a clone\nforever\n set [チャットか? v] to (mouse y)\n if <<(チャット?) = [1]> and <<(mouse x) < [-140]> and <[-130] < (mouse y)>>> then\n set [チャットか? v] to [1]\n broadcast (プログラム v)\n else\n if <<(チャット?) = [0]> and <<(mouse x) < [-140]> and <[150] < (mouse y)>>> then\n set [チャットか? v] to [1]\n else\n set [チャットか? v] to [0]\n end\n end\nend\n\nset [ghost v] effect to (50)\n\nwhen I receive [start v]\n配置\n\nwhen I receive [クリア v]\nhide\n\nwhen I receive [クリア v]\nhide\ndelete this clone\n\n@ゴール\n\nwhen flag clicked\nset [クリア v] to [0]\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4900) - (視点x)) ((40) - (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 broadcast (クリア v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [クリア v]\nset [クリア v] to [1]\n\n@キャラ\n\nwhen flag clicked\nhide\ngo to x: (30) y: (20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点y v] to [50]\nset [x v] to [-200]\nset [y v] to [50]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nif <(動いていい?) = [1]> then\n broadcast (プログラム v)\n if <touching (水 v)?> then\n change [y v] by (-0.1)\n else\n if <(キャラ番号) = [6]> then\n change [y v] by (-0.27)\n else\n change [y v] by (-1)\n end\n end\n change [i v] by (1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <(キャラ番号) = [2]> then\n set rotation style [left-right v]\n point in direction (90)\n change [x v] by (3.5)\n else\n set rotation style [left-right v]\n point in direction (90)\n change [x v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n if <(キャラ番号) = [2]> then\n set rotation style [left-right v]\n point in direction (-90)\n change [x v] by (-3.5)\n else\n set rotation style [left-right v]\n point in direction (-90)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.88))\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 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 if <(キャラ番号) = [5]> then\n set [y v] to [17]\n else\n if <(キャラ番号) = [6]> then\n set [y v] to [8]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [y v] to [13]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n end\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (地面 v)?> then\n 位置補正y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\n end\n change y by (-1.1)\n if <<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 <(キャラ番号) = [3]> then\n start sound [Jump v]\n set [y v] to [16.5]\n else\n if <(キャラ番号) = [6]> then\n start sound [Jump v]\n set [y v] to [7]\n else\n start sound [Jump v]\n set [y v] to [11]\n end\n end\n end\n if <<touching (水 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]\n end\n change y by (1.1)\n if <<touching (障害物 v)?> and <(キャラ番号) = [7]>> then\n 処理\n broadcast (プログラム2 v)\n if <(x position) > [70]> then\n set x to (70)\n end\n if <(x position) < [-60]> then\n set x to (-60)\n end\n if <(GOAL) = [1]> then\n stop [this script v]\n end\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 (1)\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)\nset [しゃべる言葉 v] to [0]\n\nwhen flag clicked\nset size to (100) %\npoint in direction (1)\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [オンライン! v]\nset [しゃべる言葉 v] to [0]\nforever\n if <not <(username) = []>> then\n if <(しゃべる言葉) = [0]> then\n say (username)\n else\n say (join (join (username) [:]) (item (しゃべる言葉) of [しゃべる言葉 v]))\n end\n end\nend\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [当たったー v]\n初期位置\n\nwhen flag clicked\n\nwhen I start as a clone\ndelete this clone\n\nwhen [timer v] > (0.1)\nforever\n broadcast (メッセージ1 v)\n broadcast (プログラム v)\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n reset timer\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nforever\n if <key (any v) pressed?> then\n broadcast (プログラム v)\n end\nend\n\nshow\n\nwhen I receive [start v]\nshow\nswitch costume to (キャラ番号)\n\nwhen I receive [クリア v]\nhide\n\n@オンライン3\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [プログラム2 v]\n移動 (((join (join (letter (41) of (item (costume [number v]) of [p1〜10 v])) (letter (42) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (43) of (item (costume [number v]) of [p1〜10 v])) (letter (44) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - (視点x)) (((join (join (letter (45) of (item (costume [number v]) of [p1〜10 v])) (letter (46) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (47) of (item (costume [number v]) of [p1〜10 v])) (letter (48) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - ((視点y) - (-20)))\n\ndefine 移動 (x) (y)\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) )> or <<(1p?) = (costume [number v])> or <(item (costume [number v]) of [p1〜10 v]) = [0]>>>> then\n hide\nelse\n show\nend\n\nwhen I receive [オンライン! v]\nwait (0) seconds\nコピー\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen [timer v] > (time2)\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (0.2) seconds\n\nwhen I receive [光 v]\nshow\nforever\n go to (キャラ v)\nend\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\nshow\nbroadcast (光 v)\n\n@背景\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [time2 v] to (timer)\n point in direction (90)\nend\n\nwhen [timer v] > (time2)\nsay [遊んでくれてありがとう!!!!!!!!]\n\nif <(クリア) = [0]> then\n start sound [Rip v]\n switch costume to (サムネイルにしよう v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nelse\n stop all sounds\n start sound [Cheer v]\n switch costume to (最後 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set size to (1) %\n repeat (20)\n change size by (5)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\n hide\n start sound [Rip v]\n switch costume to (サムネイルにしよう v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nend\n\n@ホーム\n\nwhen flag clicked\nstart sound [キャバクラばく府ⓗ v]\nset [キャラ番号 v] to [1]\nshow\nset size to (300) %\ngo to x: (0) y: (50)\npoint in direction (90)\nforever\n switch costume to (キャラ番号)\n set y to ((80) + (([sin v] of ((タイマー) * (200)) ) * (10)))\n point in direction ((([cos v] of ((タイマー) * (150)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nreset timer\nforever\n change [タイマー v] by (timer)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nstop all sounds\n\nwhen I receive [音量off v]\nstop all sounds\n\nwhen I receive [音量on v]\nstart sound [キャバクラばく府ⓗ v]\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (7) y: (19)\n\nwhen I receive [start v]\nhide\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)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1950) - (視点x)) ((100) - (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 [1950]\n set [復活y v] to [80]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time2)\nhide\n\nwhen [timer v] > (time2)\nhide\n\n@ホーム2\n\nwhen flag clicked\nswitch costume to (k v)\nwait (0) seconds\nshow\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n set y to ((80) + (([sin v] of ((タイマー) * (200)) ) * (10)))\n point in direction ((([cos v] of ((タイマー) * (150)) ) * (5)) + (90))\nend\n\nwhen this sprite clicked\nstart sound [Magic Spell v]\nif <(キャラ番号) > [1]> then\n change [キャラ番号 v] by (-1)\nelse\n if <(キャラ番号) = [1]> then\n set [キャラ番号 v] to [7]\n else\n end\nend\n\nif then\nend\n\nif <[7] > (キャラ番号)> then\n change [キャラ番号 v] by (1)\nelse\nend\n\nif <<(costume [number v]) = [2]> and <(キャラ番号) = [7]>> then\n set [キャラ番号 v] to [1]\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen this sprite clicked\n\n@start\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen this sprite clicked\nif <(キャラ番号) = [4]> then\n start sound [Oops v]\nelse\n start sound [YES! WE CAN v]\n broadcast (start v)\n hide\nend\n\nwhen I receive [start v]\nstart sound [キャバクラアンコウなべうぇい v]\nstart sound [キャバクラアンコウなべうぇい v]\nstart sound [キャバクラアンコウなべうぇい v]\n\nwhen I receive [音量off v]\nstop all sounds\n\n@音量\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset volume to (100) %\nswitch costume to (yes v)\nshow\n\nwhen this sprite clicked\nstart sound [かち v]\nif <(volume) = [100]> then\n switch costume to (no v)\n set volume to (0) %\n stop all sounds\n broadcast (音量OFF v)\nelse\n switch costume to (yes v)\n set volume to (100) %\n broadcast (音量ON v)\nend\n\nwhen I receive [start v]\nhide\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)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((300000) - (視点x)) ((96) - (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 [300]\n set [復活y v] to [100]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen [timer v] > (time2)\nhide\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\n\nwhen I receive [クリア v]\ngo to [front v] layer\nshow\n\nwhen I receive [クリア v]\nrepeat (50)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [最終 v]\nhide variable [☁ world record v]\nhide variable [タイマー― v]\nhide\n\nwhen flag clicked\nhide variable [☁ world record v]\n\nwait (1) seconds\n\n@おどる春日部つむぎ\n\nwhen flag clicked\ngo to x: (-130) y: (-80)\nhide\ngo to [front v] layer\nset size to (100) %\nswitch costume to (1 v)\n\nwhen I receive [最終 v]\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(GOAL) = [1]> then\n go to x: (130) y: (-80)\n show\n forever\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\n@スプライト8\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [最終 v]\nstop all sounds\ngo to [front v] layer\nshow\n\n@おどる紲星あかり\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (ã£__ã£__ã£__ã§__ã¦__ã£__ã£__ã£__bb_5k60fps_2_adobeexpress_2-removebg-preview v)\n\nwhen I receive [最終 v]\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nforever\n go to [front v] layer\n show\n next costume\n wait (0.105) seconds\n next costume\nend\n\nwhen I receive [最終 v]\nforever\n play sound [【フリーBGM】meow bell【ポップな明るい楽しげなかわいい】 v] until done\nend\n\nwhen I receive [クリア v]\nstop all sounds\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 ((タイマー―) * (100))) / (100))\nend\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I receive [start v]\nset [タイマー長さ v] to [4]\n数字配置\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nset [タイマー― v] to ((round ((タイマー―) * (100))) / (100))\nwait (0) seconds\ngo to [front v] layer\nclear graphic effects\nset size to (80) %\ngo to x: (80) y: (-48)\n数字 (タイマー―) (length of (タイマー―))\n\nbroadcast (クローン削除 v)\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 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: (140) y: (130)\n数字 (タイマー―) (タイマー長さ)\n\nwhen flag clicked\nset [タイマー― v] to [0]\n\nwhen I receive [start v]\ngo to [front v] layer\nrepeat until <(GOAL) = [1]>\n wait (1) seconds\n change [タイマー― v] by (1)\nend\n\nwhen flag clicked\nset [goal v] to [0]\n\nwhen I receive [クリア v]\nset [goal v] to [1]\n\nwhen flag clicked\nset size to (50) %\n\nshow variable [タイマー― v]\n\nwhen I receive [クリア v]\nwait (2) seconds\nhide\nbroadcast (最終 v)\n\nwhen flag clicked\nhide variable [タイマー― v]\n\n@Time表記\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (184) y: (80)\nshow\n\nwhen I receive [クリア v]\nhide\n\n@チェックポイント4\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((3060) - (視点x)) ((40) - (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 [3100]\n set [復活y v] to [40]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (チェックポイント: time2)\nhide\n\nwhen [timer v] > (チェックポイント: time2)\nhide\n\n@ホーム3\n\nwhen flag clicked\nswitch costume to (右 v)\nwait (0) seconds\nshow\nset size to (100) %\ngo to x: (5) y: (0)\npoint in direction (90)\nforever\n set y to ((80) + (([sin v] of ((タイマー) * (200)) ) * (10)))\n point in direction ((([cos v] of ((タイマー) * (150)) ) * (5)) + (90))\nend\n\nwhen this sprite clicked\nstart sound [Magic Spell v]\nif <(キャラ番号) < [7]> then\n change [キャラ番号 v] by (1)\nelse\n if <(キャラ番号) = [7]> then\n set [キャラ番号 v] to [1]\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@はい景\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\n\ndefine 配置 (1) (2) (3) (4)\nset [一 v] to (1)\nset [二 v] to (2)\nswitch costume to (3)\nset [三 v] to (4)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 (((一) - (x)) / (三)) (((二) - (Y)) / (三))\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nshow\n\nshow\n\nif <<(x position) = (x)> and <(y position) = (y)>> then\n\n配置 [0] [0] [1] [4]\n配置 [2000] [0] [2] [4]\n配置 [4700] [0] [1] [4]\n配置 [7000] [0] [2] [4]\n\nwhen flag clicked\ngo to x: ([sin v] of (X) ) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [クリア v]\nhide\n\n@☁\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (270) y: (pick random (5) to (80))\nswitch costume to (pick random (1) to (10))\nshow\nforever\n repeat until <[-239] > (x position)>\n change x by (-1.5)\n end\n delete this clone\nend\n\nwhen I receive [クリア v]\nhide\n\n@おどる春日部つむぎ2\n\nwhen flag clicked\ngo to x: (130) y: (-80)\nhide\ngo to [front v] layer\nset size to (100) %\nswitch costume to (1 v)\n\nwhen I receive [最終 v]\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(GOAL) = [1]> then\n go to x: (130) y: (-80)\n show\n forever\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\n
@KS6-1に会えたらラッキー
Dot Platformer || A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen [space v] key pressed\nnext backdrop\n\nwhen flag clicked\nforever\n start sound [Nebula v]\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n repeat until <not <(costume [number v]) = [4]>>\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\n end\n else\n go to x: (0) y: (0)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n hide\nend\n\nwhen flag clicked\nshow\n\n@Menu\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n if <<(costume [number v]) = [1]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n next costume\n end\nend\n\nwhen I receive [x out already v]\nnext costume\n\n@X\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [menu v]) = [2]> then\n show\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n broadcast (X out already v)\n else\n hide\n end\nend\n\nwhen I receive [x out already v]\nhide\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nbroadcast (Restart v)\nset [x vel v] to [0]\nset [level v] to [1]\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x vel v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n 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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> 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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>> 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 <(y position) = [-183]> then\n broadcast (Restart v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset [color v] effect to (10)\nrepeat (10)\n change [ghost v] effect by (10)\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: (-204) y: (94)\n\n@Retry\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [menu v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [x out already v]\nhide\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
Arrow keys to move, up arrow to jump, don't touch spikes! Pretty short sadly :(\n\nFull screen recommended\n\nClick the green flag twice or the game will glitch like crazy :(
☁ Multiplayer Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Radiant v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\n@Blank\n\n@player\n\ndefine encode ()\nset [lenght oops misspelled v] to [1]\nset [encoded result v] to []\nrepeat (length of ())\n if <(letter (lenght oops misspelled) of ()) = [a]> then\n set [encoded result v] to (join (encoded result) [01])\n end\n if <(letter (lenght oops misspelled) of ()) = [b]> then\n set [encoded result v] to (join (encoded result) [02])\n end\n if <(letter (lenght oops misspelled) of ()) = [c]> then\n set [encoded result v] to (join (encoded result) [03])\n end\n if <(letter (lenght oops misspelled) of ()) = [d]> then\n set [encoded result v] to (join (encoded result) [04])\n end\n if <(letter (lenght oops misspelled) of ()) = [e]> then\n set [encoded result v] to (join (encoded result) [05])\n end\n if <(letter (lenght oops misspelled) of ()) = [f]> then\n set [encoded result v] to (join (encoded result) [06])\n end\n if <(letter (lenght oops misspelled) of ()) = [g]> then\n set [encoded result v] to (join (encoded result) [07])\n end\n if <(letter (lenght oops misspelled) of ()) = [h]> then\n set [encoded result v] to (join (encoded result) [08])\n end\n if <(letter (lenght oops misspelled) of ()) = [i]> then\n set [encoded result v] to (join (encoded result) [09])\n end\n if <(letter (lenght oops misspelled) of ()) = [j]> then\n set [encoded result v] to (join (encoded result) [10])\n end\n if <(letter (lenght oops misspelled) of ()) = [k]> then\n set [encoded result v] to (join (encoded result) [11])\n end\n if <(letter (lenght oops misspelled) of ()) = [l]> then\n set [encoded result v] to (join (encoded result) [12])\n end\n if <(letter (lenght oops misspelled) of ()) = [m]> then\n set [encoded result v] to (join (encoded result) [13])\n end\n if <(letter (lenght oops misspelled) of ()) = [n]> then\n set [encoded result v] to (join (encoded result) [14])\n end\n if <(letter (lenght oops misspelled) of ()) = [o]> then\n set [encoded result v] to (join (encoded result) [15])\n end\n if <(letter (lenght oops misspelled) of ()) = [p]> then\n set [encoded result v] to (join (encoded result) [16])\n end\n if <(letter (lenght oops misspelled) of ()) = [q]> then\n set [encoded result v] to (join (encoded result) [17])\n end\n if <(letter (lenght oops misspelled) of ()) = [r]> then\n set [encoded result v] to (join (encoded result) [18])\n end\n if <(letter (lenght oops misspelled) of ()) = [s]> then\n set [encoded result v] to (join (encoded result) [19])\n end\n if <(letter (lenght oops misspelled) of ()) = [t]> then\n set [encoded result v] to (join (encoded result) [20])\n end\n if <(letter (lenght oops misspelled) of ()) = [u]> then\n set [encoded result v] to (join (encoded result) [21])\n end\n if <(letter (lenght oops misspelled) of ()) = [v]> then\n set [encoded result v] to (join (encoded result) [22])\n end\n if <(letter (lenght oops misspelled) of ()) = [w]> then\n set [encoded result v] to (join (encoded result) [23])\n end\n if <(letter (lenght oops misspelled) of ()) = [x]> then\n set [encoded result v] to (join (encoded result) [24])\n end\n if <(letter (lenght oops misspelled) of ()) = [y]> then\n set [encoded result v] to (join (encoded result) [25])\n end\n if <(letter (lenght oops misspelled) of ()) = [z]> then\n set [encoded result v] to (join (encoded result) [26])\n end\n if <(letter (lenght oops misspelled) of ()) = [0]> then\n set [encoded result v] to (join (encoded result) [27])\n end\n if <(letter (lenght oops misspelled) of ()) = [1]> then\n set [encoded result v] to (join (encoded result) [28])\n end\n if <(letter (lenght oops misspelled) of ()) = [2]> then\n set [encoded result v] to (join (encoded result) [29])\n end\n if <(letter (lenght oops misspelled) of ()) = [3]> then\n set [encoded result v] to (join (encoded result) [30])\n end\n if <(letter (lenght oops misspelled) of ()) = [4]> then\n set [encoded result v] to (join (encoded result) [31])\n end\n if <(letter (lenght oops misspelled) of ()) = [5]> then\n set [encoded result v] to (join (encoded result) [32])\n end\n if <(letter (lenght oops misspelled) of ()) = [6]> then\n set [encoded result v] to (join (encoded result) [33])\n end\n if <(letter (lenght oops misspelled) of ()) = [7]> then\n set [encoded result v] to (join (encoded result) [34])\n end\n if <(letter (lenght oops misspelled) of ()) = [8]> then\n set [encoded result v] to (join (encoded result) [35])\n end\n if <(letter (lenght oops misspelled) of ()) = [9]> then\n set [encoded result v] to (join (encoded result) [36])\n end\n if <(letter (lenght oops misspelled) of ()) = [-]> then\n set [encoded result v] to (join (encoded result) [37])\n end\n if <(letter (lenght oops misspelled) of ()) = [_]> then\n set [encoded result v] to (join (encoded result) [38])\n end\n change [lenght oops misspelled v] by (1)\nend\nif <() = (round (x position))> then\n set [x pos v] to (encoded result)\nend\nif <() = (round (y position))> then\n set [y pos v] to (encoded result)\nend\nif <() = (username)> then\n set [username v] to (encoded result)\nend\nif <() = (Level)> then\n set [lvl 4 cloud v] to (encoded result)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (reset v)\nbroadcast (lvl start v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <[-175] > (y position)>> then\n broadcast (reset v)\n broadcast (lvl start v)\n end\nend\n\nwhen I receive [start v]\nforever\n send cloud data\n broadcast (Tick v)\nend\n\ndefine send cloud data\nencode (round (x position))\nencode (round (y position))\nencode (username)\nencode (Level)\nset [player data v] to (join (join (X pos) [44]) (join (join (Y pos) [55]) (join (username) (join [66] (join (lvl 4 cloud) [77])))))\nif <(player #) = [1]> then\n set [☁ p1 v] to (player data)\nend\nif <(player #) = [2]> then\n set [☁ p2 v] to (player data)\nend\nif <(player #) = [3]> then\n set [☁ p3 v] to (player data)\nend\nif <(player #) = [4]> then\n set [☁ p4 v] to (player data)\nend\nif <(player #) = [5]> then\n set [☁ p5 v] to (player data)\nend\n\nwhen I receive [next lvl v]\nchange [level v] by (1)\nbroadcast (reset v)\nbroadcast (lvl start v)\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (next lvl v)\n end\nend\n\nwhen I receive [reset v]\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n think (item (Message) of [chat v])\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next lvl v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next lvl v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide thumbnail v]\nhide\n\n@Loading...\n\nwhen flag clicked\nset [player # v] to [0]\nshow variable [online players: v]\nset [online players: v] to [0]\ndelete all of [online players v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ndelete all of [player activity logs v]\nwait (3) seconds\nif <(☁ P1) = [0]> then\n set [player # v] to [1]\n set [☁ p1 active? v] to [0]\nelse\n if <(☁ P2) = [0]> then\n set [player # v] to [2]\n set [☁ p2 active? v] to [0]\n else\n if <(☁ P3) = [0]> then\n set [player # v] to [3]\n set [☁ p3 active? v] to [0]\n else\n if <(☁ P4) = [0]> then\n set [player # v] to [4]\n set [☁ p4 active? v] to [0]\n else\n if <(☁ P5) = [0]> then\n set [player # v] to [5]\n set [☁ p5 active? v] to [0]\n else\n switch costume to (costume2 v)\n set [online players: v] to [5]\n broadcast (hide thumbnail v)\n stop [all v]\n end\n end\n end\n end\nend\nbroadcast (start v)\nhide\n\nwhen flag clicked\nforever\n if <(item (1) of [player activity logs v]) = []> then\n insert (☁ P1 Active?) at (1) of [player activity logs v] \n else\n replace item (1) of [player activity logs v] with (☁ P1 Active?)\n end\n if <(item (2) of [player activity logs v]) = []> then\n insert (☁ P2 Active?) at (2) of [player activity logs v] \n else\n replace item (2) of [player activity logs v] with (☁ P2 Active?)\n end\n if <(item (3) of [player activity logs v]) = []> then\n insert (☁ P3 Active?) at (3) of [player activity logs v] \n else\n replace item (3) of [player activity logs v] with (☁ P3 Active?)\n end\n if <(item (4) of [player activity logs v]) = []> then\n insert (☁ P4 Active?) at (4) of [player activity logs v] \n else\n replace item (4) of [player activity logs v] with (☁ P4 Active?)\n end\n if <(item (5) of [player activity logs v]) = []> then\n insert (☁ P5 Active?) at (5) of [player activity logs v] \n else\n replace item (5) of [player activity logs v] with (☁ P5 Active?)\n end\n wait (.3) seconds\n if <(item (1) of [player activity logs v]) = (☁ P1 Active?)> then\n set [☁ p1 v] to [0]\n set [☁ p1 active? v] to [0]\n if <[online players v] contains [1]?> then\n delete (item # of [1] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (2) of [player activity logs v]) = (☁ P2 Active?)> then\n set [☁ p2 v] to [0]\n set [☁ p2 active? v] to [0]\n if <[online players v] contains [2]?> then\n delete (item # of [2] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (3) of [player activity logs v]) = (☁ P3 Active?)> then\n set [☁ p3 v] to [0]\n set [☁ p3 active? v] to [0]\n if <[online players v] contains [3]?> then\n delete (item # of [3] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (4) of [player activity logs v]) = (☁ P4 Active?)> then\n set [☁ p4 v] to [0]\n set [☁ p4 active? v] to [0]\n if <[online players v] contains [4]?> then\n delete (item # of [4] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (5) of [player activity logs v]) = (☁ P5 Active?)> then\n set [☁ p5 v] to [0]\n set [☁ p5 active? v] to [0]\n if <[online players v] contains [5]?> then\n delete (item # of [5] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(player #) = [1]> then\n change [☁ p1 active? v] by (1)\n end\n if <(player #) = [2]> then\n change [☁ p2 active? v] by (1)\n end\n if <(player #) = [3]> then\n change [☁ p3 active? v] by (1)\n end\n if <(player #) = [4]> then\n change [☁ p4 active? v] by (1)\n end\n if <(player #) = [5]> then\n change [☁ p5 active? v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <(☁ P1) = [0]>> then\n if <not <[online players v] contains [1]?>> then\n change [online players: v] by (1)\n add [1] to [online players v]\n end\n end\n if <not <(☁ P2) = [0]>> then\n if <not <[online players v] contains [2]?>> then\n change [online players: v] by (1)\n add [2] to [online players v]\n end\n end\n if <not <(☁ P3) = [0]>> then\n if <not <[online players v] contains [3]?>> then\n change [online players: v] by (1)\n add [3] to [online players v]\n end\n end\n if <not <(☁ P4) = [0]>> then\n if <not <[online players v] contains [4]?>> then\n change [online players: v] by (1)\n add [4] to [online players v]\n end\n end\n if <not <(☁ P5) = [0]>> then\n if <not <[online players v] contains [5]?>> then\n change [online players: v] by (1)\n add [5] to [online players v]\n end\n end\nend\n\n@others\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\ndelete all of [decoded results v]\ninsert [] at (1) of [decoded results v] \ninsert [] at (2) of [decoded results v] \ninsert [] at (3) of [decoded results v] \ninsert [] at (4) of [decoded results v] \ninsert [] at (5) of [decoded results v] \ndelete all of [letter v]\ninsert [] at (1) of [letter v] \ninsert [] at (2) of [letter v] \ninsert [] at (3) of [letter v] \ninsert [] at (4) of [letter v] \ninsert [] at (5) of [letter v] \ndelete all of [letter 2 v]\ninsert [] at (1) of [letter 2 v] \ninsert [] at (2) of [letter 2 v] \ninsert [] at (3) of [letter 2 v] \ninsert [] at (4) of [letter 2 v] \ninsert [] at (5) of [letter 2 v] \nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P1) = [0]> or <(player #) = [1]>>> then\n decode (☁ P1) position clone #: [1]\nelse\n hide\nend\n\n@others2\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P2) = [0]> or <(player #) = [2]>>> then\n decode (☁ P2) position clone #: [2]\nelse\n hide\nend\n\n@others3\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P3) = [0]> or <(player #) = [3]>>> then\n decode (☁ P3) position clone #: [3]\nelse\n hide\nend\n\n@others4\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P4) = [0]> or <(player #) = [4]>>> then\n decode (☁ P4) position clone #: [4]\nelse\n hide\nend\n\n@others5\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P5) = [0]> or <(player #) = [5]>>> then\n decode (☁ P5) position clone #: [5]\nelse\n hide\nend\n\n@Love and fave reminder2\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: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (5)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (position hack v)\ngo to x: (300) y: (pick random (200) to (0))\nswitch costume to (size hack v)\npoint in direction (-90)\nset size to (pick random (10) to (70)) %\nswitch costume to (pick random (1) to (5))\nset [ghost v] effect to (pick random (10) to (40))\nset [speed v] to (pick random (-0.8) to (-2.5))\nset [costume reserve v] to (costume [number v])\nshow\nrepeat until <(x position) < [-300]>\n go [backward v] (1) layers\n switch costume to (position hack v)\n change x by (speed)\n switch costume to (costume reserve)\nend\ndelete this clone\n\n
✨ Dot | Dodger ✨ \n↪️ https://scratch.mit.edu/projects/755971521/ ↩️ \n\n ☁️ Multiplayer Platformer\n\n ⏭️ a game by: @-Takip-\n\nTurboWarp: https://turbowarp.org/730703411/\n \n ⚙️INSTRUCTIONS⚙️\n\n➡️ᴜꜱᴇ ᴛʜᴇ ᴀʀʀᴏᴡꜱ ᴛᴏ ᴍᴏᴠᴇ\n➡️ᴅᴏ ɴᴏᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ\n\nɪ ʜᴏᴘᴇ ʏᴏᴜ ʟɪᴋᴇ ɪᴛ!\n\n\n\n\n\n\n\n\n\n\n\n\n\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\n
Super Scratch Cat! - Platformer | #games #all
@Stage\n\nwhen I receive [start game v]\nset [music v] to [2]\nstop all sounds\nrepeat until <(flag?) = [1]>\n play sound [Blue Skies, White Clouds v] until done\nend\n\nwhen flag clicked\nset [music v] to [1]\nrepeat until <(music) = [2]>\n play sound [Menu v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [time: v]\nset [flag? v] to [0]\nhide\n\ndefine Move\nset rotation style [don't rotate v]\nswitch costume to (hitbox v)\nif <(flag?) = [0]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [xvel v] by (speed)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [xvel v] by ((0) - (speed))\n end\n change x by (xVel)\n if <<touching (level v)?> or <<touching (blocks v)?> or <touching (invisible walls v)?>>> then\n change x by ((xVel) * (-1))\n set [xvel v] to [0]\n else\n set [xvel v] to ((xVel) * (0.9))\n end\n change y by (yVel)\n if <<touching (level v)?> or <<touching (blocks v)?> or <touching (invisible walls v)?>>> then\n change y by ((yVel) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [yvel v] to (gravity)\n end\n else\n change [yvel v] by (-1)\n end\nend\nset rotation style [left-right v]\nswitch costume to (SKIN)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen I receive [setup v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-160) y: (0)\nclear graphic effects\nset size to (70) %\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [speed v] to [1]\nset [gravity v] to [15]\nset [powerup v] to [0]\nforever\n Move\n if <touching (traps v)?> then\n broadcast (Setup v)\n end\n if <(SCROLL Y) > [1000]> then\n broadcast (Setup v)\n end\nend\n\nwhen [r v] key pressed\nif <(flag?) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Setup v)\nend\n\nwhen I receive [start game v]\nbroadcast (Setup v)\nwait until <touching (flagpole hitbox v)?>\nset [flag? v] to [1]\nbroadcast (Win v)\n\nwhen I receive [powerup v]\nif <(POWERUP) = [1]> then\n set [speed v] to [2]\n set [color v] effect to (85)\n wait (10) seconds\n set [speed v] to [1]\n set [color v] effect to (0)\nend\nif <(POWERUP) = [2]> then\n set [gravity v] to [20]\n set [color v] effect to (5)\n wait (10) seconds\n set [gravity v] to [15]\n set [color v] effect to (0)\nend\n\nwhen I receive [pause v]\nif <(flag?) = [0]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [unpause v]\nbroadcast (Timer v)\nforever\n Move\n if <touching (traps v)?> then\n broadcast (Setup v)\n end\n if <(SCROLL Y) > [1000]> then\n broadcast (Setup v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<touching (level v)?> or <touching (blocks v)?>>> then\n repeat until <not <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<touching (level v)?> or <touching (blocks v)?>>>>\n play sound [Walking v] until done\n end\n end\nend\n\nwhen I receive [win music v]\nplay sound [Win v] until done\nplay sound [Meow v] until done\nstop [all v]\n\nwhen I receive [win v]\nstop all sounds\npoint in direction (90)\nwait (0.5) seconds\nstart sound [Flagpole v]\nrepeat until <touching (level v)?>\n change y by (-5)\nend\nbroadcast (Win Music v)\nrepeat until <touching (castle hitbox v)?>\n change x by (5)\nend\nhide\n\nwhen I receive [start game v]\nset [time: v] to [0]\nshow variable [time: v]\nbroadcast (Timer v)\n\nwhen I receive [timer v]\nforever\n if <(flag?) = [0]> then\n wait (1) seconds\n change [time: v] by (1)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [unpause v]\nforever\n if <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<touching (level v)?> or <touching (blocks v)?>>> then\n repeat until <not <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<touching (level v)?> or <touching (blocks v)?>>>>\n play sound [Walking v] until done\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n switch costume to (big v)\n if <(clone #) = [1]> then\n go to x: ((SCROLL X) - (20)) y: (SCROLL Y)\n end\n if <(clone #) = [2]> then\n go to x: ((SCROLL X) + (459)) y: (SCROLL Y)\n end\n if <(clone #) = [3]> then\n go to x: ((SCROLL X) + (938)) y: (SCROLL Y)\n end\n if <(clone #) = [4]> then\n go to x: ((SCROLL X) + (1417)) y: (SCROLL Y)\n end\n if <(clone #) = [5]> then\n go to x: ((SCROLL X) + (1895)) y: (SCROLL Y)\n end\n if <(clone #) = [6]> then\n go to x: ((SCROLL X) + (2375)) y: (SCROLL Y)\n end\n if <(clone #) = [7]> then\n go to x: ((SCROLL X) + (2855)) y: (SCROLL Y)\n end\n if <(clone #) = [8]> then\n go to x: ((SCROLL X) + (3335)) y: (SCROLL Y)\n end\n if <(clone #) = [9]> then\n go to x: ((SCROLL X) + (3815)) y: (SCROLL Y)\n end\n if <(clone #) = [10]> then\n go to x: ((SCROLL X) + (4295)) y: (SCROLL Y)\n end\n if <(clone #) = [11]> then\n go to x: ((SCROLL X) + (4775)) y: (SCROLL Y)\n end\n switch costume to (clone #)\nend\n\nwhen I receive [start game v]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\nset [clone # v] to [5]\ncreate clone of (_myself_ v)\nset [clone # v] to [6]\ncreate clone of (_myself_ v)\nset [clone # v] to [7]\ncreate clone of (_myself_ v)\nset [clone # v] to [8]\ncreate clone of (_myself_ v)\nset [clone # v] to [9]\ncreate clone of (_myself_ v)\nset [clone # v] to [10]\ncreate clone of (_myself_ v)\nset [clone # v] to [11]\ncreate clone of (_myself_ v)\n\n@Invisible Walls\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (clone #)\nforever\n set [ghost v] effect to (100)\n if <(clone #) = [1]> then\n go to x: ((SCROLL X) - (20)) y: (SCROLL Y)\n end\n if <(clone #) = [2]> then\n go to x: ((SCROLL X) + (4775)) y: (SCROLL Y)\n end\nend\n\nwhen I receive [start game v]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\n\n@Blocks\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(clone #) = [1]> then\n go to x: ((SCROLL X) + (1417)) y: (SCROLL Y)\n end\n if <(clone #) = [2]> then\n go to x: ((SCROLL X) + (3335)) y: (SCROLL Y)\n end\nend\n\nwhen I receive [start game v]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [state v] to [unused]\nforever\n switch costume to (join (clone #) (join [_hitbox_] (state)))\n if <touching (player v)?> then\n set [powerup v] to (pick random (1) to (2))\n set [state v] to [used]\n broadcast (Powerup v)\n end\n switch costume to (join (clone #) (state))\nend\n\n@Traps\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (clone #)\nforever\n if <(clone #) = [1]> then\n go to x: ((SCROLL X) + (938)) y: (SCROLL Y)\n end\n if <(clone #) = [2]> then\n go to x: ((SCROLL X) + (459)) y: (SCROLL Y)\n end\n if <(clone #) = [3]> then\n go to x: ((SCROLL X) + (1895)) y: (SCROLL Y)\n end\n if <(clone #) = [4]> then\n go to x: ((SCROLL X) + (2855)) y: (SCROLL Y)\n end\n if <(clone #) = [5]> then\n go to x: ((SCROLL X) + (3815)) y: (SCROLL Y)\n end\nend\n\nwhen I receive [start game v]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\nset [clone # v] to [5]\ncreate clone of (_myself_ v)\n\n@Enemies\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\nforever\n go to [back v] layer\n change x by (-0.3)\n if <(x position) < [-464]> then\n set x to (465)\n end\nend\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (465) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I receive [pause v]\nif <(flag?) = [0]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [unpause v]\nforever\n go to [back v] layer\n change x by (-0.3)\n if <(x position) < [-464]> then\n set x to (465)\n end\nend\n\n@Flagpole\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (big v)\n go to x: ((SCROLL X) + (4775)) y: (SCROLL Y)\n switch costume to (flag v)\nend\n\n@Castle Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n set [ghost v] effect to (100)\n go to x: ((SCROLL X) + (4775)) y: (SCROLL Y)\nend\n\n@Flagpole Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n set [ghost v] effect to (100)\n go to x: ((SCROLL X) + (4775)) y: (SCROLL Y)\nend\n\n@Border\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\n\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\nend\n\n@GUI\n\nwhen flag clicked\nhide\n\ndefine Create Clones\nset [_id v] to [screenshade]\ncreate clone of (_myself_ v)\nset [_id v] to [resume]\ncreate clone of (_myself_ v)\nset [_id v] to [settings]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (join [skin] (SKIN))\nswitch costume to (_id)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nif <(_id) = [pause]> then\n go to x: (190) y: (130)\n forever\n Button Tick\n end\nelse\n if <(_id) = [resume]> then\n go to x: (0) y: (50)\n forever\n Button Tick\n end\n else\n if <(_id) = [settings]> then\n go to x: (0) y: (-50)\n forever\n Button Tick\n end\n else\n if <(_id) = [back]> then\n go to x: (-190) y: (130)\n forever\n Button Tick\n end\n else\n if <(_id) = [skin]> then\n go to x: (0) y: (0)\n forever\n Button Tick\n end\n else\n if <(_id) = [screenshade]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (70)\n else\n if <(_id) = [skinlabel]> then\n go to x: (0) y: (100)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Button Tick\nset [touchingmouse? v] to <touching (mouse-pointer v)?>\nswitch costume to (_id)\nif <(touchingmouse?) = [true]> then\n set [brightness v] effect to (5)\n set size to (110) %\nelse\n set [brightness v] effect to (0)\n set size to (100) %\nend\nif <<(touchingmouse?) = [true]> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(_id) = [pause]> then\n Create Clones\n broadcast (Pause v)\n delete this clone\n else\n if <(_id) = [resume]> then\n broadcast (Unpause v)\n else\n if <(_id) = [settings]> then\n broadcast (Settings v)\n else\n if <(_id) = [skin]> then\n change [skin v] by (1)\n if <(SKIN) > [5]> then\n set [skin v] to [1]\n end\n switch costume to (join [skin] (SKIN))\n else\n if <(_id) = [back]> then\n broadcast (Back v)\n Create Clones\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nCreate Pause\n\ndefine Create Pause\nset [_id v] to [pause]\ncreate clone of (_myself_ v)\n\nwhen I receive [unpause v]\nwait (0) seconds\nCreate Pause\n\nwhen I receive [unpause v]\nshow variable [time: v]\ndelete this clone\n\nwhen I receive [settings v]\ndelete this clone\n\nwhen I receive [settings v]\nset [_id v] to [screenshade]\ncreate clone of (_myself_ v)\nwait (0) seconds\nCreate Settings\n\ndefine Create Settings\nset [_id v] to [back]\ncreate clone of (_myself_ v)\nset [_id v] to [skin]\ncreate clone of (_myself_ v)\nset [_id v] to [skinlabel]\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\ndelete this clone\n\nswitch costume to (join (_id) [_hitbox])\n\nwhen I receive [pause v]\nhide variable [time: v]\n\n@Title Screen\n\nwhen flag clicked\nhide\nCreate Clones\n\ndefine Create Clones\nset [_id v] to [title]\ncreate clone of (_myself_ v)\nset [_id v] to [skin]\ncreate clone of (_myself_ v)\nset [_id v] to [play]\ncreate clone of (_myself_ v)\nset [_id v] to [bg]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (skin1 v)\nswitch costume to (_id)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nif <(_id) = [title]> then\n go to x: (100) y: (100)\nelse\n if <(_id) = [play]> then\n set y to (-90)\n forever\n Button Tick\n end\n else\n if <(_id) = [skin]> then\n set [skin v] to [1]\n go to x: (-118) y: (39)\n forever\n Button Tick\n end\n else\n if <(_id) = [bg]> then\n go to [back v] layer\n forever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\n end\n end\n end\n end\nend\n\ndefine Button Tick\nswitch costume to (_id)\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to (110) %\nelse\n set [brightness v] effect to (0)\n set size to (100) %\nend\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(_id) = [play]> then\n broadcast (Start Game v)\n else\n if <(_id) = [skin]> then\n change [skin v] by (1)\n if <(SKIN) > [5]> then\n set [skin v] to [1]\n end\n switch costume to (join [skin] (SKIN))\n end\n end\nend\n\nwhen I receive [start game v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n show\nend\n\nswitch costume to (advertisement v)\n\n
Press Green Flag 2-4 times to avoid any possible glitches.\n\nA/D & </> - Walk\nW & ^ - Jump\nR - Reset (if you get softlocked)\n=========================================\nPlease help this project get on featured by proposing in this studio! https://scratch.mit.edu/studios/28715018/comments\n=========================================\nIf you want more games like this, please\n❤️, ⭐, and follow.\nIt would be very appreciated!
Escape 1 || Platformer by SkettyCat #games
@Stage\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [start game v]\nforever\n play sound [Xaf - Inferno v] until done\nend\n\nwhen I receive [main menu v]\nstop all sounds\n\n@Player\n\nwhen flag clicked\nReset\nbroadcast (Main Menu v)\n\nwhen I receive [game loop v]\nforever\n switch costume to (Actions)\n Platformer Physics\nend\n\ndefine Platformer Physics\nswitch costume to (Actions)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.3)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.3)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((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 [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [13]\nend\nif <<touching (spikes & lava v)?> or <(y position) < [-179]>> then\n broadcast (Death v)\nend\nif <(x position) > [240]> then\n set x to (-240)\n change [level v] by (1)\n broadcast (Next Level v)\nend\nif <touching (trampoline v)?> then\n set [yv v] to [15]\nend\ncreate clone of (_myself_ v)\nchange y by (1)\n\nwhen I start as a clone\nswitch costume to (c_0 v)\nset size to (100) %\nclear graphic effects\nrepeat (10)\n switch costume to (join [c_] (Actions))\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nbroadcast (Delete Clones v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-174) y: (50)\nset [ghost v] effect to (0)\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (Game Loop v)\n\ndefine Reset\nhide\ngo to x: (-174) y: (50)\nbroadcast (Delete Clones v)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [start game v]\nshow\nbroadcast (Next Level v)\ngo to [front v] layer\nbroadcast (Game Loop v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\n@Ground\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (Level)\nshow\n\nwhen [timer v] > (0)\nhide\n\n@Spikes & Lava\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [a] (Level))\nshow\n\nwhen [timer v] > (0)\nhide\n\n@LV_BG\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (blank v)\nswitch costume to (join [a] (Level))\n\nwhen [timer v] > (0)\nhide\n\n@Detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nif <(Actions) < [1]> then\n set [clone id v] to [0]\n create clone of (_myself_ v)\n set [clone id v] to [1]\n create clone of (_myself_ v)\n wait until <<(LOVED) = [1]> and <(FAVED) = [1]>>\n wait (0.5) seconds\n show\n go to x: (0) y: (-100)\n reset timer\n switch costume to (loved v)\n set [actions v] to [1]\n set [ghost v] effect to (100)\n go [forward v] (2000) layers\n broadcast (New Player v)\n repeat (60)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n wait (0.5) seconds\n repeat (60)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Reminder\n\nwhen flag clicked\nset [ghost v] effect to (5)\nhide\n\nwhen [space v] key pressed\nif <(username) = [SkettyCat]> then\n set [actions v] to [0]\nend\n\nwhen I receive [start game v]\nwait (2.5) seconds\nReset\nforever\n if <(Actions) < [1]> then\n switch costume to (costume1 v)\n go to x: (-113) y: (70)\n show\n go to [front v] layer\n repeat (2)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (30)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\ndefine Reset\ngo to [front v] layer\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen [0 v] key pressed\nif <(username) = [SkettyCat]> then\n set [actions v] to [1]\nend\n\n@BG / Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [main menu v]\nclear graphic effects\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen [timer v] > (0)\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\ngo to x: (0) y: (-70)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n change [timer v] by (0.06)\n Smooth Grow [120]\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n if <mouse down?> then\n broadcast (Click v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [click v]\nset [brightness v] effect to (100)\nstart sound [Click v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to [back v] layer\nbroadcast (Start Game v)\n\ndefine Smooth Grow (size)\nset size to ((size) + ((6) * ([sin v] of ((timer) * (180)) ))) %\n\nwhen [timer v] > (0)\nhide\n\n@Ad\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (mouse 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 [ad v]\nwait (1) seconds\nplay sound [Click v] until done\nwait (0.5) seconds\nplay sound [Click v] until done\nwait (0.5) seconds\nplay sound [Click v] until done\n\nwhen I receive [ad v]\ncreate clone of (_myself_ v)\ngo to x: (152) y: (250)\nswitch costume to (1 v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [pop v]\nrepeat (30)\n change y by (((145) - (y position)) / (4))\nend\nrepeat (3)\n next costume\n wait (0.75) seconds\nend\nrepeat (30)\n change y by (((220) - (y position)) / (4))\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [start game v]\nforever\n go to [front v] layer\n if <(Actions) < [1]> then\n broadcast (Ad v)\n wait (pick random (15) to (45)) seconds\n end\nend\n\n@TB_BG\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen [timer v] > (0)\nshow\ngo to x: (0) y: (-70)\nset [ghost v] effect to (100)\nset [brightness v] effect to (30)\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-2)\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nshow\ngo to [back v] layer\ngo [forward v] (5) layers\nswitch costume to (blank v)\nswitch costume to (join [a] (Level))\n\nwhen [timer v] > (0)\nhide\n\n@TEMP SPRITE\n\n
Super Mario Maker 4 - A Platformer Creator - v1.2.14
@Stage\n\ndefine ConvertToPlay\nset [timeleft v] to (TimeLeftFull)\nset [loadentitiesdelay v] to [90]\nset [on/off v] to [0]\nset [keycoinsremaining v] to [0]\ndelete all of [bltyga v]\ndelete all of [entity list type v]\ndelete all of [unique type v]\ndelete all of [blcoga v]\ndelete all of [blstga v]\ndelete all of [potentialentityspawn v]\ndelete all of [ent bon v]\ndelete all of [ent state v]\ndelete all of [ent ty v]\ndelete all of [ent x v]\ndelete all of [ent x v v]\ndelete all of [ent y v]\ndelete all of [ent y v v]\ndelete all of [ent dir v]\ndelete all of [ent mo v]\ndelete all of [deleteentitylist v]\ndelete all of [loadedentities v]\ndelete all of [loadedsolids v]\nset [conversionprogress v] to [0]\nrepeat until <(length of [blty v]) < ((ConversionProgress) + (1))>\n reset timer\n MakeProgress\nend\nreset timer\nDoorChange\nset [loadentitiesdelay v] to [0]\n\ndefine +S (join)\nset [save code v] to (join (Save Code) (join))\nif <not <(ConversionProgress2) = [x]>> then\n set [save code v] to (join (Save Code) [,])\nend\n\ndefine FindAreaForY\nset [currentarea v] to [0]\nrepeat (length of [areas v])\n change [currentarea v] by (1)\n Ext [2] CurArea\n if <((PlayerY) / (32)) > ((#One) - (1))> then\n set [#four v] to (#One)\n Ext [3] CurArea\n if <((PlayerY) / (32)) < (((#One) + (#Four)) + (1))> then\n stop [this script v]\n end\n end\nend\n\ndefine ExtWor (letter)\nset [#one v] to []\nrepeat until <(letter (Save Progress) of (WorldMapSaveCode)) = (letter)>\n if <(Save Progress) > (length of (WorldMapSaveCode))> then\n broadcast (InvalidSaveCode v)\n stop [this script v]\n end\n set [#one v] to (join (#One) (letter (Save Progress) of (WorldMapSaveCode)))\n change [save progress v] by (1)\nend\nchange [save progress v] by (1)\n\ndefine MakeProgress\nset [whawha v] to [0]\nrepeat ((40000) + ((Shadows) * (40000)))\n change [conversionprogress v] by (1)\n if <(length of [blty v]) < (ConversionProgress)> then\n stop [this script v]\n end\n add [0] to [blstga v]\n set [type v] to (item (ConversionProgress) of [blty v])\n set [bonus v] to (item (ConversionProgress) of [blco v])\n set [conversionprogress2 v] to [0]\n if <(Type) = [ej]> then\n set [bonus v] to (join (Bonus) [l])\n end\n if <(Type) = [ba]> then\n set [conversionprogress2 v] to <[collectedkeycoins v] contains (ConversionProgress)?>\n if <(ConversionProgress2) = [0]> then\n change [keycoinsremaining v] by (1)\n end\n end\n if <(Type) = [i]> then\n set [conversionprogress2 v] to [1]\n end\n if <(ConversionProgress2) = [0]> then\n set [#four v] to (<(Type) = [ba]> * (ConversionProgress))\n if <(#Four) = [0]> then\n set [#four v] to []\n end\n set [#seven v] to (<<(Type) = [be]> or <<(Type) = [bo]> or <(Type) = [bw]>>> * (0.5))\n if <<[type - entities v] contains (Type)?> or <<[type - uniques entities v] contains (Type)?> or < (Bonus) contains [!]?>>> then\n if < (Bonus) contains [dg]?> then\n set [whawha v] to [1]\n end\n if << (Bonus) contains [!]?> and <not <<< (Bonus) contains ["]?> or < (Bonus) contains [£]?>> or << (Bonus) contains [^]?> or < (Bonus) contains [&]?>>>>> then\n add (join (join (join (Type) [,]) (join (([floor v] of ((ConversionProgress) / (WorldHeight)) ) + (1)) [,])) (join (join ((ConversionProgress) mod (WorldHeight)) [,]) (join (join (join [0,0,] (#Four)) [,]) (join (Bonus) [,x,])))) to [entity list type v]\n else\n set [#eight v] to (join (join [0,0,] (join (<< (Bonus) contains [^]?> or < (Bonus) contains [&]?>> * (-1)) (#Four))) [,])\n set [#fourteen v] to [0]\n if << (Bonus) contains ["]?> or < (Bonus) contains [^]?>> then\n set [direction v] to [,-90,]\n else\n if < (Bonus) contains [%]?> then\n set [direction v] to [,180,]\n if <<(letter (1) of (Type)) = [e]> and <not <(Type) = [eu]>>> then\n change [#fourteen v] by (-0.5)\n change [#seven v] by (-0.5)\n end\n else\n if < (Bonus) contains [$]?> then\n set [direction v] to [,0,]\n if <<(letter (1) of (Type)) = [e]> and <not <(Type) = [eu]>>> then\n change [#fourteen v] by (-0.5)\n change [#seven v] by (0.5)\n end\n else\n set [direction v] to [,90,]\n end\n end\n end\n add (join (join (join (Type) [,]) (join ((([floor v] of ((ConversionProgress) / (WorldHeight)) ) + (1)) + (#Seven)) [,])) (join (join (((ConversionProgress) mod (WorldHeight)) + (#Fourteen)) [,]) (join (#Eight) (join (Bonus) (Direction))))) to [entity list type v]\n end\n add [i] to [bltyga v]\n add [i] to [unique type v]\n add [i] to [blcoga v]\n else\n add [i] to [entity list type v]\n if <[type - uniques v] contains (item (ConversionProgress) of [blty v])?> then\n add (Type) to [unique type v]\n add (Bonus) to [blcoga v]\n if <<<<<<<(Type) = [c]> or <(Type) = [em]>> or <(Type) = [dz]>> or <<(Type) = [dg]> or <(Type) = [ek]>>> or <<<(Type) = [ab]> or <(Type) = [af]>> or <<(Type) = [el]> or <(Type) = [elz]>>>> or <<<(Type) = [aw]> or <(Type) = [de]>> or <<(Type) = [ci]> or <(Type) = [awz]>>>> or <<<(Type) = [ba]> or <(Type) = [df]>> or <<<(Type) = [do]> or <(Type) = [dp]>> or <<(Type) = [dq]> or <(Type) = [awy]>>>>> then\n add [i] to [bltyga v]\n else\n add (Type) to [bltyga v]\n end\n else\n add [i] to [unique type v]\n add [i] to [blcoga v]\n add (Type) to [bltyga v]\n end\n end\n else\n add [i] to [entity list type v]\n add [i] to [bltyga v]\n add [i] to [unique type v]\n add [i] to [blcoga v]\n end\nend\n\ndefine ExtSave (letter)\nset [#one v] to []\nrepeat until <(letter (Save Progress) of (Save Code)) = (letter)>\n if <(Save Progress) > (length of (Save Code))> then\n if <<(Progressive) = [x]> or <(AlternateLoading) = [x]>> then\n set [#one v] to [x]\n else\n broadcast (InvalidSaveCode v)\n end\n stop [this script v]\n end\n set [#one v] to (join (#One) (letter (Save Progress) of (Save Code)))\n change [save progress v] by (1)\nend\nchange [save progress v] by (1)\n\ndefine CreateWorldMapSave\nset [worldmapsavecode v] to []\n+W [\[b\]World Title: ]\n+W (WorldName)\n+W [\[code\]]\n+W [`]\n+W (WorldName)\n+W [`]\nset [save progress v] to [0]\nset [#sixteen v] to [0]\nrepeat (length of [map type v])\n change [save progress v] by (1)\n +W (item (Save Progress) of [map type v])\n +W [`]\n +W (item (Save Progress) of [map type extras v])\n if <(length of (item (Save Progress) of [map type extras v])) > [25]> then\n change [#sixteen v] by (1)\n end\n +W [`]\nend\n+W [?]\n+W (WorldCreator)\n+W [`]\n+W (MapTheme)\n+W [`]\n+W (MapStartNo.)\n+W [`]\n+W [\[/code\]]\n+W [Description: ]\n+W (WorldDescription)\nif <(length of [level tags v]) > [0]> then\n +W [ Tags: ]\n +W (Level Tags)\nend\n+W (join [ \(] (join (#Sixteen) [ Levels\)]))\n\ndefine Ext (no.) CurArea\nset [#one v] to []\nset [#two v] to [0]\nrepeat ((no.) - (1))\n repeat until <(letter (#Two) of (item (CurrentArea) of [areas v])) = [,]>\n change [#two v] by (1)\n end\n change [#two v] by (1)\nend\nrepeat until <(letter (#Two) of (item (CurrentArea) of [areas v])) = [,]>\n set [#one v] to (join (#One) (letter (#Two) of (item (CurrentArea) of [areas v])))\n change [#two v] by (1)\nend\n\ndefine +W (join)\nset [worldmapsavecode v] to (join (WorldMapSaveCode) (join))\n\ndefine LoadSaveCode\nset [savemenuprogress v] to [0]\nset [progressive v] to [0]\ndelete all of [areas v]\ndelete all of [blco v]\ndelete all of [blty v]\ndelete all of [semi type v]\ndelete all of [track type v]\ndelete all of [doorx v]\ndelete all of [doory v]\ndelete all of [doorextra v]\ndelete all of [doortype v]\nset [save progress v] to [1]\nExtSave [¬]\nExtSave [¬]\nset [levelname v] to (#One)\nrepeat until <(letter (Save Progress) of (Save Code)) = [¬]>\n if <(Save Progress) > (length of (Save Code))> then\n stop [this script v]\n end\n if <(letter (Save Progress) of (Save Code)) = [+]> then\n ExtSave [,]\n repeat (#One)\n add (#Two) to [blty v]\n add (#Three) to [blco v]\n end\n else\n ExtSave [,]\n add (#One) to [blty v]\n set [#two v] to (#One)\n ExtSave [,]\n add (#One) to [blco v]\n set [#three v] to (#One)\n end\nend\nchange [save progress v] by (1)\nrepeat until <(letter (Save Progress) of (Save Code)) = [¬]>\n ExtSave [,]\n if <(#One) = [+]> then\n ExtSave [,]\n repeat (#One)\n add (#Two) to [semi type v]\n end\n else\n add (#One) to [semi type v]\n set [#two v] to (#One)\n end\nend\nchange [save progress v] by (1)\nrepeat until <(letter (Save Progress) of (Save Code)) = [¬]>\n ExtSave [,]\n if <(#One) = [+]> then\n ExtSave [,]\n if <(#One) > ((length of [blty v]) - (4))> then\n set [showtracks v] to [x]\n end\n repeat (#One)\n add (#Two) to [track type v]\n end\n else\n add (#One) to [track type v]\n set [#two v] to (#One)\n end\nend\nchange [save progress v] by (1)\nrepeat until <(letter (Save Progress) of (Save Code)) = [¬]>\n ExtSave [,]\n add (#One) to [doorx v]\n ExtSave [,]\n add (#One) to [doory v]\n ExtSave [,]\n add (#One) to [doortype v]\n ExtSave [,]\n add (#One) to [doorextra v]\nend\nchange [save progress v] by (1)\nrepeat until <(letter (Save Progress) of (Save Code)) = [¬]>\n ExtSave [:]\n add (#One) to [areas v]\nend\nchange [save progress v] by (1)\nExtSave [,]\nset [worldheight v] to (#One)\nExtSave [,]\nset [worldwidth v] to (#One)\nExtSave [,]\nset [timeleftfull v] to (#One)\nExtSave [,]\nif <(ShowTracks) = [x]> then\n set [showtracks v] to [0]\nelse\n set [showtracks v] to (#One)\nend\nExtSave [,]\nset [goalx v] to (#One)\nExtSave [,]\nset [goaly v] to (#One)\nExtSave [,]\nset [goalarea v] to (#One)\nExtSave [,]\nset [ogspawnx v] to (#One)\nExtSave [,]\nset [ogspawny v] to (#One)\nExtSave [,]\nset [unloadtracks v] to (#One)\nExtSave [,]\nset [levelcreator v] to (#One)\nExtSave [,]\nset [goal2x v] to (#One)\nExtSave [,]\nset [goal2y v] to (#One)\nExtSave [,]\nset [goal2area v] to (#One)\nset [progressive v] to [x]\nExtSave [,]\nset [progressive v] to (#One)\nif <(Progressive) = [x]> then\n set [progressive v] to [1]\nend\nset [alternateloading v] to [x]\nExtSave [,]\nset [alternateloading v] to (#One)\nif <(AlternateLoading) = [x]> then\n set [alternateloading v] to [0]\nend\n\ndefine LoadWorldMapSave\ndelete all of [map completedlevels v]\ndelete all of [map type v]\ndelete all of [map type extras v]\nset [save progress v] to [1]\nExtWor [`]\nExtWor [`]\nset [worldname v] to (#One)\nrepeat until <(letter (Save Progress) of (WorldMapSaveCode)) = [?]>\n if <(Save Progress) > (length of (WorldMapSaveCode))> then\n stop [this script v]\n end\n ExtWor [`]\n add (#One) to [map type v]\n ExtWor [`]\n add (#One) to [map type extras v]\nend\nchange [save progress v] by (1)\nExtWor [`]\nset [worldcreator v] to (#One)\nExtWor [`]\nset [maptheme v] to (#One)\nExtWor [`]\nset [mapstartno. v] to (#One)\n\ndefine DoorChange\nset [#three v] to [0]\nrepeat (length of [doortype v])\n change [#three v] by (1)\n if <(item (#Three) of [doortype v]) = [aj2]> then\n replace item (#Three) of [doortype v] with [aj]\n end\n if <(item (#Three) of [doortype v]) = [dv4]> then\n replace item (#Three) of [doortype v] with [dv]\n end\n if <(item (#Three) of [doortype v]) = [ew4]> then\n replace item (#Three) of [doortype v] with [ew]\n end\nend\n\nwhen flag clicked\nset volume to (33) %\nbroadcast (FlagClicked v)\n\nwhen I receive [flagclicked v]\nset [placingblocktype v] to [1]\nbroadcast (GameLoop v)\n\nwhen I receive [gameloop v]\nset [gametimer v] to [0]\nwait (0) seconds\nforever\n set [moveup v] to <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n set [movedown v] to <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n set [moveright v] to <<key (d v) pressed?> or <key (right arrow v) pressed?>>\n set [moveleft v] to <<key (a v) pressed?> or <key (left arrow v) pressed?>>\n set [moverun v] to <key (space v) pressed?>\n set [moveuseability v] to <key (space v) pressed?>\n change [gametimer v] by (0.01)\n set [22mod2+1 v] to (([floor v] of (((GameTimer) * (22)) mod (2)) ) + (1))\n set [22mod3+1 v] to (([floor v] of (((GameTimer) * (22)) mod (3)) ) + (1))\n set [22mod4+1 v] to (([floor v] of (((GameTimer) * (22)) mod (4)) ) + (1))\n if <not <mouse down?>> then\n set [clickpause v] to [0]\n end\n if <(Menu) = [Display]> then\n broadcast (DisplayUpdate v)\n else\n erase all\n if <(Menu) = [Map]> then\n broadcast (MapUpdate v)\n else\n broadcast (BackgroundUpdate v)\n end\n end\n set [fps v] to (round ((1) / (timer)))\n reset timer\n wait (0) seconds\nend\n\nwhen [e v] key pressed\nset [textinputmenu v] to [0]\nif <(Menu) = [Display]> then\n stop [this script v]\nend\nif <(Menu) = [Map]> then\n set [iamtheeditor v] to [1]\n if <(timer) < [0.5]> then\n if <(MapEdit/PlayMode) = [0]> then\n set [mapedit/playmode v] to [1]\n stop all sounds\n else\n set [mapedit/playmode v] to [0]\n end\n end\n if <(MapEdit/PlayMode) = [0]> then\n broadcast (PlayWorldMusic v)\n end\nelse\n set [transitiontype v] to [0]\n broadcast (CloseAllMenus v)\n delete all of [collectedkeycoins v]\n if <<<(TextInputMenu) = [0]> and <(PleaseWait) = [0]>> and <(length of [placex v]) = [0]>> then\n if <(PlayingAMap) = [0]> then\n show list [save code v]\n if <not <<(Menu) = [Menu]> and <(timer) > [0.5]>>> then\n set [menu v] to [Game]\n end\n if <<(timer) < [0.5]> or <<(AllowMovement) = [0]> or <(HitGoal) = [1]>>> then\n DoorChange\n set [spawnx v] to (OGSpawnX)\n set [spawny v] to (OGSpawnY)\n if <(Edit/PlayMode) = [0]> then\n set [conversionprogress v] to [0]\n set [allowmovement v] to [0]\n stop all sounds\n ConvertToPlay\n wait (0) seconds\n stop all sounds\n set [conversionprogress v] to [0]\n set [edit/playmode v] to [1]\n broadcast (ResumeGame v)\n else\n set [menu v] to [Game]\n stop all sounds\n broadcast (PlayMusic v)\n set [edit/playmode v] to [0]\n set [savemenuprogress v] to [0]\n end\n broadcast (UpdateAreaSettings v)\n else\n if <not <(timer) < [0.5]>> then\n stop all sounds\n broadcast (PlayMusic v)\n end\n end\n end\n end\nend\nif <(length of [turbowarp link v]) = [2]> then\n broadcast (FlagClicked v)\nelse\n broadcast (GameLoop v)\nend\n\nwhen [q v] key pressed\nif <(PlaceTool) = [1]> then\n set [placetool v] to [2]\nelse\n set [placetool v] to [1]\nend\n\nwhen [r v] key pressed\nif <<<<<(PlacingBlockType) = [u]> or <(PlacingBlockType) = [eu]>> or <(PlacingBlockType) = [df]>> or <<(PlacingBlockType) = [bo]> or <(PlacingBlockType) = [bw]>>> or <<<(PlacingBlockType) = [bb]> or <(PlacingBlockType) = [bc]>> or <<<(PlacingBlockType) = [en]> or <(PlacingBlockType) = [eo]>> or <<(PlacingBlockType) = [bg]> or <(PlacingBlockType) = [cb]>>>>> then\n if <(PlacementRotation) = ["]> then\n set [placementrotation v] to [$]\n else\n if <(PlacementRotation) = [$]> then\n set [placementrotation v] to [£]\n else\n if <(PlacementRotation) = [£]> then\n set [placementrotation v] to [%]\n else\n set [placementrotation v] to ["]\n end\n end\n end\nelse\n if <<(PlacingBlockType) = [ac]> or <<(PlacingBlockType) = [dk]> or <(PlacingBlockType) = [ea]>>> then\n if <(PlacementRotation) = ["]> then\n set [placementrotation v] to [£]\n else\n if <(PlacementRotation) = [£]> then\n set [placementrotation v] to [^]\n else\n if <(PlacementRotation) = [^]> then\n set [placementrotation v] to [&]\n else\n set [placementrotation v] to ["]\n end\n end\n end\n else\n if <(PlacementRotation) = ["]> then\n set [placementrotation v] to [£]\n else\n set [placementrotation v] to ["]\n end\n end\nend\n\nwhen I receive [updateareasettings v]\nExt [1] CurArea\nset [currentbackground v] to (#One)\nExt [2] CurArea\nset [areastartheight v] to (#One)\nExt [3] CurArea\nset [areaheight v] to (#One)\nExt [4] CurArea\nset [currentmusic v] to (#One)\nExt [5] CurArea\nset [currentwaterlevel v] to (#One)\nExt [6] CurArea\nset [currentlavalevel v] to (#One)\nExt [7] CurArea\nset [camerax v] to (#One)\nExt [8] CurArea\nset [cameray v] to (#One)\nset [newscrollscan v] to [1]\nbroadcast (UpdateScrollStop v)\n\nwhen I receive [useddoor v]\nset [throwing v] to [0]\nset [kicking v] to [0]\nif <not <(Powerup) = [C]>> then\n set [powerupvariable one v] to [0]\nend\nset [powerupvariable two v] to [0]\nset [powerupvariable three v] to [0]\nset [sliding v] to [0]\nset [crouching v] to [0]\nset [invincible v] to [0]\nset [usingdoor v] to [1]\nset [playertimer v] to [0]\nset [player springx v] to [0]\nset [player movement v] to [0]\nset [player y movement v] to [0]\nset [playerxvelocity v] to [0]\nset [playeryvelocity v] to [-0.69]\nset [transitionprogress v] to [0]\nset [transitiontype v] to [Transport]\nset [previousmusic v] to (CurrentMusic)\nif <<(item (UsingDoorNo.) of [doortype v]) = [bb]> or <(item (UsingDoorNo.) of [doortype v]) = [bc]>> then\n start sound [PowerDown v]\n set [usingpipe v] to [2]\n wait (0) seconds\n repeat (26)\n if <(item (UsingDoorNo.) of [doorextra v]) = [90]> then\n change [playerx v] by (1)\n else\n if <(item (UsingDoorNo.) of [doorextra v]) = [-90]> then\n change [playerx v] by (-1)\n else\n if <(item (UsingDoorNo.) of [doorextra v]) = [0]> then\n change [playery v] by (1)\n else\n change [playery v] by (-1)\n end\n end\n end\n end\nelse\n start sound [Door v]\n repeat until <(PlayerTimer) > [0.1]>\n if <(Edit/PlayMode) = [0]> then\n set [usingdoor v] to [0]\n stop [this script v]\n end\n set [allowmovement v] to [0]\n set [loadentitiesdelay v] to [30]\n end\nend\nrepeat until <(PlayerTimer) > [0.13]>\n if <(Edit/PlayMode) = [0]> then\n set [usingdoor v] to [0]\n stop [this script v]\n end\nend\nif <(item (UsingDoorNo.) of [doortype v]) = [dv]> then\n replace item (UsingDoorNo.) of [doortype v] with [dv4]\nend\nif <(item (UsingDoorNo.) of [doortype v]) = [ew]> then\n replace item (UsingDoorNo.) of [doortype v] with [ew4]\nend\nset [playerx v] to ((item (ExitingDoorNo.) of [doorx v]) * (32))\nset [playery v] to (((item (ExitingDoorNo.) of [doory v]) * (32)) - (4))\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nFindAreaForY\nbroadcast (UpdateAreaSettings v)\nset [loadentitiesdelay v] to [8]\nwait (0) seconds\nif <not <<(CurrentMusic) = (PreviousMusic)> or <<<(StarTimer) > [0]> or <(PTimer) > [0]>> or <(Menu) = [Menu]>>>> then\n stop all sounds\n broadcast (PlayMusic v)\nend\nset [playerx v] to ((item (ExitingDoorNo.) of [doorx v]) * (32))\nset [playery v] to (((item (ExitingDoorNo.) of [doory v]) * (32)) - (4))\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nset [loadentitiesdelay v] to [0]\nif <<(item (ExitingDoorNo.) of [doortype v]) = [bb]> or <(item (ExitingDoorNo.) of [doortype v]) = [bc]>> then\n if <(item (ExitingDoorNo.) of [doorextra v]) = [-90]> then\n change [playerx v] by (-35.2)\n else\n if <(item (ExitingDoorNo.) of [doorextra v]) = [90]> then\n change [playerx v] by (35.2)\n else\n if <(item (ExitingDoorNo.) of [doorextra v]) = [180]> then\n change [playery v] by (-28)\n change [playerx v] by (-16)\n else\n change [playery v] by (28)\n if <not <<(Powerup) = [N]> or <(Powerup) = [M]>>> then\n change [playery v] by (-20)\n end\n change [playerx v] by (16)\n end\n end\n end\n set [mapx v] to (PlayerX)\n set [usingpipe v] to [2]\n wait until <(PlayerTimer) > [0.2]>\n repeat (28)\n set [allowmovement v] to [0]\n if <(item (ExitingDoorNo.) of [doorextra v]) = [-90]> then\n change [playerx v] by (1)\n else\n if <(item (ExitingDoorNo.) of [doorextra v]) = [90]> then\n change [playerx v] by (-1)\n else\n if <(item (ExitingDoorNo.) of [doorextra v]) = [180]> then\n change [playery v] by (1)\n else\n change [playery v] by (-1)\n end\n end\n end\n end\n wait until <(PlayerTimer) > [0.26]>\nelse\n set [usingpipe v] to [0]\n repeat until <(PlayerTimer) > [0.26]>\n if <(Edit/PlayMode) = [0]> then\n set [usingdoor v] to [0]\n stop [this script v]\n end\n set [allowmovement v] to [0]\n end\nend\nif <(Edit/PlayMode) = [0]> then\n set [usingdoor v] to [0]\n stop [this script v]\nend\nset [allowmovement v] to [0]\nset [player movement v] to [0]\nset [player y movement v] to [0]\nset [xvelocity v] to [0]\nset [yvelocity v] to [-0.69]\nif <<(item (ExitingDoorNo.) of [doortype v]) = [dv]> or <(item (ExitingDoorNo.) of [doortype v]) = [ew]>> then\n add [Explode] to [createparticletype v]\n add (PlayerX) to [createparticlex v]\n add ((PlayerY) + (16)) to [createparticley v]\n replace item (ExitingDoorNo.) of [doortype v] with (join (item (ExitingDoorNo.) of [doortype v]) [4])\nend\nset [allowmovement v] to [1]\nset [usingdoor v] to [0]\nset [usingpipe v] to [0]\nif <<not <<(Powerup) = [N]> or <(Powerup) = [M]>>> and <(Holding) = [0]>> then\n set [crouching v] to [1]\nend\n\nwhen I receive [death v]\nif <(HitGoal) = [1]> then\n stop [this script v]\nend\nstop all sounds\nbroadcast (PlayMusic v)\nset [powerup v] to [N]\nset [invincible v] to [0]\nset [playertimer v] to [0]\nset [allowmovement v] to [0]\nset [dead v] to [1]\nset [playeryvelocity v] to [0]\nrepeat until <(PlayerTimer) > [0.1]>\n if <<(Edit/PlayMode) = [0]> or <(Dead) = [0]>> then\n stop [this script v]\n end\n set [allowmovement v] to [0]\n set [loadentitiesdelay v] to [30]\nend\nset [playeryvelocity v] to [9]\nrepeat until <(PlayerTimer) > [0.4]>\n if <<(Edit/PlayMode) = [0]> or <(Dead) = [0]>> then\n stop [this script v]\n end\n set [allowmovement v] to [0]\n set [loadentitiesdelay v] to [30]\n change [playery v] by (PlayerYVelocity)\n change [playeryvelocity v] by (-0.3)\n if <(PlayerYVelocity) < [-8]> then\n set [playeryvelocity v] to [-8]\n end\nend\nif <(PlayingAMap) = [1]> then\n change [lives v] by (-1)\n if <(Lives) < [1]> then\n set [edit/playmode v] to [1]\n wait (1) seconds\n set [menu v] to [Display]\n set [lives v] to [5]\n set [transitionprogress v] to [1]\n set [transitiontype v] to [GameOver]\n start sound [87 Game Over v]\n stop [this script v]\n end\nend\nbroadcast (StartLevel v)\nbroadcast (ResumeWithTransition v)\n\nwhen I receive [powerdown v]\nif <<(HitGoal) = [1]> and <not <<(Powerup) = [C]> and <(PlayerUnderwater) = [1]>>>> then\n stop [this script v]\nend\nif <<(Invincible) = [0]> or <<(Powerup) = [C]> and <(PlayerUnderwater) = [1]>>> then\n set [throwing v] to [0]\n set [powerupvariable one v] to [0]\n set [powerupvariable two v] to [0]\n set [powerupvariable three v] to [0]\n if <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n broadcast (Death v)\n else\n start sound [PowerDown v]\n set [invincible v] to [1.5]\n if <(Powerup) = [B]> then\n set [powerup v] to [N]\n else\n set [powerup v] to [B]\n end\n end\nend\n\nwhen I receive [startlevel v]\nset [textinputmenu v] to [0]\nset [gametimer v] to [0]\nset [playerx v] to ((SpawnX) * (32))\nset [playery v] to (((SpawnY) * (32)) - (4))\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nset [playerdirection v] to [90]\nset [loadentitiesdelay v] to [8]\nFindAreaForY\nset [timeleft v] to (TimeLeftFull)\nbroadcast (ClearPlayerVariables v)\nbroadcast (UpdateAreaSettings v)\nwait (0) seconds\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\n\nwhen I receive [fullrestartlevel v]\ndelete all of [collectedkeycoins v]\nset [spawnx v] to (OGSpawnX)\nset [spawny v] to (OGSpawnY)\nbroadcast (StartLevel v)\n\nwhen I receive [resumegame v]\nstop all sounds\nif <(SaveMenuProgress) = [0.5]> then\n set [savemenuprogress v] to [0]\nend\nset [loadentitiesdelay v] to [30]\nset [conversionprogress v] to [0]\nset [allowmovement v] to [0]\nConvertToPlay\nwait until <not <(ConversionProgress) < (length of [blty v])>>\nbroadcast (GameLoop v)\nbroadcast (UpdateAreaSettings v)\nset [edit/playmode v] to [1]\nset [invincible v] to [1]\nstop all sounds\nbroadcast (PlayMusic v)\nif <(ConversionProgress) < [8000]> then\n wait (0.2) seconds\nelse\n wait (0.1) seconds\nend\nset [allowmovement v] to [1]\n\nwhen I receive [clearplayervariables v]\nset [ptimer v] to [0]\nset [playerxvelocity v] to [0]\nset [playeryvelocity v] to [-0.79]\nset [sliding v] to [0]\nset [crouching v] to [0]\nset [player springx v] to [0]\nset [player movement v] to [0]\nset [player y movement v] to [0]\nset [usingdoor v] to [0]\nset [keys v] to [0]\nset [invincible v] to [0]\nset [dead v] to [0]\nset [skidding v] to [0]\nset [playerunderwater v] to [0]\nset [holding v] to [0]\nset [throwing v] to [0]\nset [kicking v] to [0]\nset [powerupvariable one v] to [0]\nset [powerupvariable two v] to [0]\nset [powerupvariable three v] to [0]\nset [usingpipe v] to [0]\nset [hitgoal v] to [0]\nset [camerashake v] to [0]\nset [powerup v] to [N]\nset [startimer v] to [0]\nset [hurriedup v] to [0]\nset [goalhitx v] to [0]\nset [on/off v] to [0]\nset [groundshaking v] to [0]\nif <(PlayingAMap) = [0]> then\n set [coins v] to [0]\nend\n\nwhen I receive [resumewithtransition v]\nstop all sounds\nset [loadentitiesdelay v] to [30]\nset [transitionprogress v] to [1]\nset [transitiontype v] to [FadeIn]\nset [conversionprogress v] to [0]\nset [allowmovement v] to [0]\nbroadcast (CloseAllMenus v)\nwait (0) seconds\nConvertToPlay\nrepeat until <not <(ConversionProgress) < (length of [blty v])>>\n set [transitionprogress v] to [1]\nend\nbroadcast (GameLoop v)\nbroadcast (UpdateAreaSettings v)\nset [edit/playmode v] to [1]\nset [invincible v] to [1]\nstop all sounds\nbroadcast (PlayMusic v)\nwait (1.2) seconds\nset [allowmovement v] to [1]\n\nwhen I receive [usedlockeddoor v]\nwait (0) seconds\nadd [af] to [createparticletype v]\nadd (PlayerX) to [createparticlex v]\nadd (PlayerY) to [createparticley v]\nbroadcast (UsedDoor v)\n\nwhen I receive [pause v]\nDoorChange\nset [edit/playmode v] to [0]\n\nwhen I receive [tpspawn v]\nset [playerdirection v] to [90]\nset [gametimer v] to [0]\nset [playerx v] to ((OGSpawnX) * (32))\nset [playery v] to (((OGSpawnY) * (32)) - (4))\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nFindAreaForY\nbroadcast (UpdateAreaSettings v)\nset [loadentitiesdelay v] to [8]\nwait (0) seconds\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nset [playerx v] to ((OGSpawnX) * (32))\nset [playery v] to (((OGSpawnY) * (32)) - (4))\n\nwhen I receive [tpgoal v]\nset [playerdirection v] to [90]\nset [gametimer v] to [0]\nset [playerx v] to ((GoalX) * (32))\nset [playery v] to (((GoalY) * (32)) - (4))\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nFindAreaForY\nbroadcast (UpdateAreaSettings v)\nset [loadentitiesdelay v] to [8]\nwait (0) seconds\nset [mapx v] to (PlayerX)\nset [mapy v] to (PlayerY)\nset [playerx v] to ((GoalX) * (32))\nset [playery v] to (((GoalY) * (32)) - (4))\n\nwhen I receive [hitgoal v]\nset [hitgoal v] to [1]\nset [gametimer v] to [0]\nset [invincible v] to [0.09]\nstop all sounds\nbroadcast (PlayMusic v)\nrepeat until <((GameTimer) - (<(GoalHitX) = [x]> / (1.8))) > [1]>\n set [invincible v] to [0.09]\n if <(Edit/PlayMode) = [0]> then\n stop [this script v]\n end\nend\nset [gametimer v] to [0]\nset [edit/playmode v] to [0]\nif <(PlayingAMap) = [1]> then\n set [edit/playmode v] to [1]\n set [transitionprogress v] to [1]\n set [transitiontype v] to [FadeIn]\n set [menu v] to [Map]\n broadcast (PlayWorldMusic v)\nelse\n if <(IAmTheEditor) = [1]> then\n DoorChange\n set [transitionprogress v] to [1]\n set [transitiontype v] to [FadeIn]\n wait (0) seconds\n broadcast (TpSpawn v)\n wait (0.5) seconds\n if <(SaveMenuProgress) = [0.5]> then\n set [savemenuprogress v] to [1]\n set [savemenu v] to [0.01]\n end\n else\n set [edit/playmode v] to [1]\n broadcast (FlagClicked v)\n end\nend\n\ndefine CreateSaveCode\nset [conversionprogress2 v] to [x]\nset [save code v] to []\n+S [\[b\]Title: ]\n+S (LevelName)\n+S [\[code\]]\n+S [¬]\n+S (LevelName)\n+S [¬]\nset [save progress v] to [0]\nset [conversionprogress2 v] to [0]\nset [#one v] to [0]\nrepeat until <(Save Progress) > ((length of [blty v]) - (1))>\n change [save progress v] by (1)\n set [#cus1 v] to (item (Save Progress) of [blty v])\n if <<(join (#Cus1) (item (Save Progress) of [blco v])) = (join (item ((Save Progress) - (1)) of [blty v]) (item ((Save Progress) - (1)) of [blco v]))> and <<(Save Progress) > [1]> and <not <(Save Progress) > ((length of [blty v]) - (2))>>>> then\n change [#one v] by (1)\n else\n if <(#One) > [0]> then\n set [conversionprogress2 v] to [x]\n +S [+]\n set [conversionprogress2 v] to [0]\n +S (#One)\n set [#one v] to [0]\n end\n +S (#Cus1)\n +S (item (Save Progress) of [blco v])\n end\nend\nset [conversionprogress2 v] to [x]\n+S [¬]\nset [conversionprogress2 v] to [0]\nset [save progress v] to [0]\nset [#one v] to [0]\nrepeat until <(Save Progress) > ((length of [semi type v]) - (1))>\n change [save progress v] by (1)\n if <<(item (Save Progress) of [semi type v]) = (item ((Save Progress) - (1)) of [semi type v])> and <<(Save Progress) > [1]> and <not <(Save Progress) > ((length of [semi type v]) - (2))>>>> then\n change [#one v] by (1)\n else\n if <(#One) > [0]> then\n +S [+]\n +S (#One)\n set [#one v] to [0]\n end\n +S (item (Save Progress) of [semi type v])\n end\nend\nset [conversionprogress2 v] to [x]\n+S [¬]\nset [conversionprogress2 v] to [0]\nset [save progress v] to [0]\nset [#one v] to [0]\nrepeat until <(Save Progress) > ((length of [track type v]) - (1))>\n change [save progress v] by (1)\n if <<(item (Save Progress) of [track type v]) = (item ((Save Progress) - (1)) of [track type v])> and <<(Save Progress) > [1]> and <not <(Save Progress) > ((length of [track type v]) - (2))>>>> then\n change [#one v] by (1)\n else\n if <(#One) > [0]> then\n +S [+]\n +S (#One)\n set [#one v] to [0]\n end\n +S (item (Save Progress) of [track type v])\n end\nend\nset [conversionprogress2 v] to [x]\n+S [¬]\nset [conversionprogress2 v] to [0]\nset [save progress v] to [0]\nrepeat (length of [doorx v])\n change [save progress v] by (1)\n +S (item (Save Progress) of [doorx v])\n +S (item (Save Progress) of [doory v])\n +S (item (Save Progress) of [doortype v])\n +S (item (Save Progress) of [doorextra v])\nend\nset [conversionprogress2 v] to [x]\n+S [¬]\nset [#eight v] to [0]\nrepeat (length of [areas v])\n change [#eight v] by (1)\n +S (item (#Eight) of [areas v])\n +S [:]\nend\n+S [¬]\nset [conversionprogress2 v] to [0]\n+S (WorldHeight)\n+S (WorldWidth)\n+S (TimeLeftFull)\n+S (ShowTracks)\n+S (GoalX)\n+S (GoalY)\n+S (GoalArea)\n+S (OGSpawnX)\n+S (OGSpawnY)\n+S (UnloadTracks)\n+S (LevelCreator)\n+S (Goal2X)\n+S (Goal2Y)\n+S (Goal2Area)\n+S (Progressive)\n+S (AlternateLoading)\nset [conversionprogress2 v] to [x]\n+S [\[/code\]]\n+S [Description: ]\n+S (LevelDescription)\nif <(length of [level tags v]) > [0]> then\n +S [ Tags: ]\n +S (Level Tags)\nend\n\nwhen I receive [createsavecodeonly v]\nCreateSaveCode\nif <not <(SaveMenu) = [0]>> then\n delete all of [save code v]\n add (Save Code) to [save code v]\nend\n\nwhen I receive [createsaverestorepoint v]\nCreateSaveCode\n\nwhen I receive [loadrestorepoint v]\nset [createrestorepointtimer v] to [15]\nset [optionsmenu v] to [0]\nset [transitiontype v] to [FadeIn]\nset [transitionprogress v] to [1]\nLoadSaveCode\nif <(CurrentArea) > (length of [areas v])> then\n set [currentarea v] to [1]\n set [mapy v] to [-2000]\nend\nbroadcast (UpdateAreaSettings v)\nset [transitionprogress v] to [1]\n\nwhen I receive [createmapsavecode v]\nCreateWorldMapSave\nif <not <(MapSaveMenu) = [0]>> then\n delete all of [save code v]\n add (WorldMapSaveCode) to [save code v]\nend\n\nwhen I receive [loadmapsavecode v]\nset [menu v] to [Display]\nset [mapedit/playmode v] to [0]\nstop all sounds\nwait (0) seconds\nLoadWorldMapSave\nset [transitionprogress v] to [0]\nset [transitiontype v] to [DisplayName2]\nwait (3) seconds\nset [transitionprogress v] to [135]\nset [transitiontype v] to [DisplayName2]\nset [edit/playmode v] to [1]\nset [menu v] to [Map]\nbroadcast (PlayMapFromStart v)\n\nwhen I receive [flagclicked v]\nshow list [save code v]\nset [edit/playmode v] to [1]\nset [playingamap v] to [0]\nset [transitionprogress v] to [1]\nset [transitiontype v] to [FadeIn]\nset [conversionprogress v] to [0]\nchange [flagclicked v] by (1)\nset [menu v] to [Menu]\nset [menusubtype v] to [Main]\nwait (0) seconds\nset [#eight v] to (pick random (1) to (4))\nif <(#Eight) = [1]> then\n set [save code v] to [\[b\]Title: Morton Koopa's Castle of Lifts and Grinders\[code\]¬Morton Koopa's Castle of Lifts and 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None]\nend\nif <(#Eight) = [2]> then\n set [save code v] to [\[b\]Title: Sunken Ghost House\[code\]¬Sunken Ghost House¬40c,i,40b,i,40f,i,+5,40d,i,+2,40b,i,40d,i,+8,40e,i,bd,i,+9,40g,i,40d,i,+3,40c,i,40d,i,+2,i,i,40d,i,+1,40e,i,i,i,+3,40g,i,40d,i,40b,i,40c,i,40d,i,+4,40f,i,+4,40e,i,i,i,+9,40g,i,40d,i,+5,40b,i,40d,i,i,i,40d,i,+1,40e,i,i,i,+3,40g,i,40d,i,+3,40c,i,40d,i,+2,40e,i,i,i,+14,40g,i,40d,i,+3,40b,i,40d,i,+2,i,i,40d,i,+1,40e,i,i,i,+3,40g,i,40f,i,40d,i,+6,40e,i,i,i,+14,40g,i,40d,i,+4,40b,i,40d,i,+1,i,i,40d,i,+1,40e,i,i,i,+4,40g,i,40d,i,+6,40e,i,i,i,bn,£,i,i,+12,40g,i,40d,i,+2,40b,i,40d,i,+2,40c,i,i,i,40d,i,+1,40e,i,i,i,+2,n,c,i,i,40g,i,40f,i,40d,i,+2,40c,i,40b,i,40d,i,40e,i,i,i,+6,40g,i,40f,i,+2,40e,i,i,i,+2,40g,i,40d,i,40b,i,40d,i,+5,i,i,40d,i,+1,40e,i,i,i,+2,d,db,i,i,+1,40g,i,40d,i,+4,40b,i,40e,i,i,i,+6,40g,i,40b,i,40d,i,+1,40e,i,i,i,+2,40g,i,40f,i,+2,40d,i,+4,i,i,40d,i,+1,40e,i,i,i,+2,n,c,i,i,+1,40g,i,40f,i,40d,i,+1,40b,i,40d,i,+1,40e,i,i,i,+6,40g,i,40f,i,+2,40e,i,i,i,+5,40g,i,40d,i,+4,i,i,40f,i,+2,40e,i,i,i,+5,40g,i,40d,i,+2,40c,i,40d,i,40e,i,i,i,+17,40g,i,40d,i,+4,i,i,40e,i,i,i,bl,£,i,i,+4,c,i,i,i,40g,i,40d,i,40b,i,40d,i,+2,40e,i,i,i,+7,bl,",i,i,+8,40g,i,40d,i,+4,i,i,40e,i,i,i,+5,c,i,i,i,+1,40g,i,40d,i,+4,40e,i,i,i,+5,d,i,i,i,+5,c,i,i,i,+3,40g,i,40d,i,+3,40b,i,i,i,40e,i,bl,",i,i,+7,40g,i,40b,i,40d,i,+3,40e,i,i,i,+5,n,c,i,i,+5,c,i,i,i,+3,40g,i,40c,i,40d,i,+3,i,i,40f,i,+5,40e,i,i,i,+2,40g,i,40d,i,+4,40e,i,i,i,+5,d,i,i,i,+5,c,i,i,i,+3,40g,i,40d,i,+1,40c,i,40b,i,40d,i,i,i,40d,i,+5,40e,i,i,i,+2,40g,i,40c,i,40d,i,+3,40e,i,i,i,+17,40g,i,40d,i,40b,i,40d,i,+2,i,i,40c,i,40d,i,+4,40e,i,i,i,+2,40g,i,40d,i,+4,40e,i,i,i,+1,bl,",i,i,+14,40g,i,40d,i,40c,i,40b,i,40d,i,+1,i,i,40d,i,40f,i,+4,40e,i,i,i,+2,40g,i,40d,i,+4,40e,i,i,i,+7,40g,i,40f,i,+1,40e,i,i,i,+5,40g,i,40b,i,40d,i,+1,40c,i,40d,i,i,i,40d,i,40e,i,i,i,+7,40g,i,40d,i,40c,i,40d,i,40b,i,40d,i,40f,i,+3,40e,i,i,i,+3,40g,i,40d,i,+1,40e,i,i,i,+5,40g,i,40d,i,+4,i,i,40d,i,40e,i,i,i,c,i,+1,i,i,+4,40g,i,40d,i,+3,40b,i,40d,i,+3,40e,i,i,i,+3,40g,i,40d,i,+1,40e,i,i,i,+5,40g,i,40f,i,+3,40d,i,i,i,40d,i,40e,i,i,i,c,i,+1,i,i,+4,40g,i,40d,i,+1,40b,i,40d,i,+5,40e,i,i,i,+1,bn,",i,i,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40c,i,i,i,40d,i,40e,i,i,i,c,i,+1,i,i,+4,40g,i,40d,i,+1,40c,i,40d,i,+5,40f,i,40e,i,i,i,+2,40g,i,40d,i,+1,40e,i,y,",i,i,+8,40g,i,40d,i,i,i,40d,i,40e,i,i,i,c,i,+1,i,i,+4,40g,i,40d,i,40b,i,40d,i,+1,40c,i,40d,i,+4,40e,i,i,i,+2,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40d,i,i,i,40b,i,40e,i,i,i,c,i,+1,i,i,+4,40g,i,40d,i,+1,40f,i,+5,40d,i,40b,i,40e,i,i,i,+2,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40b,i,i,i,40d,i,40e,i,i,i,+7,40g,i,40b,i,40d,i,40e,i,i,i,+3,40g,i,40d,i,+1,40e,i,i,i,+2,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40d,i,i,i,40d,i,40e,i,i,i,+1,40g,i,40f,i,40e,i,bl,",i,i,40g,i,40f,i,40d,i,+1,40e,i,i,i,+3,40g,i,40f,i,+1,40e,i,i,i,+2,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40d,i,i,i,40d,i,40e,i,i,i,+1,40g,i,40d,i,40e,i,i,i,+1,40g,i,40d,i,+2,40e,i,i,i,+1,d,i,i,i,+1,40g,i,40e,i,i,i,+3,40g,i,40c,i,40b,i,40e,i,i,i,+6,do,i,i,i,+1,40g,i,40d,i,i,i,40f,i,40e,i,i,i,+1,40g,i,40f,i,40e,i,i,i,+1,40g,i,40f,i,40d,i,+1,40e,i,bn,£,i,i,n,db,i,i,+1,40a,i,i,i,+4,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40d,i,i,i,40e,i,i,i,+8,40g,i,40d,i,+1,40e,i,i,i,+1,d,i,i,i,+1,40a,i,i,i,+3,40g,i,40f,i,40b,i,40d,i,40e,i,i,i,+1,y,",i,i,+6,40g,i,40d,i,i,i,40e,i,i,i,+8,40g,i,40c,i,40d,i,40e,i,i,i,+4,40a,i,i,i,+3,40g,i,40d,i,+1,40c,i,40e,i,i,i,+9,40g,i,40d,i,i,i,40e,i,i,i,+8,40g,i,40d,i,+1,40e,i,i,i,+9,40g,i,40b,i,40d,i,+1,40e,i,i,i,+9,40g,i,40d,i,i,i,40e,i,i,i,+6,bn,",i,i,40g,i,40d,i,+1,40e,i,i,i,+8,40g,i,40f,i,40d,i,+2,40e,i,i,i,+9,40g,i,40d,i,i,i,40e,i,i,i,+1,40g,i,40f,i,+1,40e,i,i,i,+2,40g,i,40d,i,40c,i,40e,i,i,i,+7,40g,i,40f,i,40d,i,+3,40e,i,i,i,+9,40g,i,40d,i,i,i,40e,i,i,i,+1,40g,i,40d,i,+1,40f,i,+4,40d,i,40b,i,40e,i,i,i,+6,40g,i,40f,i,40d,i,40f,i,+3,40e,i,i,i,+4,40g,i,40f,i,+4,40d,i,i,i,40e,i,i,i,+1,40g,i,40f,i,+5,40b,i,40d,i,+1,40e,i,i,i,+6,40g,i,40d,i,+1,40e,i,i,i,+8,40g,i,40d,i,+4,40b,i,i,i,40e,i,i,i,+4,d,i,i,i,+1,40g,i,40d,i,40b,i,40d,i,40e,i,i,i,+6,40g,i,40d,i,+1,40e,i,i,i,+8,40g,i,40f,i,+2,40d,i,+2,i,i,40e,i,i,i,+4,n,db,i,i,+1,40g,i,40d,i,+2,40e,i,i,i,+5,40g,i,40f,i,40d,i,40c,i,40e,i,bl,£,i,i,+10,40g,i,40d,i,40b,i,40d,i,i,i,40e,i,i,i,+4,d,i,i,i,+1,40g,i,40f,i,+2,40e,i,i,i,+2,bl,£,i,i,+1,40g,i,40d,i,+2,40e,i,i,i,+11,40g,i,40d,i,+2,i,i,+20,40g,i,40d,i,+2,40e,i,i,i,+11,40g,i,40b,i,40d,i,+1,i,i,+20,40g,i,40d,i,+2,40e,i,i,i,+11,40g,i,40d,i,+2,i,i,+3,bn,",i,i,+14,bl,",40g,i,40d,i,+2,40e,i,bl,",i,i,+10,40g,i,40d,i,+2,i,i,40f,i,40e,i,i,i,+7,bl,",i,i,+8,40g,i,40d,i,+2,40e,i,i,i,+5,c,i,i,i,+4,40g,i,40d,i,+2,i,i,40d,i,40f,i,+4,40e,i,i,i,+2,40g,i,40f,i,+9,40d,i,+1,40b,i,40e,i,i,i,+5,c,i,i,i,+4,40g,i,40c,i,40d,i,+1,i,i,40d,i,+5,40e,i,i,i,+2,40g,i,40c,i,40d,i,+6,40c,i,40d,i,+3,40e,i,i,i,+5,c,i,i,i,+4,40g,i,40d,i,+2,i,i,40c,i,40d,i,40b,i,40d,i,+2,40e,i,i,i,+2,40g,i,40d,i,40b,i,40d,i,+7,40c,i,40b,i,40d,i,40e,i,i,i,+11,40g,i,40d,i,+2,i,i,40b,i,40d,i,40c,i,40d,i,+2,40e,i,i,i,+2,40g,i,40d,i,+8,40b,i,40d,i,+2,40e,i,i,i,+11,40g,i,40d,i,40c,i,40b,i,i,i,40d,i,40b,i,40d,i,+3,40e,i,i,i,+2,40g,i,40b,i,40c,i,40d,i,+6,40c,i,40b,i,40d,i,+1,40e,i,bl,",i,i,+10,40g,i,40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None]\nend\nif <(#Eight) = [3]> then\n set [save code v] to [\[b\]Title: Mario's Grand Sky Adventure\[code\]¬Mario's Grand Sky 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None]\nend\nif <(#Eight) = [4]> then\n set [save code v] to [¬Iggy's Fleet of Doom¬70b,i,+3,70c,i,i,i,+2,72g,i,72b,i,+9,72c,i,i,i,+72,65g,i,34b,i,+2,65b,i,65c,i,i,i,+57,34b,i,+2,34c,i,22g,i,22c,i,34g,i,34b,i,+7,34c,i,i,i,+56,70ab,i,70e,i,70b,i,70ab,i,70e,i,+3,70b,i,+4,70c,i,o,i,70g,i,70b,i,+54,ib,i,i,i,72b,i,+1,72c,i,i,i,+4,71g,i,72b,i,+7,70b,i,71b,i,+4,71c,i,i,i,+49,70b,i,72b,i,+2,72c,i,i,i,+2,72g,i,72b,i,+9,72c,i,i,i,+72,65g,i,34b,i,65ab,i,34e,i,65e,i,65c,i,i,i,+57,34b,i,+2,34c,i,22f,i,22d,i,34g,i,34b,i,+7,34c,i,i,i,+56,70c,i,o,i,70f,i,70c,i,i,i,+3,70g,i,70ab,i,70e,i,+2,70d,i,o,i,70g,i,70b,i,+54,ib,i,i,i,72ab,i,72e,i,72c,i,i,i,+4,71g,i,72b,i,72ab,i,72e,i,72b,i,+4,70b,i,71b,i,+4,71c,i,i,i,+49,72ab,i,72e,i,70e,i,72b,i,72c,i,i,i,+2,72g,i,72b,i,+9,72c,i,i,i,+72,65g,i,34b,i,34c,i,q,i,+1,65o,i,i,i,+57,34b,i,+2,34c,i,i,i,+1,34g,i,34b,i,+7,34c,i,i,i,+56,70c,i,o,i,+1,70o,i,i,i,+3,70g,i,70c,i,o,i,+4,70g,i,70b,i,+54,ib,i,i,i,72c,i,o,i,72o,i,i,i,+4,71g,i,72b,i,72c,i,o,i,72g,i,72b,i,+3,70b,i,71b,i,+4,71c,i,i,i,+49,70c,i,o,i,+1,72g,i,72c,i,i,i,+2,72g,i,72b,i,72ab,i,72e,i,+1,72b,i,+5,72c,i,i,i,+72,65g,i,34b,i,65aa,i,34i,i,65i,i,65c,i,i,i,+57,34e,i,+2,34c,i,i,i,+1,34g,i,34b,i,+1,34ab,i,34e,i,+2,34b,i,+1,34c,i,i,i,+56,70aa,i,70i,i,+1,70c,i,i,i,+3,70g,i,70c,i,o,i,+4,70g,i,70b,i,+54,ib,i,i,i,72aa,i,72i,i,72c,i,i,i,+4,71g,i,72b,i,72aa,i,72i,i,72b,i,70ab,i,72e,i,70b,i,72b,i,70b,i,71b,i,+4,71c,i,i,i,+49,71c,i,o,i,+1,72g,i,72c,i,i,i,+2,72g,i,72b,i,72c,i,o,i,+1,72g,i,72b,i,+1,72ab,i,72e,i,+1,72c,i,i,i,+72,65g,i,34b,i,+1,65b,i,+1,65c,i,i,i,+57,1aj,i,1l,i,1k,i,34o,i,i,i,+1,34g,i,34b,i,+1,34c,i,i,i,1m,i,1j,i,34g,i,34b,i,34c,i,i,i,+56,70e,i,+2,70d,i,i,i,+3,70f,i,70ad,i,70l,i,+4,70e,i,+55,ib,i,i,i,72b,i,+1,72c,i,i,i,+4,71g,i,72b,i,+3,72c,i,o,i,72g,i,72b,i,70b,i,71b,i,+4,71c,i,i,i,+49,70c,i,o,i,+1,70g,i,70c,i,i,i,+2,72g,i,72b,i,72aa,i,72j,i,o,i,72g,i,72b,i,+1,72c,i,o,i,+1,72o,i,i,i,+65,c,i,i,i,+5,65g,i,34b,i,65ab,i,34e,i,65e,i,65c,i,i,i,+57,1d,i,34h,i,34i,i,34c,i,i,i,+1,34g,i,34b,i,+1,34aa,i,34i,i,34j,i,1o,i,34g,i,34b,i,34c,i,i,i,+129,72ab,i,72e,i,72c,i,i,i,+4,71g,i,72b,i,+3,70aa,i,72i,i,70b,i,72b,i,70b,i,71b,i,+4,71c,i,i,i,+49,70c,i,o,i,+1,70g,i,70c,i,i,i,+2,72g,i,72b,i,+1,72aa,i,72i,i,72b,i,+1,70b,i,70aa,i,70i,i,+1,70c,i,i,i,+65,c,i,i,i,+5,65g,i,34b,i,34c,i,q,i,+1,65o,i,i,i,+57,34i,i,34b,i,+1,34c,i,c,i,i,i,34g,i,34b,i,+3,34c,i,1o,i,34g,i,34b,i,34c,i,i,i,+129,72c,i,o,i,72o,i,i,i,+4,71g,i,72b,i,72ab,i,72e,i,72b,i,+4,70b,i,71b,i,+4,71c,i,i,i,+49,70aa,i,70i,i,+1,70b,i,70c,i,i,i,+2,72g,i,72b,i,+6,70b,i,+2,70c,i,i,i,+65,c,i,i,i,+5,65g,i,34b,i,65aa,i,34i,i,65i,i,65c,i,i,i,+57,34b,i,+2,34c,i,c,i,i,i,34ag,i,34e,i,+1,34b,i,+1,34c,i,1n,i,34g,i,34b,i,34c,i,i,i,+59,34p,i,i,i,+68,72c,i,o,i,72o,i,i,i,+4,71g,i,72b,i,72c,i,o,i,72f,i,72b,i,+3,70b,i,71b,i,+4,71c,i,i,i,+49,70b,i,70ab,i,70e,i,70b,i,70c,i,i,i,+2,72w,i,72b,i,+6,70b,i,+2,70c,i,i,i,+72,65g,i,34b,i,+1,65b,i,+1,65c,i,i,i,+57,34b,i,+2,34c,i,c,i,i,i,34o,i,1m,i,1k,i,34g,i,34b,i,34aa,i,34i,i,34b,i,+1,34c,i,i,i,+58,65h,i,34c,i,i,i,+68,72aa,i,72i,i,72c,i,i,i,+4,71g,i,72b,i,72c,i,o,i,+1,72g,i,72b,i,+2,70b,i,71b,i,+4,71c,i,i,i,+49,70b,i,70c,i,o,i,70g,i,70c,i,c,i,i,i,+1,72v,i,72b,i,+2,72ab,i,72e,i,72b,i,+1,70b,i,+2,70c,i,i,i,+72,65g,i,34b,i,65ab,i,34e,i,65e,i,65c,i,i,i,+57,34b,i,+2,34c,i,c,i,i,i,34af,i,34i,i,+1,34b,i,+5,34c,i,i,i,+57,65h,i,34b,i,34c,i,i,i,+68,72b,i,+1,72c,i,c,i,i,i,+3,71g,i,72b,i,72ac,i,72l,i,72i,i,72b,i,+3,70b,i,71b,i,+4,71c,i,i,i,+49,70b,i,70aa,i,70i,i,70b,i,70c,i,c,i,i,i,+2,72w,i,72b,i,+1,72c,i,o,i,72g,i,72b,i,70b,i,+2,70c,i,i,i,+72,65g,i,34b,i,34c,i,q,i,+1,65o,i,i,i,+57,34b,i,+2,34c,i,c,i,i,i,34g,i,34b,i,+7,34c,i,i,i,+57,65ag,i,34e,i,34c,i,c,i,+1,34p,i,c,i,+1,34ai,i,34l,i,+1,34i,i,+58,ib,i,i,i,72ab,i,72e,i,72c,i,c,i,i,i,+3,71g,i,72b,i,72c,i,o,i,72g,i,72b,i,+1,70b,i,72b,i,70b,i,71b,i,+4,71c,i,i,i,+49,70ab,i,70e,i,70b,i,+1,70c,i,c,i,i,i,+2,72v,i,72b,i,+1,72c,i,o,i,72g,i,72b,i,70b,i,+2,70c,i,i,i,+67,c,i,i,i,+3,65f,i,34b,i,65aa,i,34i,i,65i,i,65c,i,i,i,+57,34b,i,+2,34c,i,i,i,+1,34f,i,34e,i,+2,34ab,i,34e,i,+2,34b,i,34c,i,i,i,+57,65o,i,q,i,34o,i,c,i,+1,34o,i,c,i,+1,34o,i,q,i,+1,34g,i,34b,i,+57,ibbb,i,i,i,71c,i,o,i,72o,i,c,i,i,i,+3,71g,i,72b,i,72aa,i,72i,i,72ab,i,72e,i,+1,70e,i,70b,i,+1,71b,i,+4,71c,i,i,i,+49,70c,i,o,i,72g,i,72b,i,72c,i,i,i,+4,72w,i,72b,i,72c,i,o,i,72g,i,72ab,i,72e,i,70b,i,+1,70c,i,i,i,+67,c,i,i,i,+4,65f,i,34b,i,+1,65b,i,65c,i,i,i,+57,34b,i,+2,34c,i,i,i,+1,n,bv,i,i,+2,34o,i,1m,i,1l,i,1k,i,34g,i,34c,i,i,i,+57,65af,i,65i,i,65c,i,c,i,+1,34o,i,c,i,+1,34af,i,34i,i,+1,34b,i,+58,ib,i,i,i,72aa,i,72i,i,72r,i,c,i,i,i,+3,71f,i,72b,i,+2,72c,i,o,i,+2,72g,i,70b,i,71b,i,+4,71c,i,i,i,+49,72aa,i,70i,i,72b,i,+1,72c,i,p,",i,i,+3,72v,i,72b,i,72aa,i,72i,i,72b,i,72c,i,o,i,70g,i,70b,i,70c,i,i,i,+67,c,i,i,i,+5,65f,i,34b,i,65b,i,65c,i,i,i,+57,34b,i,+2,34c,i,i,i,+5,34af,i,34i,i,+2,34b,i,34c,i,i,i,+57,65g,i,65b,i,65c,i,c,i,+1,34o,i,c,i,+1,34ag,i,34e,i,+1,34b,i,+58,ib,i,i,i,72b,i,72ab,i,72am,i,i,i,+5,71f,i,72b,i,+1,72aa,i,72i,i,+1,70i,i,70b,i,+1,71b,i,+4,71c,i,i,i,+49,70e,i,+3,70d,i,i,i,+1,c,i,i,i,+2,72w,i,72b,i,+2,72aa,i,72i,i,70b,i,+1,70c,i,i,i,+67,c,i,i,i,+6,65f,i,65b,i,65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all of [placex v]\ndelete all of [placey v]\nset [mapx v] to [256]\nset [mapy v] to [160]\nset [mousestartx v] to [x]\nset [textinputmenu v] to [0]\nbroadcast (FullRestartLevel v)\nbroadcast (ResumeWithTransition v)\n\nwhen I receive [editleveldescription v]\nset [textinputmenu v] to [1]\nask [Enter Level Description:] and wait\nset [textinputmenu v] to [0]\nCheckCharacters\nset [leveldescription v] to (#Eight)\n\nwhen I receive [editlevelname v]\nask [Enter Level Name:] and wait\nset [textinputmenu v] to [0]\nCheckCharacters\nset [levelname v] to (#Eight)\n\nwhen I receive [verifycode v]\nif <(Menu) = [Map]> then\n if <not <(MapSaveMenu) = [0]>> then\n ask [Paste the save code you copied here to verify it was copied correctly:] and wait\n set [textinputmenu v] to [0]\n if <not <(MapSaveMenu) = [0]>> then\n if <(answer) = (WorldMapSaveCode)> then\n set [savemenuprogress v] to [2]\n else\n set [savemenuprogress v] to [1.5]\n broadcast (VerifyCode v)\n end\n end\n end\nelse\n if <not <(SaveMenu) = [0]>> then\n ask [Paste the save code you copied here to verify it was copied correctly:] and wait\n set [textinputmenu v] to [0]\n if <not <(SaveMenu) = [0]>> then\n if <(answer) = (Save Code)> then\n set [savemenuprogress v] to [3]\n else\n set [savemenuprogress v] to [2.5]\n broadcast (VerifyCode v)\n end\n end\n end\nend\nset [textinputmenu v] to [0]\n\nwhen I receive [loadingalevelfrommap v]\nset [menu v] to [Display]\nstop all sounds\nstart sound [LevelEnter v]\nwait (0) seconds\nLoadSaveCode\nset [transitionprogress v] to [0]\nset [transitiontype v] to [DisplayName]\nwait (3) seconds\nset [edit/playmode v] to [1]\nset [menu v] to [Game]\nbroadcast (FullRestartLevel v)\nbroadcast (ResumeWithTransition v)\n\nwhen I receive [invalidsavecode v]\nstop [other scripts in sprite v]\nreset timer\nwait (0) seconds\nbroadcast (GameLoop v)\nset [transitionprogress v] to [1]\nset [transitiontype v] to [DisplayName]\nrepeat (90)\n reset timer\n set [levelname v] to [Invalid Save Code]\n set [levelcreator v] to [Invalid]\nend\nif <(PlayingAMap) = [1]> then\n set [transitionprogress v] to [1]\n set [transitiontype v] to [FadeIn]\n set [menu v] to [Map]\n broadcast (PlayWorldMusic v)\nelse\n broadcast (FlagClicked v)\nend\n\nwhen I receive [loadlevelcode v]\nset [menu v] to [Display]\nstop all sounds\nwait (0) seconds\nLoadSaveCode\nset [transitionprogress v] to [0]\nset [transitiontype v] to [DisplayName]\nwait (3) seconds\nset [edit/playmode v] to [1]\nset [menu v] to [Game]\nbroadcast (FullRestartLevel v)\nbroadcast (ResumeWithTransition v)\n\nwhen I receive [editworldname v]\nask [Enter World Name:] and wait\nset [textinputmenu v] to [0]\nCheckCharacters\nset [worldname v] to (#Eight)\n\nwhen I receive [editworlddescription v]\nset [textinputmenu v] to [1]\nask [Enter World Description:] and wait\nset [textinputmenu v] to [0]\nCheckCharacters\nset [worlddescription v] to (#Eight)\n\nwhen I receive [askloadlevel v]\nset [textinputmenu v] to [1]\nask [Enter LEVEL Save Code:] and wait\nset [textinputmenu v] to [0]\nif <(length of (answer)) > [12]> then\n set [iamtheeditor v] to [0]\n set [save code v] to (answer)\n broadcast (LoadLevelCode v)\nend\n\nwhen I receive [askloadworld v]\nset [textinputmenu v] to [1]\nask [Enter WORLD Save Code:] and wait\nset [textinputmenu v] to [0]\nif <(length of (answer)) > [12]> then\n set [iamtheeditor v] to [0]\n set [worldmapsavecode v] to (answer)\n broadcast (LoadMapSaveCode v)\nend\n\ndefine CheckCharacters\nset [#eight v] to (answer)\nif <<(length of (answer)) < [2]> or << (answer) contains [`]?> or < (answer) contains [¬]?>>> then\n set [#eight v] to [None]\nend\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n if <(Menu) = [Game]> then\n if <(InventoryMenu) > [0]> then\n set [inventoryscroll v] to (round (InventoryScrollAim))\n change [inventoryscrollaim v] by (-1)\n end\n if <(MusicMenu) > [0]> then\n change [musicscroll v] by (-1)\n if <(MusicScroll) < [0]> then\n set [musicscroll v] to [0]\n end\n end\n if <(AreaMenu) > [0]> then\n set [currentarea v] to (round ((CurrentArea) - (1)))\n if <(CurrentArea) < [1]> then\n set [currentarea v] to [1]\n else\n broadcast (UpdateAreaSettings v)\n change [mapy v] by (-900000)\n end\n end\n if <(BackgroundMenu) > [0]> then\n change [currentbackground v] by (-1)\n if <(CurrentBackground) < [1]> then\n set [currentbackground v] to [1]\n end\n broadcast (ReplaceBackground v)\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n if <(Menu) = [Game]> then\n if <(InventoryMenu) > [0]> then\n set [inventoryscroll v] to (round (InventoryScrollAim))\n change [inventoryscrollaim v] by (1)\n end\n if <(MusicMenu) > [0]> then\n change [musicscroll v] by (1)\n if <(MusicScroll) > ((length of [musiclist v]) - (7))> then\n set [musicscroll v] to ((length of [musiclist v]) - (7))\n end\n end\n if <(AreaMenu) > [0]> then\n set [currentarea v] to (round ((CurrentArea) + (1)))\n if <(CurrentArea) > (length of [areas v])> then\n set [currentarea v] to (length of [areas v])\n else\n broadcast (UpdateAreaSettings v)\n change [mapy v] by (-900000)\n end\n end\n if <(BackgroundMenu) > [0]> then\n change [currentbackground v] by (1)\n if <(CurrentBackground) > [28]> then\n set [currentbackground v] to [28]\n end\n broadcast (ReplaceBackground v)\n end\n end\nend\n\nwhen [i v] key pressed\nif <(Menu) = [Game]> then\n if <(Edit/PlayMode) = [0]> then\n if <(length of [placex v]) = [0]> then\n set [placetool v] to [3]\n end\n end\nend\n\nwhen I receive [editlevelcreator v]\nask [Enter Level Creator Name:] and wait\nset [textinputmenu v] to [0]\nCheckCharacters\nif <(#Eight) = [BenjaminWins11]> then\n set [#eight v] to [A liar.]\nend\nset [levelcreator v] to (#Eight)\n\nwhen I receive [editworldcreator v]\nask [Enter World Creator Name:] and wait\nset [textinputmenu v] to [0]\nCheckCharacters\nif <(#Eight) = [BenjaminWins11]> then\n set [#eight v] to [A liar.]\nend\nset [worldcreator v] to (#Eight)\n\n@Empty\n\nwhen I receive [flagclicked v]\nhide\n\nset [flagclicked v] to [0]\nset [save code v] to []\nset [worldmapsavecode v] to []\ndelete all of [save code v]\ndelete all of [map type extras v]\ndelete all of [map type v]\ndelete all of [blco v]\ndelete all of [blcoga v]\ndelete all of [blstga v]\ndelete all of [blty v]\ndelete all of [bltyga v]\ndelete all of [entity list type v]\ndelete all of [semi type v]\ndelete all of [unique type v]\ndelete all of [track type v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\n\nset [shadows v] to [1]\n\n@Blocks\n\ndefine CostumeUnique (type) (entity) (shadow) (no.)\nset rotation style [don't rotate v]\nif <(letter (2) of (type)) = [x]> then\n set [#five v] to (letter (1) of (type))\nelse\n set [#five v] to (join (letter (1) of (type)) (join (letter (2) of (type)) (letter (3) of (type))))\nend\nif <<<<<(#Five) = [n]> or <(#Five) = [ej]>> or <<(#Five) = [d]> or <<(#Five) = [c]> and <(entity) = []>>>> or <<(#Five) = [e]> or <(#Five) = [z]>>> or <<<(#Five) = [j]> or <(#Five) = [ci]>> or <<(#Five) = [t]> or <(#Five) = [v]>>>> then\n if <(entity) = [1]> then\n set [#four v] to (item (no.) of [ent state v])\n if <not <(length of [deleteentitylist v]) = [0]>> then\n if <[deleteentitylist v] contains (no.)?> then\n set [#four v] to [0]\n end\n end\n else\n set [#four v] to (item (no.) of [blstga v])\n end\n if <(#Five) = [v]> then\n if <not <(#Four) = [0]>> then\n change [#four v] by (1)\n end\n else\n if <<(#Four) < [8]> and <not <<(#Four) = [0]> or <(#Four) = []>>>> then\n if <not <(#Five) = [ci]>> then\n change y by (([sin v] of (((#Four) + (2)) * (18)) ) * (12))\n end\n if <(shadow) = []> then\n change [#four v] by (1)\n if <(#Four) > [7]> then\n set [#four v] to [i]\n end\n end\n end\n end\n if <(entity) = [1]> then\n replace item (no.) of [ent state v] with (#Four)\n else\n replace item (no.) of [blstga v] with (#Four)\n end\nend\nif <(entity) = [1]> then\n set [#fourteen v] to (item (no.) of [ent bon v])\nelse\n set [#fourteen v] to (item (no.) of [blcoga v])\nend\nset [#eight v] to [0]\nset [state v] to (item (no.) of [ent state v])\nif <<<(#Five) = [c]> and <<(PTimer) = [0]> or <(entity) = [1]>>> or <<<<(#Five) = [d]> and <(#Fourteen) = [i]>> and <(PTimer) > [0]>> or <<<(#Five) = [af]> or <(#Five) = [dz]>> or <<(#Five) = [do]> or <<(#Five) = [dp]> or <(#Five) = [dq]>>>>>> then\n if <(#Five) = [d]> then\n set [#five v] to [c]\n end\n if <(#Five) = [dz]> then\n if <(PTimer) = [0]> then\n switch costume to (invis v)\n stop [this script v]\n end\n end\n set [#eight v] to [1]\n if <(entity) = [1]> then\n if <(State) > [150]> then\n if <(State) > [180]> then\n if <([floor v] of (((GameTimer) * (60)) mod (2)) ) = [1]> then\n switch costume to (invis v)\n end\n else\n if <(22Mod2+1) = [1]> then\n switch costume to (invis v)\n end\n end\n end\n end\n stop [this script v]\nend\nif <(#Five) = [c]> then\n set [#five v] to [d]\nend\nif <<<(#Five) = [d]> or <(#Five) = [ba]>> or <<(#Five) = [e]> or <<(#Five) = [n]> or <(#Five) = [aw]>>>> then\n set [#eight v] to [1]\n stop [this script v]\nend\nif <<(#Five) = [cp]> or <(#Five) = [ds]>> then\n Cost [32] [4]\n stop [this script v]\nend\nif <<(#Five) = [g]> or <<(#Five) = [cd]> or <(#Five) = [fb]>>> then\n set [#one v] to ((100) * (<(#Five) = [cd]> + (1)))\n if <(PTimer) > [0]> then\n set [#one v] to [0]\n end\n if <(#Fourteen) = [£]> then\n set [#one v] to ((#One) * (-1))\n end\n if <<(#Five) = [fb]> and <(On/Off) = [1]>> then\n switch costume to (join [fb] (([floor v] of (((GameTimer) * ((#One) * (-1))) mod (4)) ) + (5)))\n else\n Cost (#One) [4]\n end\n stop [this script v]\nend\nif <(#Five) = [dt]> then\n switch costume to (dt1 v)\n stop [this script v]\nend\nif <<(#Five) = [j]> or <<(#Five) = [k]> or <(#Five) = [l]>>> then\n if <(On/Off) = [0]> then\n switch costume to (#Five)\n else\n switch costume to (join (#Five) [2])\n end\n stop [this script v]\nend\nif <(#Five) = [m]> then\n Cost [40] [8]\n stop [this script v]\nend\nif <(#Five) = [r]> then\n if <<(State) > [270]> and <(State) < [330]>> then\n change y by (([cos v] of (((State) - (270)) * (60)) ) * (3))\n end\n set [#eight v] to [2]\n stop [this script v]\nend\nif <<<(#Five) = [s]> or <(#Five) = [bp]>> or <<(#Five) = [ez]> or <(#Five) = [fa]>>> then\n if <<(item (no.) of [ent bon v]) = [i]> or <((item (no.) of [ent x v v]) + (item (no.) of [ent y v v])) = [0]>> then\n switch costume to (join (#Five) [1])\n else\n if <(item (no.) of [ent dir v]) < [0]> then\n switch costume to (join (#Five) ((5) - (22Mod4+1)))\n else\n switch costume to (join (#Five) (22Mod4+1))\n end\n end\n stop [this script v]\nend\nif <<(#Five) = [u]> or <(#Five) = [eu]>> then\n set rotation style [all around v]\n if < (#Fourteen) contains [£]?> then\n point in direction (-90)\n else\n if < (#Fourteen) contains [$]?> then\n point in direction (180)\n else\n if < (#Fourteen) contains [%]?> then\n point in direction (0)\n else\n point in direction (90)\n end\n end\n end\n if <(#Five) = [eu]> then\n if <(#Five) = [eu]> then\n set [#cus3 v] to (((GameTimer) + (1.5)) mod (2.1))\n if <(#Cus3) < [1]> then\n set [#twelve v] to ([floor v] of (((GameTimer) * (44)) mod (2)) )\n if <<(#Cus3) < [0.05]> or <(#Cus3) > [0.95]>> then\n switch costume to (join [eu] ((#Twelve) + (2)))\n else\n if <<(#Cus3) < [0.1]> or <(#Cus3) > [0.9]>> then\n switch costume to (join [eu] ((#Twelve) + (4)))\n else\n switch costume to (join [eu] ((#Twelve) + (6)))\n end\n end\n stamp\n switch costume to (large v)\n end\n end\n switch costume to (eu v)\n else\n set [#eight v] to [1]\n end\n stop [this script v]\nend\nif <(#Five) = [v]> then\n if <(#Four) = [0]> then\n switch costume to (v1 v)\n else\n if <(#Four) < [30]> then\n if <(State) < [2]> then\n switch costume to (v2 v)\n else\n if <(State) < [6]> then\n switch costume to (v3 v)\n else\n switch costume to (v2 v)\n end\n end\n if <(State) > [6]> then\n replace item (no.) of [ent state v] with [0]\n end\n else\n if <(State) < [32]> then\n switch costume to (v4 v)\n else\n if <(State) < [36]> then\n switch costume to (v5 v)\n else\n switch costume to (v4 v)\n end\n end\n if <(State) > [36]> then\n replace item (no.) of [ent state v] with [0]\n end\n end\n end\n stop [this script v]\nend\nif <<<(#Five) = [awy]> or <(#Five) = [awz]>> or <<(#Five) = [al]> or <(#Five) = [ag]>>> then\n set [#eight v] to [2]\n stop [this script v]\nend\nif <<(#Five) = [aa]> or <(#Five) = [cn]>> then\n set rotation style [left-right v]\n point in direction ((item (no.) of [ent dir v]) * (-1))\n if <(State) > [0]> then\n Cost [36] [2]\n else\n set [#eight v] to [2]\n end\n stop [this script v]\nend\nif <(#Five) = [ab]> then\n switch costume to (invis v)\n stop [this script v]\nend\nif <(#Five) = [ah]> then\n if <(PTimer) = [0]> then\n switch costume to (ah v)\n else\n switch costume to (ai v)\n end\n stop [this script v]\nend\nif <(#Five) = [ai]> then\n if <(PTimer) = [0]> then\n switch costume to (ai v)\n else\n switch costume to (ah v)\n end\n stop [this script v]\nend\nif <<(#Five) = [am]> or <(#Five) = [an]>> then\n if <((State) mod (1)) > [0.6]> then\n if <(State) < [23]> then\n if <(State) < [3]> then\n switch costume to (join (#Five) [2])\n else\n switch costume to (large v)\n change x by (([cos v] of (((State) - (270)) * (90)) ) * (1.5))\n switch costume to (join (#Five) [1])\n end\n else\n switch costume to (join (#Five) [1])\n end\n else\n switch costume to (join (#Five) [1])\n end\n stop [this script v]\nend\nif <(#Five) = [ar]> then\n if <(State) < [2]> then\n switch costume to (ar v)\n else\n if <(State) < [30]> then\n switch costume to (large v)\n change x by (([cos v] of (((State) - (270)) * (75)) ) * (2))\n end\n switch costume to (ar2 v)\n end\n stop [this script v]\nend\nif <<(#Five) = [bd]> or <(#Five) = [bf]>> then\n switch costume to (invis v)\n stop [this script v]\nend\nif <(#Five) = [be]> then\n if <<(State) = [0]> or <(State) > [12]>> then\n switch costume to (be1 v)\n else\n switch costume to (be2 v)\n end\n stop [this script v]\nend\nif <(#Five) = [br]> then\n if <<(State) < [3]> or <(State) > [354]>> then\n switch costume to (cloud1 v)\n else\n if <<(State) < [5]> or <(State) > [348]>> then\n switch costume to (cloud2 v)\n else\n switch costume to (cloud3 v)\n end\n end\n stop [this script v]\nend\nif <(#Five) = [cc]> then\n switch costume to (cc1 v)\n stamp\n set rotation style [all around v]\n switch costume to (large v)\n point in direction ((State) + (90))\n switch costume to (join [cc] ((22Mod4+1) + (1)))\n stop [this script v]\nend\nif <(#Five) = [ci]> then\n if <<(item (no.) of [blstga v]) = [i]> or <(item (no.) of [blstga v]) = [0]>> then\n if <(join (SpawnX) (SpawnY)) = (join (([floor v] of ((no.) / (WorldHeight)) ) + (1)) ((no.) mod (WorldHeight)))> then\n switch costume to (join [ci] ((22Mod4+1) + (4)))\n else\n switch costume to (ci v)\n end\n else\n switch costume to (join [ci] (([floor v] of ((item (no.) of [blstga v]) / (2)) ) + (1)))\n end\n stop [this script v]\nend\nif <(#Five) = [df]> then\n set rotation style [all around v]\n if < (item (ItemNo.) of [blcoga v]) contains [£]?> then\n set rotation style [left-right v]\n point in direction (-90)\n switch costume to (df v)\n else\n if < (item (ItemNo.) of [blcoga v]) contains [$]?> then\n point in direction (180)\n switch costume to (df2 v)\n else\n if < (item (ItemNo.) of [blcoga v]) contains [%]?> then\n point in direction (0)\n switch costume to (df3 v)\n else\n point in direction (90)\n switch costume to (df v)\n end\n end\n end\n stop [this script v]\nend\nif <(#Five) = [dg]> then\n if <<(entity) = [1]> and <not < (item (no.) of [ent bon v]) contains [!]?>>> then\n switch costume to (large v)\n change y by (4)\n end\nend\nif <(#Five) = [dk]> then\n set [#cus1 v] to (item (no.) of [ent bon v])\n CostumeCannon\n stop [this script v]\nend\nif <(#Five) = [cs]> then\n if <(PTimer) = [0]> then\n switch costume to (cs v)\n else\n switch costume to (cs2 v)\n end\n stop [this script v]\nend\nif <(#Five) = [ej]> then\n if < (#Fourteen) contains [l]?> then\n switch costume to (large v)\n change y by (-2)\n switch costume to (item (([floor v] of (((GameTimer) * (22)) mod (14)) ) + (1)) of [type - powerups v])\n if <(costume [name v]) = [bs]> then\n switch costume to (large v)\n switch costume to (bs2 v)\n end\n stamp\n switch costume to (large v)\n change y by (2)\n end\n switch costume to (ej1 v)\n stop [this script v]\nend\nif <(#Five) = [em]> then\n if <(State) > [0]> then\n switch costume to (em2 v)\n set size to ((350) - ((State) * (-6))) %\n else\n switch costume to (em v)\n end\n stop [this script v]\nend\nif <<(#Five) = [es]> or <(#Five) = [et]>> then\n if <(State) < [0]> then\n if <(State) < [-25]> then\n switch costume to (invis v)\n stop [this script v]\n else\n change y by ((State) * (-0.65))\n set size to ((400) - ((State) * (-16))) %\n end\n end\n if <<(State) > [1]> and <(State) < [30]>> then\n change x by (([cos v] of (((GameTimer) + ((no.) / (4.2))) * (4320)) ) * (2))\n end\nend\nswitch costume to (#Five)\nstop [this script v]\n\ndefine ScanningLoad\nset [playermoved v] to [0]\nset [#one v] to [0]\nrepeat (length of [interactwithblockx v])\n set [movedbyenvironment v] to [0]\n change [#one v] by (1)\n set [#thirteen v] to [24]\n set [#twelve v] to [0]\n set [#five v] to (item (item (#One) of [interactwithblocksource v]) of [ent ty v])\n InteractingWidth\n set [y v] to ((item (#One) of [interactwithblocky v]) + (24))\n repeat (3)\n set [x v] to ((item (#One) of [interactwithblockx v]) + (-24))\n repeat (3)\n if <(#Twelve) = [0]> then\n set [#eight v] to ((((round ((X) / (32))) - (1)) * (WorldHeight)) + (round ((Y) / (32))))\n if <not <<(item (#Eight) of [unique type v]) = [i]> or <(item (#Eight) of [unique type v]) = []>>> then\n if <(item (#Eight) of [blcoga v]) = []> then\n replace item (#Eight) of [blcoga v] with [i]\n end\n set [#cus1 v] to (item (#Eight) of [blcoga v])\n SetRealContentsFrom\n set [#cus1 v] to (item (#Eight) of [unique type v])\n set [#cus2 v] to (#Eight)\n set [#fourteen v] to (([floor v] of ((#Eight) / (WorldHeight)) ) + (1))\n set [#fifteen v] to ((#Eight) mod (WorldHeight))\n set [#two v] to [0]\n PerformScanForThisBlock\n end\n end\n change [x v] by (24)\n end\n change [y v] by (-24)\n end\n if <(#Twelve) = [0]> then\n if <not <(item (#One) of [interactwithblocktype v]) = [Invis]>> then\n set [#seven v] to [0]\n repeat (length of [loadedsolids v])\n change [#seven v] by (1)\n if <(#Twelve) = [0]> then\n if <not <[deleteentitylist v] contains (item (#Seven) of [loadedsolids v])?>> then\n if <(letter (2) of (item (item (#Seven) of [loadedsolids v]) of [ent ty v])) = [x]> then\n set [#five v] to (letter (1) of (item (item (#Seven) of [loadedsolids v]) of [ent ty v]))\n else\n set [#five v] to (join (letter (1) of (item (item (#Seven) of [loadedsolids v]) of [ent ty v])) (letter (2) of (item (item (#Seven) of [loadedsolids v]) of [ent ty v])))\n end\n set [#thirteen v] to [24]\n InteractingWidth\n set [#cus1 v] to (item (item (#Seven) of [loadedsolids v]) of [ent bon v])\n SetRealContentsFrom\n set [#cus1 v] to (#Five)\n set [#cus2 v] to (item (#Seven) of [loadedsolids v])\n set [#fourteen v] to ((item (item (#Seven) of [loadedsolids v]) of [ent x v]) / (32))\n set [#fifteen v] to ((item (item (#Seven) of [loadedsolids v]) of [ent y v]) / (32))\n set [#two v] to [1]\n if <<(item (#One) of [interactwithblocksource v]) = [Player]> and <(PlayerXVelocity) = [0]>> then\n if <(item (item (#Seven) of [loadedsolids v]) of [ent x v]) > (item (#One) of [interactwithblockx v])> then\n change [#fourteen v] by (((item (item (#Seven) of [loadedsolids v]) of [ent x v v]) * (2)) / (32))\n else\n change [#fourteen v] by (((item (item (#Seven) of [loadedsolids v]) of [ent x v v]) * (-2)) / (32))\n end\n end\n PerformScanForThisBlock\n end\n end\n end\n end\n end\nend\n\ndefine SetRealContentsFrom\nset [#ten v] to []\nset [#three v] to [0]\nrepeat (length of (#Cus1))\n change [#three v] by (1)\n if <not <<<(letter (#Three) of (#Cus1)) = [!]> or <(letter (#Three) of (#Cus1)) = [*]>> or <<(letter (#Three) of (#Cus1)) = ["]> or <(letter (#Three) of (#Cus1)) = [£]>>>> then\n set [#ten v] to (join (#Ten) (letter (#Three) of (#Cus1)))\n end\nend\nif <(#Ten) = []> then\n set [#ten v] to [i]\nend\nif <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n if <<[type - powerups v] contains (#Ten)?> and <not <<<(#Ten) = [bj]> or <<(#Ten) = [ct]> or <(#Ten) = [dr]>>> or <<(#Ten) = [bv]> or <(#Ten) = [ch]>>>>> then\n if <(Progressive) = [1]> then\n set [#ten v] to [b]\n end\n end\nend\n\ndefine PerformScanForThisBlock\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [#three v] to (([abs v] of ((#Fourteen) - ((item (#One) of [interactwithblockx v]) / (32))) ) * (32))\nset [#four v] to (([abs v] of ((#Fifteen) - ((item (#One) of [interactwithblocky v]) / (32))) ) * (32))\nset [type v] to (item (#One) of [interactwithblocktype v])\nset [#cus3 v] to (item (#One) of [interactwithblocksource v])\nif <<<<(#Cus1) = [c]> and <<(PTimer) = [0]> or <(#Two) = [1]>>> or <<<(#Cus1) = [af]> or <(#Cus1) = [ek]>> or <<(#Cus1) = [ba]> or <(#Cus1) = [dg]>>>> or <<<<(#Cus1) = [d]> and <<(#Ten) = [i]> and <(#Two) = [0]>>> or <(#Cus1) = [dz]>> and <(PTimer) > [0]>>> then\n if <<(#Three) < (#Thirteen)> and <(#Four) < [26]>> then\n if <(Type) = [Coin]> then\n DeleteThis\n if <(#Cus1) = [af]> then\n CreateParticle [af]\n else\n if <(#Cus1) = [ek]> then\n CreateParticle [Time]\n else\n if <(#Cus1) = [dg]> then\n if <(HitGoal) = [0]> then\n set [goalhitx v] to [x]\n broadcast (HitGoal v)\n broadcast (FlashBackground v)\n end\n else\n if <(#Cus1) = [ba]> then\n if <(#Two) = [1]> then\n add (round (item (#Cus2) of [ent state v])) to [collectedkeycoins v]\n else\n add (round (#Cus2)) to [collectedkeycoins v]\n end\n CreateParticle [KeyCoin]\n else\n if <(#Cus1) = [dz]> then\n CreateParticle [BlueCoin]\n else\n CreateParticle [Coin]\n end\n end\n end\n end\n end\n end\n end\n stop [this script v]\nend\nif <<(#Cus1) = [do]> or <<(#Cus1) = [dq]> or <(#Cus1) = [dp]>>> then\n if <<(#Three) < [32]> and <(#Four) < [40]>> then\n if <(Type) = [Coin]> then\n DeleteThis\n CreateParticle (#Cus1)\n end\n end\n stop [this script v]\nend\nif <(#Cus1) = [ci]> then\n if <(Type) = [Coin]> then\n if <(#Cus3) = [Player]> then\n if <<(item (#Cus2) of [blstga v]) = [i]> or <(item (#Cus2) of [blstga v]) = [0]>> then\n if <<(#Three) < [24]> and <(#Four) < [26]>> then\n if <not <(join (SpawnX) (SpawnY)) = (join (#Fourteen) (#Fifteen))>> then\n start sound [smw-checkpoint v]\n set [spawnx v] to (#Fourteen)\n set [spawny v] to (#Fifteen)\n replace item (#Cus2) of [blstga v] with [1]\n end\n end\n end\n end\n end\nend\nif <<<(#Cus1) = [d]> or <(#Cus1) = [c]>> or <<<(#Cus1) = [j]> or <(#Cus1) = [ej]>> or <<(#Cus1) = [n]> or <(#Cus1) = [bz]>>>> then\n set [xvelocity v] to [1]\n set [yvelocity v] to [1]\nend\nif <(#Cus1) = [e]> then\n set [xvelocity v] to [1]\n if <<(#Three) < (#Thirteen)> and <(#Four) < [16]>> then\n if <(Type) = [Feet]> then\n if <(#Two) = [1]> then\n if <((item (#Cus2) of [ent state v]) - (0.01)) < [0]> then\n start sound [Bump v]\n end\n replace item (#Cus2) of [ent state v] with [1]\n else\n if <((item (#Cus2) of [blstga v]) - (0.01)) < [0]> then\n start sound [Bump v]\n end\n replace item (#Cus2) of [blstga v] with [1]\n end\n if <(#Cus3) = [Player]> then\n set [playeryvelocity v] to [19]\n set [playerxvelocity v] to ((PlayerXVelocity) / (4))\n if <not <(#Ten) = [i]>> then\n SpawningItem [U]\n end\n else\n replace item (#Cus3) of [ent y v v] with [13.8]\n end\n end\n end\n set [yvelocity v] to [1]\nend\nif <(#Cus1) = [ej]> then\n if <<(#Ten) = [il]> or <(#Ten) = [l]>> then\n set [#ten v] to (item (([floor v] of (((GameTimer) * (22)) mod (14)) ) + (1)) of [type - powerups v])\n set [xvelocity v] to [1]\n end\nend\nif <<(#Cus1) = [g]> or <<(#Cus1) = [cd]> or <(#Cus1) = [fb]>>> then\n if <(PTimer) = [0]> then\n if <<(#Three) < (#Thirteen)> and <(#Four) < [16]>> then\n set [#nine v] to ((<(#Cus1) = [cd]> + (1)) * (2))\n if <(Type) = [Feet]> then\n if <(MovedByEnvironment) = [0]> then\n set [#cus4 v] to (item (#Cus2) of [blcoga v])\n if <<(#Cus1) = [fb]> and <(On/Off) = [1]>> then\n if <(item (#Cus2) of [blcoga v]) = ["]> then\n set [#cus4 v] to [£]\n else\n set [#cus4 v] to ["]\n end\n end\n if <(#Cus4) = ["]> then\n if <(#Cus3) = [Player]> then\n set [player movement v] to ((#Nine) * (-1))\n else\n replace item (#Cus3) of [ent mo v] with ((#Nine) * (-1))\n if <<(item ((#Eight) - (WorldHeight)) of [bltyga v]) = [i]> and <(item (((#Eight) - (WorldHeight)) + (1)) of [bltyga v]) = [i]>> then\n replace item (#Cus3) of [ent y v v] with [-0.1]\n if <(item (#One) of [interactwithblockx v]) < (((#Fourteen) * (32)) + (-21))> then\n replace item (#Cus3) of [ent dir v] with [-90]\n end\n end\n end\n else\n if <(#Cus3) = [Player]> then\n set [player movement v] to (#Nine)\n else\n replace item (#Cus3) of [ent mo v] with (#Nine)\n if <<(item ((#Eight) + (WorldHeight)) of [bltyga v]) = [i]> and <(item (((#Eight) + (WorldHeight)) + (1)) of [bltyga v]) = [i]>> then\n replace item (#Cus3) of [ent y v v] with [-0.1]\n if <(item (#One) of [interactwithblockx v]) > (((#Fourteen) * (32)) + (21))> then\n replace item (#Cus3) of [ent dir v] with [90]\n end\n end\n end\n end\n set [movedbyenvironment v] to [1]\n end\n end\n end\n set [yvelocity v] to [1]\n end\nend\nif <<(#Cus1) = [m]> or <<(#Cus1) = [ag]> or <(#Cus1) = [cp]>>> then\n if <<(Invincible) = [0]> and <not <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>>>> then\n set [#nine v] to <<<(#Two) = [0]> or <(item (#Cus2) of [ent x v v]) = [0]>> and <not <<(MoveLeft) = [1]> or <(MoveRight) = [1]>>>>\n if <<([abs v] of ((((#Fourteen) * (32)) - ((item (#Cus2) of [ent x v v]) * (#Two))) - (PlayerX)) ) < ((24.5) - (#Nine))> and <<(((#Fifteen) * (32)) - (PlayerY)) > ((28.5) * (-1))> and <(((#Fifteen) * (32)) - (PlayerY)) < ((PlayerHeight) + (0.5))>>> then\n broadcast (Powerdown v)\n end\n end\n if <not <(#Cus1) = [m]>> then\n set [yvelocity v] to [1]\n end\nend\nif <<(#Cus1) = [o]> or <(#Cus1) = [q]>> then\n set [yvelocity v] to [1]\nend\nif <(#Cus1) = [cs]> then\n if <<(#Three) < [24]> and <(#Four) < [24]>> then\n if <(Type) = [Melt]> then\n CreateParticle [Explode]\n set [#eleven v] to (item (#Cus3) of [ent ty v])\n if <not <<<<(#Eleven) = [cc]> or <(#Eleven) = [dd]>> or <<(#Eleven) = [cw]> or <(#Eleven) = [eu]>>> or <<(#Eleven) = [cf]> or <(#Eleven) = [er]>>>> then\n add (#Cus3) to [deleteentitylist v]\n end\n set [#twelve v] to [1]\n if <(#Two) = [1]> then\n replace item (#Cus2) of [ent ty v] with [c]\n else\n replace item (#Cus2) of [unique type v] with [c]\n replace item (#Cus2) of [bltyga v] with [i]\n UpdateScroll\n end\n end\n end\n set [yvelocity v] to [1]\nend\nif <(#Cus1) = [ab]> then\n if <(Type) = [Invis]> then\n if <<(#Three) < [24]> and <(#Four) < [9]>> then\n set [playery v] to (((#Fifteen) * (32)) - (PlayerHeight))\n set [playeryvelocity v] to [0.5]\n start sound [Bump v]\n replace item (#Cus2) of [blstga v] with [1]\n SpawningItem [O]\n end\n end\nend\nif <<<(#Cus1) = [aw]> or <<(#Cus1) = [el]> or <(#Cus1) = [elz]>>> or <<(#Cus1) = [awy]> or <(#Cus1) = [awz]>>> then\n if <<(([abs v] of (((PlayerX) / (32)) - (#Fourteen)) ) * (32)) < [20]> and <<(([abs v] of ((((PlayerY) + (-4)) / (32)) - (#Fifteen)) ) * (32)) < [16]> or <(([abs v] of ((((PlayerY) + ((PlayerHeight) - (32))) / (32)) - (#Fifteen)) ) * (32)) < [16]>>> then\n if <<<(MoveUp) = [1]> and <<(Holding) = [0]> and <(Crouching) = [0]>>> or <(Climbing) = [0.5]>> then\n set [climbing v] to [1]\n end\n end\nend\nif <(XVelocity) = [1]> then\n if <<<<(#Three) < (#Thirteen)> and <(#Four) < [4]>> and <(Type) = [HitB]>> or <<<<(#Three) < [8]> and <(#Four) < [29]>> and <(Type) = [HitS]>> or <<<<(#Three) < [8]> and <(#Four) < [24]>> and <(Type) = [HitSpike]>> or <<<(#Three) < [24]> and <(#Four) < [24]>> and <(Type) = [HitSpin]>>>>> then\n set [#six v] to [0]\n if <(Type) = [HitSpike]> then\n add (#Cus3) to [deleteentitylist v]\n end\n add [0] to [entintsource v]\n add [BlockBounce] to [entinttype v]\n add ((#Fourteen) * (32)) to [entintx v]\n add (((#Fifteen) * (32)) + (24)) to [entinty v]\n if <(#Two) = [1]> then\n if <<(item (#Cus2) of [ent state v]) > [0]> and <not <(item (#Cus2) of [ent state v]) = [i]>>> then\n set [#six v] to [1]\n else\n replace item (#Cus2) of [ent state v] with [1]\n end\n else\n if <<<(item (#Cus2) of [blstga v]) > [0]> and <not <(item (#Cus2) of [blstga v]) = [i]>>> and <(#Cus3) = [Player]>> then\n set [#six v] to [1]\n else\n replace item (#Cus2) of [blstga v] with [1]\n end\n end\n if <(#Six) = [0]> then\n start sound [Bump v]\n if <(#Cus1) = [j]> then\n UpdateScroll\n if <(On/Off) = [0]> then\n set [on/off v] to [0.75]\n else\n if <(On/Off) = [1]> then\n set [on/off v] to [0.25]\n end\n end\n end\n if <(#Cus1) = [bz]> then\n broadcast (POW v)\n CreateParticle [Goop]\n DeleteThis\n stop [this script v]\n end\n if <(#Ten) = [i]> then\n if <<(#Cus1) = [d]> or <<(#Cus1) = [n]> or <(#Cus1) = [c]>>> then\n if <<<(#Cus3) = [Player]> and <not <<(Powerup) = [N]> or <(Powerup) = [M]>>>> or <not <(#Cus3) = [Player]>>> then\n CreateParticle [Brick]\n DeleteThis\n if <(#Two) = [0]> then\n UpdateScroll\n end\n end\n end\n else\n if <(item (#Cus3) of [ent ty v]) = [es]> then\n SpawningItem [U]\n else\n SpawningItem [O]\n end\n end\n if <(Type) = [HitS]> then\n if <not <<(item (#Cus3) of [ent y v v]) = [0]> or <(item (#Cus3) of [ent ty v]) = [ec]>>> then\n set [#twelve v] to [1]\n end\n end\n end\n end\nend\nif <(YVelocity) = [1]> then\n if <<(#Three) < [24]> and <(#Four) < [24]>> then\n if <(Type) = [Bomb]> then\n if <(#Cus1) = [j]> then\n if <(#Two) = [1]> then\n replace item (#Cus2) of [ent state v] with [1]\n else\n replace item (#Cus2) of [blstga v] with [1]\n end\n if <(On/Off) = [0]> then\n set [on/off v] to [0.75]\n else\n if <(On/Off) = [1]> then\n set [on/off v] to [0.25]\n end\n end\n else\n if <(#Cus1) = [bz]> then\n broadcast (POW v)\n DeleteThis\n else\n if <(#Cus1) = [q]> then\n CreateParticle [BIce]\n else\n CreateParticle [Brick]\n end\n if <(#Two) = [1]> then\n if <(#Cus1) = [cs]> then\n replace item (#Cus2) of [ent ty v] with [c]\n else\n add (#Cus2) to [deleteentitylist v]\n end\n else\n if <(#Cus1) = [cs]> then\n replace item (#Cus2) of [unique type v] with [c]\n else\n replace item (#Cus2) of [unique type v] with [i]\n end\n replace item (#Cus2) of [bltyga v] with [i]\n UpdateScroll\n end\n end\n end\n end\n end\nend\nif <(#Thirteen) = [32]> then\n if <(#Two) = [1]> then\n if <not << (item (#Cus2) of [ent bon v]) contains [!]?> or < (item (#Cus2) of [ent bon v]) contains [*]?>>> then\n if <(Type) = [Twister]> then\n if <<(#Three) < [28]> and <(#Four) < [84]>> then\n if <(item (#Cus2) of [ent y v v]) < [6]> then\n replace item (#Cus2) of [ent y v v] with ((item (#Cus2) of [ent y v v]) + (2))\n if <(item (#Cus2) of [ent y v v]) < [-6]> then\n replace item (#Cus2) of [ent y v v] with ((item (#Cus2) of [ent y v v]) + (4))\n end\n end\n replace item (#Cus2) of [ent x v v] with (((item (#Cus2) of [ent x v]) - ((((item (#Cus2) of [ent x v]) * (7)) + (item (#One) of [interactwithblockx v])) / (8))) * (-1))\n if <(item (#Cus2) of [ent x v]) > (item (#One) of [interactwithblockx v])> then\n replace item (#Cus2) of [ent dir v] with [-90]\n else\n replace item (#Cus2) of [ent dir v] with [90]\n end\n end\n end\n if <<(#Three) < [4]> and <(#Four) < [24]>> then\n if <(Type) = [RBounce]> then\n replace item (#Cus2) of [ent x v v] with [12]\n replace item (#Cus2) of [ent y v v] with [8]\n replace item (#Cus3) of [ent state v] with [1]\n end\n if <(Type) = [LBounce]> then\n replace item (#Cus2) of [ent x v v] with [-12]\n replace item (#Cus2) of [ent y v v] with [8]\n replace item (#Cus3) of [ent state v] with [31]\n end\n end\n if <(Type) = [Bounce]> then\n if <<(#Three) < [24]> and <(#Four) < [12]>> then\n replace item (#Cus2) of [ent y v v] with [13.8]\n if <(item (#Cus3) of [ent ty v]) = [t]> then\n replace item (#Cus3) of [ent state v] with [0.1]\n end\n end\n end\n end\n end\nend\n\ndefine RenderBlocks (shadow) (layer)\nset [itemno. v] to ((((([floor v] of ((MapX) / (32)) ) + ([floor v] of ((RenderWidth) / (-32)) )) * (WorldHeight)) + (([floor v] of ((MapY) / (32)) ) + (-5))) + (1))\nif <(RenderWidth) < [300]> then\n set [x v] to ((-224) - ((MapX) mod (32)))\nelse\n set [x v] to ((-320) - ((MapX) mod (32)))\nend\nset [y v] to ((-124) - ((MapY) mod (32)))\nrepeat ((((round ((RenderWidth) / (32))) * (2)) - (1)) + <not <((MapX) mod (32)) = [0]>>)\n set [#cus4 v] to ((10) + <not <((MapY) mod (32)) = [0]>>)\n repeat (#Cus4)\n if <not <<(ItemNo.) > (length of [blty v])> or <<(ItemNo.) < [1]> or <(((Y) + (MapY)) / (32)) > (WorldHeight)>>>> then\n if <(Edit/PlayMode) = [1]> then\n set [#sixteen v] to (item (ItemNo.) of [bltyga v])\n if <not <(#Sixteen) = [i]>> then\n if <(item (ItemNo.) of [unique type v]) = [i]> then\n CorrectCostume\n stamp\n end\n end\n set [#sixteen v] to (item (ItemNo.) of [unique type v])\n if <not <<(#Sixteen) = [i]> or <(#Sixteen) = []>>> then\n set [#two v] to [0]\n switch costume to (large v)\n go to x: (X) y: (Y)\n CostumeUnique (#Sixteen) [] (shadow) (ItemNo.)\n FinalCostume\n stamp\n set rotation style [don't rotate v]\n if <(POW) = [1]> then\n if <<<<(#Sixteen) = [c]> and <(PTimer) = [0]>> or <<<(#Sixteen) = [d]> and <(item (ItemNo.) of [blcoga v]) = [i]>> and <(PTimer) > [0]>>> and <(shadow) = []>> then\n add (join (join [c,] (join (((X) + (MapX)) / (32)) [,])) (join (join (((Y) + (MapY)) / (32)) [,]) (join ([cos v] of ((ItemNo.) * (56)) ) [,3,0,0,0,]))) to [potentialentityspawn v]\n replace item (ItemNo.) of [unique type v] with [i]\n replace item (ItemNo.) of [bltyga v] with [i]\n set [loadentitiesdelay v] to [0]\n end\n end\n end\n else\n set [#sixteen v] to (item (ItemNo.) of [blty v])\n set [#six v] to (item (ItemNo.) of [blco v])\n if <not <(#Sixteen) = [i]>> then\n CorrectCostume\n if <[type - rotatable v] contains (#Sixteen)?> then\n if <<not <[type - uniques entities v] contains (#Sixteen)?>> or <<<(#Sixteen) = [aa]> or <(#Sixteen) = [eu]>> or <<(#Sixteen) = [cn]> or <(#Sixteen) = [dk]>>>> then\n if <(#Sixteen) = [dk]> then\n set [#cus1 v] to (#Six)\n CostumeCannon\n else\n set rotation style [left-right v]\n if < (#Six) contains [£]?> then\n point in direction (-90)\n else\n if < (#Six) contains ["]?> then\n point in direction (90)\n else\n if < (#Six) contains [!]?> then\n point in direction (90)\n else\n if < (#Six) contains [^]?> then\n switch costume to (large v)\n switch costume to (join (#Sixteen) [2])\n point in direction (90)\n else\n if < (#Six) contains [&]?> then\n switch costume to (large v)\n switch costume to (join (#Sixteen) [2])\n point in direction (-90)\n else\n set rotation style [all around v]\n if < (#Six) contains [$]?> then\n point in direction (180)\n else\n point in direction (0)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(#Sixteen) = [ab]> then\n if <(shadow) = []> then\n set [ghost v] effect to (33)\n end\n end\n if <<[type - entities v] contains (#Sixteen)?> or < (#Six) contains [!]?>> then\n if <(layer) = [2]> then\n stamp\n end\n else\n if <(layer) = [1]> then\n stamp\n end\n end\n set rotation style [don't rotate v]\n if <<not <(#Six) = [i]>> and <not <<<(#Sixteen) = [bo]> or <(#Sixteen) = [bw]>> or <<<<(#Sixteen) = [u]> or <(#Sixteen) = [eu]>> or <(#Sixteen) = [dk]>> or <(#Sixteen) = [df]>>>>> then\n set [#ten v] to [0]\n if <(shadow) = []> then\n set [ghost v] effect to (33)\n switch costume to (large v)\n go to x: ((X) + (4)) y: ((Y) + (([sin v] of ((GameTimer) * (360)) ) * (2)))\n repeat until <(#Ten) = (length of (#Six))>\n change [#ten v] by (1)\n set [#eleven v] to (letter (#Ten) of (#Six))\n set [#twelve v] to (letter ((#Ten) + (1)) of (#Six))\n if <<[itemlist v] contains (join (#Eleven) (#Twelve))?> and <not <(#Twelve) = []>>> then\n change [#ten v] by (1)\n switch costume to (join (#Eleven) (#Twelve))\n else\n switch costume to (#Eleven)\n end\n stamp\n switch costume to (large v)\n change x by (12)\n set y to ((Y) + (([sin v] of (((GameTimer) * (360)) + ((#Ten) * (90))) ) * (2)))\n end\n end\n end\n if <(shadow) = []> then\n clear graphic effects\n end\n end\n end\n end\n change [y v] by (32)\n change [itemno. v] by (1)\n end\n change [x v] by (32)\n set [y v] to ((-124) - ((MapY) mod (32)))\n change [itemno. v] by ((WorldHeight) + ((#Cus4) * (-1)))\nend\n\ndefine RenderUniqueEntities (shadow) (layer)\nset [itemno. v] to [0]\nif <(layer) = [1]> then\n set [#nine v] to (length of [loadedsolids v])\nelse\n set [#nine v] to (length of [loadedsolidsforeground v])\nend\nrepeat (#Nine)\n change [itemno. v] by (1)\n if <(layer) = [1]> then\n set [#nine v] to (item (ItemNo.) of [loadedsolids v])\n else\n set [#nine v] to (item (ItemNo.) of [loadedsolidsforeground v])\n end\n set [#sixteen v] to (item (#Nine) of [ent ty v])\n if <<< (item (#Nine) of [ent bon v]) contains [!]?> or <<<(#Sixteen) = [z]> or <(#Sixteen) = [am]>> or <<<(#Sixteen) = [r]> or <(#Sixteen) = [an]>> or <(#Sixteen) = [al]>>>> and <(layer) = [1]>> then\n if <(shadow) = []> then\n add (#Nine) to [loadedsolidsforeground v]\n end\n else\n set [x v] to ((item (#Nine) of [ent x v]) - (MapX))\n set [y v] to (((item (#Nine) of [ent y v]) - (MapY)) + (4))\n if <<<([abs v] of (X) ) < ((RenderWidth) + (<<<(#Sixteen) = [s]> or <<(#Sixteen) = [ez]> or <(#Sixteen) = [fa]>>> or <<(#Sixteen) = [bp]> or <(#Sixteen) = [br]>>> * (48)))> and <([abs v] of (Y) ) < ((196) + (<<(#Sixteen) = [es]> or <(#Sixteen) = [et]>> * (32)))>> or <<<(#Sixteen) = [cc]> or <(#Sixteen) = [eu]>> or <<(#Sixteen) = [ds]> or <(#Sixteen) = [em]>>>> then\n switch costume to (large v)\n set size to (400) %\n go to x: (X) y: (Y)\n CostumeUnique (#Sixteen) [1] (shadow) (#Nine)\n FinalCostume\n stamp\n if <<(#Sixteen) = [dx]> or <<(#Sixteen) = [ex]> or <(#Sixteen) = [nx]>>> then\n switch costume to (large v)\n switch costume to (join [Wings] (22Mod2+1))\n stamp\n end\n if <<(#Sixteen) = [ez]> or <(#Sixteen) = [fa]>> then\n switch costume to (large v)\n switch costume to (join [Wings] ((22Mod2+1) + (2)))\n stamp\n end\n set rotation style [don't rotate v]\n end\n end\nend\nset size to (400) %\n\ndefine CreateParticle (type)\nadd ((#Fourteen) * (32)) to [createparticlex v]\nadd ((#Fifteen) * (32)) to [createparticley v]\nadd (type) to [createparticletype v]\n\ndefine RenderTransport\nset [itemno. v] to [0]\nrepeat (length of [doorx v])\n change [itemno. v] by (1)\n set [x v] to (((item (ItemNo.) of [doorx v]) * (32)) - (MapX))\n set [type v] to (item (ItemNo.) of [doortype v])\n set [y v] to (((((item (ItemNo.) of [doory v]) + <<(letter (1) of (Type)) = [b]> and <(item (ItemNo.) of [doorextra v]) = [90]>>) * (32)) - (MapY)) + (4))\n if <<([abs v] of (X) ) < ((RenderWidth) + (8))> and <([abs v] of (Y) ) < [204]>> then\n clear graphic effects\n switch costume to (large v)\n go to x: (X) y: (Y)\n point in direction (90)\n set [x v] to ((item (ItemNo.) of [doorx v]) * (32))\n set [y v] to ((item (ItemNo.) of [doory v]) * (32))\n if <(AllowMovement) = [1]> then\n if <<(Type) = [bb]> or <(Type) = [bc]>> then\n if <([abs v] of (item (ItemNo.) of [doorextra v]) ) = [90]> then\n change [x v] by ((item (ItemNo.) of [doorextra v]) / (6))\n if <<([abs v] of ((X) - (PlayerX)) ) < [8]> and <([abs v] of ((Y) - (PlayerY)) ) < [8]>> then\n if <<(PlayerXVelocity) = [0]> and <<(PlayerYVelocity) = [0]> or <(PlayerUnderwater) = [1]>>> then\n set [#ten v] to [0]\n if <(item (ItemNo.) of [doorextra v]) = [90]> then\n if <(MoveRight) = [1]> then\n set [#ten v] to [1]\n end\n else\n if <(MoveLeft) = [1]> then\n set [#ten v] to [1]\n end\n end\n Common1\n if <(UsingDoor) = [1]> then\n set [playerx v] to ((X) - ((item (ItemNo.) of [doorextra v]) / (12.5)))\n end\n end\n end\n else\n change [x v] by (([cos v] of (item (ItemNo.) of [doorextra v]) ) * (16))\n change [y v] by (-4)\n if <(item (ItemNo.) of [doorextra v]) = [0]> then\n change [y v] by (8)\n change [y v] by (((PlayerHeight) - (28)) * (-1))\n end\n if <([abs v] of ((Y) - (PlayerY)) ) < [4]> then\n set [#ten v] to [0]\n if <(item (ItemNo.) of [doorextra v]) = [0]> then\n if <(MoveUp) = [1]> then\n if <(PlayerYVelocity) = [0.5]> then\n set [#ten v] to [1]\n end\n end\n else\n if <(MoveDown) = [1]> then\n if <(PlayerYVelocity) = [0]> then\n set [#ten v] to [1]\n end\n end\n end\n Common1\n end\n end\n else\n if <<([abs v] of ((Y) - (PlayerY)) ) < [8]> and <(PlayerYVelocity) = [0]>> then\n if <(MoveDown) = [1]> then\n set [#ten v] to [1]\n if <not <<<(Type) = [ak]> and <(PTimer) = [0]>> or <<<(Type) = [aj]> and <(Keys) = [0]>> or <<(Type) = [dv4]> or <(Type) = [ew4]>>>>> then\n Common1\n end\n end\n end\n end\n end\n if <<(Edit/PlayMode) = [0]> or <not <<(Type) = [bb]> or <(Type) = [bc]>>>> then\n if <<(Type) = [bb]> or <(Type) = [bc]>> then\n set rotation style [all around v]\n if <(Type) = [bb]> then\n if <((ItemNo.) mod (2)) = [1]> then\n end\n point in direction (item (ItemNo.) of [doorextra v])\n turn right (180) degrees\n else\n if <<(UsingDoor) = [1]> and <not <<(Type) = [dv4]> or <(Type) = [ew4]>>>> then\n if <<<<(Type) = [ad]> or <(Type) = [dv]>> or <(Type) = [aj]>> or <<(Type) = [aj2]> or <<(Type) = [ak]> or <(Type) = [ew]>>>> then\n if <<(UsingDoorNo.) = (ItemNo.)> and <(PlayerTimer) < [0.14]>> then\n if <(PlayerTimer) < ((0.01) + (<(Type) = [ew]> * (0.015)))> then\n switch costume to (join (Type) [2])\n else\n switch costume to (join (Type) [3])\n end\n else\n if <(ExitingDoorNo.) = (ItemNo.)> then\n if <(PlayerTimer) > [0.15]> then\n if <(PlayerTimer) < [0.24]> then\n switch costume to (join (Type) [3])\n else\n if <(PlayerTimer) < [0.25]> then\n switch costume to (join (Type) [2])\n end\n end\n end\n else\n if <<(Type) = [ak]> and <(PTimer) = [0]>> then\n switch costume to (ak1 v)\n end\n end\n end\n end\n else\n if <<(Type) = [ak]> and <<(PTimer) = [0]> and <(Edit/PlayMode) = [1]>>> then\n switch costume to (ak1 v)\n end\n end\n if <(Edit/PlayMode) = [0]> then\n set [color v] effect to (([floor v] of (((ItemNo.) + (-1)) / (2)) ) * (19))\n end\n end\n if <(costume [name v]) = [Large]> then\n switch costume to (Type)\n end\n stamp\n end\n end\nend\n\nwhen I receive [flagclicked v]\nshow list [turbowarp link v]\nswitch costume to (a v)\nset size to (400) %\nhide\ngo to x: (-900) y: (0)\nset [renderwidth v] to [256]\nset [shadows v] to [0]\nif <(x position) < [-300]> then\n set [renderwidth v] to [336]\n set [shadows v] to [1]\nend\nset rotation style [don't rotate v]\nset volume to (33) %\nif <(x position) < [-700]> then\n broadcast (ShowTurbowarp v)\nend\n\nwhen I receive [rendermidgroundblocks v]\ndelete all of [loadedsolidsforeground v]\nRenderTransport\npoint in direction (90)\nset rotation style [don't rotate v]\nclear graphic effects\nif <(Shadows) = [1]> then\n change [mapx v] by (-8)\n change [mapy v] by (8)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n RenderBlocks [1] [1]\n if <(Edit/PlayMode) = [1]> then\n RenderUniqueEntities [1] [1]\n end\n clear graphic effects\n change [mapx v] by (8)\n change [mapy v] by (-8)\nend\nRenderBlocks [] [1]\nif <(Edit/PlayMode) = [1]> then\n RenderUniqueEntities [] [1]\nend\nif <(Edit/PlayMode) = [0]> then\n set [x v] to (((OGSpawnX) * (32)) - (MapX))\n set [y v] to (((OGSpawnY) * (32)) - (MapY))\n if <<([abs v] of (X) ) < (RenderWidth)> and <([abs v] of (Y) ) < [196]>> then\n clear graphic effects\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (spawn v)\n stamp\n end\nend\nbroadcast (RenderForegroundBlocks v)\n\nwhen I receive [interactionsupdate v]\nif <(Climbing) = [1]> then\n set [climbing v] to [0.5]\nend\nif <<(Edit/PlayMode) = [1]> and <(AllowMovement) = [1]>> then\n ScanningLoad\nend\nif <(Climbing) = [0.5]> then\n set [climbing v] to [0]\n if <(MoveUp) = [1]> then\n set [playeryvelocity v] to [7.5]\n end\nend\nif <(On/Off) = [0.25]> then\n set [on/off v] to [0]\nend\nif <(On/Off) = [0.75]> then\n set [on/off v] to [1]\nend\nbroadcast (InteractionsFinalUpdate v)\n\nwhen I receive [renderforegroundblocks v]\nif <(Shadows) = [1]> then\n change [mapx v] by (-8)\n change [mapy v] by (8)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n if <(Edit/PlayMode) = [1]> then\n RenderUniqueEntities [1] [2]\n else\n RenderBlocks [1] [2]\n end\n clear graphic effects\n change [mapx v] by (8)\n change [mapy v] by (-8)\nend\nif <(Edit/PlayMode) = [1]> then\n RenderUniqueEntities [] [2]\nelse\n RenderBlocks [] [2]\nend\n\nwhen I receive [midgameupdatescroll v]\nwait (0.2) seconds\nset [updatescrollcalledfor v] to [0]\nset [newscrollscan v] to [1]\nbroadcast (UpdateScrollStop v)\n\ndefine InteractingWidth\nif <<<<<<(#Five) = [m]> or <(#Five) = [bh]>> or <<(#Five) = [bha]> or <(#Five) = [bhb]>>> or <<(#Five) = [ca]> or <(#Five) = [ev]>>> or <<(#Five) = [caa]> or <(#Five) = [cab]>>> or <<<(#Five) = [t]> or <(#Five) = [bz]>> or <<(#Five) = [v]> or <(#Five) = [ae]>>>> then\n set [#thirteen v] to [32]\nend\n\ndefine CorrectCostume\nswitch costume to (large v)\ngo to x: (X) y: (Y)\nswitch costume to (#Sixteen)\nif <(costume [name v]) = [Large]> then\n set [#one v] to (join (letter (1) of (#Sixteen)) (letter (2) of (#Sixteen)))\n if <(round (#One)) = (#One)> then\n set [#two v] to (join (letter (3) of (#Sixteen)) (letter (4) of (#Sixteen)))\n else\n set [#one v] to (letter (1) of (#Sixteen))\n set [#two v] to (join (letter (2) of (#Sixteen)) (letter (3) of (#Sixteen)))\n end\n change [#one v] by ((((#One) + (-1)) mod (3)) * (-1))\n if <(#One) = [85]> then\n set [#five v] to (#Sixteen)\n Cost [33] [3]\n else\n if <(#One) = [22]> then\n set [#one v] to [19]\n end\n if <(#One) = [64]> then\n set [#one v] to [34]\n end\n Large12\n if <(#One) = [37]> then\n if <(costume [name v]) = [Large]> then\n set [#one v] to ((letter (2) of (#Sixteen)) - (6))\n Large12\n if <(costume [name v]) = [Large]> then\n set [#one v] to [1]\n Large12\n end\n end\n end\n end\nend\n\ndefine CostumeCannon\nif < (#Cus1) contains ["]?> then\n switch costume to (dk1 v)\nelse\n if < (#Cus1) contains [^]?> then\n switch costume to (dk3 v)\n else\n if < (#Cus1) contains [£]?> then\n switch costume to (dk2 v)\n else\n switch costume to (dk4 v)\n end\n end\nend\n\ndefine FinalCostume\nif <(costume [name v]) = [Large]> then\n if <(#Eight) = [1]> then\n switch costume to (join (#Five) (22Mod4+1))\n else\n if <(#Eight) = [2]> then\n switch costume to (join (#Five) (22Mod2+1))\n end\n end\nend\n\ndefine UpdateScroll\nif <(UpdateScrollCalledFor) = [0]> then\n set [updatescrollcalledfor v] to [1]\n broadcast (MidGameUpdateScroll v)\nend\n\ndefine Spawn (y) (other) (y2) (other2)\nchange [#fifteen v] by (1)\nif <(#Ten) = [af]> then\n CreateParticle [af]\nelse\n if <(#Ten) = [c]> then\n CreateParticle [Coin]\n else\n if <(#Ten) = [ek]> then\n CreateParticle [Time]\n else\n set [loadentitiesdelay v] to [0]\n change [#fifteen v] by (-1)\n set [#cus4 v] to (join (join (#Ten) [,]) (join (#Fourteen) [,]))\n if <[type - powerups v] contains (#Ten)?> then\n start sound [ItemSprout v]\n add (join (#Cus4) (join (join (y) [,]) (other))) to [potentialentityspawn v]\n else\n add (join (#Cus4) (join (join (y2) [,]) (other2))) to [potentialentityspawn v]\n end\n end\n end\nend\n\ndefine DeleteThis\nif <(#Two) = [1]> then\n add (#Cus2) to [deleteentitylist v]\nelse\n replace item (#Cus2) of [unique type v] with [i]\n replace item (#Cus2) of [bltyga v] with [i]\nend\n\ndefine Common1\nif <<([abs v] of ((X) - (PlayerX)) ) < [24]> and <(HitGoal) = [0]>> then\n if <<(Type) = [bb]> and <((ItemNo.) mod (2)) = [0]>> then\n set [#ten v] to [0]\n end\n if <(#Ten) = [1]> then\n set [usingdoorno. v] to (ItemNo.)\n if <((ItemNo.) mod (2)) = [1]> then\n set [exitingdoorno. v] to ((ItemNo.) + (1))\n else\n set [exitingdoorno. v] to ((ItemNo.) - (1))\n end\n if <(ExitingDoorNo.) > (length of [doorx v])> then\n set [exitingdoorno. v] to (ItemNo.)\n end\n set [allowmovement v] to [0]\n set [usingdoor v] to [1]\n set [playertimer v] to [0]\n if <(Type) = [aj]> then\n replace item (UsingDoorNo.) of [doortype v] with [aj2]\n if <(item (ExitingDoorNo.) of [doortype v]) = [aj]> then\n replace item (ExitingDoorNo.) of [doortype v] with [aj2]\n end\n set [type v] to [aj2]\n change [keys v] by (-1)\n broadcast (UsedLockedDoor v)\n else\n broadcast (UsedDoor v)\n end\n set [playery v] to ((Y) - (4))\n set [playerx v] to (X)\n end\nend\n\ndefine Large12\nswitch costume to (large v)\nswitch costume to (join (#One) (#Two))\n\ndefine Cost (speed) (mod)\nswitch costume to (join (#Five) (([floor v] of (((GameTimer) * (speed)) mod (mod)) ) + (1)))\n\ndefine SpawningItem (o/u)\nif <(#Two) = [1]> then\n if <(o/u) = [U]> then\n Spawn ((#Fifteen) + (-0.8)) [0,0,-1.1,0,90,] ((#Fifteen) + (-0.8)) [0,0,0,0,90,]\n else\n Spawn ((#Fifteen) + (0.9)) [0,0,-0.1,0,90,] ((#Fifteen) + (1)) [0,3,0,0,90,]\n end\n set [#ten v] to []\n AddToTen [!]\n AddToTen ["]\n AddToTen [£]\n replace item (#Cus2) of [ent bon v] with (letter (1) of (item (#Cus2) of [ent bon v]))\n if <not <(item (#Cus2) of [ent bon v]) = [!]>> then\n replace item (#Cus2) of [ent x v v] with [0]\n replace item (#Cus2) of [ent y v v] with [0]\n end\nelse\n if <(o/u) = [U]> then\n Spawn ((#Fifteen) + (-0.4)) [0,0,-2,0,90,] ((#Fifteen) + (-0.88)) [0,0.4,0,0,90,]\n else\n Spawn ((#Fifteen) + (0.25)) [0,0,-1,0,90,] ((#Fifteen) + (1)) [0,3,0,0,90,]\n end\n replace item (#Cus2) of [blcoga v] with [i]\nend\nif <<(#Cus1) = [d]> or <<(#Cus1) = [n]> or <(#Cus1) = [ab]>>> then\n if <(#Two) = [1]> then\n replace item (#Cus2) of [ent ty v] with [z]\n else\n replace item (#Cus2) of [unique type v] with [z]\n replace item (#Cus2) of [bltyga v] with [z]\n end\nend\n\nwhen I receive [showturbowarp v]\ndelete all of [turbowarp link v]\nadd [For Widescreen, Shadows and Improved Performance, use this link only:] to [turbowarp link v]\nadd [https://turbowarp.org/753049043?hqpen&limitless&size=640x360] to [turbowarp link v]\nwait (0.1) seconds\nhide list [turbowarp link v]\nstop [all v]\n\ndefine AddToTen (add)\nif < (item (#Cus2) of [ent bon v]) contains (add)?> then\n set [#ten v] to (join (#Ten) (add))\nend\n\n@Placement\n\ndefine FormGrid\ndelete all of [doortype v]\ndelete all of [doorx v]\ndelete all of [doory v]\ndelete all of [doorextra v]\ndelete all of [blco v]\ndelete all of [blty v]\ndelete all of [semi type v]\ndelete all of [track type v]\nrepeat ((WorldHeight) * (WorldWidth))\n add [i] to [blco v]\n add [i] to [blty v]\n add [i] to [semi type v]\n add [i] to [track type v]\nend\n\ndefine ScrollStopping (v)\nset [#eight v] to (round ((PlayerY) / (32)))\nset [#five v] to [0]\nrepeat until <(#Five) = [1]>\n if <(v) = [U]> then\n change [#eight v] by (1)\n else\n change [#eight v] by (-1)\n end\n BlockAt (round ((PlayerX) / (32))) (#Eight) [Game] []\n if <not <(FoundBlockType) = [i]>> then\n set [#six v] to [0]\n set [#seven v] to [0]\n ScanThisVertical\n if <(#Seven) = [1]> then\n if <(v) = [U]> then\n set [upscrollstop v] to (#Eight)\n else\n set [downscrollstop v] to ((#Eight) - (2))\n end\n stop [this script v]\n end\n end\n if <([abs v] of ((#Eight) - ((PlayerY) / (32))) ) > ((8) + ((NewScrollScan) * ((AreaHeight) - (8))))> then\n stop [this script v]\n end\nend\n\ndefine ActuallyFix (x) (y)\nBlockAt (x) (y) (Type) [1]\nif <not <(FoundBlockType) = [i]>> then\n set [fixingblocktype v] to (FoundBlockMainType)\n FindSidesOf (x) (y)\n set [#cus1 v] to ((((x) - (1)) * (WorldHeight)) + (y))\n if <(Type) = [Block]> then\n replace item (#Cus1) of [blty v] with (FixingBlockCostume)\n else\n if <(Type) = [Semi]> then\n replace item (#Cus1) of [semi type v] with (FixingBlockCostume)\n else\n if <(Type) = [Track]> then\n replace item (#Cus1) of [track type v] with (FixingBlockCostume)\n end\n end\n end\nend\n\ndefine FindSidesOf (x) (y)\nset [leftnotthesame v] to [0]\nset [fixingblocksides v] to []\nif <<<[type - entities v] contains (FixingBlockType)?> or <[type - uniques v] contains (FixingBlockType)?>> or <(FixingBlockType) = [ra]>> then\n delete all of [type - thisconnectsto v]\n if <<(FixingBlockType) = [aw]> or <<(FixingBlockType) = [awy]> or <(FixingBlockType) = [awz]>>> then\n BlockAt (x) ((y) + (1)) [Block] []\n if <not <<(FoundBlockType) = [i]> or <[type - entities v] contains (FoundBlockType)?>>> then\n set [fixingblocksides v] to (join (FixingBlockSides) [U])\n end\n BlockAt (x) ((y) + (-1)) [Block] []\n if <not <<(FoundBlockType) = [i]> or <[type - entities v] contains (FoundBlockType)?>>> then\n set [fixingblocksides v] to (join (FixingBlockSides) [D])\n end\n if < (FixingBlockSides) contains [U]?> then\n set [fixingblockcostume v] to [awz]\n if < (FixingBlockSides) contains [D]?> then\n set [fixingblockcostume v] to [aw]\n end\n else\n if < (FixingBlockSides) contains [D]?> then\n set [fixingblockcostume v] to [awy]\n else\n set [fixingblockcostume v] to [aw]\n end\n end\n else\n if <<(FixingBlockType) = [el]> or <(FixingBlockType) = [elz]>> then\n BlockAt (x) ((y) + (-1)) [Block] []\n if <not <<(FoundBlockType) = [i]> or <[type - entities v] contains (FoundBlockType)?>>> then\n set [fixingblockcostume v] to [el]\n else\n set [fixingblockcostume v] to [elz]\n end\n else\n if <<<(FixingBlockType) = [bha]> or <(FixingBlockType) = [bhb]>> or <<(FixingBlockType) = [caa]> or <(FixingBlockType) = [cab]>>> then\n BlockAt (x) ((y) + (1)) [Block] []\n if <<<(FoundBlockType) = [bha]> or <(FoundBlockType) = [bhb]>> or <<(FoundBlockType) = [caa]> or <(FoundBlockType) = [cab]>>> then\n set [fixingblocksides v] to (join (FixingBlockSides) [U])\n end\n if <(letter (1) of (FixingBlockType)) = [c]> then\n if < (FixingBlockSides) contains [U]?> then\n set [fixingblockcostume v] to [cab]\n else\n set [fixingblockcostume v] to [caa]\n end\n else\n if < (FixingBlockSides) contains [U]?> then\n set [fixingblockcostume v] to [bhb]\n else\n set [fixingblockcostume v] to [bha]\n end\n end\n else\n set [fixingblockcostume v] to (FixingBlockType)\n end\n end\n end\nelse\n SetConnectingTypes\n if <<<(FixingBlockType) = [25]> or <(FixingBlockType) = [36]>> or <<(FixingBlockType) = [31]> or <(FixingBlockType) = [35]>>> then\n set [fixingblockcostume v] to (join (FixingBlockType) [a])\n else\n if <<<(FixingBlockType) = [42]> or <(FixingBlockType) = [53]>> or <<(FixingBlockType) = [48]> or <(FixingBlockType) = [78]>>> then\n set [fixingblockcostume v] to (join (FixingBlockType) [b])\n else\n if <<(FixingBlockType) = [27]> or <(FixingBlockType) = [21]>> then\n if <((round (((x) * (1.4)) + (y))) mod (2)) = [1]> then\n set [fixingblockcostume v] to (join (FixingBlockType) [e])\n else\n set [fixingblockcostume v] to (join (FixingBlockType) [g])\n end\n else\n set [abovetype v] to []\n set [fixingblocksides v] to []\n set [fixingblockcorners v] to []\n Side (x) ((y) + (1)) [U] []\n Side (x) ((y) + (-1)) [D] []\n Side ((x) + (1)) (y) [R] []\n Side ((x) + (-1)) (y) [L] []\n if <<(length of (FixingBlockSides)) > [1]> or <<(FixingBlockType) = [7]> or <(FixingBlockType) = [8]>>> then\n Side ((x) + (1)) ((y) + (1)) [] [1]\n Side ((x) + (-1)) ((y) + (1)) [] [4]\n if <<not <(length of (FixingBlockSides)) = [4]>> or <<<(FixingBlockType) = [19]> or <(FixingBlockType) = [22]>> or <(FixingBlockType) = [40]>>> then\n Side ((x) + (1)) ((y) + (-1)) [] [2]\n Side ((x) + (-1)) ((y) + (-1)) [] [3]\n Side ((x) + (-2)) (y) [] [L]\n Side ((x) + (2)) (y) [] [R]\n end\n Side (x) ((y) + (2)) [] [U]\n end\n set [x v] to (x)\n set [y v] to (y)\n CostumeBlock < (FixingBlockSides) contains [U]?> < (FixingBlockSides) contains [D]?> < (FixingBlockSides) contains [L]?> < (FixingBlockSides) contains [R]?> < (FixingBlockCorners) contains [1]?> < (FixingBlockCorners) contains [2]?> < (FixingBlockCorners) contains [3]?> < (FixingBlockCorners) contains [4]?>\n if <(FixingBlockCostume) = [69b]> then\n if <((round ((x) + ((y) * (1.4)))) mod (4)) = [1]> then\n set [fixingblockcostume v] to [69ba]\n end\n end\n end\n end\n end\nend\n\ndefine SetConnectingTypes\ndelete all of [type - thisconnectsto v]\nadd (FixingBlockType) to [type - thisconnectsto v]\nConn [1] [2] [3]\nConn [10] [11] [12]\nConn [13] [14] [15]\nConn [16] [17] [18]\nConn [37] [38] [39]\nConn [28] [29] [30]\nConn [55] [56] [57]\nConn [34] [65] [66]\nConn [70] [71] [72]\nConn [88] [89] [90]\nConn [7] [8] []\nif <(FixingBlockType) = [5]> then\n add [4] to [type - thisconnectsto v]\nend\nif <(FixingBlockType) = [6]> then\n add [4] to [type - thisconnectsto v]\n add [5] to [type - thisconnectsto v]\nend\n\ndefine ScanThisHorizontal\nrepeat ((AreaHeight) - (1))\n change [#seven v] by (1)\n set [#one v] to ((((AreaStartHeight) + (AreaHeight)) - (1)) - (#Seven))\n BlockAt (#Eight) (#One) [Game] []\n if <(FoundBlockType) = [i]> then\n set [#seven v] to [0]\n stop [this script v]\n end\nend\nset [#seven v] to [1]\n\ndefine FixSurroundingsOf (x) (y) (type)\nset [type v] to (type)\nset [#nine v] to [1]\nrepeat (3)\n set [#six v] to [-1]\n repeat (3)\n if <not <<(#Six) = [0]> and <(#Nine) = [0]>>> then\n ActuallyFix ((x) + (#Six)) ((y) + (#Nine))\n end\n change [#six v] by (1)\n end\n change [#nine v] by (-1)\nend\nActuallyFix ((x) + (2)) (y)\nActuallyFix ((x) + (-2)) (y)\nif <not <(y) = (AreaStartHeight)>> then\n ActuallyFix (x) ((y) + (-2))\nend\n\ndefine MakeSureItHasIt\nset [#cus1 v] to (item (#Five) of [blco v])\nset [#cus2 v] to (item (#Five) of [blty v])\nset [#eight v] to <<<(#Cus1) = [i]> or <(#Cus1) = [!]>> or <<(#Cus1) = [!"]> or <(#Cus1) = [!£]>>>\nif <<(#Cus2) = [n]> or <<(#Cus2) = [nx]> or <(#Cus2) = [ab]>>> then\n if <<(#Eight) = [1]> or <<(length of (#Cus1)) < [2]> and <[type - uniques entities v] contains (#Cus2)?>>> then\n Change (#Cus1) Add [c]\n replace item (#Five) of [blco v] with (#Ten)\n end\nend\nif <(#Cus2) = [bh]> then\n if <(#Eight) = [1]> then\n Change (#Cus1) Add [bg]\n replace item (#Five) of [blco v] with (#Ten)\n end\nend\nif <(#Cus2) = [ca]> then\n if <(#Eight) = [1]> then\n Change (#Cus1) Add [cb]\n replace item (#Five) of [blco v] with (#Ten)\n end\nend\n\ndefine DragPlacement\ndelete all of [placex v]\ndelete all of [placey v]\nset [#four v] to [0]\nset [#five v] to [0]\nrepeat (([abs v] of ((MouseStartX) - (MouseX)) ) + (1))\n repeat (([abs v] of ((MouseStartY) - (MouseY)) ) + (1))\n if <(MouseX) > (MouseStartX)> then\n add ((MouseStartX) + (#Four)) to [placex v]\n add ((MouseStartY) + (#Five)) to [placey v]\n else\n insert ((MouseStartX) + (#Four)) at (1) of [placex v] \n insert ((MouseStartY) + (#Five)) at (1) of [placey v] \n end\n if <(MouseY) > (MouseStartY)> then\n change [#five v] by (1)\n else\n change [#five v] by (-1)\n end\n end\n if <(MouseX) > (MouseStartX)> then\n change [#four v] by (1)\n else\n change [#four v] by (-1)\n end\n set [#five v] to [0]\nend\nset [startingplacementsize v] to (length of [placex v])\n\ndefine CostumeBlock <u> <d> <l> <r> <1> <2> <3> <4>\nif <<<<(FixingBlockType) = [20]> or <(FixingBlockType) = [85]>> or <<(FixingBlockType) = [49]> or <(FixingBlockType) = [75]>>> or <<<(FixingBlockType) = [41]> or <(FixingBlockType) = [47]>> or <<(FixingBlockType) = [50]> or <(FixingBlockType) = [64]>>>> then\n set [fixingblockcostume v] to [b]\n if <(FixingBlockType) = [47]> then\n set [fixingblockcostume v] to [l]\n end\n if <l> then\n set [fixingblockcostume v] to [f]\n if <r> then\n set [fixingblockcostume v] to [g]\n end\n else\n if <r> then\n set [fixingblockcostume v] to [e]\n end\n end\nelse\n if <(FixingBlockType) = [23]> then\n if <u> then\n set [fixingblockcostume v] to [e]\n else\n set [fixingblockcostume v] to [g]\n end\n else\n if <(FixingBlockType) = [77]> then\n if <u> then\n set [fixingblockcostume v] to [b]\n else\n set [fixingblockcostume v] to [e]\n end\n else\n if <<(FixingBlockType) = [24]> or <(FixingBlockType) = [26]>> then\n set [fixingblockcostume v] to [g]\n if <u> then\n set [fixingblockcostume v] to [b]\n if <d> then\n set [fixingblockcostume v] to [e]\n end\n else\n if <d> then\n set [fixingblockcostume v] to [f]\n end\n end\n else\n if <(FixingBlockType) = [44]> then\n if <d> then\n set [fixingblockcostume v] to [e]\n else\n set [fixingblockcostume v] to [b]\n end\n else\n if <(FixingBlockType) = [40]> then\n if <<(length of (FixingBlockSides)) = [4]> and <<<1> and <2>> and <<3> and <4>>>> then\n set [fixingblockcostume v] to [d]\n if <((round (((X) * (11)) + ((Y) * (8.7)))) mod (14)) = [6]> then\n set [fixingblockcostume v] to [c]\n end\n if <((round (((X) * (15)) + ((Y) * (7.7)))) mod (11)) = [8]> then\n set [fixingblockcostume v] to [b]\n end\n else\n set [fixingblockcostume v] to [a]\n if <d> then\n set [fixingblockcostume v] to [e]\n end\n if <u> then\n set [fixingblockcostume v] to [g]\n if <d> then\n set [fixingblockcostume v] to [f]\n end\n end\n end\n else\n if <(FixingBlockType) = [51]> then\n set [fixingblockcostume v] to [a]\n if <d> then\n set [fixingblockcostume v] to [k]\n end\n if <u> then\n set [fixingblockcostume v] to [m]\n if <d> then\n set [fixingblockcostume v] to [l]\n end\n end\n else\n if <(FixingBlockType) = [61]> then\n set [fixingblockcostume v] to [a]\n set [#one v] to <<l> and <not <4>>>\n set [#two v] to <<r> and <not <1>>>\n if <(#One) = [1]> then\n set [fixingblockcostume v] to [d]\n end\n if <(#Two) = [1]> then\n set [fixingblockcostume v] to [j]\n if <(#One) = [1]> then\n set [fixingblockcostume v] to [c]\n end\n end\n if <d> then\n set [fixingblockcostume v] to [k]\n if <(#One) = [1]> then\n set [fixingblockcostume v] to [n]\n end\n if <(#Two) = [1]> then\n set [fixingblockcostume v] to [p]\n if <(#One) = [1]> then\n set [fixingblockcostume v] to [o]\n end\n end\n end\n if <u> then\n set [fixingblockcostume v] to [m]\n if <d> then\n set [fixingblockcostume v] to [l]\n end\n end\n else\n if <<(FixingBlockType) = [58]> or <<(FixingBlockType) = [59]> or <(FixingBlockType) = [60]>>> then\n if <u> then\n set [fixingblockcostume v] to [b]\n else\n set [fixingblockcostume v] to [a]\n if <l> then\n set [fixingblockcostume v] to [d]\n if <r> then\n set [fixingblockcostume v] to [c]\n end\n else\n if <r> then\n set [fixingblockcostume v] to [j]\n end\n end\n end\n else\n if <<(FixingBlockType) = [7]> or <(FixingBlockType) = [8]>> then\n set [fixingblockcostume v] to [l]\n if <(length of (FixingBlockSides)) = [2]> then\n if <<d> and <l>> then\n set [fixingblockcostume v] to [g]\n end\n if <<u> and <l>> then\n set [fixingblockcostume v] to [h]\n end\n if <<u> and <r>> then\n set [fixingblockcostume v] to [i]\n end\n if <<d> and <r>> then\n set [fixingblockcostume v] to [k]\n end\n if <<u> and <d>> then\n set [fixingblockcostume v] to [b]\n end\n if <<l> and <r>> then\n set [fixingblockcostume v] to [e]\n end\n end\n if <(length of (FixingBlockSides)) = [1]> then\n if <u> then\n set [fixingblockcostume v] to [c]\n if <3> then\n set [fixingblockcostume v] to [ad]\n end\n if <2> then\n set [fixingblockcostume v] to [ac]\n if <3> then\n set [fixingblockcostume v] to [af]\n end\n end\n end\n if <d> then\n set [fixingblockcostume v] to [a]\n if <4> then\n set [fixingblockcostume v] to [z]\n end\n if <1> then\n set [fixingblockcostume v] to [y]\n if <4> then\n set [fixingblockcostume v] to [ah]\n end\n end\n end\n if <r> then\n set [fixingblockcostume v] to [d]\n if <4> then\n set [fixingblockcostume v] to [aa]\n end\n if <3> then\n set [fixingblockcostume v] to [ab]\n if <4> then\n set [fixingblockcostume v] to [ag]\n end\n end\n end\n if <l> then\n set [fixingblockcostume v] to [f]\n if <1> then\n set [fixingblockcostume v] to [w]\n end\n if <2> then\n set [fixingblockcostume v] to [x]\n if <1> then\n set [fixingblockcostume v] to [ae]\n end\n end\n end\n end\n if <(length of (FixingBlockSides)) = [0]> then\n if <3> then\n set [fixingblockcostume v] to [m]\n end\n if <4> then\n set [fixingblockcostume v] to [n]\n if <3> then\n set [fixingblockcostume v] to [t]\n end\n end\n if <1> then\n set [fixingblockcostume v] to [o]\n if <4> then\n set [fixingblockcostume v] to [q]\n end\n if <3> then\n set [fixingblockcostume v] to [v]\n end\n end\n if <2> then\n set [fixingblockcostume v] to [p]\n if <1> then\n set [fixingblockcostume v] to [r]\n end\n if <3> then\n set [fixingblockcostume v] to [s]\n end\n if <4> then\n set [fixingblockcostume v] to [u]\n end\n end\n end\n else\n set [#sixteen v] to <<(FixingBlockType) = [19]> or <(FixingBlockType) = [22]>>\n if <not <(length of (FixingBlockSides)) = [2]>> then\n if <<not <(AboveType) = []>> and < (FixingBlockCorners) contains [D]?>> then\n set [fixingblocktype v] to (AboveType)\n end\n end\n set [fixingblockcostume v] to [a]\n if <(length of (FixingBlockSides)) = [4]> then\n set [fixingblockcostume v] to [b]\n if <(LeftNotTheSame) = [1]> then\n if <<(FixingBlockType) = [5]> or <(FixingBlockType) = [6]>> then\n if < (FixingBlockCorners) contains [!]?> then\n set [fixingblockcostume v] to [al]\n else\n set [fixingblockcostume v] to [ak]\n end\n end\n end\n end\n if <(length of (FixingBlockSides)) = [3]> then\n if <not <u>> then\n set [fixingblockcostume v] to [c]\n if <(#Sixteen) = [1]> then\n if <(FixingBlockType) = [22]> then\n if < (FixingBlockCorners) contains [\)]?> then\n set [fixingblockcostume v] to [ay]\n end\n if < (FixingBlockCorners) contains [\(]?> then\n set [fixingblockcostume v] to [az]\n if < (FixingBlockCorners) contains [\)]?> then\n set [fixingblockcostume v] to [ba]\n end\n end\n end\n if <not <<3> or <2>>> then\n set [fixingblockcostume v] to [aq]\n end\n end\n end\n if <not <r>> then\n set [fixingblockcostume v] to [e]\n if <(#Sixteen) = [1]> then\n if <(FixingBlockType) = [19]> then\n if << (FixingBlockCorners) contains [\)]?> and <2>> then\n set [fixingblockcostume v] to [aw]\n end\n if < (FixingBlockCorners) contains [\(]?> then\n set [fixingblockcostume v] to [av]\n if < (FixingBlockCorners) contains [\)]?> then\n set [fixingblockcostume v] to [ax]\n end\n end\n end\n end\n end\n if <not <d>> then\n set [fixingblockcostume v] to [g]\n if <(#Sixteen) = [1]> then\n if <(FixingBlockType) = [22]> then\n if < (FixingBlockCorners) contains [\)]?> then\n set [fixingblockcostume v] to [bb]\n end\n if < (FixingBlockCorners) contains [\(]?> then\n set [fixingblockcostume v] to [bc]\n if < (FixingBlockCorners) contains [\)]?> then\n set [fixingblockcostume v] to [bd]\n end\n end\n end\n end\n if <<(FixingBlockType) = [5]> or <(FixingBlockType) = [6]>> then\n if <(LeftNotTheSame) = [1]> then\n set [fixingblockcostume v] to [am]\n end\n end\n end\n if <not <l>> then\n set [fixingblockcostume v] to [i]\n if <(#Sixteen) = [1]> then\n if <(FixingBlockType) = [19]> then\n if << (FixingBlockCorners) contains [\)]?> and <3>> then\n set [fixingblockcostume v] to [at]\n end\n if < (FixingBlockCorners) contains [\(]?> then\n set [fixingblockcostume v] to [as]\n if < (FixingBlockCorners) contains [\)]?> then\n set [fixingblockcostume v] to [au]\n end\n end\n end\n end\n end\n end\n if <(length of (FixingBlockSides)) = [2]> then\n if <<d> and <l>> then\n set [fixingblockcostume v] to [d]\n if <(#Sixteen) = [1]> then\n if <not <3>> then\n set [fixingblockcostume v] to [ao]\n end\n end\n end\n if <<u> and <l>> then\n set [fixingblockcostume v] to [f]\n end\n if <<u> and <r>> then\n set [fixingblockcostume v] to [h]\n end\n if <<d> and <r>> then\n set [fixingblockcostume v] to [j]\n if <(#Sixteen) = [1]> then\n if <not <2>> then\n set [fixingblockcostume v] to [ap]\n end\n end\n end\n if <<u> and <d>> then\n set [fixingblockcostume v] to [l]\n end\n if <<l> and <r>> then\n set [fixingblockcostume v] to [o]\n end\n end\n if <(length of (FixingBlockSides)) = [1]> then\n if <u> then\n set [fixingblockcostume v] to [m]\n end\n if <d> then\n set [fixingblockcostume v] to [k]\n end\n if <r> then\n set [fixingblockcostume v] to [p]\n end\n if <l> then\n set [fixingblockcostume v] to [n]\n end\n end\n if <not <[type - semisolids v] contains (FixingBlockType)?>> then\n if <((FixingBlockType) mod (3)) = [0]> then\n if <(FixingBlockCostume) = [d]> then\n if <<< (FixingBlockCorners) contains [L]?> and <3>> and <not <4>>> then\n set [fixingblockcostume v] to [q]\n end\n end\n if <(FixingBlockCostume) = [j]> then\n if <<< (FixingBlockCorners) contains [R]?> and <2>> and <not <1>>> then\n set [fixingblockcostume v] to [s]\n end\n end\n if <(FixingBlockCostume) = [c]> then\n if <<not << (FixingBlockCorners) contains [R]?> or <1>>> and <2>> then\n set [fixingblockcostume v] to [r]\n end\n if <<not << (FixingBlockCorners) contains [L]?> or <4>>> and <3>> then\n if <(FixingBlockCostume) = [r]> then\n set [fixingblockcostume v] to [u]\n else\n set [fixingblockcostume v] to [t]\n end\n end\n end\n if <(FixingBlockCostume) = [f]> then\n if <<< (FixingBlockCorners) contains [L]?> and <4>> and <not <3>>> then\n set [fixingblockcostume v] to [v]\n end\n end\n if <(FixingBlockCostume) = [h]> then\n if <<< (FixingBlockCorners) contains [R]?> and <1>> and <not <2>>> then\n set [fixingblockcostume v] to [x]\n end\n end\n if <(FixingBlockCostume) = [g]> then\n if <<not << (FixingBlockCorners) contains [R]?> or <2>>> and <1>> then\n set [fixingblockcostume v] to [w]\n end\n if <<not << (FixingBlockCorners) contains [L]?> or <3>>> and <4>> then\n if <(FixingBlockCostume) = [w]> then\n set [fixingblockcostume v] to [z]\n else\n set [fixingblockcostume v] to [y]\n end\n end\n end\n end\n end\n if <(FixingBlockCostume) = [q]> then\n if <2> then\n set [fixingblockcostume v] to [am]\n end\n end\n if <(FixingBlockCostume) = [s]> then\n if <3> then\n set [fixingblockcostume v] to [an]\n end\n end\n if <(FixingBlockCostume) = [w]> then\n if <not <4>> then\n set [fixingblockcostume v] to [ao]\n end\n end\n if <(FixingBlockCostume) = [y]> then\n if <not <1>> then\n set [fixingblockcostume v] to [ap]\n end\n end\n if <not <[type - semisolids v] contains (FixingBlockType)?>> then\n if <((FixingBlockType) mod (3)) = [2]> then\n if <<u> and << (FixingBlockCorners) contains [U]?> and <<(length of (FixingBlockSides)) > [2]> and <d>>>> then\n change [fixingblocktype v] by ((((FixingBlockType) + (-1)) mod (3)) * (-1))\n end\n if <(FixingBlockCostume) = [d]> then\n if <2> then\n set [fixingblockcostume v] to [aq]\n end\n end\n if <(FixingBlockCostume) = [j]> then\n if <3> then\n set [fixingblockcostume v] to [ar]\n end\n end\n end\n end\n if <(FixingBlockCostume) = [b]> then\n if <not <(AboveType) = []>> then\n if <[type - blocks v] contains (FixingBlockType)?> then\n set [fixingblocktype v] to (AboveType)\n end\n end\n if <not <4>> then\n set [fixingblockcostume v] to [aa]\n end\n if <not <1>> then\n set [fixingblockcostume v] to [ab]\n if <not <4>> then\n set [fixingblockcostume v] to [ac]\n end\n end\n if <(#Sixteen) = [1]> then\n if <not <3>> then\n set [fixingblockcostume v] to [ak]\n end\n if <not <2>> then\n set [fixingblockcostume v] to [al]\n if <not <3>> then\n set [fixingblockcostume v] to [am]\n end\n end\n end\n end\n if <(FixingBlockCostume) = [e]> then\n if <not <4>> then\n set [fixingblockcostume v] to [ad]\n if <(#Sixteen) = [1]> then\n if <not <3>> then\n set [fixingblockcostume v] to [an]\n end\n end\n end\n end\n if <(FixingBlockCostume) = [f]> then\n if <not <4>> then\n set [fixingblockcostume v] to [ae]\n end\n end\n if <(FixingBlockCostume) = [g]> then\n if <not <4>> then\n set [fixingblockcostume v] to [af]\n end\n if <not <1>> then\n set [fixingblockcostume v] to [ag]\n if <not <4>> then\n set [fixingblockcostume v] to [ah]\n end\n end\n end\n if <(FixingBlockCostume) = [h]> then\n if <not <1>> then\n set [fixingblockcostume v] to [ai]\n end\n end\n if <(FixingBlockCostume) = [i]> then\n if <not <1>> then\n set [fixingblockcostume v] to [aj]\n if <(#Sixteen) = [1]> then\n if <not <2>> then\n set [fixingblockcostume v] to [ar]\n end\n end\n end\n end\n end\n if <(FixingBlockType) = [64]> then\n set [fixingblocktype v] to [34]\n end\n set [fixingblockcostume v] to (join (FixingBlockType) (FixingBlockCostume))\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(length of (FixingBlockCostume)) = [1]> then\n set [fixingblockcostume v] to (join (FixingBlockType) (FixingBlockCostume))\nend\n\ndefine MakePlacements\nif <[type - semisolids v] contains (PlacingBlockType)?> then\n set [placingblockmaintype v] to [Semi]\nelse\n if <[type - tracks v] contains (PlacingBlockType)?> then\n set [placingblockmaintype v] to [Track]\n else\n if <[type - transport v] contains (PlacingBlockType)?> then\n set [placingblockmaintype v] to [Door]\n else\n set [placingblockmaintype v] to [Block]\n end\n end\nend\nset [#thirteen v] to [0]\nrepeat (length of [placex v])\n set [mousestartx v] to [z]\n change [#thirteen v] by (1)\n MakePlacementAt (item (1) of [placex v]) (item (1) of [placey v])\n if <(PlaceTool) = [2]> then\n if <<(item (1) of [placex v]) = (GoalX)> and <(item (1) of [placey v]) = (GoalY)>> then\n set [goalarea v] to [0]\n set [goaly v] to [-8]\n end\n if <<(item (1) of [placex v]) = (Goal2X)> and <(item (1) of [placey v]) = (Goal2Y)>> then\n set [goal2area v] to [0]\n set [goal2y v] to [-8]\n end\n end\n delete (1) of [placex v]\n delete (1) of [placey v]\n if <(length of [placex v]) = [0]> then\n set [mousestartx v] to [x]\n end\n if <(#Thirteen) > ((((FPS) / (10)) + ((((AllowLowFPS) * (0.5)) + <(RenderWidth) > [300]>) * (160))) + (<(length of [placex v]) < [10]> * (10)))> then\n stop [this script v]\n end\nend\n\ndefine ScanThisVertical\nif <<(#Eight) > (((AreaHeight) + (AreaStartHeight)) - (1))> or <(#Eight) < (AreaStartHeight)>> then\n stop [this script v]\nend\nrepeat ((2) + ((((RightScrollStop) - (LeftScrollStop)) * (NewScrollScan)) * (2)))\n change [#seven v] by (1)\n set [#one v] to (((round ((PlayerX) / (32))) - ((1) + (((RightScrollStop) - (LeftScrollStop)) * (NewScrollScan)))) + (#Seven))\n if <<(#One) < [1]> or <<<(#One) > (RightScrollStop)> and <not <(RightScrollStop) = [x]>>> or <<(#One) < (LeftScrollStop)> and <not <(LeftScrollStop) = [x]>>>>> then\n set [foundblocktype v] to [1a]\n else\n BlockAt (#One) (#Eight) [Game] []\n end\n if <(FoundBlockType) = [i]> then\n set [#seven v] to [0]\n stop [this script v]\n end\nend\nset [#seven v] to [1]\n\ndefine ShowPlacements\nset [#eight v] to ((item # of (([floor v] of ((MapX) / (32)) ) - ([floor v] of ((RenderWidth) / (32)) )) in [placex v]) - (1))\nif <(#Eight) < [0]> then\n set [#eight v] to [0]\nend\nrepeat ((length of [placex v]) - (#Eight))\n change [#eight v] by (1)\n set [x v] to (((item (#Eight) of [placex v]) * (32)) - (MapX))\n set [y v] to ((((item (#Eight) of [placey v]) * (32)) - (MapY)) + (4))\n if <(X) > (RenderWidth)> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < (RenderWidth)> and <([abs v] of (Y) ) < [196]>> then\n set [ghost v] effect to (50)\n switch costume to (large v)\n go to x: (X) y: (Y)\n if <(PlaceTool) = [1]> then\n switch costume to (place v)\n else\n switch costume to (erase v)\n end\n stamp\n set [ghost v] effect to (80)\n switch costume to (large v)\n switch costume to (grid v)\n stamp\n end\nend\n\ndefine MakePlacementAt (x) (y)\nif <<((x) * (y)) > [0]> and <<(x) < (WorldWidth)> and <<(y) < ((AreaHeight) + (AreaStartHeight))> and <(y) > ((AreaStartHeight) - (1))>>>> then\n set [#cus2 v] to (x)\n set [#cus3 v] to (y)\n if <(PlaceTool) = [1]> then\n set [fixingblocktype v] to (PlacingBlockType)\n BlockAt [] [] (PlacingBlockMainType) [1]\n if <(PlacingBlockMainType) = [Door]> then\n if <not <(#One) > (length of [doorx v])>> then\n stop [this script v]\n end\n else\n set [#five v] to ((((x) - (1)) * (WorldHeight)) + (y))\n if <<(FoundBlockMainType) = (PlacingBlockType)> and <(item (#Five) of [blco v]) = [i]>> then\n change [#thirteen v] by (-0.8)\n stop [this script v]\n end\n if <<<<[type - containers v] contains (FoundBlockMainType)?> and <[type - storable v] contains (PlacingBlockType)?>> or <<<(FoundBlockMainType) = [bh]> and <<(PlacingBlockType) = [bg]> or <(PlacingBlockType) = [cf]>>> or <<(FoundBlockMainType) = [ca]> and <<(PlacingBlockType) = [cb]> or <(PlacingBlockType) = [cf]>>>>> and <not <<<(FoundBlockMainType) = [bh]> or <(FoundBlockMainType) = [ca]>> and <(PlacingBlockType) = [ct]>>>> then\n Change (item (#Five) of [blco v]) Add []\n set [#two v] to []\n set [#one v] to [0]\n repeat (length of (item (#Five) of [blco v]))\n change [#one v] by (1)\n if <<not < (#Ten) contains (letter (#One) of (item (#Five) of [blco v]))?>> or <<(letter (#One) of (item (#Five) of [blco v])) = [i]> and <(length of (#Two)) > [0]>>> then\n set [#two v] to (join (#Two) (letter (#One) of (item (#Five) of [blco v])))\n end\n end\n if <(#Two) = (PlacingBlockType)> then\n Change (item (#Five) of [blco v]) Add []\n else\n Change (item (#Five) of [blco v]) Add (PlacingBlockType)\n end\n replace item (#Five) of [blco v] with (#Ten)\n MakeSureItHasIt\n stop [this script v]\n else\n if <<[type - entities v] contains (FoundBlockMainType)?> and <<(PlacingBlockType) = [af]> or <(PlacingBlockType) = [dg]>>> then\n if << (item (#Five) of [blco v]) contains [af]?> or < (item (#Five) of [blco v]) contains [dg]?>> then\n Change (item (#Five) of [blco v]) Add []\n replace item (#Five) of [blco v] with (#Ten)\n set [whawha v] to [0]\n else\n Change (item (#Five) of [blco v]) Add []\n if <(#Ten) = [i]> then\n replace item (#Five) of [blco v] with (PlacingBlockType)\n else\n replace item (#Five) of [blco v] with (join (#Ten) (PlacingBlockType))\n end\n if <(PlacingBlockType) = [dg]> then\n set [whawha v] to [1]\n end\n end\n stop [this script v]\n else\n set [type v] to (PlacingBlockMainType)\n FindSidesOf (x) (y)\n end\n end\n end\n else\n BlockAt [] [] [Track] []\n if <(FoundBlockType) = [i]> then\n BlockAt [] [] [Block] []\n if <(FoundBlockType) = [i]> then\n BlockAt [] [] [Door] []\n if <(FoundBlockType) = [i]> then\n BlockAt [] [] [Semi] []\n if <(FoundBlockType) = [i]> then\n else\n set [placingblockmaintype v] to [Door]\n end\n else\n set [placingblockmaintype v] to [Block]\n end\n else\n set [placingblockmaintype v] to [Track]\n end\n if <(PlacingBlockMainType) = [Track]> then\n BlockAt [] [] [Block] [1]\n if <not <(FoundBlockType) = [i]>> then\n if <not <[type - blocks v] contains (FoundBlockMainType)?>> then\n if < (item ((((x) - (1)) * (WorldHeight)) + (y)) of [blco v]) contains [!]?> then\n set [placingblockmaintype v] to [Block]\n end\n end\n end\n end\n set [fixingblockcostume v] to [i]\n end\n set [#five v] to ((((x) - (1)) * (WorldHeight)) + (y))\n if <(PlaceTool) = [2]> then\n if <not <(PlacingBlockMainType) = [Track]>> then\n replace item (#Five) of [blco v] with [i]\n end\n end\n if <(PlacingBlockMainType) = [Block]> then\n replace item (#Five) of [blty v] with (FixingBlockCostume)\n replace item (#Five) of [blco v] with [i]\n else\n if <(PlacingBlockMainType) = [Semi]> then\n replace item (#Five) of [semi type v] with (FixingBlockCostume)\n else\n if <(PlacingBlockMainType) = [Track]> then\n replace item (#Five) of [track type v] with (FixingBlockCostume)\n else\n if <(PlacingBlockMainType) = [Door]> then\n if <(PlaceTool) = [2]> then\n set [#cus1 v] to (#One)\n Door\n if <((#One) mod (2)) = [1]> then\n Door\n else\n set [#cus1 v] to ((#One) - (1))\n Door\n end\n else\n add (x) to [doorx v]\n add (y) to [doory v]\n add (PlacingBlockType) to [doortype v]\n if <(PlacementRotation) = ["]> then\n add [-90] to [doorextra v]\n else\n if <(PlacementRotation) = [$]> then\n add [0] to [doorextra v]\n else\n if <(PlacementRotation) = [£]> then\n add [90] to [doorextra v]\n else\n add [180] to [doorextra v]\n end\n end\n end\n end\n end\n end\n end\n end\n if <<(PlaceTool) = [1]> and <(PlacingBlockMainType) = [Block]>> then\n if <(length of [type - thisconnectsto v]) = [0]> then\n if <[type - putontracks v] contains (FixingBlockCostume)?> then\n BlockAt [] [] [Track] []\n if <not <(FoundBlockType) = [i]>> then\n replace item (#Five) of [blco v] with [!]\n end\n end\n if < (item (#Five) of [blco v]) contains [!]?> then\n BlockAt [] [] [Track] [1]\n if <<<(FoundBlockSubtype) = [d]> or <(FoundBlockSubtype) = [b]>> or <<(FoundBlockSubtype) = [e]> or <(FoundBlockSubtype) = [f]>>> then\n Change (item (#Five) of [blco v]) Add (PlacementRotation)\n replace item (#Five) of [blco v] with (#Ten)\n end\n else\n if <[type - rotatable v] contains (FixingBlockCostume)?> then\n Change (item (#Five) of [blco v]) Add (PlacementRotation)\n replace item (#Five) of [blco v] with (#Ten)\n end\n end\n end\n end\n if <(item (#Five) of [blty v]) = [i]> then\n replace item (#Five) of [blco v] with [i]\n end\n MakeSureItHasIt\n FixSurroundingsOf (x) (y) (PlacingBlockMainType)\nend\n\ndefine ScrollStop (h)\nset [#eight v] to (round ((PlayerX) / (32)))\nset [#five v] to [0]\nrepeat until <(#Five) = [1]>\n if <(h) = [R]> then\n change [#eight v] by (1)\n else\n change [#eight v] by (-1)\n end\n BlockAt (#Eight) (((AreaStartHeight) + (AreaHeight)) - (1)) [Game] []\n if <not <(FoundBlockType) = [i]>> then\n set [#six v] to [0]\n set [#seven v] to [0]\n ScanThisHorizontal\n if <(#Seven) = [1]> then\n if <(h) = [R]> then\n set [rightscrollstop v] to (#Eight)\n else\n set [leftscrollstop v] to (#Eight)\n end\n stop [this script v]\n end\n end\n if <([abs v] of ((#Eight) - ((PlayerX) / (32))) ) > ((13) + ((NewScrollScan) * (437)))> then\n stop [this script v]\n end\nend\n\ndefine ExpandGrid\nif <(#Cus1) = [Up]> then\n repeat until <not <(MouseY) > ((WorldHeight) - (2))>>\n if <((length of [blty v]) + (WorldWidth)) > [200000]> then\n if <(MouseY) > (WorldHeight)> then\n set [displaytext v] to [Level size limit reached]\n set [displaytexttimer v] to [8]\n end\n stop [this script v]\n else\n change [worldheight v] by (1)\n set [#one v] to (WorldHeight)\n repeat (WorldWidth)\n insert [i] at (#One) of [blco v] \n insert [i] at (#One) of [blty v] \n insert [i] at (#One) of [semi type v] \n insert [i] at (#One) of [track type v] \n change [#one v] by (WorldHeight)\n end\n end\n end\nend\nif <(#Cus1) = [Right]> then\n repeat until <not <(MouseX) > ((WorldWidth) - (2))>>\n if <((length of [blty v]) + (WorldHeight)) > [200000]> then\n if <(MouseX) > ((WorldWidth) - (1))> then\n set [displaytext v] to [Level size limit reached]\n set [displaytexttimer v] to [8]\n end\n stop [this script v]\n else\n change [worldwidth v] by (1)\n repeat (WorldHeight)\n add [i] to [blco v]\n add [i] to [blty v]\n add [i] to [semi type v]\n add [i] to [track type v]\n end\n end\n end\nend\nif <(length of [blty v]) > [100000]> then\n set [displaytext v] to (join [Level Size Limit: ] (join ([floor v] of (((length of [blty v]) / (200000)) * (100)) ) [%]))\n set [displaytexttimer v] to [4]\nend\n\ndefine BlockAt (x) (y) (type) (subtype?)\nif <(x) = []> then\nset [foundblocktype v] to []\nset [#one v] to ((((#Cus2) - (1)) * (WorldHeight)) + (#Cus3))\nif <(type) = [Block]> then\n set [foundblocktype v] to (item (#One) of [blty v])\nend\nif <(type) = [Semi]> then\n set [foundblocktype v] to (item (#One) of [semi type v])\nend\nif <(type) = [Track]> then\n set [foundblocktype v] to (item (#One) of [track type v])\nend\nif <(type) = [Door]> then\n set [#one v] to [1]\n change [#thirteen v] by (0.5)\n repeat (length of [doorx v])\n if <<(item (#One) of [doorx v]) = (#Cus2)> and <(item (#One) of [doory v]) = (#Cus3)>> then\n set [foundblocktype v] to (item (#One) of [doortype v])\n stop [this script v]\n end\n change [#one v] by (1)\n end\nend\nif <(type) = [Game]> then\n set [foundblocktype v] to (item (#One) of [bltyga v])\n if <(FoundBlockType) = [k]> then\n if <(On/Off) = [1]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n end\n if <(FoundBlockType) = [l]> then\n if <(On/Off) = [0]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n end\n if <(FoundBlockType) = [u]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n if <(FoundBlockType) = [ah]> then\n if <(PTimer) > [0]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n end\n if <(FoundBlockType) = [ai]> then\n if <(PTimer) = [0]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n end\n set [foundblocktype v] to (item (#One) of [bltyga v])\nend\nif <(FoundBlockType) = []> then\n set [foundblocktype v] to [i]\nend\nif <(subtype?) = [1]> then\n if <(letter (1) of (FoundBlockType)) < [10]> then\n set [#one v] to (join (letter (1) of (FoundBlockType)) (letter (2) of (FoundBlockType)))\n if <(round (#One)) = (#One)> then\n set [foundblockmaintype v] to (#One)\n set [foundblocksubtype v] to (join (letter (3) of (FoundBlockType)) (letter (4) of (FoundBlockType)))\n else\n set [foundblockmaintype v] to (letter (1) of (FoundBlockType))\n set [foundblocksubtype v] to (join (letter (2) of (FoundBlockType)) (letter (3) of (FoundBlockType)))\n end\n else\n set [foundblockmaintype v] to (FoundBlockType)\n set [foundblocksubtype v] to (FoundBlockType)\n end\nend\n\ndefine Change (input) Add (add)\nset [#cus4 v] to (input)\nset [#ten v] to []\nCont [!]\nCont ["]\nCont [£]\nCont [&]\nCont [^]\nCont [%]\nCont [$]\nset [#ten v] to (join (#Ten) (add))\nif <(#Ten) = []> then\n set [#ten v] to [i]\nend\n\nwhen I receive [flagclicked v]\nset size to (400) %\nhide\nset [iamtheeditor v] to [0]\nset [whawha v] to [0]\n\nwhen I receive [entityupdate v]\nhide\nif <(Edit/PlayMode) = [0]> then\n set [iamtheeditor v] to [1]\n change [createrestorepointtimer v] by ((-1) / (30))\n set [rightscrollstop v] to [x]\n set [upscrollstop v] to [x]\n set [downscrollstop v] to [x]\n set [leftscrollstop v] to [x]\n set [#one v] to (mouse x)\n if <(RenderWidth) > [300]> then\n if <(#One) > [319]> then\n set [#one v] to [319]\n end\n else\n if <(#One) > [239]> then\n set [#one v] to [239]\n end\n end\n set [mousex v] to (round (((#One) + (MapX)) / (32)))\n set [#one v] to (mouse y)\n if <(#One) > [179]> then\n set [#one v] to [179]\n end\n if <(#One) < [-140]> then\n set [#one v] to [-140]\n end\n set [mousey v] to (round ((((#One) - (4)) + (MapY)) / (32)))\n if <<(mouse y) > [-141]> or <(length of [placex v]) > [0]>> then\n if <<(MouseX) > [0]> and <(MouseY) > [0]>> then\n if <<mouse down?> and <<([abs v] of (AnyMenuOpen) ) < [0.5]> and <(ClickPause) = [0]>>> then\n if <not <(JustEdited) = ((MouseX) * (MouseY))>> then\n set [#cus2 v] to (MouseX)\n set [#cus3 v] to (MouseY)\n if <(PlaceTool) = [3]> then\n BlockAt [] [] [Block] [1]\n if <(FoundBlockType) = [i]> then\n BlockAt [] [] [Door] [1]\n if <(FoundBlockType) = [i]> then\n BlockAt [] [] [Track] [1]\n if <(FoundBlockType) = [i]> then\n BlockAt [] [] [Semi] [1]\n end\n end\n end\n if <not <(FoundBlockType) = [i]>> then\n if <[itemlist v] contains (FoundBlockMainType)?> then\n set [placingblocktype v] to (FoundBlockMainType)\n set [placetool v] to [1]\n set [placementrotation v] to ["]\n end\n end\n else\n set [savemenuprogress v] to [0]\n if <not <(PlaceTool) = [2]>> then\n if <(MouseY) > ((WorldHeight) - (2))> then\n set [#cus1 v] to [Up]\n ExpandGrid\n end\n if <(MouseX) > ((WorldWidth) - (2))> then\n set [#cus1 v] to [Right]\n ExpandGrid\n end\n end\n if <(PlacingBlockType) = [Water]> then\n set [currentwaterlevel v] to (MouseY)\n broadcast (ReplaceWaterLevel v)\n set [placingblocktype v] to [1]\n else\n if <(PlacingBlockType) = [Lava]> then\n set [currentlavalevel v] to (MouseY)\n broadcast (ReplaceLavaLevel v)\n set [placingblocktype v] to [1]\n else\n if <<(PlacingBlockType) = [Goal]> and <(PlaceTool) = [1]>> then\n set [goalx v] to (MouseX)\n set [goaly v] to (MouseY)\n set [goalarea v] to (CurrentArea)\n else\n if <<(PlacingBlockType) = [de]> and <(PlaceTool) = [1]>> then\n set [goal2x v] to (MouseX)\n set [goal2y v] to (MouseY)\n set [goal2area v] to (CurrentArea)\n else\n if <<(PlacingBlockType) = [Spawn]> and <(PlaceTool) = [1]>> then\n set [ogspawnx v] to (MouseX)\n set [ogspawny v] to (MouseY)\n else\n if <<[type - transport v] contains (PlacingBlockType)?> and <(PlaceTool) = [1]>> then\n add (MouseX) to [placex v]\n add (MouseY) to [placey v]\n else\n if <(PlacementTool) = [2]> then\n add (MouseX) to [placex v]\n add (MouseY) to [placey v]\n else\n if <(MouseStartX) = [x]> then\n set [mousestartx v] to (MouseX)\n set [mousestarty v] to (MouseY)\n DragPlacement\n else\n if <not <(MouseStartX) = [z]>> then\n DragPlacement\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [justedited v] to ((MouseX) * (MouseY))\n end\n else\n set [justedited v] to [x]\n end\n end\n end\nend\nif <<<not <mouse down?>> or <(MouseStartX) = [z]>> or <<<[type - transport v] contains (PlacingBlockType)?> and <(PlaceTool) = [1]>> or <(PlacementTool) = [2]>>> then\n MakePlacements\nend\nif <<(CreateRestorePointTimer) < [0]> and <<(length of [placex v]) = [0]> and <(AllowLowFPS) = [1]>>> then\n broadcast (CreateSaveRestorePoint v)\n set [createrestorepointtimer v] to [15]\nend\n\nwhen I receive [renderforegroundblocks v]\nset [rotatetext v] to [0]\nif <<(Edit/PlayMode) = [0]> and <(SaveMenu) = [0]>> then\n if <not <mouse down?>> then\n set [ghost v] effect to (50)\n switch costume to (large v)\n go to x: (((MouseX) * (32)) - (MapX)) y: ((((MouseY) * (32)) - (MapY)) + (4))\n if <(PlaceTool) = [1]> then\n if <(PlacingBlockType) = [bb]> then\n if <((length of [doorx v]) mod (2)) = [1]> then\n switch costume to (bb v)\n else\n switch costume to (bb2 v)\n end\n else\n switch costume to (join (PlacingBlockType) [])\n end\n else\n if <(PlaceTool) = [3]> then\n switch costume to (picker v)\n else\n switch costume to (erase v)\n end\n end\n set [#seven v] to [0]\n set [#eight v] to [0]\n if <(PlaceTool) = [1]> then\n if <[type - putontracks v] contains (PlacingBlockType)?> then\n BlockAt (MouseX) (MouseY) [Track] [1]\n if <<<(FoundBlockSubtype) = [d]> or <(FoundBlockSubtype) = [b]>> or <<(FoundBlockSubtype) = [e]> or <(FoundBlockSubtype) = [f]>>> then\n set [#eight v] to [0.5]\n end\n end\n end\n set [#seven v] to <<(PlaceTool) = [1]> and <[type - rotatable v] contains (PlacingBlockType)?>>\n if <(#Seven) > (#Eight)> then\n set [#eight v] to (#Seven)\n end\n if <(#Eight) = [1]> then\n if <<not <[type - uniques entities v] contains (PlacingBlockType)?>> or <<<(PlacingBlockType) = [aa]> or <(PlacingBlockType) = [eu]>> or <<(PlacingBlockType) = [cn]> or <(PlacingBlockType) = [dk]>>>> then\n set rotation style [left-right v]\n if <(PlacementRotation) = [£]> then\n point in direction (-90)\n else\n if <(PlacementRotation) = ["]> then\n point in direction (90)\n else\n if <(PlacementRotation) = [^]> then\n switch costume to (large v)\n switch costume to (join (PlacingBlockType) [2])\n point in direction (90)\n else\n if <(PlacementRotation) = [&]> then\n switch costume to (large v)\n switch costume to (join (PlacingBlockType) [2])\n point in direction (-90)\n else\n set rotation style [all around v]\n if <(PlacementRotation) = [%]> then\n point in direction (0)\n else\n point in direction (180)\n end\n end\n end\n end\n end\n end\n end\n stamp\n set rotation style [don't rotate v]\n if <not <(#Eight) = [0]>> then\n set [rotatetext v] to [1]\n if <not <<<<(PlacingBlockType) = [bb]> or <(PlacingBlockType) = [dk]>> or <<<(PlacingBlockType) = [u]> or <(PlacingBlockType) = [eu]>> or <(PlacingBlockType) = [df]>>> or <<(PlacingBlockType) = [bc]> or <<(PlacingBlockType) = [bo]> or <(PlacingBlockType) = [bw]>>>>> then\n switch costume to (large v)\n go to x: (((MouseX) * (32)) - (MapX)) y: ((((MouseY) * (32)) - (MapY)) + ((4) + (([sin v] of ((GameTimer) * (360)) ) * (2))))\n switch costume to (PlacementRotation)\n stamp\n end\n end\n end\n ShowPlacements\nend\n\nwhen I receive [updatescrollstop v]\nset [#cus3 v] to [New]\nset [updatescrollcalledfor v] to [0]\nif <(LimitedCamera) > [0]> then\n if <not <<(LeftScrollStop) = [x]> and <(RightScrollStop) = [x]>>> then\n set [updatedscrollstopx v] to [1]\n end\n if <not <(UpScrollStop) = [x]>> then\n set [updatedscrollstopy v] to [1]\n end\nend\nset [rightscrollstop v] to [x]\nset [upscrollstop v] to [x]\nset [downscrollstop v] to [x]\nset [leftscrollstop v] to [x]\nrepeat until <<(Edit/PlayMode) = [0]> and <(GameTimer) > [0.4]>>\n set [#two v] to [0]\n if <(RightScrollStop) = [x]> then\n ScrollStop [R]\n set [#two v] to [1]\n end\n if <(LeftScrollStop) = [x]> then\n ScrollStop [L]\n set [#two v] to [1]\n end\n if <<(NewScrollScan) = [1]> or <(#Cus3) = [New]>> then\n if <(UpScrollStop) = [x]> then\n if <not <(RightScrollStop) = [x]>> then\n ScrollStopping [U]\n set [#two v] to [1]\n end\n end\n if <(DownScrollStop) = [x]> then\n if <not <(UpScrollStop) = [x]>> then\n ScrollStopping [D]\n set [#two v] to [1]\n if <(DownScrollStop) = [x]> then\n set [downscrollstop v] to [0]\n end\n end\n end\n end\n if <(#Two) = [0]> then\n stop [this script v]\n end\n set [newscrollscan v] to [0]\n if <<([abs v] of (PlayerYVelocity) ) > [8]> or <([abs v] of (PlayerXVelocity) ) > [8]>> then\n wait (0.3) seconds\n else\n wait (0.5) seconds\n end\nend\n\nwhen I receive [createnewlevel v]\nset [whawha v] to [0]\nset [transitionprogress v] to [8]\nset [transitiontype v] to [FadeIn]\nset [worldheight v] to [72]\nset [worldwidth v] to [15]\nset [menu v] to [Game]\nFormGrid\nset [placetool v] to [1]\nset [edit/playmode v] to [0]\nset [placementrotation v] to ["]\nset [placementtool v] to [1]\nset [goalarea v] to [0]\nset [goaly v] to [-8]\nset [createrestorepointtimer v] to [15]\nset [savemenuprogress v] to [0]\nset [showtracks v] to [1]\nset [unloadtracks v] to [1]\nset [timeleftfull v] to [300]\nset [progressive v] to [1]\nset [alternateloading v] to [0]\nif <(FlagClicked) = [1]> then\n set [save code v] to []\nend\nset [mapx v] to [256]\nset [mapy v] to [160]\nset [ogspawnx v] to [8]\nset [ogspawny v] to [5]\nset [goal2area v] to [x]\nset [goal2x v] to [x]\nset [goal2y v] to [x]\ndelete all of [areas v]\nadd [1,1,72,2,-8,-8,0,0,] to [areas v]\nadd [2,74,10,3,-8,-8,0,0,] to [areas v]\nset [currentarea v] to [1]\nbroadcast (UpdateAreaSettings v)\nset [scrolling v] to [0]\nbroadcast (TpSpawn v)\n\ndefine Conn (1) (2) (3)\nif <<(FixingBlockType) = (1)> or <<(FixingBlockType) = (2)> or <(FixingBlockType) = (3)>>> then\n add (1) to [type - thisconnectsto v]\n add (2) to [type - thisconnectsto v]\n add (3) to [type - thisconnectsto v]\nend\n\ndefine Door\ndelete (#Cus1) of [doorx v]\ndelete (#Cus1) of [doory v]\ndelete (#Cus1) of [doortype v]\ndelete (#Cus1) of [doorextra v]\n\ndefine Side (x) (y) (side) (corner)\nBlockAt (x) (y) (Type) [1]\nset [#eleven v] to <[type - blocks v] contains (FoundBlockMainType)?>\nif <<<<[type - thisconnectsto v] contains (FoundBlockMainType)?> or <<<<<<(FixingBlockType) = [22]> or <(FixingBlockType) = [19]>> and <(#Eleven) = [1]>> and <<(corner) = [1]> or <(corner) = [4]>>> or <<<(FixingBlockType) = [22]> or <(FixingBlockType) = [19]>> and <<(corner) = [2]> or <(corner) = [3]>>>> or <<<<(FixingBlockType) = [19]> and <(#Eleven) = [1]>> and <<(side) = [U]> or <(side) = [D]>>> or <<<(FixingBlockType) = [22]> and <(#Eleven) = [1]>> and <<(side) = [L]> or <(side) = [R]>>>>>> and <not <(FoundBlockType) = [i]>>> or <<<<(y) < (AreaStartHeight)> or <(y) > (((AreaStartHeight) + (AreaHeight)) - (1))>> and <not <<(FixingBlockType) = [22]> or <<(FixingBlockType) = [7]> or <(FixingBlockType) = [8]>>>>> or <<(x) < [1]> and <not <(FixingBlockType) = [19]>>>>> then\n if <not <(side) = []>> then\n set [fixingblocksides v] to (join (FixingBlockSides) (side))\n end\n if <not <(corner) = []>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) (corner))\n end\n if <(side) = [U]> then\n if <not <<(FixingBlockType) = [22]> or <(FixingBlockType) = [19]>>> then\n if <not <(y) > (((AreaStartHeight) + (AreaHeight)) - (2))>> then\n set [abovetype v] to (FoundBlockMainType)\n end\n end\n if <<(FixingBlockType) = [19]> and <(FoundBlockMainType) = [22]>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [\(])\n end\n end\n if <(side) = [D]> then\n if <<(FixingBlockType) = [19]> and <(FoundBlockMainType) = [22]>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [\)])\n end\n end\n if <(side) = [R]> then\n if <<(FixingBlockType) = [22]> and <(FoundBlockMainType) = [19]>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [\)])\n end\n if <((FixingBlockType) mod (3)) = [0]> then\n if <not <(FixingBlockType) = (FoundBlockMainType)>> then\n if <not < (FixingBlockSides) contains [U]?>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [R])\n set [fixingblockcorners v] to (join (FixingBlockCorners) [1])\n end\n if <not < (FixingBlockSides) contains [D]?>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [R])\n set [fixingblockcorners v] to (join (FixingBlockCorners) [2])\n end\n end\n end\n end\n if <(side) = [L]> then\n if <<(FixingBlockType) = [22]> and <(FoundBlockMainType) = [19]>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [\(])\n end\n if <<not <(FoundBlockMainType) = (FixingBlockType)>> and <(x) > [1]>> then\n set [leftnotthesame v] to [1]\n end\n if <((FixingBlockType) mod (3)) = [0]> then\n if <not <(FixingBlockType) = (FoundBlockMainType)>> then\n if <not < (FixingBlockSides) contains [U]?>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [L])\n set [fixingblockcorners v] to (join (FixingBlockCorners) [4])\n end\n if <not < (FixingBlockSides) contains [D]?>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [L])\n set [fixingblockcorners v] to (join (FixingBlockCorners) [3])\n end\n end\n end\n end\n if <(corner) = [4]> then\n if <not <(FoundBlockMainType) = (FixingBlockType)>> then\n if <<(FixingBlockType) = [5]> or <(FixingBlockType) = [6]>> then\n set [fixingblockcorners v] to (join (FixingBlockCorners) [!])\n end\n end\n end\n if <(corner) = [U]> then\n if <(AboveType) = (FixingBlockType)> then\n set [abovetype v] to (FoundBlockMainType)\n end\n end\nend\n\ndefine Cont (thi)\nif < (#Cus4) contains (thi)?> then\n set [#ten v] to (join (#Ten) (thi))\nend\n\n@Background\n\ndefine Background (costume)\nswitch costume to (dot v)\nif <(costume) = [17]> then\n set [#eight v] to ((round ((GameTimer) * (100))) mod (300))\n if <(Edit/PlayMode) = [0]> then\n set [#eight v] to [0]\n end\n if <(#Eight) < [290]> then\n switch costume to (171 v)\n else\n if <(#Eight) < [292]> then\n switch costume to (172 v)\n else\n if <(#Eight) < [294]> then\n switch costume to (173 v)\n else\n if <(#Eight) < [296]> then\n switch costume to (172 v)\n else\n if <(#Eight) < [298]> then\n switch costume to (173 v)\n else\n if <(#Eight) < [300]> then\n switch costume to (174 v)\n else\n switch costume to (171 v)\n end\n end\n end\n end\n end\n end\nelse\n if <(costume) = [15]> then\n switch costume to (join [15] (22Mod4+1))\n else\n switch costume to (join (costume) [])\n end\nend\nif <([abs v] of (#One) ) < ((RenderWidth) + (496))> then\n go to x: (#One) y: (#Two)\n stamp\nend\n\nwhen I receive [backgroundupdate v]\nBackground\n\nwhen I receive [flagclicked v]\nset [mapx v] to [256]\nset [mapy v] to [160]\nswitch costume to (dot v)\nset size to (400) %\nhide\nset [currentbackground v] to [1]\nset [areastartheight v] to [1]\nset [areaheight v] to [72]\nclear graphic effects\nset rotation style [don't rotate v]\n\ndefine DrawGoal (no)\nset [#one v] to (((#Cus1) * (32)) - (MapX))\nset [#two v] to ((((#Cus2) * (32)) - (MapY)) + (4))\nif <([abs v] of (#One) ) < ((RenderWidth) + (232))> then\n switch costume to (large2 v)\n set size to (400) %\n go to x: (#One) y: ((#Two) mod (32))\n switch costume to (join [GoalBack] (no))\n stamp\n switch costume to (large2 v)\n set size to (400) %\n go to x: (#One) y: (#Two)\n if <(no) = [2]> then\n switch costume to (de v)\n else\n switch costume to (goal v)\n end\n stamp\n if <(HitGoal) = [0]> then\n switch costume to (large2 v)\n switch costume to (join [go] (([floor v] of (((GameTimer) * (32)) mod (3)) ) + (1)))\n stamp\n end\n change [#one v] by (MapX)\n change [#two v] by (MapY)\n if <<([abs v] of ((#One) - (PlayerX)) ) < [40]> and <<<(AllowMovement) = [1]> and <(Edit/PlayMode) = [1]>> and <(HitGoal) = [0]>>> then\n if <<((#Two) - (PlayerY)) > [-32]> and <((#Two) - (PlayerY)) < ((PlayerHeight) + (14))>> then\n add [Explode] to [createparticletype v]\n add (#One) to [createparticlex v]\n add (#Two) to [createparticley v]\n set [hitgoal v] to [1]\n broadcast (HitGoal v)\n set [goalhitx v] to [0]\n if <(no) = [2]> then\n set [goalhitx v] to (Goal2X)\n end\n end\n end\nend\n\nwhen I receive [flashbackground v]\nset [brightness v] effect to (33)\nrepeat (30)\n set [color v] effect to (([sin v] of ((GameTimer) * ((960) * (8))) ) * (20))\nend\nclear graphic effects\n\ndefine Background\nset [typesonscreencheck? v] to <((round ((GameTimer) * (100))) mod (3)) = [0]>\nif <(TypesOnScreenCheck?) = [1]> then\n set [typesonscreensemi v] to [0]\n set [typesonscreentrack v] to [0]\nend\nif <(GameTimer) < [0.05]> then\n set [updatedscrollstopx v] to [0]\n set [updatedscrollstopy v] to [0]\nend\nif <(UpdatedScrollStopX) < [0.05]> then\n set [updatedscrollstopx v] to [0]\nend\nif <(UpdatedScrollStopY) < [0.05]> then\n set [updatedscrollstopy v] to [0]\nend\nset [updatedscrollstopx v] to ((UpdatedScrollStopX) / (1.2))\nset [updatedscrollstopy v] to ((UpdatedScrollStopY) / (1.2))\nset [allowlowfps v] to [0]\nset [playermoved v] to [0]\nif <(HitGoal) = [1]> then\n set [moveup v] to [0]\n if <<(PlayerUnderwater) = [1]> and <([y position v] of [player v]) < [-20]>> then\n set [moveup v] to [1]\n end\n set [movedown v] to [0]\n set [moveright v] to [1]\n set [moveleft v] to [0]\n set [moverun v] to [0]\n set [moveuseability v] to [0]\n if <(GoalHitX) = [x]> then\n set [moveright v] to [0]\n end\nend\nif <(Edit/PlayMode) = [0]> then\n set [allowlowfps v] to [1]\n set [#one v] to ((<key (space v) pressed?> * (6)) + (1))\n if <(GameTimer) < [0.02]> then\n set [#one v] to [0]\n end\n if <(MoveUp) = [1]> then\n change [mapy v] by ((#One) * (4))\n set [allowlowfps v] to [0]\n end\n if <(MoveDown) = [1]> then\n change [mapy v] by ((#One) * (-4))\n set [allowlowfps v] to [0]\n end\n if <(MoveRight) = [1]> then\n change [mapx v] by ((#One) * (4))\n set [allowlowfps v] to [0]\n end\n if <(MoveLeft) = [1]> then\n change [mapx v] by ((#One) * (-4))\n set [allowlowfps v] to [0]\n end\n if <not <(AnyMenuOpen) = [0]>> then\n set [allowlowfps v] to [0]\n end\n if <(RenderWidth) > [300]> then\n set [allowlowfps v] to [1]\n end\nelse\n set [#eight v] to (((MapX) - (PlayerX)) / (((-2) - ((UpdatedScrollStopX) * (32))) + (([abs v] of ((Player SpringX) * ((Player SpringX) / (8))) ) * (-0.5))))\n if <(CameraX) = [0]> then\n change [mapx v] by (#Eight)\n end\n if <(CameraX) = [1]> then\n if <(#Eight) > [0]> then\n change [mapx v] by (#Eight)\n end\n end\n if <(CameraX) = [2]> then\n if <(#Eight) < [0]> then\n change [mapx v] by (#Eight)\n end\n end\n if <(AllowMovement) = [1]> then\n if <(CameraX) = [3]> then\n change [mapx v] by (1)\n end\n if <(CameraX) = [4]> then\n change [mapx v] by (2)\n end\n if <(CameraX) = [5]> then\n change [mapx v] by (4)\n end\n end\n if <(Dead) = [0]> then\n set [#nine v] to [0]\n if <((MapY) - (PlayerY)) > [0]> then\n set [#nine v] to (((MapY) - (PlayerY)) / ((-2) - ((UpdatedScrollStopY) * (32))))\n else\n if <((MapY) - (PlayerY)) < [-48]> then\n set [#nine v] to ((((MapY) + (48)) - (PlayerY)) / ((-2) - ((UpdatedScrollStopY) * (32))))\n end\n end\n if <(CameraY) = [0]> then\n change [mapy v] by (#Nine)\n end\n if <(CameraY) = [1]> then\n if <(#Nine) > [0]> then\n change [mapy v] by (#Nine)\n end\n end\n if <(CameraY) = [2]> then\n if <(#Nine) < [0]> then\n change [mapy v] by (#Nine)\n end\n end\n if <(AllowMovement) = [1]> then\n if <(CameraY) = [3]> then\n change [mapy v] by (1)\n end\n if <(CameraY) = [4]> then\n change [mapy v] by (-1)\n end\n end\n end\n if <(CameraShake) > [0]> then\n change [mapx v] by (([sin v] of (((CameraShake) - (1)) * (90)) ) * (-4))\n change [camerashake v] by (1)\n if <(CameraShake) > [8]> then\n set [camerashake v] to [0]\n else\n change [mapx v] by (([sin v] of (((CameraShake) - (1)) * (90)) ) * (4))\n end\n end\nend\nset [limitedcamera v] to [0]\nif <(Edit/PlayMode) = [1]> then\n if <not <(LeftScrollStop) = [x]>> then\n set [#cus1 v] to (((LeftScrollStop) + (7)) * (32))\n if <(MapX) < (#Cus1)> then\n set [mapx v] to (#Cus1)\n set [limitedcamera v] to [1]\n end\n end\n if <not <(RightScrollStop) = [x]>> then\n if <<([abs v] of ((LeftScrollStop) - (RightScrollStop)) ) < [14]> and <not <(LeftScrollStop) = [x]>>> then\n set [mapx v] to ((((RightScrollStop) + (LeftScrollStop)) / (2)) * (32))\n change [limitedcamera v] by (2)\n else\n set [#cus1 v] to (((RightScrollStop) - (7)) * (32))\n if <(MapX) > (#Cus1)> then\n set [mapx v] to (#Cus1)\n change [limitedcamera v] by (2)\n end\n end\n end\n if <not <(UpScrollStop) = [x]>> then\n set [#cus1 v] to (((UpScrollStop) - (5)) * (32))\n if <(MapY) > (#Cus1)> then\n set [mapy v] to (#Cus1)\n end\n end\n if <not <(DownScrollStop) = [x]>> then\n if <<([abs v] of ((UpScrollStop) - (DownScrollStop)) ) < [9]> and <not <(UpScrollStop) = [x]>>> then\n set [mapy v] to (((((UpScrollStop) + (DownScrollStop)) - (1)) / (2)) * (32))\n else\n set [#cus1 v] to (((DownScrollStop) + (4)) * (32))\n if <(MapY) < (#Cus1)> then\n set [mapy v] to (#Cus1)\n end\n end\n end\nend\nif <(HitGoal) = [1]> then\n if <<(GoalHitX) > [0]> and <not <(GoalHitX) = [x]>>> then\n if <(MapX) > ((GoalHitX) * (32))> then\n set [mapx v] to ((GoalHitX) * (32))\n end\n end\nend\nif <<<(MapX) > ((GoalX) * (32))> and <(GoalArea) = (CurrentArea)>> and <(Edit/PlayMode) = [1]>> then\n set [mapx v] to ((GoalX) * (32))\nend\nif <(MapX) < [256]> then\n set [mapx v] to [256]\nend\nset [#cus1 v] to ((128) + ((AreaStartHeight) * (32)))\nif <(MapY) < (#Cus1)> then\n set [mapy v] to (#Cus1)\nend\nset [#one v] to ((-192) + (((AreaStartHeight) + (AreaHeight)) * (32)))\nif <(MapY) > (#One)> then\n set [mapy v] to (#One)\nend\ndelete all of [interactwithblocktype v]\ndelete all of [interactwithblocksource v]\ndelete all of [interactwithblockx v]\ndelete all of [interactwithblocky v]\ndelete all of [entinttype v]\ndelete all of [entintsource v]\ndelete all of [entintx v]\ndelete all of [entinty v]\nswitch costume to (dot v)\nset size to (400) %\nset [#two v] to ((((MapY) / (2)) * (-1)) + ((630) + ((AreaStartHeight) * (16))))\nif <<(CurrentBackground) = [8]> or <<(CurrentBackground) = [16]> or <(CurrentBackground) = [20]>>> then\n set [#one v] to ((MapX) * (0.75))\n DoBackgrounds [x]\nend\nset [#one v] to (MapX)\nDoBackgrounds []\nif <<(CurrentBackground) = [1]> or <<(CurrentBackground) = [14]> or <(CurrentBackground) = [25]>>> then\n set [#one v] to ((MapX) * (1.25))\n DoBackgrounds [x]\nend\nif <(Goal2Area) = (CurrentArea)> then\n set [#cus1 v] to (Goal2X)\n set [#cus2 v] to (Goal2Y)\n DrawGoal [2]\nend\nif <(GoalArea) = (CurrentArea)> then\n set [#cus1 v] to (GoalX)\n set [#cus2 v] to (GoalY)\n DrawGoal []\nend\nif <<(AlternateLoading) = [1]> and <(Edit/PlayMode) = [0]>> then\n switch costume to (dot v)\n set size to (400) %\n set [ghost v] effect to ((80) + (<(22Mod4+1) = [1]> * (5)))\n set [#two v] to ((((MapY) + (140)) mod (320)) * (-1))\n if <(((MapY) + (140)) mod (320)) > [300]> then\n change [#two v] by (320)\n end\n repeat (2)\n set [#one v] to (((((MapX) + (144)) mod (320)) * (-1)) - (320))\n if <(((MapX) + (144)) mod (320)) > [160]> then\n change [#one v] by (320)\n end\n repeat (3)\n Background [Chunk]\n change [#one v] by (320)\n end\n change [#two v] by (320)\n end\n clear graphic effects\nend\nbroadcast (EntityUpdate v)\n\ndefine DoBackgrounds (type)\nset [#one v] to (((((#One) + (-800)) mod (2048)) / (2)) * (-1))\nrepeat (2)\n Background (join (CurrentBackground) (type))\n change [#one v] by (1024)\nend\n\n@Entities\n\ndefine VerticalCollision (type) (actuallymove)\nset [#cus1 v] to ((BlockScanX) * (32))\nset [#cus2 v] to ((BlockScanY) * (32))\nif <(#Fifteen) = [0]> then\n if <not <([abs v] of ((X) - (#Cus1)) ) < (HitboxWidth)>> then\n stop [this script v]\n end\nend\nif <<(#Twelve) = [NoColl]> and <(Colliding) = [1]>> then\n stop [this script v]\nend\nset [colliding v] to [0]\nset [#one v] to [0]\nif <(letter (1) of (CollidingBlockType)) = [T]> then\n set [#one v] to [16]\nend\nif <(letter (1) of (CollidingBlockType)) = [B]> then\n set [#one v] to [-16]\nend\nif <(FoundBlockType) = [Unique]> then\n set [#one v] to [8]\nend\nif <((Y) + (#One)) > (#Cus2)> then\n if <(CollidingBlockType) = [T]> then\n set [proposedposition v] to ((#Cus2) + (12))\n else\n if <<(CollidingBlockType) = [TR]> or <(CollidingBlockType) = [TL]>> then\n if <(CollidingBlockType) = [TR]> then\n set [proposedposition v] to ((#Cus1) - (X))\n else\n set [proposedposition v] to ((X) - (#Cus1))\n end\n if <(ProposedPosition) > [8]> then\n set [proposedposition v] to [8]\n end\n if <(ProposedPosition) < [-24]> then\n set [proposedposition v] to [-24]\n end\n set [proposedposition v] to ((#Cus2) + ((ProposedPosition) + (20)))\n else\n if <(letter (1) of (CollidingBlockType)) = [T]> then\n if <<(CollidingBlockType) = [TR1]> or <(CollidingBlockType) = [TR2]>> then\n set [proposedposition v] to ((#Cus1) - (X))\n else\n set [proposedposition v] to ((X) - (#Cus1))\n end\n if <(ProposedPosition) > [8]> then\n set [proposedposition v] to [8]\n end\n if <(ProposedPosition) < [-24]> then\n set [proposedposition v] to [-24]\n end\n set [proposedposition v] to ((ProposedPosition) / (2))\n if <<(CollidingBlockType) = [TR2]> or <(CollidingBlockType) = [TL2]>> then\n change [proposedposition v] by (16)\n end\n set [proposedposition v] to ((#Cus2) + ((ProposedPosition) + (8)))\n end\n end\n if <(CollidingBlockType) = [x]> then\n set [proposedposition v] to ((#Cus2) + (28))\n end\n end\n if <<(type) = [Semi]> or <<(FoundBlockSubtype) = [es]> or <(FoundBlockSubtype) = [et]>>> then\n if <(Type) = [cw]> then\n if <<(Y) > ((PlayerY) + (16))> and <(YVelocity) < [-2]>> then\n stop [this script v]\n end\n end\n if <<(ProposedPosition) > (Y)> and <(PreviousYPosition) > ((ProposedPosition) - (1))>> then\n if <(actuallymove) = [x]> then\n set [colliding v] to [1]\n else\n if <not <(ProposedPosition) > (UpLimit)>> then\n set [y v] to (ProposedPosition)\n if <<(FoundBlockType) = [Unique]> and <<(FoundBlockSubtype) = [es]> or <(FoundBlockSubtype) = [et]>>> then\n set [onice v] to [1]\n end\n end\n set [previouslystacked v] to [-0.1]\n set [yvelocity v] to [0]\n set [downlimit v] to (ProposedPosition)\n end\n end\n else\n if <(#Fifteen) = [1]> then\n if <<(ProposedPosition) > (Y)> and <(PreviousYPosition) > ((ProposedPosition) - ((item (item (#Five) of [nearbyuniques v]) of [ent y v v]) + (1)))>> then\n if <(actuallymove) = [x]> then\n set [colliding v] to [1]\n else\n if <not <(ProposedPosition) > (UpLimit)>> then\n set [y v] to (ProposedPosition)\n end\n set [previouslystacked v] to [-0.1]\n set [yvelocity v] to [0]\n set [downlimit v] to (ProposedPosition)\n end\n end\n else\n if <(ProposedPosition) > (Y)> then\n if <(actuallymove) = [x]> then\n set [colliding v] to [1]\n stop [this script v]\n else\n if <not <(ProposedPosition) > (UpLimit)>> then\n if <<<<(FoundBlockType) = [cs]> or <(FoundBlockType) = [q]>> or <<(FoundBlockType) = [Unique]> and <<(FoundBlockSubtype) = [q]> or <(FoundBlockSubtype) = [cs]>>>> or <<<(FoundBlockMainType) = [55]> or <<(FoundBlockMainType) = [56]> or <(FoundBlockMainType) = [57]>>> and <not <(FoundBlockType) = [Unique]>>>> then\n set [onice v] to [1]\n end\n set [y v] to (ProposedPosition)\n end\n set [downlimit v] to (ProposedPosition)\n set [yvelocity v] to [0]\n MeltFrozCoin\n end\n end\n end\n end\nelse\n if <not <<(type) = [Semi]> or <<(#Fifteen) = [1]> or <<(FoundBlockSubtype) = [es]> or <(FoundBlockSubtype) = [et]>>>>> then\n if <(CollidingBlockType) = [B]> then\n set [proposedposition v] to (((#Cus2) - (HitboxHeight)) + (16))\n else\n if <<(CollidingBlockType) = [BR]> or <(CollidingBlockType) = [BL]>> then\n if <(CollidingBlockType) = [BR]> then\n set [proposedposition v] to ((#Cus1) - (X))\n else\n set [proposedposition v] to ((X) - (#Cus1))\n end\n if <(ProposedPosition) > [8]> then\n set [proposedposition v] to [8]\n end\n if <(ProposedPosition) < [-24]> then\n set [proposedposition v] to [-24]\n end\n set [proposedposition v] to (((#Cus2) + (8)) - ((ProposedPosition) + (HitboxHeight)))\n else\n if <(letter (1) of (CollidingBlockType)) = [B]> then\n if <<(CollidingBlockType) = [BR1]> or <(CollidingBlockType) = [BR2]>> then\n set [proposedposition v] to ((#Cus1) - (X))\n else\n set [proposedposition v] to ((X) - (#Cus1))\n end\n if <(ProposedPosition) > [8]> then\n set [proposedposition v] to [8]\n end\n if <(ProposedPosition) < [-24]> then\n set [proposedposition v] to [-24]\n end\n set [proposedposition v] to ((ProposedPosition) / (2))\n if <<(CollidingBlockType) = [BR2]> or <(CollidingBlockType) = [BL2]>> then\n change [proposedposition v] by (16)\n end\n set [proposedposition v] to (((#Cus2) + (20)) - ((ProposedPosition) + (HitboxHeight)))\n end\n end\n if <(CollidingBlockType) = [x]> then\n set [proposedposition v] to ((#Cus2) - (HitboxHeight))\n end\n end\n if <(ProposedPosition) < (Y)> then\n if <(actuallymove) = [x]> then\n set [colliding v] to [1]\n stop [this script v]\n else\n if <<not <(ProposedPosition) < (DownLimit)>> or <(FoundBlockType) = [u]>> then\n set [y v] to (ProposedPosition)\n end\n if <(YVelocity) > [0]> then\n set [yvelocity v] to [0.5]\n set [uplimit v] to (ProposedPosition)\n MeltFrozCoin\n set [previousmusic v] to (X)\n end\n end\n end\n end\nend\n\ndefine Powerups\nif <(Holding) = [0]> then\n if <<<(Powerup) = [F]> or <<(Powerup) = [U]> or <(Powerup) = [G]>>> or <<(Powerup) = [H]> or <(Powerup) = [I]>>> then\n if <<(SpacePause) = [0]> and <<(Throwing) < [1]> and <(Crouching) = [0]>>> then\n if <<(MoveUseAbility) = [1]> and <(ThrownEntities) < ((2) - <(Powerup) = [G]>)>> then\n if <(Powerup) = [H]> then\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (12)) ((Direction) / (15)) [at] [1] [0] ((XVelocity) - ((Direction) / (90))) [0]\n else\n if <<(Powerup) = [I]> or <(Powerup) = [U]>> then\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (8)) ((Direction) / (1.5)) [bu] [0] [0] ((Direction) / (3.6)) [5]\n start sound [ICEBALL v]\n else\n if <(Powerup) = [G]> then\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (12)) (Direction) [ec] [1] [0] ((Direction) / (9)) [-0.0001]\n else\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (8)) ((Direction) / (3)) [ao] [0] [0] ((Direction) / (3.6)) [5]\n start sound [Fireball v]\n end\n end\n end\n set [throwing v] to [7]\n set [spacepause v] to [1]\n end\n end\n end\n if <(Powerup) = [R]> then\n if <(PowerupVariable ONE) > [0]> then\n change [powerupvariable one v] by (-1)\n if <(round ((PowerupVariable ONE) / (3))) = [3]> then\n EntInt ((X) + ((PlayerDirection) / (-3.5))) (Y) [Tail]\n Interact ((X) + ((PlayerDirection) / (-3.5))) ((Y) + (2)) [HitS]\n end\n if <(round ((PowerupVariable ONE) / (3))) = [2]> then\n EntInt ((X) + ((PlayerDirection) / (3.5))) (Y) [Tail]\n Interact ((X) + ((PlayerDirection) / (3.5))) ((Y) + (2)) [HitS]\n end\n else\n if <(SpacePause) = [0]> then\n if <(MoveUseAbility) = [1]> then\n set [powerupvariable one v] to [10]\n set [spacepause v] to [1]\n set [playertimer v] to [0]\n end\n end\n end\n if <(Underwater) = [1]> then\n set [powerupvariable two v] to [0]\n set [powerupvariable three v] to [0]\n else\n if <(OnGround) = [1]> then\n set [powerupvariable three v] to [0]\n if <([abs v] of (XVelocity) ) > [8.5]> then\n set [powerupvariable two v] to [1]\n else\n set [powerupvariable two v] to [0]\n end\n end\n if <(OnGround) = [0]> then\n if <(YVelocity) < [-7]> then\n set [powerupvariable two v] to [0]\n end\n if <(PowerupVariable TWO) = [1]> then\n set [powerupvariable two v] to [2]\n end\n if <<(PowerupVariable TWO) = [2]> or <<(PowerupVariable TWO) = [0]> and <(YVelocity) < [0]>>> then\n if <<(JumpPause) = [0]> and <(MoveUp) = [1]>> then\n set [powerupvariable three v] to [0.5]\n set [jumppause v] to [1]\n end\n end\n end\n if <(PowerupVariable THREE) > [0]> then\n change [powerupvariable three v] by ((-1) / (30))\n if <(PowerupVariable TWO) = [0]> then\n if <(YVelocity) < [0]> then\n set [yvelocity v] to [-2]\n end\n else\n set [yvelocity v] to [5]\n end\n XVel [1.12]\n if <(MoveRight) = [1]> then\n change [xvelocity v] by (0.5)\n end\n if <(MoveLeft) = [1]> then\n change [xvelocity v] by (-0.5)\n end\n if <(XVelocity) > [0.5]> then\n set [direction v] to [90]\n end\n if <(XVelocity) < [-0.5]> then\n set [direction v] to [-90]\n end\n end\n end\n end\n if <(Powerup) = [C]> then\n if <(PowerupVariable ONE) < [3]> then\n if <<not <(YVelocity) = [0]>> and <<(JumpPause) = [0]> and <(PowerupVariable TWO) = [0]>>> then\n if <(MoveUp) = [1]> then\n set [powerupvariable two v] to [1]\n change [powerupvariable one v] by (1)\n set [jumppause v] to [1]\n set [yvelocity v] to [8]\n CreateEntity (X) ((Y) - (32)) [90] [br] [0] [0] [0] [0]\n start sound [Spin v]\n end\n end\n end\n end\n if <(Powerup) = [P]> then\n if <(Underwater) = [1]> then\n set [powerupvariable two v] to [2]\n set [powerupvariable one v] to [0]\n set [powerupvariable three v] to [0]\n else\n if <<(MoveDown) = [1]> and <(OnGround) = [0]>> then\n if <not <(PowerupVariable THREE) > [0]>> then\n if <(YVelocity) < [9]> then\n set [xvelocity v] to [0]\n if <(YVelocity) > [0]> then\n set [yvelocity v] to ((YVelocity) / (2))\n else\n Interact (X) ((Y) - (32)) [HitSpin]\n EntInt (X) ((Y) - (32)) [Kill]\n EntInt (X) ((Y) - (8)) [Kill]\n if <(PowerupVariable ONE) = [0]> then\n start sound [ProDown v]\n end\n if <(YVelocity) > [-10]> then\n set [yvelocity v] to [-10]\n end\n end\n set [powerupvariable one v] to [1.5]\n end\n end\n end\n if <(PowerupVariable ONE) = [1.5]> then\n set [powerupvariable one v] to [1]\n else\n set [powerupvariable one v] to [0]\n end\n if <<(OnGround) = [1]> or <(YVelocity) > [14.9]>> then\n set [powerupvariable three v] to [0]\n set [powerupvariable two v] to [1]\n end\n if <<(OnGround) = [0]> and <(PowerupVariable ONE) = [0]>> then\n if <(PowerupVariable TWO) < [2]> then\n set [powerupvariable two v] to [2]\n end\n if <<(JumpPause) = [0]> and <(MoveUp) = [1]>> then\n if <not <<(PowerupVariable TWO) = [3]> and <(PowerupVariable THREE) > [0]>>> then\n set [powerupvariable three v] to [0.5]\n set [jumppause v] to [1]\n if <(PowerupVariable TWO) = [2]> then\n set [powerupvariable three v] to [0.8]\n set [powerupvariable two v] to [3]\n start sound [ProFly v]\n end\n end\n end\n end\n if <(PowerupVariable THREE) > [0]> then\n change [powerupvariable three v] by ((-1) / (30))\n if <(PowerupVariable TWO) = [4]> then\n if <(YVelocity) < [0]> then\n set [yvelocity v] to [-1]\n if <((GameTimer) mod (0.02)) < [0.01]> then\n start sound [ProSpin v]\n end\n end\n else\n if <(MoveUp) = [0]> then\n change [powerupvariable three v] by ((-1) / (30))\n end\n if <not <(YVelocity) = [0.5]>> then\n set [yvelocity v] to [10]\n end\n if <not <(PowerupVariable THREE) > [0]>> then\n set [powerupvariable two v] to [4]\n end\n end\n XVel [1.04]\n end\n end\n end\nend\n\ndefine Collision (h/v) (uniques)\nif <not <(uniques) = [1]>> then\n set [#five v] to [0]\n repeat (length of [nearbyuniques v])\n change [#five v] by (1)\n set [#cus4 v] to (item (#Five) of [nearbyuniques v])\n set [#sixteen v] to (item (#Cus4) of [ent ty v])\n if <not <<<<<<(#Sixteen) = [c]> or <<<(#Sixteen) = [es]> or <(#Sixteen) = [et]>> and <(item (#Cus4) of [ent state v]) < [0]>>> or <<(#Sixteen) = [dz]> or <(#Sixteen) = [em]>>> or <<<(#Sixteen) = [dg]> or <(#Sixteen) = [aw]>> or <<(#Sixteen) = [dt]> and <(Type) = [du]>>>> or <<<(#Sixteen) = [af]> or <(#Sixteen) = [ek]>> or <(#Sixteen) = [ba]>>> or <<<(#Sixteen) = [be]> or <(#Sixteen) = [do]>> or <<(#Sixteen) = [dp]> or <(#Sixteen) = [dq]>>>>> then\n Common3\n UniquesCollision (h/v) (uniques)\n if < (item (#Cus4) of [ent bon v]) contains [\)]?> then\n Common3\n change [blockscany v] by (1)\n UniquesCollision (h/v) (uniques)\n end\n end\n end\nend\nrepeat ((1) + <(Type) = [Player]>)\n set [blockscany v] to (((Y) / (32)) - (0.5))\n Group (h/v)\n set [blockscany v] to ((Y) / (32))\n Group (h/v)\n set [blockscany v] to (((Y) / (32)) + (0.5))\n Group (h/v)\n if <(HitboxHeight) > [30]> then\n set [blockscany v] to (((Y) / (32)) + (1.5))\n Group (h/v)\n end\nend\n\ndefine BlockAt (x) (y) (type) (subtype?)\nset [blockscanx v] to (round (BlockScanX))\nset [blockscany v] to (round (BlockScanY))\nset [foundblocktype v] to [i]\nset [#one v] to ((((round (x)) - (1)) * (WorldHeight)) + (round (y)))\nif <(subtype?) = [1]> then\n set [collidingblocktype v] to [x]\nend\nset [#eleven v] to (round (((AreaHeight) + (AreaStartHeight)) - (1)))\nif <(y) > ((#Eleven) + (0.5))> then\n set [#one v] to ((((round (x)) - (1)) * (WorldHeight)) + (round (#Eleven)))\n if <<<(type) = [Semi]> or <not <((#One) mod (WorldHeight)) = (#Eleven)>>> or <<(item (#One) of [blcoga v]) = [%]> or <(item (#One) of [blcoga v]) = [$]>>> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\nelse\n if <(y) < (AreaStartHeight)> then\n set [#one v] to ((((round (x)) - (1)) * (WorldHeight)) + (round (AreaStartHeight)))\n set [collidingblocktype v] to [x]\n if <<(type) = [Semi]> or <(item (#One) of [blcoga v]) = [$]>> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n end\n if <(y) > (WorldHeight)> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\nend\nif <<(type) = [Block]> or <(type) = []>> then\n set [foundblocktype v] to (item (#One) of [unique type v])\n if <(FoundBlockType) = [k]> then\n if <(On/Off) = [1]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n else\n if <(FoundBlockType) = [l]> then\n if <(On/Off) = [0]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n else\n if <(FoundBlockType) = [ah]> then\n if <not <(PTimer) = [0]>> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n else\n if <(FoundBlockType) = [ai]> then\n if <(PTimer) = [0]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n else\n if <(FoundBlockType) = [c]> then\n if <(PTimer) > [0]> then\n set [foundblocktype v] to [d]\n stop [this script v]\n end\n set [foundblocktype v] to [i]\n else\n if <(FoundBlockType) = [d]> then\n if <<(PTimer) > [0]> and <(item (#One) of [blcoga v]) = [i]>> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n set [foundblocktype v] to (item (#One) of [bltyga v])\n else\n if <(FoundBlockType) = [bd]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n set [foundblocktype v] to (item (#One) of [bltyga v])\n end\n end\n end\n end\n end\n end\nend\nif <<(type) = [Semi]> or <(type) = [SemiX]>> then\n set [foundblocktype v] to (item (#One) of [semi type v])\n if <(type) = [Semi]> then\n if <(YVelocity) > [0]> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n end\nend\nif <(type) = [Track]> then\n set [foundblocktype v] to (item (#One) of [track type v])\nend\nif <(FoundBlockType) = []> then\n set [foundblocktype v] to [i]\n stop [this script v]\nend\nif <<(subtype?) = [1]> and <not <(FoundBlockType) = [i]>>> then\n set [collidingblocktype v] to [x]\n set [#fifteen v] to (join (letter (1) of (FoundBlockType)) (letter (2) of (FoundBlockType)))\n if <(round (#Fifteen)) = (#Fifteen)> then\n set [foundblockmaintype v] to (#Fifteen)\n set [foundblocksubtype v] to (join (letter (3) of (FoundBlockType)) (letter (4) of (FoundBlockType)))\n else\n set [foundblockmaintype v] to (letter (1) of (FoundBlockType))\n set [foundblocksubtype v] to (join (letter (2) of (FoundBlockType)) (letter (3) of (FoundBlockType)))\n end\n if <<(type) = [Semi]> or <(type) = [SemiX]>> then\n if <not <<<<(FoundBlockSubtype) = [a]> or <(FoundBlockSubtype) = [c]>> or <<(FoundBlockSubtype) = [d]> or <(FoundBlockSubtype) = [j]>>> or <<<(FoundBlockSubtype) = [k]> or <(FoundBlockSubtype) = [n]>> or <<(FoundBlockSubtype) = [o]> or <(FoundBlockSubtype) = [p]>>>>> then\n set [foundblocktype v] to [i]\n stop [this script v]\n end\n set [collidingblocktype v] to [x]\n stop [this script v]\n end\n if <<(FoundBlockMainType) = [c]> or <(FoundBlockType) = [ds]>> then\n set [collidingblocktype v] to [x]\n stop [this script v]\n end\n if <((FoundBlockMainType) mod (3)) = [2]> then\n if <<(FoundBlockSubtype) = [d]> or <(FoundBlockSubtype) = [aq]>> then\n set [collidingblocktype v] to [TR]\n end\n if <<(FoundBlockSubtype) = [f]> or <<(FoundBlockSubtype) = [ae]> or <(FoundBlockSubtype) = [ak]>>> then\n set [collidingblocktype v] to [BR]\n end\n if <<(FoundBlockSubtype) = [h]> or <<(FoundBlockSubtype) = [ai]> or <(FoundBlockSubtype) = [al]>>> then\n set [collidingblocktype v] to [BL]\n end\n if <<(FoundBlockSubtype) = [j]> or <(FoundBlockSubtype) = [ar]>> then\n set [collidingblocktype v] to [TL]\n end\n else\n if <((FoundBlockMainType) mod (3)) = [0]> then\n if <<(FoundBlockSubtype) = [q]> or <(FoundBlockSubtype) = [am]>> then\n set [collidingblocktype v] to [TR1]\n end\n if <(FoundBlockSubtype) = [r]> then\n set [collidingblocktype v] to [TR2]\n end\n if <<(FoundBlockSubtype) = [s]> or <(FoundBlockSubtype) = [an]>> then\n set [collidingblocktype v] to [TL1]\n end\n if <(FoundBlockSubtype) = [t]> then\n set [collidingblocktype v] to [TL2]\n end\n if <(FoundBlockSubtype) = [v]> then\n set [collidingblocktype v] to [BR1]\n end\n if <<(FoundBlockSubtype) = [w]> or <(FoundBlockSubtype) = [ao]>> then\n set [collidingblocktype v] to [BR2]\n end\n if <(FoundBlockSubtype) = [x]> then\n set [collidingblocktype v] to [BL1]\n end\n if <<(FoundBlockSubtype) = [y]> or <(FoundBlockSubtype) = [ap]>> then\n set [collidingblocktype v] to [BL2]\n end\n if <(FoundBlockSubtype) = [u]> then\n set [collidingblocktype v] to [T]\n end\n if <(FoundBlockSubtype) = [z]> then\n set [collidingblocktype v] to [B]\n end\n else\n set [collidingblocktype v] to [x]\n end\n end\nend\n\ndefine ScanAllEntities\nif <(AlternateLoading) = [1]> then\n IsPosOnAlt\n set [itemno. v] to ((((round ((#Cus3) / (32))) - (1)) * (WorldHeight)) + (round ((#Cus4) / (32))))\n set [#cus3 v] to (((3) - <(((MapX) mod (320)) - (16)) = [0]>) * (10))\n set [#cus4 v] to [20]\nelse\n set [itemno. v] to ((((([floor v] of ((MapX) / (32)) ) + (-12)) * (WorldHeight)) + (([floor v] of ((MapY) / (32)) ) + (-8))) + (1))\n set [#cus3 v] to ((23) + <not <((MapX) mod (32)) = [0]>>)\n set [#cus4 v] to ((16) + <not <((MapY) mod (32)) = [0]>>)\nend\nrepeat (#Cus3)\n repeat (#Cus4)\n if <not <<(ItemNo.) > (length of [entity list type v])> or <<(item (ItemNo.) of [entity list type v]) = [i]> or <((ItemNo.) mod (WorldHeight)) > (WorldHeight)>>>> then\n if <(ItemNo.) > [0]> then\n if <<((ItemNo.) mod (WorldHeight)) > ((AreaStartHeight) - (1))> and <((ItemNo.) mod (WorldHeight)) < ((AreaHeight) + ((AreaStartHeight) + (1)))>> then\n add (item (ItemNo.) of [entity list type v]) to [potentialentityspawn v]\n replace item (ItemNo.) of [entity list type v] with [i]\n end\n end\n end\n change [itemno. v] by (1)\n end\n change [itemno. v] by (WorldHeight)\n change [itemno. v] by ((#Cus4) * (-1))\nend\n\ndefine CollideWithThis (direction) (type)\nif <not <(FoundBlockType) = [i]>> then\n if <<([abs v] of ((X) - ((BlockScanX) * (32))) ) < ((HitboxWidth) + ((<<<(FoundBlockSubtype) = [s]> or <<(FoundBlockSubtype) = [ez]> or <(FoundBlockSubtype) = [fa]>>> or <<(FoundBlockSubtype) = [bp]> or <(FoundBlockSubtype) = [br]>>> * (32)) + (<(FoundBlockSubtype) = [bf]> * (12))))> and <<((Y) - ((BlockScanY) * (32))) < [28]> and <((Y) - ((BlockScanY) * (32))) > ((HitboxHeight) * (-1))>>> then\n set [#fifteen v] to <<<<(FoundBlockSubtype) = [r]> or <<(FoundBlockSubtype) = [al]> or <(FoundBlockSubtype) = [ar]>>> or <<<<(FoundBlockSubtype) = [s]> or <<(FoundBlockSubtype) = [ez]> or <(FoundBlockSubtype) = [fa]>>> or <<(FoundBlockSubtype) = [bp]> or <(FoundBlockSubtype) = [br]>>> or <(FoundBlockSubtype) = [bf]>>> and <(FoundBlockType) = [Unique]>>\n if <(direction) = [V]> then\n if <(FoundBlockType) = [u]> then\n if <<<(item (#One) of [blcoga v]) = [%]> and <(PreviousYPosition) < (((BlockScanY) * (32)) - ((HitboxHeight) - (1)))>> or <<(item (#One) of [blcoga v]) = [$]> and <(PreviousYPosition) > (((BlockScanY) * (32)) + (27))>>> then\n if <(#Twelve) = [NoColl]> then\n VerticalCollision (type) [x]\n else\n VerticalCollision (type) []\n end\n end\n else\n if <(#Twelve) = [NoColl]> then\n VerticalCollision (type) [x]\n else\n VerticalCollision (type) []\n end\n end\n end\n if <(direction) = [H]> then\n if <(FoundBlockType) = [u]> then\n if <<<(item (#One) of [blcoga v]) = ["]> and <(PreviousXPosition) < (((BlockScanX) * (32)) - ((HitboxWidth) - (1)))>> or <<(item (#One) of [blcoga v]) = [£]> and <(PreviousXPosition) > (((BlockScanX) * (32)) + ((HitboxWidth) - (1)))>>> then\n HorizontalCollision (type)\n end\n else\n if <(#Fifteen) = [0]> then\n HorizontalCollision (type)\n end\n end\n end\n end\nend\n\nwhen I receive [entityupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Edit/PlayMode) = [1]> then\n if <(MoveUseAbility) = [0]> then\n set [spacepause v] to [0]\n end\n if <(MoveUp) = [0]> then\n set [jumppause v] to [0]\n end\n if <<not <(Holding) = [0]>> and <<<(MoveUseAbility) = [0]> and <(AllowMovement) = [1]>> or <<<<(HoldingState) > [116]> and <not < (Holding) contains [Ice]?>>> or <(Dead) = [1]>> or <<(Crouching) = [1]> and <(Invincible) < [0.9]>>>>> then\n set [#one v] to ((PlayerX) + (((PlayerDirection) / (12)) + (PlayerXVelocity)))\n if < (Holding) contains [Ice]?> then\n set [#two v] to (HoldingBonus)\n set [#three v] to (join (letter (4) of (Holding)) (letter (5) of (Holding)))\n else\n set [#two v] to [0]\n if <(Holding) = [ea]> then\n set [#two v] to [&]\n end\n set [#three v] to (Holding)\n set [invincible v] to [0.01]\n end\n CreateEntity (#One) (PlayerY) (PlayerDirection) (#Three) (#Two) (HoldingState) ((32) * ((PlayerDirection) / (90))) [4]\n start sound [Kick v]\n set [holding v] to [0]\n set [kicking v] to [8]\n set [spacepause v] to [1]\n end\n delete all of [renderinbackgroundentities v]\n if <not <(length of [deleteentitylist v]) = [0]>> then\n DeleteEntities\n end\n change [loadentitiesdelay v] by (-1)\n if <([abs v] of (PlayerXVelocity) ) > [7]> then\n change [loadentitiesdelay v] by (-3)\n end\n if <(LoadEntitiesDelay) < [1]> then\n set [loadentitiesdelay v] to [8]\n ScanAllEntities\n ConsiderPotentialEntities\n end\n set [pow v] to [0]\n ReorganiseEntityList\n EntityMovement\nend\nbroadcast (PlayerUpdate v)\n\nwhen I receive [flagclicked v]\nswitch costume to (a1 v)\nset size to (400) %\nhide\nset rotation style [left-right v]\nset volume to (33) %\n\nwhen I receive [renderforegroundblocks v]\nif <(Edit/PlayMode) = [1]> then\n RenderEntities []\n if <not <(Holding) = [0]>> then\n if < (Holding) contains [Ice]?> then\n switch costume to (large v)\n set [type v] to (join (letter (4) of (Holding)) (letter (5) of (Holding)))\n set [state v] to (HoldingState)\n set [bonus v] to (HoldingBonus)\n set [#nine v] to (GameTimer)\n set [gametimer v] to [0]\n set [#cus1 v] to (22Mod2+1)\n set [#cus2 v] to (22Mod4+1)\n set [22mod2+1 v] to [1]\n set [22mod4+1 v] to [1]\n go to x: (((PlayerX) - (MapX)) + ((PlayerDirection) / (3.5))) y: (((PlayerY) - (MapY)) + (4))\n point in direction (PlayerDirection)\n CostumeEntity\n set rotation style [left-right v]\n stamp\n set [gametimer v] to (#Nine)\n set [22mod2+1 v] to (#Cus1)\n set [22mod4+1 v] to (#Cus2)\n end\n end\nend\nbroadcast (RenderFrontItems v)\n\nwhen I receive [playerupdate v]\nif <(Edit/PlayMode) = [1]> then\n set [type v] to [Player]\n set [xvelocity v] to (PlayerXVelocity)\n set [yvelocity v] to (PlayerYVelocity)\n set [x v] to (PlayerX)\n set [y v] to (PlayerY)\n set [direction v] to (PlayerDirection)\n set [onice v] to (PlayerOnIce)\n set [movement v] to (Player Movement)\n if <(PlayerYVelocity) = [0]> then\n set [player springx v] to ((Player SpringX) / (1.12))\n else\n set [player springx v] to ((Player SpringX) / (1.08))\n end\n set [playerunderwater v] to [0]\n set [entityno. v] to [0]\n if <(AllowMovement) = [1]> then\n PlayerMovement\n set [#one v] to ((RenderWidth) - (18))\n set [#cus1 v] to ((X) - (MapX))\n if <<<not <(CameraX) > [0]>> or <(CameraX) = [6]>> or <<<<(#Cus1) < [0]> and <(LimitedCamera) = [1]>> or <<(#Cus1) > [0]> and <(LimitedCamera) = [2]>>> or <(LimitedCamera) = [3]>>> then\n set [#one v] to [238]\n end\n if <<(X) > (((GoalX) * (32)) + (236))> and <(GoalArea) = (CurrentArea)>> then\n set [x v] to (((GoalX) * (32)) + (236))\n EdgeBounce\n end\n if <(X) < [20]> then\n set [x v] to [20]\n if <(XVelocity) < [0]> then\n EdgeBounce\n end\n end\n if <(#Cus1) < ((#One) * (-1))> then\n set [x v] to ((MapX) - (#One))\n if <(XVelocity) < [0]> then\n EdgeBounce\n end\n end\n if <(#Cus1) > (#One)> then\n set [x v] to ((MapX) + (#One))\n if <(XVelocity) > [0]> then\n EdgeBounce\n end\n end\n set [playerxvelocity v] to (XVelocity)\n set [playeryvelocity v] to (YVelocity)\n set [playerx v] to (X)\n set [playery v] to (Y)\n set [playerdirection v] to (Direction)\n set [playeronice v] to (OnIce)\n set [player movement v] to (Movement)\n set [playerunderwater v] to (Underwater)\n Interact (PlayerX) (PlayerY) [Coin]\n if <(PlayerHeight) > [30]> then\n Interact (PlayerX) ((PlayerY) + (24)) [Coin]\n end\n if <(PlayerYVelocity) = [0.5]> then\n Interact (PreviousMusic) ((PlayerY) + (PlayerHeight)) [HitB]\n end\n if <(PlayerYVelocity) > [0.4]> then\n Interact (PlayerX) ((PlayerY) + (PlayerHeight)) [Invis]\n end\n if <<(PlayerYVelocity) = [0]> or <<(PlayerYVelocity) > ((14.5) - (<(Powerup) = [M]> * (5)))> and <not <(PlayerYVelocity) = [20]>>>> then\n Interact (PlayerX) ((PlayerY) + (-16)) [Feet]\n end\n end\nend\n\ndefine PlayerMovement\nset [movedbyenvironment v] to [0]\nset [previousxposition v] to (X)\nset [previousyposition v] to (Y)\nset [onground v] to <(YVelocity) = [0]>\nset [uplimit v] to ((Y) + (48))\nset [downlimit v] to ((Y) - (48))\nset [rightlimit v] to ((X) + (48))\nset [leftlimit v] to ((X) - (48))\nset [#one v] to ((RenderWidth) - (20.5))\nif <(CameraX) = [6]> then\n set [#one v] to [235.5]\nend\nif <([abs v] of ((X) - (MapX)) ) > (#One)> then\n change [rightlimit v] by (-16)\n change [leftlimit v] by (16)\nend\nif <(Powerup) = [M]> then\n set [hitboxheight v] to [16]\nelse\n if <<(Powerup) = [N]> or <(Crouching) = [1]>> then\n set [hitboxheight v] to [28]\n else\n set [hitboxheight v] to [48]\n end\nend\nset [hitboxwidth v] to [24]\nif <(YVelocity) > [2]> then\n if <(MoveUp) = [0]> then\n set [yvelocity v] to ((YVelocity) / (1.18))\n end\nend\nif <(Type) = [Player]> then\n change [y v] by (Player Y Movement)\n set [player y movement v] to [0]\nend\nchange [x v] by ((Movement) + (Player SpringX))\nset [movement v] to [0]\nset [underwater v] to <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))>\nset [skidding v] to [0]\nif <<(Powerup) = [C]> and <(Underwater) = [1]>> then\n broadcast (Powerdown v)\nend\nif <<(Climbing) = [1]> or <<<(Underwater) = [1]> and <<(Powerup) = [O]> or <(Powerup) = [U]>>> and <not <(YVelocity) = [0]>>>> then\n if <(YVelocity) = [0.5]> then\n change [yvelocity v] by (-3)\n end\n if <<not <(Powerup) = [C]>> or <(Powerup) = [U]>> then\n set [powerupvariable one v] to [0]\n end\n set [powerupvariable three v] to [0]\n set [powerupvariable two v] to [0]\n set [sliding v] to [0]\n if <(Climbing) = [1]> then\n set [throwing v] to [0]\n change [jumppause v] by (1)\n set [crouching v] to [0]\n XVel [1.3]\n set [yvelocity v] to ((YVelocity) / (1.3))\n else\n XVel [1.1]\n set [yvelocity v] to ((YVelocity) / (1.1))\n end\n if <(XVelocity) < [0]> then\n set [direction v] to [-90]\n end\n if <(XVelocity) > [0]> then\n set [direction v] to [90]\n end\n if <not <<<<(Powerup) = [O]> or <(Powerup) = [U]>> and <(Underwater) = [1]>> and <(Crouching) = [1]>>> then\n if <(MoveUp) = [1]> then\n change [yvelocity v] by (0.5)\n end\n if <(MoveDown) = [1]> then\n change [yvelocity v] by (-0.5)\n end\n if <(MoveRight) = [1]> then\n change [xvelocity v] by (0.5)\n end\n if <(MoveLeft) = [1]> then\n change [xvelocity v] by (-0.5)\n end\n end\n if <([abs v] of (YVelocity) ) < [0.000001]> then\n change [yvelocity v] by (0.000001)\n end\nelse\n if <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n if <(Underwater) = [1]> then\n if <(YVelocity) = [0.5]> then\n change [yvelocity v] by (-0.39)\n end\n change [yvelocity v] by (-0.39)\n if <(YVelocity) < [-2]> then\n set [yvelocity v] to [-2]\n end\n if <(YVelocity) > [9.9]> then\n set [yvelocity v] to [9.9]\n end\n ApproachSpeed [-3] [6]\n else\n change [yvelocity v] by (-0.79)\n if <(YVelocity) < [-14]> then\n set [yvelocity v] to [-14]\n end\n ApproachSpeed [-3] [9.5]\n end\n if <(OnIce) = [1]> then\n if <([abs v] of (XVelocity) ) < [13]> then\n set [xvelocity v] to ((XVelocity) * (1.05))\n end\n change [xvelocity v] by (((XVelocity) - (PlayerXVelocity)) / (-1.1))\n end\n else\n if <(Underwater) = [1]> then\n if <(YVelocity) = [0.5]> then\n change [yvelocity v] by (-0.39)\n end\n change [yvelocity v] by (-0.39)\n if <(YVelocity) < [-2]> then\n set [yvelocity v] to [-2]\n end\n if <(YVelocity) > [9.9]> then\n set [yvelocity v] to [9.9]\n end\n if <(Crouching) = [0]> then\n if <(OnIce) = [1]> then\n if <<(MoveRight) = [1]> or <(MoveLeft) = [1]>> then\n XVel [1.072]\n else\n XVel [1.06]\n end\n if <(MoveRight) = [1]> then\n change [xvelocity v] by (0.1)\n if <(XVelocity) > [0]> then\n set [direction v] to [90]\n end\n end\n if <(MoveLeft) = [1]> then\n change [xvelocity v] by (-0.1)\n if <(XVelocity) < [0]> then\n set [direction v] to [-90]\n end\n end\n else\n if <<(MoveRight) = [1]> or <(MoveLeft) = [1]>> then\n if <(MoveRun) = [1]> then\n if <(Powerup) = [S]> then\n else\n XVel [1.09]\n end\n else\n if <([abs v] of (XVelocity) ) > [3]> then\n XVel [1.1]\n else\n XVel [1.15]\n end\n end\n if <(MoveRight) = [1]> then\n change [xvelocity v] by (0.25)\n if <(XVelocity) > [0]> then\n set [direction v] to [90]\n end\n end\n if <(MoveLeft) = [1]> then\n change [xvelocity v] by (-0.25)\n if <(XVelocity) < [0]> then\n set [direction v] to [-90]\n end\n end\n end\n else\n if <(MoveRight) = [1]> then\n set [direction v] to [90]\n end\n if <(MoveLeft) = [1]> then\n set [direction v] to [-90]\n end\n if <(YVelocity) = [-0.39]> then\n if <(OnIce) = [1]> then\n XVel [1.02]\n else\n XVel [1.06]\n end\n else\n XVel [1.03]\n end\n end\n if <([abs v] of (XVelocity) ) > [4]> then\n if <(Powerup) = [S]> then\n XVel [1.05]\n else\n XVel [1.1]\n end\n end\n else\n if <(GroundShaking) = [0]> then\n if <<(Powerup) = [M]> and <not <<(YVelocity) = [0.5]> or <(YVelocity) = [0]>>>> then\n change [yvelocity v] by (-0.39)\n else\n change [yvelocity v] by (-0.79)\n end\n if <(Powerup) = [M]> then\n if <(YVelocity) < [-7]> then\n set [yvelocity v] to [-7]\n end\n if <<(YVelocity) > [12.5]> and <(YVelocity) < [17]>> then\n set [yvelocity v] to ((YVelocity) / (1.25))\n end\n else\n if <(YVelocity) < [-14]> then\n set [yvelocity v] to [-14]\n end\n end\n if <(Crouching) = [0]> then\n if <(OnIce) = [1]> then\n if <<(MoveRight) = [1]> or <(MoveLeft) = [1]>> then\n if <(MoveRun) = [1]> then\n XVel [1.02]\n else\n XVel [1.072]\n end\n else\n if <([abs v] of (XVelocity) ) > [3]> then\n XVel [1.03]\n else\n XVel [1.06]\n end\n end\n if <(MoveRight) = [1]> then\n change [xvelocity v] by (0.2)\n if <(XVelocity) > [0]> then\n set [direction v] to [90]\n end\n end\n if <(MoveLeft) = [1]> then\n change [xvelocity v] by (-0.2)\n if <(XVelocity) < [0]> then\n set [direction v] to [-90]\n end\n end\n else\n if <not <<(Powerup) = [R]> and <(PowerupVariable THREE) > [0]>>> then\n if <<(MoveRight) = [1]> or <(MoveLeft) = [1]>> then\n if <(MoveRun) = [1]> then\n XVel [1.055]\n else\n XVel [1.15]\n end\n else\n if <([abs v] of (XVelocity) ) > [3]> then\n XVel [1.1]\n else\n XVel [1.15]\n end\n end\n if <<(MoveRight) = [1]> and <(MoveLeft) = [0]>> then\n change [xvelocity v] by (0.5)\n if <(YVelocity) = [-0.79]> then\n if <(XVelocity) < [0.45]> then\n change [xvelocity v] by (-0.44)\n set [skidding v] to [1]\n set [direction v] to [90]\n end\n end\n if <(XVelocity) > [0]> then\n set [direction v] to [90]\n end\n end\n if <<(MoveLeft) = [1]> and <(MoveRight) = [0]>> then\n change [xvelocity v] by (-0.5)\n if <(YVelocity) = [-0.79]> then\n if <(XVelocity) > [-0.45]> then\n change [xvelocity v] by (0.44)\n set [skidding v] to [1]\n set [direction v] to [-90]\n end\n end\n if <(XVelocity) < [0]> then\n set [direction v] to [-90]\n end\n end\n end\n end\n if <(Skidding) = [1]> then\n if <not <(Powerup) = [M]>> then\n CreateParticle (((PreviousXPosition) + ((Direction) / (-12))) - ((XVelocity) * (2))) ((Y) - (4)) [Skid]\n end\n if <(TypesOnScreenCheck?) = [1]> then\n start sound [skid v]\n end\n end\n else\n if <(MoveRight) = [1]> then\n set [direction v] to [90]\n end\n if <(MoveLeft) = [1]> then\n set [direction v] to [-90]\n end\n if <<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> then\n if <<(OnIce) = [1]> or <not <(YVelocity) = [-0.79]>>> then\n if <([abs v] of (XVelocity) ) > [12]> then\n XVel [1.02]\n end\n else\n XVel [1.025]\n end\n else\n if <(YVelocity) = [-0.79]> then\n if <(OnIce) = [1]> then\n XVel [1.02]\n else\n XVel [1.06]\n end\n else\n if <(YVelocity) < [1]> then\n XVel [1.01]\n else\n XVel [1.03]\n end\n end\n end\n end\n else\n XVel [4]\n change [yvelocity v] by (-0.79)\n if <(GroundShaking) > [0.96]> then\n change [y v] by (-8)\n SimpleParticle [Koopaling]\n change [y v] by (8)\n end\n end\n end\n end\nend\nif <(Powerup) = [S]> then\n if <<([abs v] of (XVelocity) ) > [7.5]> and <<(MoveRun) = [1]> and <(Holding) = [0]>>> then\n set [powerupvariable one v] to [1]\n else\n if <<(MoveRun) = [0]> or <(Climbing) = [1]>> then\n if <(PowerupVariable ONE) = [1]> then\n set [crouching v] to [1]\n set [hitboxheight v] to [28]\n end\n set [powerupvariable one v] to [0]\n end\n end\n if <(PowerupVariable ONE) = [1]> then\n set [hitboxheight v] to [28]\n end\nend\nif <([abs v] of (XVelocity) ) > [16]> then\n XVel [1.02]\nend\nset [#two v] to [0]\ndelete all of [nearbyentities v]\ndelete all of [nearbyuniques v]\nrepeat (length of [ent x v])\n change [#two v] by (1)\n if <not <[deleteentitylist v] contains (#Two)?>> then\n set [#cus1 v] to (item (#Two) of [ent ty v])\n if <<<(#Cus1) = [s]> or <<(#Cus1) = [ez]> or <(#Cus1) = [fa]>>> or <<(#Cus1) = [bp]> or <(#Cus1) = [br]>>> then\n add (#Two) to [nearbyuniques v]\n else\n if <([abs v] of ((item (#Two) of [ent x v]) - (X)) ) < (((HitboxWidth) + (24)) + (([abs v] of (XVelocity) ) * (2)))> then\n if < (item (#Two) of [ent bon v]) contains [\(]?> then\n if <not <<(Invincible) = [0.07]> or <<(Invincible) = ((0.07) + ((-1) / (30)))> or <(Invincible) = ((0.07) + ((-2) / (30)))>>>> then\n add (#Two) to [nearbyuniques v]\n end\n else\n if <([abs v] of ((item (#Two) of [ent y v]) - ((Y) - (16))) ) < (((HitboxHeight) + (48)) + (([abs v] of (YVelocity) ) * (2)))> then\n if <[type - uniques v] contains (#Cus1)?> then\n add (#Two) to [nearbyuniques v]\n else\n add (#Two) to [nearbyentities v]\n end\n end\n end\n end\n end\n end\nend\nset [onice v] to [0]\nset [staystill v] to [0.5]\nCollideAndMove\nif <(YVelocity) = [0]> then\n if <(PlayerYVelocity) < [-4]> then\n SimpleParticle [Skid]\n end\n set [climbing v] to [0]\nend\nif <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n IKillEnemies\n if <<(XVelocity) = [0]> and <not <(PlayerXVelocity) = [0]>>> then\n Interact ((X) + (((Direction) / (90)) * (24))) ((Y) + (2)) [HitS]\n CreateParticle ((X) + (((Direction) / (90)) * (12))) [] [Skid]\n TurnAround\n set [xvelocity v] to ((Direction) / (9))\n end\nend\nif <(Powerup) = [U]> then\n if <(Crouching) = [0]> then\n set [onice v] to [0]\n end\n if <(PowerupVariable ONE) = [1]> then\n IKillEnemies\n Interact ((X) + (((XVelocity) * (2)) + (((Direction) / (90)) * (6)))) ((Y) + (2)) [HitS]\n if <(XVelocity) > [0]> then\n set [direction v] to [90]\n end\n if <(XVelocity) < [0]> then\n set [direction v] to [-90]\n end\n if <<(XVelocity) = [0]> and <not <(PlayerXVelocity) = [0]>>> then\n change [powerupvariable two v] by (1)\n Interact ((X) + (((Direction) / (90)) * (24))) ((Y) + (2)) [HitS]\n if <(PowerupVariable TWO) < [2]> then\n set [xvelocity v] to (PlayerXVelocity)\n else\n CreateParticle ((X) + (((Direction) / (90)) * (12))) [] [Skid]\n end\n else\n set [powerupvariable two v] to [0]\n end\n end\nend\nif <<<(Powerup) = [O]> and <(Holding) = [0]>> and <<(YVelocity) = [0]> and <(Crouching) = [0]>>> then\n if <((((PlayerTimer) * (20)) - (3)) mod (4)) < [0.5]> then\n XVel [2]\n end\nend\nif <not <(Climbing) = [1]>> then\n if <<<(Underwater) = [1]> and <(YVelocity) > [2]>> and <not <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))>>> then\n set [underwater v] to [0]\n set [yvelocity v] to [9]\n end\n change [sliding v] by (-0.04)\n if <<(Sliding) < [0]> or <(XVelocity) = [0]>> then\n set [sliding v] to [0]\n end\n if <<(YVelocity) = [-0.79]> or <(YVelocity) = [-0.39]>> then\n set [#eight v] to (Y)\n change [y v] by (((([abs v] of (XVelocity) ) + (2)) + (([abs v] of (PlayerPreviousStandingYVelocity) ) * <([abs v] of (XVelocity) ) < [6]>)) * (-1.5))\n Collision [V] []\n if <<(YVelocity) = [-0.79]> or <(YVelocity) = [-0.39]>> then\n set [y v] to (#Eight)\n else\n XVel ((1) - (((ProposedPosition) - (#Eight)) / (-500)))\n end\n set [playerpreviousstandingyvelocity v] to ((PlayerPreviousStandingYVelocity) / (1.1))\n else\n set [playerpreviousstandingyvelocity v] to [0]\n end\n if <<(Powerup) = [H]> or <(GroundShaking) > [0]>> then\n set [sliding v] to [0]\n end\n if <<<<(Crouching) = [1]> and <(GroundShaking) = [0]>> and <not <<(Powerup) = [H]> or <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>>>>> and <<(YVelocity) = [0]> or <<(YVelocity) = [-0.79]> or <(YVelocity) = [-0.39]>>>> then\n set [#thirteen v] to (YVelocity)\n set [#twelve v] to (DownLimit)\n set [#eight v] to (Y)\n change [y v] by (-8)\n change [x v] by (6)\n Collision [V] []\n change [x v] by (-6)\n if <(Y) < (#Eight)> then\n if <not <<<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> and <(XVelocity) < [-3.5]>>> then\n if <<(XVelocity) < [10]> and <not <(Y) = ((#Eight) - (8))>>> then\n if <(Underwater) = [1]> then\n change [xvelocity v] by (((Y) - (#Eight)) / (-56))\n else\n if <<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> then\n change [xvelocity v] by (((Y) - (#Eight)) / (-32))\n else\n change [xvelocity v] by (((Y) - (#Eight)) / (-11))\n end\n end\n set [sliding v] to [1]\n end\n end\n else\n set [y v] to (#Eight)\n change [y v] by (-8)\n change [x v] by (-6)\n Collision [V] []\n change [x v] by (6)\n if <(Y) < (#Eight)> then\n if <not <<<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> and <(XVelocity) > [3.5]>>> then\n if <<(XVelocity) > [-10]> and <not <(Y) = ((#Eight) - (8))>>> then\n if <(Underwater) = [1]> then\n change [xvelocity v] by (((Y) - (#Eight)) / (56))\n else\n if <<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> then\n change [xvelocity v] by (((Y) - (#Eight)) / (32))\n else\n change [xvelocity v] by (((Y) - (#Eight)) / (11))\n end\n end\n set [sliding v] to [1]\n end\n end\n end\n end\n set [y v] to (#Eight)\n set [downlimit v] to (#Twelve)\n set [yvelocity v] to (#Thirteen)\n end\n if <(Underwater) = [0]> then\n if <<<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> or <(Powerup) = [M]>> then\n if <<((Y) / (32)) < ((CurrentWaterLevel) + (0.5))> and <([abs v] of (XVelocity) ) > [5]>> then\n if <(Powerup) = [M]> then\n if <((GameTimer) mod (0.04)) < [0.01]> then\n start sound [nsmbwiiMiniWalkOnWater v]\n end\n else\n set [onice v] to [1]\n end\n set [y v] to (((CurrentWaterLevel) + (0.5)) * (32))\n set [yvelocity v] to [-0.79]\n end\n end\n end\n if <<<(YVelocity) = [0]> or <(YVelocity) = [-0.79]>> or <<(Underwater) = [1]> and <<(YVelocity) < [1]> and <not <(YVelocity) = [0.5]>>>>> then\n if <(Powerup) = [C]> then\n set [powerupvariable two v] to [0]\n end\n if <<(MoveUp) = [1]> and <(GroundShaking) = [0]>> then\n if <<<(Crouching) = [1]> and <not <<<(Powerup) = [S]> or <(Powerup) = [U]>> and <(PowerupVariable ONE) = [1]>>>> and <(BlockAboveHead) = [1]>> then\n if <(JumpPause) = [0]> then\n start sound [jump v]\n set [yvelocity v] to [6]\n set [jumppause v] to [1]\n if <([abs v] of (XVelocity) ) < [5]> then\n if <<(MoveRight) = [1]> or <(MoveLeft) = [1]>> then\n change [xvelocity v] by ((Direction) / (70))\n end\n end\n end\n else\n if <(Underwater) = [1]> then\n if <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n if <(YVelocity) = [0]> then\n start sound [swim v]\n set [yvelocity v] to [8]\n set [crouching v] to [0]\n set [jumppause v] to [1]\n end\n else\n if <<not <<(Powerup) = [O]> or <(Powerup) = [U]>>> or <(YVelocity) = [0]>> then\n if <not <<(PlayerYVelocity) = [-3]> or <(PlayerYVelocity) = [0.5]>>> then\n start sound [swim v]\n end\n set [yvelocity v] to [5]\n set [jumppause v] to [1]\n if <not <<(Powerup) = [O]> or <(Powerup) = [U]>>> then\n set [crouching v] to [0]\n end\n end\n end\n else\n set [#one v] to (([abs v] of (XVelocity) ) / (3))\n if <(#One) > [1.7]> then\n set [#one v] to [1.7]\n end\n set [jumppause v] to [1]\n if <(Powerup) = [M]> then\n start sound [nsmbwiiJumpMini v]\n set [yvelocity v] to (((10.5) + ((#One) / (1.6))) + (<(Powerup) = [O]> * (1.7)))\n else\n set [yvelocity v] to (((15) + (#One)) + (<(Powerup) = [O]> * (1.7)))\n if <(PlayerYVelocity) < [12]> then\n start sound [jump v]\n end\n end\n end\n if <<(Crouching) = [1]> and <not <<<(Powerup) = [S]> or <(Powerup) = [U]>> and <(PowerupVariable ONE) = [1]>>>> then\n if <([abs v] of (XVelocity) ) < [6]> then\n if <(MoveRight) = [1]> then\n change [xvelocity v] by (2)\n end\n if <(MoveLeft) = [1]> then\n change [xvelocity v] by (-2)\n end\n end\n end\n end\n else\n if <<<<(YVelocity) = [0]> or <(YVelocity) = [-0.79]>> or <(YVelocity) = [-0.39]>> and <(Holding) = [0]>> then\n if <<(MoveDown) = [1]> and <(GroundShaking) = [0]>> then\n set [crouching v] to [1]\n if <not <(Powerup) = [M]>> then\n set [hitboxheight v] to [28]\n end\n end\n end\n end\n end\n if <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n set [crouching v] to [0]\n set [sliding v] to [0]\n end\n if <(Crouching) = [0]> then\n if <(Powerup) = [U]> then\n set [powerupvariable one v] to [0]\n end\n Powerups\n end\n if <(Crouching) = [1]> then\n if <(Powerup) = [U]> then\n if <([abs v] of (XVelocity) ) > [4]> then\n set [powerupvariable one v] to [1]\n set [sliding v] to [0.01]\n end\n if <<([abs v] of (XVelocity) ) < [0.5]> and <(Sliding) = [0]>> then\n set [powerupvariable one v] to [0]\n end\n else\n if <not <(Powerup) = [C]>> then\n set [powerupvariable one v] to [0]\n end\n set [powerupvariable two v] to [0]\n end\n set [powerupvariable three v] to [0]\n if <<(MoveDown) = [0]> or <<<(Powerup) = [O]> or <(Powerup) = [U]>> and <<(Underwater) = [1]> and <not <(YVelocity) = [0]>>>>> then\n if <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n set [blockabovehead v] to [0]\n else\n set [hitboxheight v] to [48]\n set [blockabovehead v] to [0]\n set [colliding v] to [0]\n set [#twelve v] to [NoColl]\n change [hitboxheight v] by (2)\n Collision [V] []\n change [hitboxheight v] by (-2)\n set [#twelve v] to [0]\n if <(Colliding) = [1]> then\n set [blockabovehead v] to [1]\n end\n set [hitboxheight v] to [28]\n end\n if <(BlockAboveHead) = [0]> then\n set [crouching v] to [0]\n end\n end\n end\n set [playerheight v] to (HitboxHeight)\nend\nif <<(UpLimit) < ((DownLimit) - (4))> or <<<(RightLimit) < ((LeftLimit) + ((36) - (<([abs v] of ((X) - (MapX)) ) > [235.5]> * (24))))> and <<not <(Powerup) = [N]>> or <([abs v] of ((X) - (MapX)) ) > [235.5]>>> or <(RightLimit) < ((LeftLimit) - (2))>>> then\n set [dead v] to [1]\n broadcast (Death v)\n set [x v] to (PreviousXPosition)\n set [y v] to (PreviousYPosition)\nend\nif <((Y) / (32)) < ((CurrentLavaLevel) + (0.5))> then\n set [dead v] to [1]\n broadcast (Death v)\nend\nif <<(PreviousYPosition) < (Y)> and <(YVelocity) = [0]>> then\n if <<([abs v] of (XVelocity) ) > [4]> or <not <<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>>>> then\n XVel ((1) + ([abs v] of (((Y) - (PreviousYPosition)) / ((((OnIce) * (3.8)) + (1)) * (60))) ))\n end\nend\nif <<(Y) < (PreviousYPosition)> and <not <(YVelocity) = [0]>>> then\n if <<(Powerup) = [U]> and <(PowerupVariable ONE) = [1]>> then\n change [xvelocity v] by (((Direction) / (360)) / (6))\n end\nend\n\ndefine HorizontalCollision (type)\nset [#cus1 v] to ((BlockScanX) * (32))\nset [#cus2 v] to ((BlockScanY) * (32))\nset [colliding v] to [0]\nif <not <<((Y) - (#Cus2)) < [28]> and <((Y) - (#Cus2)) > ((HitboxHeight) * (-1))>>> then\n stop [this script v]\nend\nif <not <<(type) = [Semi]> or <<(FoundBlockSubtype) = [es]> or <(FoundBlockSubtype) = [et]>>>> then\n if <<(Type) = [ac]> and <(State) = [-1]>> then\n set [#seven v] to (XVelocity)\n set [#nine v] to (BlockScanX)\n set [#ten v] to (BlockScanY)\n change [blockscany v] by (-1)\n SimpleBlockScan []\n set [blockscanx v] to (#Nine)\n set [blockscany v] to (#Ten)\n if <(FoundBlockType) = [i]> then\n set [#three v] to (Y)\n set [#four v] to (YVelocity)\n VerticalCollision (type) []\n if <([abs v] of ((#Three) - (ProposedPosition)) ) < (([abs v] of (XVelocity) ) + (8))> then\n set [xvelocity v] to (#Seven)\n stop [this script v]\n end\n set [y v] to (#Three)\n set [yvelocity v] to (#Four)\n set [downlimit v] to ((UpLimit) + (-32))\n end\n else\n if <<<((YVelocity) mod (-0.79)) = [0]> or <(YVelocity) = [-0.39]>> or <<((YVelocity) mod (-0.69)) = [0]> or <(YVelocity) = [-0.31]>>> then\n if <<<not <(Type) = [ec]>> or <(FoundBlockType) = [Unique]>> and <<(YVelocity) > [-4]> and <not <(YVelocity) > [0]>>>> then\n set [#seven v] to (XVelocity)\n if <<<<(YVelocity) = [0]> or <<(YVelocity) = [-0.79]> or <(YVelocity) = [-0.39]>>> and <(FoundBlockType) = [Unique]>> or <not <(FoundBlockType) = [Unique]>>> then\n set [#nine v] to (BlockScanX)\n set [#ten v] to (BlockScanY)\n change [blockscany v] by (1)\n SimpleBlockScan []\n if <<<(HitboxHeight) > [30]> and <<((Y) mod (32)) > [12]> and <((Y) mod (32)) < [28]>>> and <(FoundBlockType) = [i]>> then\n change [blockscany v] by (1)\n SimpleBlockScan []\n end\n set [blockscanx v] to (#Nine)\n set [blockscany v] to (#Ten)\n if <<(FoundBlockType) = [i]> or <<(HitboxHeight) < [20]> and <<((Y) mod (32)) > [20]> or <((Y) mod (32)) < [12]>>>> then\n set [#three v] to (Y)\n set [#four v] to (YVelocity)\n VerticalCollision (type) []\n if <<([abs v] of ((#Three) - (ProposedPosition)) ) < (([abs v] of (XVelocity) ) + (8))> and <not <(#Cus2) > ((Y) + ((16) - (<(HitboxHeight) < [20]> * (4))))>>> then\n set [xvelocity v] to (#Seven)\n stop [this script v]\n end\n set [y v] to (#Three)\n set [yvelocity v] to (#Four)\n end\n end\n end\n end\n end\n if <(CollidingBlockType) = [x]> then\n if <(PreviousXPosition) > (#Cus1)> then\n set [proposedposition v] to ((#Cus1) + (HitboxWidth))\n if <(ProposedPosition) > (X)> then\n set [x v] to (ProposedPosition)\n set [leftlimit v] to (ProposedPosition)\n MeltFrozCoin\n if <(XVelocity) < [0.5]> then\n XVel0\n end\n if <(Type) = [Player]> then\n if <not <<(FoundBlockType) = [Unique]> and <(FoundBlockSubtype) = [v]>>> then\n set [player springx v] to [0]\n end\n end\n end\n else\n set [proposedposition v] to ((#Cus1) - (HitboxWidth))\n if <(ProposedPosition) < (X)> then\n set [x v] to (ProposedPosition)\n set [rightlimit v] to (ProposedPosition)\n MeltFrozCoin\n if <(XVelocity) > [-0.5]> then\n XVel0\n end\n if <(Type) = [Player]> then\n if <not <<(FoundBlockType) = [Unique]> and <(FoundBlockSubtype) = [v]>>> then\n set [player springx v] to [0]\n end\n end\n end\n end\n else\n VerticalCollision (type) [x]\n if <(Colliding) = [1]> then\n set [#five v] to (X)\n set [#six v] to [0]\n repeat until <(Colliding) = [0]>\n change [#six v] by (1)\n set [x v] to ((#Five) + (#Six))\n VerticalCollision (type) [x]\n set [x v] to ((#Five) + (#Six))\n if <(Colliding) = [1]> then\n set [x v] to ((#Five) - (#Six))\n VerticalCollision (type) [x]\n set [x v] to ((#Five) - (#Six))\n end\n if <(#Six) > ((([abs v] of (XVelocity) ) + (8)) * (1.5))> then\n set [x v] to (#Five)\n stop [this script v]\n end\n end\n if <(Type) = [ec]> then\n set [xvelocity v] to [0]\n set [yvelocity v] to [-0.0001]\n else\n set [x v] to ((round ((X) / (2))) * (2))\n if <<((Y) mod (1)) = [0]> or <(YVelocity) > [8]>> then\n XVel0\n end\n end\n end\n end\nend\n\ndefine ConsiderPotentialEntities\nset [#four v] to [0]\nrepeat (length of [potentialentityspawn v])\n change [#four v] by (1)\n set [#twelve v] to (item (#Four) of [potentialentityspawn v])\n ExtractFrom [2]\n set [x v] to ((#Three) * (32))\n ExtractFrom [3]\n set [y v] to ((#Three) * (32))\n if <(AlternateLoading) = [1]> then\n IsPosOnAlt\n else\n set [#cus2 v] to <<([abs v] of ((X) - (MapX)) ) < [386]> and <([abs v] of ((Y) - (MapY)) ) < [276]>>\n end\n if <(#Cus2) = [1]> then\n add (X) to [ent x v]\n add (Y) to [ent y v]\n ExtractFrom [1]\n add (#Three) to [ent ty v]\n ExtractFrom [4]\n add (#Three) to [ent x v v]\n ExtractFrom [5]\n add (#Three) to [ent y v v]\n ExtractFrom [6]\n add (#Three) to [ent state v]\n ExtractFrom [7]\n add (#Three) to [ent bon v]\n ExtractFrom [8]\n add (#Three) to [ent dir v]\n add [0] to [ent mo v]\n delete (#Four) of [potentialentityspawn v]\n change [#four v] by (-1)\n else\n set [#one v] to ((((round ((X) / (32))) - (1)) * (WorldHeight)) + (round ((Y) / (32))))\n if <<((X) / (32)) < [1]> or <((Y) / (32)) < [1]>> then\n delete (#Four) of [potentialentityspawn v]\n change [#four v] by (-1)\n else\n if <(item (#One) of [entity list type v]) = [i]> then\n replace item (#One) of [entity list type v] with (item (#Four) of [potentialentityspawn v])\n delete (#Four) of [potentialentityspawn v]\n change [#four v] by (-1)\n end\n end\n end\nend\n\ndefine ExtractFrom (part)\nset [#two v] to [0]\nrepeat ((part) - (1))\n change [#two v] by (1)\n repeat until <<(letter (#Two) of (#Twelve)) = [,]> or <(#Two) > (length of (#Twelve))>>\n change [#two v] by (1)\n end\nend\nchange [#two v] by (1)\nset [#three v] to []\nrepeat until <<(letter (#Two) of (#Twelve)) = [,]> or <(#Two) > (length of (#Twelve))>>\n set [#three v] to (join (#Three) (letter (#Two) of (#Twelve)))\n change [#two v] by (1)\nend\n\ndefine EntityMovement\ndelete all of [loadedentities v]\ndelete all of [loadedsolids v]\nset [previousframeuniques v] to (ThisFrameUniques)\nset [thisframeuniques v] to [0]\nset [entityno. v] to [0]\nset [thrownentities v] to [0]\nrepeat (length of [ent x v])\n change [entityno. v] by (1)\n SetVars (EntityNo.)\n set [#sixteen v] to [0]\n if <(AllowMovement) = [0]> then\n if <<(TransitionType) = [Transport]> and <<(TransitionProgress) > [30]> and <(TransitionProgress) < [40]>>> then\n set [#sixteen v] to [1]\n if <((Y) / (32)) > ((AreaHeight) + (AreaStartHeight))> then\n set [#sixteen v] to [2]\n end\n end\n end\n if <((Y) / (32)) < ((AreaStartHeight) - (2))> then\n set [#sixteen v] to [1]\n end\n if <(AlternateLoading) = [1]> then\n IsPosOnAlt\n else\n set [#cus2 v] to <<([abs v] of ((X) - (MapX)) ) < [384]> and <([abs v] of ((Y) - (MapY)) ) < [384]>>\n end\n if <<<(#Cus2) = [1]> or <<<<(letter (1) of (Bonus)) = [!]> and <(UnloadTracks) = [0]>> or <<(Type) = [r]> and <(State) < [330]>>> and <not <<(Type) = [ar]> and <(State) > [29]>>>>> and <(#Sixteen) = [0]>> then\n if <<(Type) = [bo]> or <<(Type) = [bw]> or <(Type) = [cu]>>> then\n if <(State) = [0]> then\n FixPiranhas\n end\n if <<not <(Type) = [cu]>> and <<(UsingPipe) = [2]> and <<(AllowMovement) = [0]> and <(PlayerTimer) > [0.15]>>>> then\n set [state v] to [1]\n RealEntityMovement\n end\n if <([abs v] of (XVelocity) ) > [12]> then\n add (EntityNo.) to [renderinbackgroundentities v]\n end\n end\n if <(AllowMovement) = [1]> then\n RealEntityMovement\n if <(Frozen) = [0]> then\n EntityInteractions <<<([abs v] of ((X) - (PlayerX)) ) < [24]> and <<((Y) - ((PlayerY) + (<<(Sliding) > [0.2]> or <<<(Powerup) = [U]> or <(Powerup) = [S]>> and <<(PowerupVariable ONE) = [1]> and <(PlayerYVelocity) = [0]>>>> * (20)))) > (((HitboxHeight) + (<(YVelocity) > [8]> * (4))) * (-1))> and <((Y) - (PlayerY)) < [-8]>>> and <<<<(PlayerYVelocity) < [11]> or <<(Y) > ((PreviousYPosition) + (9))> and <<not <(YVelocity) > [24]>> or <(YVelocity) = [x]>>>> or <<(PlayerYVelocity) = [15]> or <(PlayerYVelocity) = [19]>>> and <not <(PlayerYVelocity) = [9.9]>>>>\n end\n end\n if <<[type - uniques v] contains (Type)?> or <(Frozen) = [1]>> then\n if <[type - uniques v] contains (Type)?> then\n add (EntityNo.) to [loadedsolids v]\n if <not <(Type) = [c]>> then\n change [thisframeuniques v] by (1)\n end\n else\n add (EntityNo.) to [loadedentities v]\n end\n Is (Type)\n if <<(#Eleven) = [1]> or <(Frozen) = [1]>> then\n if <(PlayerMoved) = [0]> then\n IsPlayerAbove\n if <(#Sixteen) = [1]> then\n set [player movement v] to ((X) - (PreviousXPosition))\n set [player y movement v] to (((PlayerY) - ((Y) + ((28) + (< (Bonus) contains [\)]?> * (32))))) * (-1))\n set [playermoved v] to [1]\n end\n end\n end\n else\n add (EntityNo.) to [loadedentities v]\n end\n replace item (EntityNo.) of [ent ty v] with (Type)\n replace item (EntityNo.) of [ent x v] with (X)\n replace item (EntityNo.) of [ent y v] with (Y)\n replace item (EntityNo.) of [ent x v v] with (XVelocity)\n replace item (EntityNo.) of [ent y v v] with (YVelocity)\n replace item (EntityNo.) of [ent state v] with (State)\n replace item (EntityNo.) of [ent bon v] with (Bonus)\n replace item (EntityNo.) of [ent dir v] with (Direction)\n replace item (EntityNo.) of [ent mo v] with (Movement)\n else\n if <<<(Type) = [ar]> or <<(Type) = [es]> or <(Type) = [et]>>> and <not <<<(State) = [1]> or <(State) = [0]>> or <(State) = [2]>>>> then\n ResetItemToPosition\n else\n if <(Type) = [dd]> then\n if <<(Y) < ((AreaStartHeight) * (32))> and <not <(CurrentLavaLevel) = [-8]>>> then\n set [y v] to ((AreaStartHeight) * (32))\n end\n end\n if <not <<<<(Type) = [x]> or <(Bonus) = [Delete]>> or <<(Y) < ((AreaStartHeight) * (32))> or <(#Sixteen) = [2]>>> or <<<<<<(Type) = [ao]> or <(Type) = [ec]>> or <<(Type) = [di]> or <(Type) = [dm]>>> or <<(Type) = [bu]> or <(Type) = [dj]>>> or <<<(Type) = [at]> or <(Type) = [cv]>> or <(Type) = [ck]>>> or <<<(Type) = [bg]> or <(Type) = [cb]>> or <<(Type) = [by]> or <<(Type) = [cf]> and <(XVelocity) = [1]>>>>>>> then\n add (join (join (join (join (Type) [,]) (join ((round (X)) / (32)) [,])) (join (join ((round (Y)) / (32)) [,]) (join (XVelocity) [,]))) (join (join (join (YVelocity) [,]) (join (State) [,])) (join (join (Bonus) [,]) (join (Direction) [,])))) to [potentialentityspawn v]\n end\n delete (EntityNo.) of [ent ty v]\n delete (EntityNo.) of [ent x v]\n delete (EntityNo.) of [ent y v]\n delete (EntityNo.) of [ent x v v]\n delete (EntityNo.) of [ent y v v]\n delete (EntityNo.) of [ent state v]\n delete (EntityNo.) of [ent bon v]\n delete (EntityNo.) of [ent dir v]\n delete (EntityNo.) of [ent mo v]\n change [entityno. v] by (-1)\n end\n end\nend\n\ndefine RenderEntities (type)\nif <(type) = [Back]> then\n set [#ten v] to (length of [renderinbackgroundentities v])\nelse\n set [#ten v] to (length of [loadedentities v])\nend\nset [#sixteen v] to [0]\nrepeat (#Ten)\n change [#sixteen v] by (1)\n if <(type) = [Back]> then\n set [#ten v] to (item (#Sixteen) of [renderinbackgroundentities v])\n else\n set [#ten v] to (item (#Sixteen) of [loadedentities v])\n end\n set [x v] to ((item (#Ten) of [ent x v]) - (MapX))\n set [y v] to ((item (#Ten) of [ent y v]) - (MapY))\n if <<<<([abs v] of (X) ) < (RenderWidth)> and <(item (#Ten) of [ent x v]) > [8]>> and <([abs v] of (Y) ) < [196]>> or <<(item (#Ten) of [ent ty v]) = [en]> or <(item (#Ten) of [ent ty v]) = [eo]>>> then\n SetVars (#Ten)\n change [x v] by ((MapX) * (-1))\n change [y v] by ((MapY) * (-1))\n set [#eight v] to [0]\n if <(type) = [Shadow]> then\n set [#eight v] to [1]\n else\n if <not <(length of [deleteentitylist v]) = [0]>> then\n if <[deleteentitylist v] contains (#Ten)?> then\n set [#eight v] to [1]\n end\n end\n if <(type) = []> then\n if <[renderinbackgroundentities v] contains (#Ten)?> then\n set [#eight v] to [1]\n end\n end\n end\n if <(type) = [Shadow]> then\n set [#eight v] to [0]\n change [x v] by (8)\n change [y v] by (-8)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n end\n if <(#Eight) = [0]> then\n switch costume to (large v)\n go to x: (X) y: ((Y) + (4))\n point in direction (item (#Ten) of [ent dir v])\n set [frozen v] to < (Bonus) contains [\(]?>\n if <(Frozen) = [1]> then\n if <([abs v] of (direction) ) < [15]> then\n if <not < (Bonus) contains [!]?>> then\n change [x v] by ([sin v] of ((GameTimer) * ((720) * (12))) )\n switch costume to (large v)\n set x to (X)\n end\n end\n set [#nine v] to (GameTimer)\n set [gametimer v] to [0]\n set [#cus1 v] to (22Mod2+1)\n set [#cus2 v] to (22Mod4+1)\n set [22mod2+1 v] to [1]\n set [22mod4+1 v] to [1]\n CostumeEntity\n set rotation style [left-right v]\n stamp\n if < (Bonus) contains [\)]?> then\n Common\n else\n set x to (0)\n set y to (240)\n change y by (-30)\n if <touching (_edge_ v)?> then\n Common\n if <not < (Bonus) contains [\)]?>> then\n replace item (#Ten) of [ent bon v] with (join (item (#Ten) of [ent bon v]) [\)])\n end\n else\n Common\n switch costume to (large v)\n switch costume to (ice1 v)\n end\n end\n set [gametimer v] to (#Nine)\n set [22mod2+1 v] to (#Cus1)\n set [22mod4+1 v] to (#Cus2)\n stamp\n else\n if <(Type) = [cm]> then\n if <not <<(type) = [Shadow]> or < (Bonus) contains [!]?>>> then\n set rotation style [left-right v]\n switch costume to (large v)\n change x by ((item (#Ten) of [ent x v v]) * (-8))\n change y by ((item (#Ten) of [ent y v v]) * (-8))\n set [ghost v] effect to (25)\n switch costume to (cm3 v)\n stamp\n clear graphic effects\n switch costume to (large v)\n go to x: (X) y: ((Y) + (4))\n end\n end\n CostumeEntity\n stamp\n end\n end\n end\nend\n\ndefine Standard (xspeed)\nset [previouslystacked v] to [0]\nif <<(YVelocity) = [x]> or <(YVelocity) = [y]>> then\n set [previouslystacked v] to [1]\n set [yvelocity v] to [0]\nend\nset [movedbyenvironment v] to [0]\nset [staystill v] to [0]\nset [underwater v] to <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))>\nif <(Underwater) = [0]> then\n set [underwater v] to <((Y) / (32)) < ((CurrentLavaLevel) + (0.5))>\nend\nif <<(Type) = [ao]> or <(Type) = [bu]>> then\n set [underwater v] to [0]\nend\nif <(Underwater) = [1]> then\n if <(YVelocity) = [0.001]> then\n change [yvelocity v] by (-0.5)\n end\n if <(YVelocity) = [0.5]> then\n change [yvelocity v] by (-0.31)\n end\n change [yvelocity v] by (-0.31)\n if <<(Frozen) = [1]> or <(Type) = [ev]>> then\n if <(YVelocity) < [-0.9]> then\n set [yvelocity v] to [-0.9]\n end\n change [yvelocity v] by (0.32)\n end\n if <(Type) = [be]> then\n if <(YVelocity) < [-4]> then\n set [yvelocity v] to [-4]\n end\n else\n if <(YVelocity) < [-2]> then\n set [yvelocity v] to [-2]\n end\n end\n if <(YVelocity) > [9.9]> then\n set [yvelocity v] to [9.9]\n end\n if <([abs v] of (XVelocity) ) > [4]> then\n XVel [1.1]\n end\nelse\n change [yvelocity v] by (-0.69)\n if <<(Type) = [be]> or <(Type) = [eq]>> then\n if <(YVelocity) < [-16]> then\n set [yvelocity v] to [-16]\n end\n else\n if <(YVelocity) < [-10]> then\n set [yvelocity v] to [-10]\n end\n end\nend\nif <<([abs v] of (XVelocity) ) > [3]> and <<(Frozen) = [1]> and <(Underwater) = [0]>>> then\n if <([abs v] of (XVelocity) ) > [8]> then\n ApproachSpeed [-24] (xspeed)\n end\nelse\n if <not <<<(YVelocity) = [-0.69]> or <(YVelocity) = [-0.31]>> or <(YVelocity) = ((6) - (0.69))>>> then\n ApproachSpeed [-24] (xspeed)\n else\n if <<([abs v] of (XVelocity) ) > (xspeed)> and <([abs v] of (XVelocity) ) > [2]>> then\n ApproachSpeed [-12] (xspeed)\n else\n ApproachSpeed [-3] (xspeed)\n end\n end\nend\nScanNearbyEntities\nif <(Type) = [es]> then\n delete all of [nearbyentities v]\nend\nchange [x v] by (Movement)\nset [movement v] to [0]\nCollideAndMove\nif <([abs v] of (item (EntityNo.) of [ent x v v]) ) = [32]> then\n if <<not <(XVelocity) = [0]>> or <(xspeed) > [6]>> then\n set [xvelocity v] to (((Direction) / (90)) * (11.25))\n if <(xspeed) > [6]> then\n XVel [1.5]\n end\n end\n replace item (EntityNo.) of [ent x v v] with (XVelocity)\nend\nif <<(YVelocity) = [-0.69]> or <(YVelocity) = [-0.31]>> then\n change [y v] by (-12)\n Collision [V] []\n if <<(YVelocity) = [-0.69]> or <(YVelocity) = [-0.31]>> then\n change [y v] by (12)\n end\nend\nif <<(OnIce) = [1]> and <not <(XVelocity) = [0]>>> then\n if <(xspeed) > [3]> then\n if <([abs v] of (XVelocity) ) < ((xspeed) + (4))> then\n set [xvelocity v] to ((XVelocity) * (1.05))\n end\n end\n change [xvelocity v] by (((XVelocity) - (item (EntityNo.) of [ent x v v])) / (-1.1))\n if <(xspeed) = [0]> then\n set [xvelocity v] to ((XVelocity) * (0.98))\n end\nend\nif <<(StayStill) = [0]> or <(xspeed) > [6]>> then\n if <<(XVelocity) = [0]> and <not <(xspeed) = [0]>>> then\n TurnAround\n else\n if <<<<(Type) = [h]> or <(Type) = [y]>> and <(State) = [0]>> or <<(Type) = [ay]> or <(Type) = [cq]>>> then\n if <<(Frozen) = [0]> and <(X) > [20]>> then\n if <(YVelocity) = [0]> then\n TurnAtEdge [-12]\n end\n end\n end\n if <<<(Type) = [ac]> or <(Type) = [ea]>> and <(State) = [-1]>> then\n if <(YVelocity) = [0.5]> then\n TurnAtEdge [12]\n set [yvelocity v] to [0.5]\n end\n end\n end\nelse\n if <<not <([abs v] of (xspeed) ) > [2]>> and <([abs v] of ((item (StayStill) of [ent x v]) - (X)) ) < [8]>> then\n set [xvelocity v] to (item (StayStill) of [ent x v v])\n change [x v] by (((item (StayStill) of [ent x v]) - (X)) / (4))\n end\nend\nset [#four v] to [1]\nif <<<(Type) = [bk]> or <(Type) = [be]>> or <<(Type) = [bl]> or <(Type) = [bn]>>> then\n set [#four v] to [0]\nend\nset [#two v] to [0]\nset [#six v] to (Y)\nset [#eight v] to <<(XVelocity) = [0]> or <<[type - uniques v] contains (Type)?> or <[type - bosses v] contains (Type)?>>>\nset [#thirteen v] to (X)\nrepeat until <<not <(#Two) < (length of [nearbyentities v])>> or <<(#Four) = [0]> and <(#Eight) = [1]>>>\n change [#two v] by (1)\n set [#ten v] to (item (#Two) of [nearbyentities v])\n if <(#Eight) = [0]> then\n if <<([abs v] of ((item (#Ten) of [ent y v]) - (Y)) ) < [24]> and <([abs v] of ((item (#Ten) of [ent x v]) - (X)) ) < (HitboxWidth)>> then\n if <(item (EntityNo.) of [ent dir v]) = (Direction)> then\n if <([abs v] of ((item (#Ten) of [ent x v]) - (X)) ) > ((HitboxWidth) - (([abs v] of (XVelocity) ) + (2)))> then\n if <(X) > (item (#Ten) of [ent x v])> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\n if <not <(item (EntityNo.) of [ent dir v]) = (Direction)>> then\n XVel [-1]\n end\n change [x v] by (XVelocity)\n set [#eight v] to [1]\n end\n end\n end\n end\n if <<(#Four) = [1]> and <not <(YVelocity) > [0]>>> then\n if <<([abs v] of ((item (#Ten) of [ent x v]) - (X)) ) < [20]> and <([abs v] of ((item (#Ten) of [ent y v]) - ((Y) - (32))) ) < [24]>> then\n if <((item (#Ten) of [ent y v]) + (32)) > ((Y) - ((2) + ((PreviouslyStacked) * (16))))> then\n set [y v] to ((item (#Ten) of [ent y v]) + (32))\n if <<[type - uniques v] contains (item (#Ten) of [ent ty v])?> and <(HitboxWidth) < [25]>> then\n change [y v] by (-4)\n end\n if <([abs v] of (((item (#Ten) of [ent x v]) - (item (#Ten) of [ent x v v])) - ((X) - (XVelocity))) ) < ((4) + (<(xspeed) = [0]> * (16)))> then\n if <(item (EntityNo.) of [ent dir v]) = (Direction)> then\n if <(xspeed) = [0]> then\n set [xvelocity v] to [0]\n set [#one v] to [1]\n else\n set [#one v] to [2]\n end\n change [x v] by (((item (#Ten) of [ent x v]) - (X)) / (#One))\n if <not <(xspeed) = [0]>> then\n if <(item (#Ten) of [ent dir v]) > [0]> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\n end\n end\n end\n set [colliding v] to [0]\n if <<(Y) > ((PreviousYPosition) + (28))> or <<([abs v] of ((X) - (#Thirteen)) ) > [4]> or <(Y) < (PreviousYPosition)>>> then\n set [#twelve v] to [NoColl]\n Collision [V] []\n set [#twelve v] to [0]\n end\n if <(Colliding) = [0]> then\n if <[type - uniques v] contains (item (#Ten) of [ent ty v])?> then\n set [xvelocity v] to [0]\n set [yvelocity v] to [y]\n if <<[type - bosses v] contains (Type)?> and <<not <(Type) = [eq]>> or <not <(item (#Ten) of [ent ty v]) = [m]>>>> then\n set [yvelocity v] to [0]\n end\n else\n set [xvelocity v] to (item (#Ten) of [ent x v v])\n set [yvelocity v] to [x]\n end\n else\n set [y v] to (#Six)\n set [x v] to (#Thirteen)\n end\n set [#four v] to [0]\n end\n end\n end\nend\nif <<(RightLimit) < ((LeftLimit) + ((36) - (<(YVelocity) = [y]> * (40))))> or <(UpLimit) < ((DownLimit) - ((2) + (<<(HitboxWidth) > [25]> or <(Frozen) = [1]>> * (6))))>> then\n if <<(Type) = [du]> and <(State) > [75]>> then\n set [state v] to [80]\n else\n set [x v] to (PreviousXPosition)\n set [y v] to (PreviousYPosition)\n SimpleDeleteWithKey\n DeathParticle []\n if <(Frozen) = [1]> then\n SimpleParticle [BIce]\n end\n set [y v] to [-900]\n end\nend\nif <((Y) / (32)) < ((CurrentLavaLevel) + (0.5))> then\n if <[type - entities v] contains (Type)?> then\n if <(Type) = [cw]> then\n set [yvelocity v] to [0]\n set [y v] to (((CurrentLavaLevel) + (0.5)) * (32))\n else\n SimpleDeleteWithKey\n CreateParticle [] ((Y) + (4)) [Explode]\n end\n end\nend\n\ndefine RealEntityMovement\nset [frozen v] to < (Bonus) contains [\(]?>\nset [onice v] to [0]\nset [previousxposition v] to (X)\nset [previousyposition v] to (Y)\nset [hitboxheight v] to [28]\nset [hitboxwidth v] to [24]\nif <(Type) = [dz]> then\n if <(PTimer) = [0]> then\n stop [this script v]\n end\nend\nif <(Type) = [cy]> then\n set [type v] to [h]\n set [state v] to [-1]\nend\nif <(Type) = [cz]> then\n set [type v] to [f]\n set [state v] to [-1]\nend\nif <(Type) = [ei]> then\n set [type v] to [a]\n set [state v] to [-18]\nend\nif <(Type) = [ed]> then\n set [type v] to [h]\n set [state v] to [1]\n if <([abs v] of (XVelocity) ) > [3]> then\n set [state v] to [2]\n end\nend\nif <(Type) = [dy]> then\n set [type v] to [y]\n set [state v] to [-1]\nend\nif <not <<(Type) = [ar]> and <(State) > [29]>>> then\n if < (Bonus) contains [*]?> then\n if <<(Type) = [fa]> and <(YVelocity) < [3]>> then\n change [yvelocity v] by (0.25)\n if <(YVelocity) < [-4.5]> then\n set [yvelocity v] to [-4.5]\n end\n end\n PlatformsOffPlatform\n if <(YVelocity) < [-3.6]> then\n if <([abs v] of ((round ((Y) / (32))) - (round ((Y) / (32)))) ) < ([abs v] of ((YVelocity) / (1.5)) )> then\n BlockAt ((X) / (32)) ((Y) / (32)) [Track] [1]\n if <not <(FoundBlockType) = [i]>> then\n RoundPos\n set [playermoved v] to [0]\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n Replace [*] ofBonusWith [!]\n IsPlayerAbove\n set [#ten v] to [Tracks]\n TrackMovement\n if <(#Sixteen) = [1]> then\n change [player movement v] by ((X) - (PreviousXPosition))\n set [player y movement v] to ((Y) - (PreviousYPosition))\n end\n end\n end\n end\n stop [this script v]\n end\n if <(Type) = [r]> then\n if <not <((State) mod (1)) = [0]>> then\n change [state v] by (1)\n end\n end\n if < (Bonus) contains [!]?> then\n if <not <<<<<(Type) = [r]> or <(Type) = [an]>> or <<(Type) = [al]> or <<(Type) = [am]> or <(Type) = [bp]>>>> and <<(State) = [0]> or <(State) = []>>> or <<(Type) = [fa]> and <(State) < [1]>>>> then\n if <<(State) > [330]> and <(Type) = [r]>> then\n set [bonus v] to [i]\n end\n set [#ten v] to [0]\n TrackMovement\n end\n if <(State) = []> then\n set [state v] to [0]\n end\n if <(X) < [1]> then\n DeleteThisEntity [] []\n end\n stop [this script v]\n end\nend\nif <(Frozen) = [1]> then\n change [thisframeuniques v] by (1)\n if <<(Type) = [cw]> or <(Type) = [dd]>> then\n Delete+Key+Explode\n stop [this script v]\n end\n if <<<<(Type) = [bg]> or <<(Type) = [dj]> or <(Type) = [du]>>> or <<(Type) = [cb]> or <<(Type) = [az]> or <(Type) = [dn]>>>> and <not <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))>>> then\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n else\n if < (Bonus) contains [\)]?> then\n set [hitboxheight v] to [60]\n end\n set [#cus3 v] to (item (EntityNo.) of [ent x v v])\n Standard [0]\n if <<<(XVelocity) = [0]> and <([abs v] of (#Cus3) ) > [3]>> or <(YVelocity) = [0.5]>> then\n if <(XVelocity) = [0]> then\n Interact ((X) + (((Direction) / (90)) * (28))) ((Y) + (2)) [HitS]\n end\n SimpleParticle [BIce]\n Delete+Key+Explode\n start sound [ICEBREAK v]\n end\n IamEnvironmental\n if <([abs v] of (XVelocity) ) > [3]> then\n ICollectCoins\n change [x v] by (((Direction) / (90)) * (16))\n IKillEnemies\n change [y v] by (12)\n IKillEnemies\n if < (Bonus) contains [\)]?> then\n change [y v] by (32)\n IKillEnemies\n change [y v] by (-32)\n end\n change [y v] by (-12)\n change [x v] by (((Direction) / (90)) * (-16))\n end\n InPosition\n if <<(InPositionToPickup) = [1]> and <(Underwater) = [0]>> then\n set [holding v] to (join [Ice] (Type))\n set [holdingbonus v] to (Bonus)\n set [holdingstate v] to (State)\n DeleteThisEntity [] []\n stop [this script v]\n end\n end\n set [#one v] to [0.3]\n if <(Underwater) = [1]> then\n if <(Direction) > [0]> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\n end\n if <([abs v] of (XVelocity) ) < [2]> then\n if <(Direction) > [0]> then\n change [direction v] by ((#One) * (-1))\n else\n change [direction v] by (#One)\n end\n end\n if <([abs v] of (Direction) ) < [1]> then\n if <(Direction) > [0]> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\n SimpleParticle [BIce]\n start sound [ICEBREAK v]\n if <<<(Type) = [bo]> or <(Type) = [bw]>> or <<<<(Type) = [bg]> or <<(Type) = [dj]> or <(Type) = [du]>>> or <(Type) = [cb]>> or <<(Type) = [az]> or <(Type) = [cu]>>>> then\n Delete+Key+Explode\n else\n Replace [\(] ofBonusWith []\n Replace [\)] ofBonusWith []\n set [yvelocity v] to [2]\n if <<<(Type) = [f]> or <(Type) = [h]>> or <(Type) = [ac]>> then\n if <(State) = [2]> then\n set [state v] to [1]\n end\n end\n end\n end\n stop [this script v]\nend\nif <<(Type) = [a]> or <<(Type) = [ay]> or <(Type) = [cq]>>> then\n Standard [1.5]\n if <(State) < [0]> then\n if <<(YVelocity) = [0]> and <(item (EntityNo.) of [ent y v v]) = [0]>> then\n if <(State) < [-4.5]> then\n change [state v] by (0.9)\n else\n if <(State) > [-2]> then\n set [yvelocity v] to [10.2]\n else\n set [yvelocity v] to [3.2]\n end\n change [state v] by (1)\n end\n if <(State) > [-1]> then\n set [state v] to [-18]\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [z]> then\n stop [this script v]\nend\nif <<(Type) = [af]> or <(Type) = [c]>> then\n Standard [0]\n change [state v] by (1)\n if <(State) > [210]> then\n DeleteThisEntity [] []\n end\n stop [this script v]\nend\nif <<(Type) = [dx]> or <<(Type) = [ex]> or <(Type) = [nx]>>> then\n set [direction v] to ((Direction) + (0.01))\n if < (Bonus) contains ["]?> then\n set [xvelocity v] to [-1.5]\n else\n set [xvelocity v] to [1.5]\n end\n set [yvelocity v] to (([sin v] of ((Direction) * (360)) ) * (1.5))\n change [x v] by (XVelocity)\n change [y v] by (YVelocity)\n stop [this script v]\nend\nif <<<<(Type) = [b]> or <(Type) = [bv]>> or <<(Type) = [bj]> or <(Type) = [bt]>>> or <<<<<(Type) = [ap]> or <(Type) = [db]>> or <(Type) = [ch]>> or <<(Type) = [bq]> or <(Type) = [eb]>>> or <<<(Type) = [av]> or <(Type) = [da]>> or <<(Type) = [bm]> or <(Type) = [dr]>>>>> then\n if <(Type) = [dr]> then\n set [hitboxheight v] to [16]\n end\n if <(State) < [-1]> then\n add (EntityNo.) to [renderinbackgroundentities v]\n change [state v] by ((1) / (13))\n if <(State) > [-1]> then\n set [state v] to [0]\n end\n change [y v] by (-1.5)\n stop [this script v]\n else\n if <(State) < [0]> then\n add (EntityNo.) to [renderinbackgroundentities v]\n change [state v] by ((1) / (13))\n if <(State) > [0]> then\n set [state v] to [0]\n end\n change [y v] by (1.5)\n stop [this script v]\n else\n if <<<<(Type) = [ap]> or <(Type) = [eb]>> or <<(Type) = [da]> or <(Type) = [db]>>> or <<(Type) = [bq]> or <(Type) = [bt]>>> then\n Standard [0]\n if <<<(YVelocity) = [0]> or <(YVelocity) = [x]>> and <(Type) = [db]>> then\n set [yvelocity v] to [5]\n end\n if <(Type) = [bq]> then\n if <(Underwater) = [1]> then\n Delete+Key+Explode\n end\n end\n else\n if <(Type) = [bj]> then\n SlowTurning [15]\n Standard ([abs v] of (([sin v] of ((State) - (90)) ) * (3)) )\n if <(YVelocity) = [0]> then\n BlockAt (((X) + ((Direction) / (2.7))) / (32)) ((Y) / (32)) [Block] []\n if <not <(FoundBlockType) = [i]>> then\n set [yvelocity v] to [7.5]\n BlockAt (((X) + ((Direction) / (2.7))) / (32)) (((Y) + (32)) / (32)) [Block] []\n if <not <(FoundBlockType) = [i]>> then\n set [yvelocity v] to [11]\n end\n end\n end\n if <(YVelocity) = [0]> then\n if <(PlayerY) > ((Y) + (28))> then\n set [yvelocity v] to [7.5]\n end\n end\n else\n Standard [1.5]\n if <<(Type) = [av]> or <<(Type) = [bm]> or <(Type) = [ch]>>> then\n if <(YVelocity) = [0]> then\n if <(Underwater) = [1]> then\n set [yvelocity v] to [8]\n else\n set [yvelocity v] to [10]\n end\n end\n end\n end\n end\n end\n end\n stop [this script v]\nend\nif <<(Type) = [f]> or <(Type) = [h]>> then\n if <(State) < [0]> then\n if <(Type) = [h]> then\n change [state v] by (2)\n if <not <(State) < [0]>> then\n set [state v] to [-360]\n end\n set [yvelocity v] to ((([cos v] of (State) ) * (2)) + (0.69))\n Standard [0]\n else\n Standard [1.5]\n if <<(YVelocity) = [0]> and <(item (EntityNo.) of [ent y v v]) = [0]>> then\n set [yvelocity v] to [10.5]\n end\n end\n else\n if <(State) = [0]> then\n Standard [1.5]\n else\n if <(State) = [1]> then\n Standard [0]\n else\n Standard [7.5]\n end\n end\n end\n stop [this script v]\nend\nif <<(Type) = [t]> or <<(Type) = [ae]> or <(Type) = [v]>>> then\n set [hitboxwidth v] to [28]\n Standard [0]\n stop [this script v]\nend\nIs (Type)\nif <(#Eleven) = [1]> then\n set [hitboxwidth v] to [28]\n if <(Type) = [m]> then\n if <(YVelocity) < [0]> then\n EntInt (X) ((Y) - (32)) [PSwitch]\n end\n end\n if <(Type) = [bz]> then\n if <<<(YVelocity) = [0]> and <(State) < [-2]>> or <<(XVelocity) = [0]> and <(Movement) = [Die]>>> then\n broadcast (POW v)\n SimpleParticle [Goop]\n DeleteThisEntity [] []\n stop [this script v]\n end\n end\n set [#cus3 v] to (item (EntityNo.) of [ent x v v])\n Standard [0]\n if <<<((Y) - (MapY)) < [-192]> and <(Y) > (((AreaStartHeight) * (32)) + (-32))>> and <<(YVelocity) > [-4]> and <(YVelocity) < [0]>>> then\n change [y v] by ((YVelocity) * (-1))\n if <(YVelocity) < [0]> then\n set [yvelocity v] to [0.001]\n end\n end\n if <(Type) = [bz]> then\n if <<(XVelocity) = [0]> and <([abs v] of (#Cus3) ) > [2]>> then\n set [movement v] to [Die]\n end\n set [state v] to (item (EntityNo.) of [ent y v v])\n end\n stop [this script v]\nend\nif <<(Type) = [p]> or <<(Type) = [y]> or <(Type) = [ey]>>> then\n if <(State) < [0]> then\n change [state v] by (2)\n if <not <(State) < [0]>> then\n set [state v] to [-360]\n end\n set [yvelocity v] to ((([cos v] of (State) ) * (2)) + (0.69))\n Standard [0]\n else\n if <(State) = [0]> then\n Standard [1.5]\n else\n Standard [0]\n end\n end\n if <(Type) = [ey]> then\n if <(State) = [0]> then\n if <((GameTimer) mod (0.8)) > [0.78]> then\n TurnToPlayer\n end\n else\n if <([abs v] of (XVelocity) ) > [1.5]> then\n ICollectCoins\n IKillEnemies\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [r]> then\n if < (Bonus) contains [*]?> then\n PlatformsOffPlatform\n else\n if <(State) = [0]> then\n set [direction v] to [90]\n set [state v] to [1]\n end\n if <not <((State) mod (1)) = [0]>> then\n if <(State) > [330]> then\n if <(State) < [331]> then\n set [yvelocity v] to [0]\n end\n if <(YVelocity) < [6]> then\n change [yvelocity v] by (-0.5)\n end\n change [y v] by (YVelocity)\n set [xvelocity v] to [0]\n else\n TrackMovement\n if <not <(FoundBlockType) = [i]>> then\n set [bonus v] to (join (Bonus) [!])\n end\n end\n end\n end\n stop [this script v]\nend\nif <<<(Type) = [s]> or <(Type) = [bp]>> or <<(Type) = [ez]> or <(Type) = [fa]>>> then\n if <(State) < [1]> then\n set [yvelocity v] to [0.39]\n if <(Type) = [bp]> then\n change [state v] by (-2)\n if <(State) < [-359]> then\n set [state v] to [0]\n end\n else\n set [bonus v] to (join (Bonus) [*])\n end\n PlatformsOffPlatform\n stop [this script v]\nend\nif <(Type) = [w]> then\n if <(State) < [75]> then\n Standard [1.5]\n else\n Standard [0]\n TurnToPlayer\n end\n stop [this script v]\nend\nif <(Type) = [x]> then\n if <(State) = [0]> then\n change [y v] by (YVelocity)\n change [yvelocity v] by (-0.89)\n change [x v] by (XVelocity)\n set [xvelocity v] to ((XVelocity) / (1.01))\n if <(YVelocity) < [1]> then\n ScanNearbyEntities\n set [#eight v] to [0]\n repeat (length of [nearbyentities v])\n change [#eight v] by (1)\n if <<([abs v] of ((X) - (item (item (#Eight) of [nearbyentities v]) of [ent x v])) ) < [16]> and <([abs v] of (((Y) - (24)) - (item (item (#Eight) of [nearbyentities v]) of [ent y v])) ) < [8]>> then\n set [state v] to [1]\n set [x v] to (item (item (#Eight) of [nearbyentities v]) of [ent x v])\n set [y v] to ((item (item (#Eight) of [nearbyentities v]) of [ent y v]) + (32))\n set [xvelocity v] to (item (item (#Eight) of [nearbyentities v]) of [ent x v v])\n set [yvelocity v] to (item (item (#Eight) of [nearbyentities v]) of [ent y v v])\n end\n end\n end\n else\n if <(State) > [15]> then\n if <(Direction) > [0]> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\n ScanNearbyEntities\n set [xvelocity v] to ((Direction) / (15))\n Collision [H] []\n change [x v] by (XVelocity)\n if <(XVelocity) = [0]> then\n set [x v] to (PreviousXPosition)\n Interact ((round ((X) / (32))) * (32)) ((Y) + (2)) [HitSpike]\n Delete+Key+Explode\n end\n else\n set [yvelocity v] to ((YVelocity) / (1.05))\n set [xvelocity v] to ((XVelocity) / (1.05))\n change [y v] by (YVelocity)\n change [x v] by (XVelocity)\n end\n end\n stop [this script v]\nend\nif <<(Type) = [aa]> or <(Type) = [cn]>> then\n if <<([abs v] of ((X) - (PlayerX)) ) < [22.5]> and <([abs v] of (((Y) + (28)) - (PlayerY)) ) < [2]>> then\n change [state v] by (6)\n set [#three v] to (State)\n if <(#Three) > [180]> then\n set [#three v] to [180]\n end\n set [yvelocity v] to (([sin v] of ((#Three) - (90)) ) * (1.5))\n if <(Type) = [cn]> then\n if <(State) > [230]> then\n set [yvelocity v] to [0]\n end\n end\n if <(#Three) < [90]> then\n set [yvelocity v] to ((YVelocity) * (2))\n end\n else\n set [state v] to [0]\n set [yvelocity v] to ((YVelocity) / (1.5))\n end\n change [y v] by (YVelocity)\n if <(Type) = [cn]> then\n set [xvelocity v] to ((Direction) / (30))\n else\n set [xvelocity v] to ((Direction) / (60))\n end\n change [x v] by (XVelocity)\n stop [this script v]\nend\nif <<(Type) = [ac]> or <(Type) = [ea]>> then\n if <(State) = [-1]> then\n set [yvelocity v] to [6]\n Standard [1.5]\n if <not <(YVelocity) = [0.5]>> then\n set [yvelocity v] to [0.1]\n set [state v] to [3]\n set [xvelocity v] to [0.01]\n TurnToPlayer\n end\n else\n if <(State) = [0]> then\n Standard [1.5]\n else\n if <<(State) = [1]> or <(State) = [3]>> then\n Standard [0]\n else\n Standard [7.5]\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [al]> then\n if <(State) = [0]> then\n set [direction v] to [90]\n set [state v] to [1]\n end\n if <not <((State) mod (1)) = [0]>> then\n TrackMovement\n if <not <(FoundBlockType) = [i]>> then\n set [bonus v] to (join (Bonus) [!])\n end\n end\n stop [this script v]\nend\nif <(Type) = [am]> then\n if <((State) mod (1)) > [0.7]> then\n if <(State) < [0]> then\n PlatformsOffPlatform\n else\n set [state v] to ((round (((State) - (1)) * (10))) / (10))\n change [x v] by (XVelocity)\n change [y v] by (YVelocity)\n if <(State) < [24]> then\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n end\n end\n else\n if <(State) = [0]> then\n set [direction v] to [90]\n set [state v] to [1]\n end\n if <not <((State) mod (1)) = [0]>> then\n TrackMovement\n if <not <(FoundBlockType) = [i]>> then\n set [bonus v] to (join (Bonus) [!])\n else\n set [state v] to [47]\n set [state v] to ((round (((State) - (0.2)) * (10))) / (10))\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [an]> then\n if <((State) mod (1)) > [0.7]> then\n if <(State) < [0]> then\n PlatformsOffPlatform\n else\n if <(State) < [24]> then\n set [state v] to ((round (((State) - (1)) * (10))) / (10))\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n else\n set [state v] to ((round (((State) - (2)) * (10))) / (10))\n change [x v] by (XVelocity)\n change [y v] by (YVelocity)\n end\n end\n else\n if <(State) = [0]> then\n set [direction v] to [90]\n set [state v] to [1]\n end\n if <not <((State) mod (1)) = [0]>> then\n TrackMovement\n if <not <(FoundBlockType) = [i]>> then\n set [bonus v] to (join (Bonus) [!])\n else\n set [state v] to [47]\n set [state v] to ((round (((State) - (0.2)) * (10))) / (10))\n end\n end\n end\n stop [this script v]\nend\nif <<(Type) = [ao]> or <(Type) = [bu]>> then\n set [hitboxheight v] to [12]\n MoveSteps [8] [V]\n set [#one v] to [15]\n if <(Type) = [bu]> then\n set [#one v] to [8]\n set [xvelocity v] to ((XVelocity) / (1.2))\n change [yvelocity v] by (([cos v] of (Direction) ) * (4))\n if <(TypesOnScreenCheck?) = [1]> then\n SimpleParticle [Ice]\n end\n end\n if <(Direction) > [0]> then\n change [direction v] by (#One)\n if <(Direction) > [135]> then\n set [direction v] to [135]\n end\n else\n change [direction v] by ((#One) * (-1))\n if <(Direction) < [-135]> then\n set [direction v] to [-135]\n end\n end\n Standard (XVelocity)\n if <(XVelocity) = [0]> then\n TurnAround\n change [y v] by (4)\n change [state v] by (-1)\n if <(item (EntityNo.) of [ent x v v]) = [0]> then\n DeleteThisEntity [] []\n SimpleParticle [Skid]\n end\n end\n if <<(YVelocity) = [0.5]> or <(State) > [4]>> then\n DeleteThisEntity [] []\n if <(Type) = [bu]> then\n SimpleParticle [Ice]\n else\n SimpleParticle [Skid]\n end\n end\n if <(YVelocity) = [0]> then\n if <(Direction) > [0]> then\n set [direction v] to [25]\n else\n set [direction v] to [-25]\n end\n change [state v] by (1)\n if <(Type) = [bu]> then\n change [state v] by (3)\n end\n if <(XVelocity) = [0]> then\n set [direction v] to ((Direction) / (100))\n end\n end\n stop [this script v]\nend\nif <<(Type) = [aq]> or <(Type) = [bs]>> then\n if <(State) < [-1]> then\n add (EntityNo.) to [renderinbackgroundentities v]\n change [state v] by ((1) / (6))\n if <(State) > [-1]> then\n set [state v] to [0]\n end\n change [y v] by (-6)\n stop [this script v]\n else\n if <(State) < [0]> then\n add (EntityNo.) to [renderinbackgroundentities v]\n change [state v] by ((1) / (12))\n if <(State) > [0]> then\n set [state v] to [0]\n end\n change [y v] by (6)\n stop [this script v]\n else\n if <(Type) = [bs]> then\n change [x v] by (XVelocity)\n set [xvelocity v] to ((XVelocity) / (1.1))\n if <(Direction) > [0]> then\n change [xvelocity v] by (0.1)\n else\n change [xvelocity v] by (-0.1)\n end\n change [y v] by ((-0.25) + (([cos v] of ((GameTimer) * (360)) ) * (0.75)))\n else\n change [x v] by (XVelocity)\n set [xvelocity v] to ((XVelocity) / (1.1))\n if <(Direction) = [-90]> then\n set [direction v] to [90]\n end\n change [direction v] by (6)\n if <(Direction) = [450]> then\n set [direction v] to [90]\n end\n change [x v] by (([cos v] of (Direction) ) * (-3.36))\n change [y v] by ((-0.25) + (([abs v] of ([cos v] of (Direction) ) ) * (-1.25)))\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [ar]> then\n if <(State) > [30]> then\n set [xvelocity v] to [0]\n PlatformsOffPlatform\n if <(YVelocity) < [-7.8]> then\n set [yvelocity v] to [-7.8]\n end\n end\n stop [this script v]\nend\nif <<<(Type) = [as]> or <(Type) = [dl]>> or <<(Type) = [au]> or <(Type) = [dc]>>> then\n if <((State) mod (100)) < [20]> then\n Standard [1.5]\n else\n if <((State) mod (100)) < [60]> then\n Standard [-1.5]\n if <<((State) mod (100)) > [38]> and <((State) mod (100)) < [40]>> then\n TurnToPlayer\n if <(YVelocity) = [0]> then\n set [yvelocity v] to [4]\n end\n end\n else\n if <((State) mod (100)) < [80]> then\n Standard [1.5]\n else\n TurnToPlayer\n Standard [0]\n if <<((State) mod (100)) > [82]> and <((State) mod (100)) < [84]>> then\n if <<(YVelocity) = [0]> and <(State) > [200]>> then\n set [yvelocity v] to [10]\n end\n end\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [at]> then\n if <(Direction) > [0]> then\n change [direction v] by (7)\n if <(Direction) > [150]> then\n set [direction v] to [150]\n end\n else\n change [direction v] by (-7)\n if <(Direction) < [-150]> then\n set [direction v] to [-150]\n end\n end\n change [x v] by ((([sin v] of (Direction) ) * (5)) + (XVelocity))\n change [y v] by (([cos v] of (Direction) ) * (10))\n set [xvelocity v] to ((XVelocity) / (1.03))\n stop [this script v]\nend\nif <(Type) = [be]> then\n if <(State) = [0]> then\n set [yvelocity v] to [0.001]\n if <<([abs v] of ((X) - (PlayerX)) ) < [80]> and <(PlayerY) < (Y)>> then\n set [bonus v] to (Y)\n set [state v] to [1]\n change [yvelocity v] by (-0.69)\n end\n else\n if <(State) = [1]> then\n if <(YVelocity) = [0]> then\n set [state v] to [2]\n start sound [Thwomp v]\n if <(CameraShake) = [0]> then\n set [camerashake v] to [1]\n end\n else\n change [yvelocity v] by (-0.69)\n Standard [0]\n end\n else\n if <(State) < [16]> then\n Standard [0]\n change [state v] by (0.7)\n if <((Y) + (1)) < (PreviousYPosition)> then\n set [y v] to (PreviousYPosition)\n end\n else\n if <(State) < [18]> then\n set [yvelocity v] to [2]\n change [y v] by (2)\n if <(Y) > (Bonus)> then\n set [y v] to (Bonus)\n set [state v] to [18]\n end\n else\n if <(State) < [32]> then\n change [state v] by (1)\n else\n set [state v] to [0]\n end\n end\n end\n end\n end\n CreateEntity (X) (((Y) + ((YVelocity) * (0.5))) + (32)) [90] [bf] [Delete] [0] (XVelocity) (YVelocity)\n stop [this script v]\nend\nif <(Type) = [bf]> then\n DeleteThisEntity [] []\n stop [this script v]\nend\nif <(Type) = [bg]> then\n MoveSteps [4] [X]\n stop [this script v]\nend\nif <(Type) = [en]> then\n MoveSteps [3] [X]\n stop [this script v]\nend\nif <(Type) = [bi]> then\n SlowTurning [8]\n Standard ([abs v] of (([sin v] of ((State) - (90)) ) * (4.5)) )\n if <(XVelocity) = [0]> then\n TurnToPlayer\n if <([abs v] of ((State) - (90)) ) > [45]> then\n if <(YVelocity) = [0]> then\n set [yvelocity v] to [8.2]\n end\n end\n end\n stop [this script v]\nend\nif <<<(Type) = [bk]> or <(Type) = [fc]>> or <<(Type) = [bl]> or <(Type) = [bn]>>> then\n if <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))> then\n set [yvelocity v] to ((YVelocity) / (1.046))\n change [yvelocity v] by (0.31)\n if <(Type) = [bk]> then\n Standard [1.5]\n else\n if <(Type) = [fc]> then\n change [state v] by (((3) - (State)) / (30))\n TurnSlowlyTo [3] []\n if <(State) = [0.4]> then\n Standard [0.5]\n else\n ScanNearbyEntities\n MoveSteps (State) [V]\n CollideAndMove\n end\n else\n if <(Type) = [bn]> then\n if <(State) = [0]> then\n Standard [0.5]\n if <<<<((PlayerX) + (16)) < (X)> and <(Direction) < [0]>> or <<((X) + (16)) < (PlayerX)> and <(Direction) > [0]>>> and <(PlayerUnderwater) = [1]>> then\n if <<([abs v] of ((PlayerX) - (X)) ) < [224]> and <([abs v] of ((PlayerY) - (Y)) ) < [192]>> then\n change [state v] by (1)\n end\n end\n else\n if <(State) > [30]> then\n if <(State) < [45]> then\n TurnSlowlyTo [1] []\n end\n MoveSteps [3] [V]\n ScanNearbyEntities\n CollideAndMove\n change [state v] by (1)\n if <not <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))>> then\n set [state v] to [0]\n set [yvelocity v] to ((YVelocity) * (2))\n set [xvelocity v] to ((XVelocity) * (2))\n end\n if <<<(YVelocity) = [0]> or <(YVelocity) = [0.5]>> or <(XVelocity) = [0]>> then\n Delete+Key+Explode\n end\n else\n change [state v] by (1)\n TurnSlowlyTo [3] []\n end\n end\n else\n Standard [3]\n end\n end\n end\n else\n if <(YVelocity) = [0]> then\n Standard [0]\n else\n Standard [1.5]\n end\n if <(YVelocity) = [0]> then\n if <((round (((GameTimer) * (100)) + ((EntityNo.) * (10)))) mod (60)) = [30]> then\n set [yvelocity v] to [5]\n end\n end\n end\n stop [this script v]\nend\nif <<(Type) = [bo]> or <(Type) = [bw]>> then\n if <(State) = [0]> then\n FixPiranhas\n else\n set [x v] to (XVelocity)\n set [y v] to (YVelocity)\n if <(State) < [30]> then\n change [state v] by (1)\n if <(Direction) = [90]> then\n if <<([abs v] of ((PlayerX) - (X)) ) < [52]> and <(PlayerY) < ((Y) + (80))>> then\n set [state v] to [25]\n end\n else\n if <<([abs v] of ((PlayerX) - ((X) + (([cos v] of (Direction) ) * (-48)))) ) < [52]> and <([abs v] of ((PlayerY) - ((Y) + (([sin v] of (Direction) ) * (48)))) ) < [52]>> then\n set [state v] to [25]\n end\n end\n else\n if <(State) < [60]> then\n change [state v] by (1)\n MoveSteps ((64) * (((State) - (30)) / (30))) [X1]\n else\n if <(State) < [90]> then\n change [state v] by (1)\n MoveSteps [64] [X1]\n if <(round (State)) = [75]> then\n if <(Type) = [bw]> then\n set [#four v] to (Direction)\n MoveSteps [40] [X1]\n PointTowards (PlayerX) (PlayerY)\n CreateEntity (X) (Y) (Direction) [by] [1] [0] [0] [0]\n start sound [EnemyFireball v]\n set [direction v] to (#Four)\n MoveSteps [-40] [X1]\n end\n end\n else\n if <(State) < [120]> then\n change [state v] by (1)\n MoveSteps ((64) * (((120) - (State)) / (30))) [X1]\n else\n if <(State) < [135]> then\n change [state v] by (1)\n else\n set [state v] to [1]\n end\n end\n end\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [br]> then\n change [state v] by (1)\n if <<not <(Powerup) = [C]>> and <(State) < [349]>> then\n set [state v] to [349]\n end\n change [y v] by (YVelocity)\n set [yvelocity v] to (([cos v] of ((State) * (5)) ) * (0.1))\n if <(State) > [360]> then\n Delete+Key+Explode\n end\n stop [this script v]\nend\nif <(Type) = [by]> then\n set [hitboxheight v] to [16]\n MoveSteps [4] [V]\n ScanNearbyEntities\n CollideAndMove\n change [state v] by (1)\n if <<<(YVelocity) = [0]> or <(YVelocity) = [0.5]>> or <(XVelocity) = [0]>> then\n SimpleDeleteWithKey\n SimpleParticle [Skid]\n end\n stop [this script v]\nend\nif <<(Type) = [cb]> or <(Type) = [eo]>> then\n if <(State) < [300]> then\n change [state v] by (1)\n TurnSlowlyTo ((3) - (<(Type) = [eo]> * (2.5))) []\n end\n if <(Type) = [eo]> then\n MoveSteps [3] [X]\n else\n MoveSteps [4] [X]\n end\n stop [this script v]\nend\nif <<<(Type) = [cc]> or <(Type) = [dt]>> or <<(Type) = [dk]> or <<<(Type) = [ds]> or <(Type) = [aw]>> or <<(Type) = [az]> or <(Type) = [af]>>>>> then\n if <(Type) = [dt]> then\n if <(State) = [0]> then\n set [state v] to [1]\n set [loadentitiesdelay v] to [0]\n add (join (join [du,] (join ((X) / (32)) [,])) (join (join ((Y) / (32)) [,]) [0,0,0,0,-90,])) to [potentialentityspawn v]\n end\n end\n stop [this script v]\nend\nif <(Type) = [ce]> then\n set [hitboxheight v] to [48]\n if <(State) > [5]> then\n if <(State) > [6]> then\n if <(State) > [7]> then\n if <(State) > [8]> then\n if <(State) > [9]> then\n change [state v] by (0.1)\n if <(State) > [10]> then\n set [state v] to [0]\n end\n else\n if <(Y) < ((PlayerY) + (80))> then\n change [yvelocity v] by (-0.69)\n Standard [0]\n if <(YVelocity) = [0]> then\n set [state v] to [9.1]\n set [camerashake v] to [1]\n Interact ((X) + (8)) ((Y) + (-28)) [HitB]\n Interact ((X) + (-8)) ((Y) + (-28)) [HitB]\n EntInt (X) (Y) [Crush]\n start sound [Thwomp v]\n set [yvelocity v] to [0.1]\n SimpleParticle [Landed]\n end\n else\n change [y v] by (YVelocity)\n if <(YVelocity) > [2]> then\n set [state v] to [0]\n end\n end\n end\n else\n set [yvelocity v] to [-16]\n change [state v] by (0.3)\n end\n else\n change [yvelocity v] by (-1.38)\n if <(Y) < ((PlayerY) + (128))> then\n set [yvelocity v] to [12]\n end\n change [y v] by (YVelocity)\n TurnToPlayer\n if <(Y) > ((PlayerY) - (96))> then\n if <([abs v] of ((PlayerX) - (X)) ) > [9]> then\n change [x v] by ((Direction) / (10))\n else\n set [x v] to (((X) + (PlayerX)) / (2))\n end\n end\n if <(YVelocity) < [1.38]> then\n set [yvelocity v] to [1.38]\n if <([abs v] of ((PlayerX) - (X)) ) < [5]> then\n set [state v] to [7.1]\n set [x v] to (PlayerX)\n end\n end\n end\n else\n Standard [0]\n if <(YVelocity) = [0]> then\n change [state v] by (0.05)\n if <(State) > [6]> then\n set [yvelocity v] to [12]\n end\n end\n end\n else\n Standard [0]\n if <(YVelocity) = [0]> then\n if <((GameTimer) mod (0.12)) > [0.1]> then\n TurnToPlayer\n if <(State) < [3]> then\n change [state v] by (1)\n end\n set [yvelocity v] to [7]\n end\n end\n if <not <(State) < [3]>> then\n change [state v] by (0.03)\n if <((State) mod (1)) > [0.98]> then\n CreateEntity ((X) + ((Direction) / (3))) ((Y) + (32)) (Direction) [cf] [0] [0] [1] [0]\n start sound [EnemyFireball v]\n end\n end\n end\n Both []\n stop [this script v]\nend\nif <<(Type) = [cf]> or <(Type) = [cv]>> then\n if <(XVelocity) = [1]> then\n if <(State) < [15]> then\n change [state v] by (1)\n if <([abs v] of ((PlayerY) - (Y)) ) > [4]> then\n if <(PlayerY) > (Y)> then\n change [y v] by (2)\n else\n change [y v] by (-2)\n end\n else\n change [state v] by (15)\n end\n end\n end\n change [x v] by ((Direction) / (22.5))\n if <(Type) = [cv]> then\n Hitbox []\n end\n stop [this script v]\nend\nif <(Type) = [cg]> then\n if <(State) < [0]> then\n change [state v] by (0.02)\n TurnToPlayer\n if <not <(State) < [0]>> then\n if < (Bonus) contains [9]?> then\n Delete+Key+Explode\n set [state v] to [-0.99]\n end\n end\n else\n if <(State) < [2]> then\n if <(YVelocity) = [0]> then\n Standard [0]\n change [state v] by (0.03)\n if <((State) mod (1)) > [0.97]> then\n if <<((GameTimer) mod (0.03)) > [0.01]> or <(State) < [1.1]>> then\n TurnToPlayer\n set [yvelocity v] to [12]\n set [state v] to [1]\n else\n set [state v] to [2]\n end\n end\n else\n Standard [3]\n end\n else\n TurnToPlayer\n Standard [4.5]\n change [state v] by (0.008)\n if <(State) > [3]> then\n set [state v] to [0]\n end\n end\n end\n stop [this script v]\nend\nif <<<<(Type) = [cj]> or <(Type) = [eh]>> or <(Type) = [dw]>> or <<<(Type) = [cl]> or <(Type) = [ef]>> or <<(Type) = [dh]> or <(Type) = [ee]>>>> then\n if <(Type) = [ef]> then\n set [hitboxheight v] to [48]\n end\n if <(State) < [0]> then\n change [state v] by (0.01)\n if <(State) > [-0.9]> then\n if < (Bonus) contains [9]?> then\n set [xvelocity v] to [0]\n set [yvelocity v] to [3]\n change [state v] by (0.005)\n if <not <(State) < [0]>> then\n Delete+Key+Explode\n set [state v] to [-0.99]\n end\n if <not <((Y) - (MapY)) > [116]>> then\n CollideAndMove\n set [yvelocity v] to [3]\n end\n else\n TurnToPlayer\n if <(Type) = [ef]> then\n Standard [0]\n else\n Standard [4.5]\n if <<(YVelocity) = [0]> and <((GameTimer) mod (0.2)) > [0.18]>> then\n if <<(PlayerY) > ((Y) + (12))> or <(XVelocity) = [0]>> then\n set [yvelocity v] to [11]\n end\n end\n end\n end\n end\n else\n change [state v] by (0.02)\n if <(State) < [1]> then\n Standard (<<not <(Type) = [ef]>> or <(State) < [0.3]>> * (3))\n if <<(YVelocity) = [0]> and <((GameTimer) mod (0.2)) > [0.18]>> then\n set [#eight v] to (letter (length of (Bonus)) of (Bonus))\n if <<<(Type) = [dh]> or <(Type) = [dw]>> and <<(#Eight) > [7]> and <(#Eight) < [10]>>> then\n set [yvelocity v] to [13]\n else\n if <<<(PlayerY) > ((Y) + (12))> and <not <(Type) = [ef]>>> or <(XVelocity) = [0]>> then\n set [yvelocity v] to [11]\n else\n if <<(Type) = [dh]> or <<(Type) = [dw]> or <(Type) = [eh]>>> then\n set [yvelocity v] to ((6) + (<(Type) = [eh]> * (4)))\n end\n end\n end\n end\n else\n Standard [0]\n if <(State) > [1.5]> then\n if <(State) > [1.51]> then\n if <(State) > [1.7]> then\n set [state v] to [0]\n end\n else\n set [#eight v] to (Direction)\n PointTowards (PlayerX) (PlayerY)\n if <(Type) = [dh]> then\n CreateEntity ((X) + ((#Eight) / (8))) ((Y) + (16)) (Direction) [di] [] [0] [x] [x]\n set [state v] to [1.6]\n else\n if <(Type) = [ef]> then\n CreateEntity ((X) + ((#Eight) / (8))) (Y) (#Eight) [eg] [x] [0] ((#Eight) / (15)) [0]\n else\n set [#one v] to [0]\n if <(Type) = [eh]> then\n change [direction v] by (-30)\n end\n repeat (3)\n CreateEntity ((X) + ((#Eight) / (2))) ((Y) + (8)) (Direction) [ck] [0] (#One) [0] [0]\n if <(Type) = [eh]> then\n change [direction v] by (30)\n else\n change [#one v] by (-1)\n end\n end\n if <(Type) = [dw]> then\n set [state v] to [1.6]\n end\n end\n end\n set [direction v] to (#Eight)\n end\n end\n end\n TurnToPlayer\n end\n if <<(Type) = [ee]> or <(Type) = [eh]>> then\n if <<(YVelocity) = [0]> and <(item (EntityNo.) of [ent y v v]) < [-1]>> then\n if <(CameraShake) = [0]> then\n set [camerashake v] to [1]\n end\n start sound [Bump v]\n if <(PlayerYVelocity) = [0]> then\n set [groundshaking v] to [1]\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [eg]> then\n if <not <(YVelocity) = [0.5]>> then\n change [yvelocity v] by (0.29)\n end\n Standard [3]\n if <(YVelocity) = [0]> then\n set [yvelocity v] to [12]\n end\n if <<(TypesOnScreenCheck?) = [1]> and <(Bonus) = [x]>> then\n if <not <[ent ty v] contains [ef]?>> then\n Delete+Key+Explode\n end\n end\n stop [this script v]\nend\nif <(Type) = [ck]> then\n change [state v] by (0.2)\n if <(State) < [0]> then\n stop [this script v]\nend\nif <(Type) = [cm]> then\n TurnToPlayer\n if <((Direction) * (-1)) = (PlayerDirection)> then\n set [state v] to [0]\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n else\n set [#five v] to (Direction)\n change [state v] by (0.03)\n PointTowards (PlayerX) (PlayerY)\n if <(State) > [1.5]> then\n set [state v] to [1.5]\n end\n MoveSteps (State) [V]\n change [x v] by (XVelocity)\n change [y v] by (YVelocity)\n set [direction v] to (#Five)\n end\n stop [this script v]\nend\nif <(Type) = [co]> then\n if <(State) = [0]> then\n if <(XVelocity) = [0]> then\n set [xvelocity v] to ((Direction) / (24))\n replace item (EntityNo.) of [ent x v v] with (XVelocity)\n end\n set [state v] to [1]\n end\n if <(XVelocity) = [0]> then\n Delete+Key+Explode\n set [xvelocity v] to ((Direction) / (24))\n stop [this script v]\n end\n Standard ([abs v] of (XVelocity) )\n if <not <([abs v] of (XVelocity) ) < [0.05]>> then\n if <(YVelocity) = [0]> then\n if <(item (EntityNo.) of [ent y v v]) < [-2]> then\n if <(item (EntityNo.) of [ent y v v]) < [-8]> then\n set [yvelocity v] to ((item (EntityNo.) of [ent y v v]) * (-1))\n else\n set [yvelocity v] to ((item (EntityNo.) of [ent y v v]) * (-0.7))\n end\n end\n if <(item (EntityNo.) of [ent y v v]) = [0]> then\n if <(Y) < ((PreviousYPosition) - (1))> then\n if <([abs v] of (XVelocity) ) < [8]> then\n change [xvelocity v] by ((Direction) / (360))\n end\n else\n if <(Y) > ((PreviousYPosition) + (1))> then\n if <([abs v] of (XVelocity) ) > [2.9]> then\n change [xvelocity v] by ((Direction) / (-360))\n end\n end\n end\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [cr]> then\n change [state v] by (1)\n change [x v] by ((Direction) / (30))\n change [y v] by (([cos v] of ((State) * (8)) ) * (4))\n stop [this script v]\nend\nif <(Type) = [ct]> then\n if <(State) < [0]> then\n if <(State) < [-1]> then\n change [y v] by (-8)\n set [yvelocity v] to [-2]\n else\n change [y v] by (8)\n end\n set [state v] to [0]\n RoundPos\n end\n if <((Y) mod (32)) < [2]> then\n set [#one v] to ((((round ((X) / (32))) - (1)) * (WorldHeight)) + (round ((Y) / (32))))\n if <<(item (#One) of [unique type v]) = [i]> and <(item (#One) of [bltyga v]) = [i]>> then\n replace item (#One) of [unique type v] with [aw]\n else\n CreateEntity (X) (Y) [] [aw] [] [] [] []\n end\n end\n if <(YVelocity) < [0]> then\n set [yvelocity v] to [-2]\n change [y v] by (-2)\n else\n set [yvelocity v] to [2]\n change [y v] by (2)\n end\n ScanNearbyEntities\n Collision [V] []\n if <<not <([abs v] of (YVelocity) ) = [2]>> or <<(Y) > ((((AreaStartHeight) + (AreaHeight)) - (1)) * (32))> or <(Y) < ((AreaStartHeight) * (32))>>> then\n Delete+Key+Explode\n end\n stop [this script v]\nend\nif <(Type) = [cu]> then\n set [x v] to (XVelocity)\n set [y v] to (YVelocity)\n if <(State) < [45]> then\n change [state v] by (1)\n TurnToPlayer\n if <(State) > [15]> then\n set [#one v] to ((12) * (((State) - (15)) / (15)))\n if <(#One) > [12]> then\n set [#one v] to [12]\n end\n change [y v] by (#One)\n end\n if <<([abs v] of ((PlayerX) - (X)) ) < [32]> and <([abs v] of ((PlayerY) - ((Y) + (32))) ) < [24]>> then\n if <(State) < [15]> then\n set [state v] to [10]\n end\n end\n else\n if <(State) < [60]> then\n change [state v] by (1)\n change [y v] by ((12) + ((20) * (((State) - (45)) / (15))))\n TurnToPlayer\n else\n if <(State) < [90]> then\n TurnToPlayer\n change [state v] by (1)\n change [y v] by (32)\n if <(round (State)) = [75]> then\n CreateEntity (X) (Y) (Direction) [cv] [0] [0] [1] [0]\n end\n else\n if <(State) < [105]> then\n change [state v] by (1)\n change [y v] by ((32) * (((105) - (State)) / (15)))\n else\n if <(State) < [120]> then\n change [state v] by (1)\n else\n set [state v] to [1]\n end\n end\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [cw]> then\n if <(YVelocity) = [0]> then\n TurnToPlayer\n Standard [0]\n change [state v] by (1)\n if <(State) > [10]> then\n CreateParticle [] ((Y) + (12)) [Flame]\n if <(State) > [12]> then\n set [xvelocity v] to ((Direction) / (45))\n set [state v] to [0]\n set [yvelocity v] to [7]\n if <(PlayerY) > ((Y) + (48))> then\n set [yvelocity v] to [8]\n end\n end\n end\n else\n if <not <(YVelocity) = [0.5]>> then\n change [yvelocity v] by (0.29)\n end\n CreateParticle [] ((Y) + (12)) [Flame]\n Standard [3]\n if <(YVelocity) = [0]> then\n set [xvelocity v] to ((XVelocity) / (2))\n end\n end\n if <((Y) / (32)) < ((CurrentWaterLevel) + (0.5))> then\n Delete+Key+Explode\n stop [this script v]\n end\n Both []\n stop [this script v]\nend\nif <(Type) = [dd]> then\n if <(State) = [0]> then\n set [state v] to [1]\n set [bonus v] to (Y)\n end\n change [yvelocity v] by (-0.69)\n change [y v] by (YVelocity)\n if <(State) = [90]> then\n CreateParticle [] ((Y) - (16)) [Lava]\n if <(Y) > ((Bonus) - (96))> then\n set [y v] to ((Bonus) - (96))\n set [yvelocity v] to [11.9]\n set [state v] to [1]\n else\n set [yvelocity v] to [16]\n end\n else\n if <((Y) / (32)) < ((CurrentLavaLevel) - (2))> then\n set [y v] to (((CurrentLavaLevel) - (2)) * (32))\n change [state v] by (1)\n if <(State) > [45]> then\n set [state v] to [90]\n set [yvelocity v] to [8.5]\n start sound [EnemyFireball v]\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [dg]> then\n Standard [0]\n stop [this script v]\nend\nif <(Type) = [di]> then\n if <(State) = [0]> then\n MoveSteps [4.5] [V]\n replace item (EntityNo.) of [ent x v v] with (XVelocity)\n replace item (EntityNo.) of [ent y v v] with (YVelocity)\n set [state v] to [1]\n end\n ScanNearbyEntities\n CollideAndMove\n if <<(YVelocity) = [0.5]> or <(YVelocity) = [0]>> then\n set [y v] to (PreviousYPosition)\n set [yvelocity v] to (item (EntityNo.) of [ent y v v])\n set [yvelocity v] to ((YVelocity) * (-1))\n if <(XVelocity) = [0]> then\n if <(State) = [2]> then\n DeleteThisEntity [] []\n else\n set [state v] to [2]\n end\n end\n end\n if <(XVelocity) = [0]> then\n set [x v] to (PreviousXPosition)\n set [xvelocity v] to (item (EntityNo.) of [ent x v v])\n set [xvelocity v] to ((XVelocity) * (-1))\n else\n set [state v] to [1]\n end\n if <(TypesOnScreenCheck?) = [1]> then\n if <not <[ent ty v] contains [dh]?>> then\n Delete+Key+Explode\n end\n end\n stop [this script v]\nend\nif <(Type) = [dj]> then\n MoveSteps [4.5] [X]\n if <(State) = [0]> then\n ExplodeParticle\n set [state v] to [1]\n end\n stop [this script v]\nend\nif <(Type) = [dm]> then\n if <(Direction) > [0]> then\n change [direction v] by (5)\n else\n change [direction v] by (-5)\n end\n if <<([abs v] of (Direction) ) < [90]> or <([abs v] of (Direction) ) > [270]>> then\n if <([abs v] of (Direction) ) > [270]> then\n ScanNearbyEntities\n repeat (length of [nearbyentities v])\n if <(item (item (1) of [nearbyentities v]) of [ent ty v]) = [dl]> then\n if <<([abs v] of ((X) - (item (item (1) of [nearbyentities v]) of [ent x v])) ) < [24]> and <([abs v] of ((Y) - (item (item (1) of [nearbyentities v]) of [ent y v])) ) < [48]>> then\n SimpleDeleteWithKey\n stop [this script v]\n end\n end\n delete (1) of [nearbyentities v]\n end\n end\n if <<<(Direction) > [0]> and <(Direction) < [270]>> or <(Direction) < [-270]>> then\n change [x v] by (7.5)\n else\n change [x v] by (-7.5)\n end\n else\n change [x v] by (([sin v] of (Direction) ) * (9))\n end\n if <([abs v] of (Direction) ) < [180]> then\n change [y v] by (([cos v] of (Direction) ) * (6))\n else\n change [y v] by (([cos v] of (Direction) ) * (3))\n end\n stop [this script v]\nend\nif <(Type) = [dn]> then\n change [state v] by (1)\n if <(State) > [200]> then\n if <<(State) > [265]> or <(XVelocity) = [0]>> then\n change [yvelocity v] by (1.43)\n set [state v] to [45]\n end\n Standard [1.5]\n else\n Standard [1]\n if <(round (State)) = [90]> then\n TurnAround\n end\n if <(round (State)) = [180]> then\n set [state v] to [0]\n TurnAround\n end\n end\n if <<<((PlayerX) + (16)) < (X)> and <(Direction) < [0]>> or <<((X) + (16)) < (PlayerX)> and <(Direction) > [0]>>> then\n if <<([abs v] of ((PlayerX) - (X)) ) < [160]> and <([abs v] of ((PlayerY) - (Y)) ) < [48]>> then\n if <(State) < [200]> then\n change [yvelocity v] by (-2)\n end\n set [state v] to [210]\n end\n end\n set [yvelocity v] to ((YVelocity) / (1.4))\n if <(Underwater) = [1]> then\n change [yvelocity v] by (0.31)\n else\n change [yvelocity v] by (0.69)\n end\n stop [this script v]\nend\nif <(Type) = [du]> then\n if <(Bonus) = [0]> then\n set [bonus v] to ((((round ((X) / (32))) - (1)) * (WorldHeight)) + (round ((Y) / (32))))\n end\n if <(State) < [46]> then\n Standard [4.5]\n else\n if <(State) < [52]> then\n MoveSteps [15] [V]\n CollideAndMove\n set [direction v] to (item (EntityNo.) of [ent dir v])\n end\n end\n change [state v] by (1.1)\n set [#one v] to ((([floor v] of ((Bonus) / (WorldHeight)) ) + (1)) * (32))\n set [#six v] to (((Bonus) mod (WorldHeight)) * (32))\n if <(State) < [46]> then\n if <([abs v] of ((X) - (#One)) ) > [40]> then\n change [state v] by (-0.2)\n if <(#One) > (X)> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\n end\n IamEnvironmental\n if <<(YVelocity) = [0]> or <(Y) < ((#Six) - (84))>> then\n set [yvelocity v] to [4]\n end\n else\n if <(State) > [75]> then\n set [state v] to [1]\n set [xvelocity v] to [0]\n set [yvelocity v] to [1]\n TurnToPlayer\n end\n if <<<(State) < [52]> and <(State) > [50]>> and <(([abs v] of ((X) - (#One)) ) + ([abs v] of ((Y) - (#Six)) )) < [72]>> then\n change [state v] by (-0.99)\n end\n if <(State) < [47]> then\n set [direction v] to (round ((((GameTimer) + (EntityNo.)) * (1000)) mod (75)))\n if <(X) < (#One)> then\n change [direction v] by (-75)\n end\n if <([abs v] of ((X) - (#One)) ) > [64]> then\n TurnAround\n end\n end\n end\n set [previousxposition v] to (X)\n set [previousyposition v] to (Y)\n set [#three v] to (((X) - (#One)) / (-4.4))\n set [#four v] to (((Y) - (#Six)) / (-4.8))\n repeat (4)\n change [x v] by (#Three)\n change [y v] by (#Four)\n SimpleParticle [Chain]\n end\n set [x v] to (PreviousXPosition)\n set [y v] to (PreviousYPosition)\n stop [this script v]\nend\nif <(Type) = [ec]> then\n change [thrownentities v] by (1)\n ApproachSpeed [-8] [12]\n ScanNearbyEntities\n CollideAndMove\n if <<<<(YVelocity) = [0]> or <(YVelocity) = [0.5]>> or <([abs v] of ((Y) - (PreviousYPosition)) ) > [2]>> or <<(XVelocity) = [0]> and <<(State) > [36]> and <((State) mod (1)) < [0.5]>>>> then\n Delete+Key+Explode\n stop [this script v]\n end\n if <(XVelocity) = [0]> then\n if <(item (EntityNo.) of [ent x v v]) > [0]> then\n set [#eight v] to [90]\n else\n set [#eight v] to [-90]\n end\n TurnToPlayer\n if <<(#Eight) = (Direction)> and <(State) > [36]>> then\n Delete+Key+Explode\n end\n set [direction v] to (#Eight)\n Interact ((X) + (((Direction) / (90)) * (24))) (Y) [HitS]\n end\n if <(State) > [32]> then\n if <(PlayerY) > ((Y) + (24))> then\n set [yvelocity v] to [2]\n else\n if <(PlayerY) < ((Y) + (-24))> then\n set [yvelocity v] to [-2]\n else\n set [yvelocity v] to ((YVelocity) / (1.1))\n end\n end\n set [hitboxwidth v] to [12]\n Hitbox []\n set [#eight v] to (Direction)\n TurnToPlayer\n if <not <(#Eight) = (Direction)>> then\n change [state v] by ((0.09) + ((([floor v] of (State) ) - (36)) / (20)))\n end\n set [direction v] to (#Eight)\n if <(XVelocity) = [0]> then\n set [state v] to ([ceiling v] of (State) )\n TurnAround\n set [xvelocity v] to ((Direction) / (12))\n else\n if <((State) mod (1)) > [0.85]> then\n set [state v] to (([floor v] of (State) ) + (1))\n TurnAround\n end\n end\n else\n change [state v] by (1.9)\n if <<(XVelocity) = [0]> or <(State) > [32]>> then\n TurnAround\n set [state v] to [36]\n if <(XVelocity) = [0]> then\n set [xvelocity v] to ((Direction) / (12))\n end\n end\n end\n if <(State) > [40]> then\n Delete+Key+Explode\n end\n ICollectCoins\n change [y v] by (-4)\n IKillEnemies\n change [y v] by (4)\n stop [this script v]\nend\nif <(Type) = [ep]> then\n if <(State) > [0]> then\n change [state v] by (0.5)\n if <(State) > [22]> then\n set [state v] to [0]\n end\n end\n if <<(State) > [0.5]> and <(State) < [9.5]>> then\n MoveSteps ((10) - (State)) [V]\n change [x v] by (XVelocity)\n change [y v] by (YVelocity)\n else\n if <<(Y) > ((PlayerY) + (32))> or <(State) > [0]>> then\n change [yvelocity v] by (-0.2)\n if <(YVelocity) < [-2]> then\n set [yvelocity v] to [-2]\n end\n change [y v] by (YVelocity)\n else\n TurnToPlayer\n set [state v] to [0.01]\n if <([abs v] of ((X) - (PlayerX)) ) < [80]> then\n if <(TypesOnScreenCheck?) = [1]> then\n set [direction v] to ((Direction) * (-1))\n end\n end\n set [direction v] to ((Direction) * (0.5))\n end\n end\n stop [this script v]\nend\nif <(Type) = [eq]> then\n TurnToPlayer\n if <(State) < [0]> then\n if < (Bonus) contains [9]?> then\n DeathParticle []\n SimpleDeleteWithKey\n stop [this script v]\n end\n if <(State) < [-0.9]> then\n Standard [0]\n else\n Standard [4.5]\n end\n if <<(XVelocity) = [0]> and <(YVelocity) = [0]>> then\n set [yvelocity v] to [8]\n end\n change [state v] by (0.006)\n if <(State) > [0]> then\n set [state v] to [0]\n end\n else\n if <(State) < [27]> then\n if <<((State) mod (9)) < [1]> and <(State) > [2]>> then\n change [state v] by (0.03)\n if <<(YVelocity) = [0]> and <((State) mod (9)) < [0.5]>> then\n set [yvelocity v] to [8]\n if <(State) < [11]> then\n set [xvelocity v] to ((Direction) / (-18))\n else\n set [xvelocity v] to ((Direction) / (18))\n end\n end\n else\n change [state v] by (0.1)\n if <(round (((State) mod (3)) * (10))) = [27]> then\n set [#four v] to (Direction)\n PointTowards (PlayerX) ((PlayerY) - (8))\n CreateEntity ((X) + ((#Four) / (9))) ((Y) + (10)) (Direction) [er] [0] [0] [0] [0]\n start sound [EnemyFireball v]\n set [direction v] to (#Four)\n end\n end\n else\n if <(State) > [31]> then\n change [state v] by (0.1)\n if <(State) > [34]> then\n set [state v] to [0]\n end\n else\n if <(State) > [29]> then\n if <<(YVelocity) > [-8]> and <(YVelocity) < [0]>> then\n if <(YVelocity) > [-2]> then\n set [yvelocity v] to [-4]\n end\n change [yvelocity v] by (-0.69)\n end\n if <(YVelocity) = [0]> then\n set [state v] to [32]\n if <(CameraShake) = [0]> then\n set [camerashake v] to [1]\n end\n start sound [Bump v]\n if <(PlayerYVelocity) = [0]> then\n set [groundshaking v] to [1]\n end\n end\n else\n if <([abs v] of ((X) - (PlayerX)) ) > [256]> then\n set [state v] to [-0.5]\n else\n if <(YVelocity) = [0]> then\n set [yvelocity v] to [14]\n set [state v] to [30]\n else\n set [state v] to [0]\n end\n end\n end\n end\n end\n Standard [0]\n end\n stop [this script v]\nend\nif <(Type) = [er]> then\n set [hitboxheight v] to [16]\n MoveSteps [4] [X]\n ThisMelts\n Hitbox []\n stop [this script v]\nend\nif <<(Type) = [es]> or <(Type) = [et]>> then\n if <(State) = [-94]> then\n SimpleParticle [BIce]\n ResetItemToPosition\n else\n if <(State) > [30]> then\n change [yvelocity v] by (0.2)\n Standard [0]\n set [xvelocity v] to [0]\n EntInt (X) (Y) [Kill]\n EntInt (X) ((Y) - (32)) [Kill]\n if <(YVelocity) = [0]> then\n Interact (X) ((Y) - (28)) [HitB]\n SimpleParticle [BIce]\n ResetItemToPosition\n end\n end\n end\n stop [this script v]\nend\n\ndefine DeleteEntities\nrepeat until <(length of [deleteentitylist v]) = [0]>\n set [#six v] to (item (1) of [deleteentitylist v])\n if <(item (#Six) of [ent ty v]) = [ec]> then\n set [spacepause v] to [1]\n end\n delete (#Six) of [ent ty v]\n delete (#Six) of [ent x v]\n delete (#Six) of [ent y v]\n delete (#Six) of [ent x v v]\n delete (#Six) of [ent y v v]\n delete (#Six) of [ent state v]\n delete (#Six) of [ent bon v]\n delete (#Six) of [ent dir v]\n delete (#Six) of [ent mo v]\n repeat until <not <[deleteentitylist v] contains (#Six)?>>\n delete (item # of (#Six) in [deleteentitylist v]) of [deleteentitylist v]\n end\n set [#five v] to [0]\n repeat (length of [deleteentitylist v])\n change [#five v] by (1)\n if <(item (#Five) of [deleteentitylist v]) > (#Six)> then\n replace item (#Five) of [deleteentitylist v] with ((item (#Five) of [deleteentitylist v]) - (1))\n end\n end\nend\n\ndefine CostumeEntity\nset rotation style [left-right v]\nset [#fifteen v] to [0]\nif <(State) = []> then\n set [state v] to [0]\nend\nif <(Direction) = [x]> then\n point in direction (-90)\nend\nif <<(Type) = [a]> or <(Type) = [ay]>> then\n set rotation style [don't rotate v]\n if <(State) < [0]> then\n switch costume to (join (Type) ((22Mod2+1) + (2)))\n end\nend\nif <(Type) = [ep]> then\n if <<<(State) > [0.5]> and <(State) < [12]>> or < (Bonus) contains [!]?>> then\n switch costume to (ep v)\n else\n switch costume to (ep2 v)\n end\nend\nif <(Type) = [b]> then\n switch costume to (b v)\n set rotation style [don't rotate v]\nend\nif <<(Type) = [f]> or <(Type) = [h]>> then\n if <(State) < [0]> then\n switch costume to (join (Type) ((22Mod2+1) + (6)))\n else\n if <(State) = [0]> then\n end\nend\nif <(Type) = [p]> then\n if <(State) = [0]> then\nend\nif <<<(Type) = [bs]> or <<(Type) = [ec]> or <(Type) = [er]>>> or <<(Type) = [bu]> or <(Type) = [dm]>>> then\n switch costume to (join (Type) (22Mod4+1))\nend\nif <(Type) = [t]> then\n set rotation style [don't rotate v]\n if <(State) = [0]> then\n switch costume to (t1 v)\n else\n if <(State) < [0.2]> then\n switch costume to (t2 v)\n else\n if <(State) < [0.6]> then\n switch costume to (t3 v)\n else\n switch costume to (t2 v)\n end\n end\n end\nend\nif <(Type) = [w]> then\n if <(State) > [101]> then\n set [#fifteen v] to [1]\n else\n if <(State) > [96]> then\n switch costume to (w5 v)\n else\n if <(State) > [87]> then\n switch costume to (w6 v)\n else\n if <(State) > [82]> then\n switch costume to (w5 v)\n end\n end\n end\n end\nend\nif <<(Type) = [y]> or <(Type) = [ey]>> then\n if <(State) < [0]> then\n switch costume to (join [y] ((22Mod2+1) + (7)))\n else\n if <(State) = [0]> then\n if <(Type) = [ey]> then\n switch costume to (join [ey] (22Mod4+1))\n end\n else\n if <(State) < [6]> then\n switch costume to (join (Type) [5])\n else\n if <(State) < [120]> then\n switch costume to (join (Type) [6])\n else\n if <(State) < [144]> then\n switch costume to (join (Type) ((22Mod2+1) + (5)))\n else\n switch costume to (join (Type) [5])\n end\n end\n end\n end\n end\nend\nif <<(Type) = [ac]> or <(Type) = [ea]>> then\n set [#eight v] to << (Bonus) contains [^]?> or < (Bonus) contains [&]?>>\n if <(State) = [-1]> then\n set [#fifteen v] to [1]\n else\n if <<(State) = [1]> or <(State) = [3]>> then\n if <(#Eight) = [1]> then\n switch costume to (join (Type) [9])\n else\n switch costume to (join (Type) [5])\n end\n else\n if <(State) = [2]> then\n if <(#Eight) = [1]> then\n switch costume to (join (Type) ((22Mod4+1) + (8)))\n else\n switch costume to (join (Type) ((22Mod4+1) + (4)))\n end\n end\n end\n end\nend\nif <(Type) = [ae]> then\n set rotation style [don't rotate v]\n if <(State) = [0]> then\n switch costume to (join [ae] (22Mod4+1))\n else\n switch costume to (ae5 v)\n end\nend\nif <<(Type) = [ao]> or <(Type) = [by]>> then\n switch costume to (join [ao] (22Mod4+1))\nend\nif <<<(Type) = [ap]> or <<(Type) = [dj]> or <(Type) = [ed]>>> or <<(Type) = [da]> or <<(Type) = [db]> or <(Type) = [eb]>>>> then\n set rotation style [don't rotate v]\n switch costume to (Type)\nend\nif <(Type) = [aq]> then\n set rotation style [left-right v]\n turn left (90) degrees\n switch costume to (aq1 v)\nend\nif <<(Type) = [as]> or <(Type) = [dl]>> then\n if <<((State) mod (100)) > [58]> and <((State) mod (100)) < [88]>> then\n set [#fifteen v] to [1]\n end\nend\nif <(Type) = [at]> then\n set rotation style [all around v]\n point in direction (([floor v] of (22Mod4+1) ) * (90))\n if <(Bonus) = [1]> then\n switch costume to (at2 v)\n else\n switch costume to (at1 v)\n end\nend\nif <<(Type) = [au]> or <(Type) = [dc]>> then\n if <<((State) mod (100)) > [84]> and <((State) mod (100)) < [90]>> then\n switch costume to (join (Type) [3])\n end\nend\nif <(Type) = [av]> then\n switch costume to (av v)\nend\nif <(Type) = [bj]> then\n switch costume to (bj v)\nend\nif <(Type) = [bm]> then\n switch costume to (bm v)\nend\nif <(Type) = [dr]> then\n switch costume to (dr v)\nend\nif <<(Type) = [bn]> or <(Type) = [fc]>> then\n if <<(State) = [0]> or <(Frozen) = [1]>> then\nend\nif <(Type) = [bo]> then\n set rotation style [all around v]\nend\nif <(Type) = [bq]> then\n switch costume to (bq v)\nend\nif <(Type) = [bt]> then\n switch costume to (bt v)\nend\nif <(Type) = [bv]> then\n switch costume to (bv v)\nend\nif <(Type) = [bw]> then\n set rotation style [all around v]\n if <(Frozen) = [0]> then\n change [x v] by (MapX)\n change [y v] by (MapY)\n PointTowards (PlayerX) (PlayerY)\n change [x v] by ((MapX) * (-1))\n change [y v] by ((MapY) * (-1))\n change [direction v] by (90)\n change [direction v] by ((direction) * (-1))\n set [#two v] to (direction)\n point in direction (Direction)\n set [direction v] to (direction)\n point in direction (#Two)\n end\n if <(Direction) > [90]> then\n switch costume to (bw3 v)\n else\n if <(Direction) > [0]> then\n switch costume to (bw4 v)\n else\n if <(Direction) > [-90]> then\n switch costume to (bw2 v)\n else\n switch costume to (bw1 v)\n end\n end\n end\nend\nif <<<(Type) = [cb]> or <(Type) = [bg]>> or <<(Type) = [eo]> or <(Type) = [en]>>> then\n if <<(Type) = [eo]> or <(Type) = [en]>> then\n change y by (16)\n end\n set rotation style [all around v]\n if <(direction) > [0]> then\n switch costume to (join (Type) [1])\n else\n switch costume to (join (Type) [2])\n end\nend\nif <(Type) = [ce]> then\n if <(State) > [9]> then\n switch costume to (ce5 v)\n else\n if <(State) > [7]> then\n switch costume to (ce6 v)\n else\n if <(State) > [5]> then\n switch costume to (ce v)\n else\n if <(State) < [3]> then\n if <(YVelocity) = [0]> then\n switch costume to (ce v)\n else\n switch costume to (ce2 v)\n end\n else\n if <((State) mod (1)) > [0.5]> then\n if <((State) mod (1)) > [0.75]> then\n switch costume to (ce4 v)\n else\n switch costume to (ce3 v)\n end\n else\n switch costume to (ce v)\n end\n end\n end\n end\n end\nend\nif <(Type) = [cf]> then\n switch costume to (join [cf] (22Mod3+1))\nend\nif <(Type) = [cg]> then\n if <(State) < [0]> then\n set [#one v] to (([floor v] of (((GameTimer) * (32)) mod (8)) ) + (7))\n if <((#One) mod (2)) = [1]> then\n switch costume to (cg7 v)\n else\n switch costume to (join [cg] (#One))\n end\n else\n if <(State) < [2]> then\n if <(YVelocity) = [0]> then\n switch costume to (cg1 v)\n else\n switch costume to (cg2 v)\n end\n else\n switch costume to (join [cg] ((22Mod4+1) + (2)))\n end\n end\nend\nif <(Type) = [dn]> then\n if <(State) > [200]> then\n switch costume to (join [dn] (([floor v] of (((GameTimer) * (48)) mod (2)) ) + (3)))\n end\nend\nif <(Type) = [ch]> then\n switch costume to (join [ch] (22Mod3+1))\nend\nif <<<(Type) = [cj]> or <<(Type) = [dw]> or <(Type) = [ef]>>> or <<<(Type) = [cl]> or <(Type) = [eh]>> or <<(Type) = [dh]> or <(Type) = [ee]>>>> then\n if <<(Type) = [ef]> and <not <(YVelocity) = [3]>>> then\n switch costume to (join [eg] (22Mod4+1))\n stamp\n switch costume to (large v)\n end\n if <(State) < [0]> then\n if <(Type) = [eh]> then\n set [type v] to [cj]\n end\n if <(YVelocity) = [3]> then\n switch costume to (join (Type) (([floor v] of (((GameTimer) * (24)) mod (8)) ) + (11)))\n else\n switch costume to (join (Type) (([floor v] of (((GameTimer) * (24)) mod (6)) ) + (5)))\n end\n else\n if <(State) < [1]> then\n end\nend\nif <(Type) = [ck]> then\n if <(State) < [0]> then\n switch costume to (invis v)\n else\n if <(State) < [0.4]> then\n switch costume to (ck1 v)\n else\n if <(State) < [0.8]> then\n switch costume to (ck2 v)\n else\n set [#fifteen v] to [1]\n end\n end\n end\nend\nif <(Type) = [cm]> then\n if <<(State) = [0]> and <not < (Bonus) contains [!]?>>> then\n switch costume to (cm1 v)\n else\n switch costume to (cm v)\n end\nend\nif <(Type) = [co]> then\n if <not < (Bonus) contains [!]?>> then\n set rotation style [all around v]\n point in direction (((GameTimer) * ((direction) * (24))) mod (360))\n end\n switch costume to (x1 v)\nend\nif <(Type) = [cq]> then\n switch costume to (join [cq] (([floor v] of (((GameTimer) * (24)) mod (8)) ) + (1)))\nend\nif <(Type) = [ct]> then\n if <(YVelocity) < [0]> then\n set rotation style [all around v]\n point in direction (-90)\n end\nend\nif <(Type) = [cu]> then\n if <<(State) < [65]> or <(State) > [85]>> then\n switch costume to (cu1 v)\n else\n if <(State) < [75]> then\n switch costume to (cu2 v)\n else\n switch costume to (cu3 v)\n end\n end\nend\nif <(Type) = [cv]> then\n set rotation style [all around v]\n point in direction (([floor v] of (((GameTimer) * (12)) mod (4)) ) * (90))\nend\nif <(Type) = [cy]> then\n switch costume to (h7 v)\nend\nif <(Type) = [cz]> then\n switch costume to (f7 v)\nend\nif <(Type) = [dy]> then\n switch costume to (y8 v)\nend\nif <(Type) = [ei]> then\n switch costume to (a3 v)\nend\nif <(Type) = [dd]> then\n set rotation style [all around v]\n if <not < (Bonus) contains [!]?>> then\n if <(YVelocity) > [0]> then\n point in direction (0)\n else\n point in direction (180)\n end\n end\n switch costume to (join [dd] (22Mod3+1))\nend\nif <(Type) = [eq]> then\n if <(State) < [0]> then\n switch costume to (join [eq] ((22Mod4+1) + (8)))\n else\n if <(State) > [27]> then\n if <<(State) = [30]> and <(YVelocity) > [0]>> then\n switch costume to (eq1 v)\n else\n if <(State) > [30]> then\n switch costume to (eq8 v)\n else\n switch costume to (eq7 v)\n end\n end\n else\n if <((State) mod (3)) < [1]> then\n switch costume to (eq1 v)\n else\n switch costume to (join [eq] (([floor v] of (((State) mod (3)) * (1.65)) ) + (2)))\n end\n end\n end\nend\nif <(costume [name v]) = [Large]> then\n if <(#Fifteen) = [0]> then\n switch costume to (join (Type) (22Mod2+1))\n else\n switch costume to (join (Type) ((22Mod2+1) + (2)))\n end\nend\n\nwhen I receive [interactionsfinalupdate v]\nif <not <(length of [entintx v]) = [0]>> then\n EntityInteractions\nend\nbroadcast (RenderBackgroundBlocks v)\n\ndefine ICollectCoins\nInteract (X) ((Y) + (4)) [Coin]\n\ndefine IamEnvironmental\nif <<(YVelocity) = [0]> or <(YVelocity) = [y]>> then\n if <not < (Bonus) contains [!]?>> then\n Interact (X) ((Y) + (-24)) [Feet]\n end\nend\n\ndefine EntityInteractions <stomped>\nInPosition\nif <<(Type) = [a]> or <(Type) = [ay]>> then\n if <stomped> then\n if <not <(Powerup) = [M]>> then\n if <(State) < [0]> then\n GetOffTrack\n set [state v] to [0]\n else\n if <(Type) = [a]> then\n SimpleParticle [Goomba]\n else\n SimpleParticle [Goombrat]\n end\n SimpleDeleteWithKey\n end\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n Both [1]\n stop [this script v]\nend\nset [#one v] to [x]\nTryPowerup [b] [B]\nTryPowerup [dr] [M]\nTryPowerup [eb] [G]\nTryPowerup [db] [U]\nTryPowerup [da] [S]\nTryPowerup [bv] [1]\nTryPowerup [bt] [I]\nTryPowerup [ap] [F]\nTryPowerup [aq] [R]\nTryPowerup [av] [H]\nTryPowerup [bm] [O]\nTryPowerup [bq] [C]\nTryPowerup [bs] [P]\nTryPowerup [ch] [!]\nif <(#One) = [z]> then\n stop [this script v]\nend\nif <(Type) = [bj]> then\n Both []\n stop [this script v]\nend\nif <(Type) = [co]> then\n if <(XVelocity) = [0]> then\n if <not < (Bonus) contains [!]?>> then\n Interact ((X) + (((Direction) / (90)) * (-24))) ((Y) + (2)) [HitS]\n end\n end\n IKillEnemies\n ICollectCoins\n Both []\n stop [this script v]\nend\nif <<<(Type) = [f]> or <(Type) = [ea]>> or <<(Type) = [h]> or <(Type) = [ac]>>> then\n if <(State) = [2]> then\n if <(XVelocity) = [0]> then\n if <(YVelocity) < [-8]> then\n set [y v] to (((round (((Y) + (4)) / (16))) * (16)) - (4))\n end\n set [xvelocity v] to ((item (EntityNo.) of [ent x v v]) * (-1))\n if <([abs v] of (item (EntityNo.) of [ent x v v]) ) = [32]> then\n XVel [3]\n end\n Interact ((X) + (((Direction) / (90)) * (-24))) ((Y) + (2)) [HitS]\n end\n end\n if <<(State) = [3]> and <(YVelocity) = [0]>> then\n set [state v] to [2]\n end\n if <(State) = [-1]> then\n if <<(Type) = [ac]> or <(Type) = [ea]>> then\n if <<([abs v] of ((PlayerX) - (X)) ) < [96]> and <(PlayerY) < (Y)>> then\n set [state v] to [3]\n set [xvelocity v] to [0.01]\n TurnToPlayer\n end\n end\n end\n if <<stomped> and <<not <(Type) = [ea]>> or << (Bonus) contains [^]?> or < (Bonus) contains [&]?>>>> then\n if <not <(Powerup) = [M]>> then\n if <<not <<(Type) = [ac]> or <(Type) = [ea]>>> and <(State) < [0]>> then\n set [state v] to [0]\n else\n if <(State) = [1]> then\n set [direction v] to (PlayerDirection)\n if <not < (Bonus) contains [!]?>> then\n set [state v] to [2]\n end\n else\n set [state v] to [1]\n XVel [4]\n end\n end\n GetOffTrack\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n else\n if <<(InPositionToPickup) = [1]> and <(State) = [1]>> then\n set [holding v] to (Type)\n set [holdingstate v] to [2]\n SimpleDeleteWithKey\n stop [this script v]\n else\n if <<(State) = [1]> and <not < (Bonus) contains [!]?>>> then\n if <<([abs v] of (((PlayerX) + (PlayerXVelocity)) - (X)) ) < [28]> and <([abs v] of ((PlayerY) - (Y)) ) < [16]>> then\n set [kicking v] to [8]\n start sound [Kick v]\n set [state v] to [2]\n if <(PlayerX) > (X)> then\n set [direction v] to [-90]\n else\n set [direction v] to [90]\n end\n set [xvelocity v] to ((Direction) / (12))\n stop [this script v]\n end\n end\n end\n end\n if <(State) = [2]> then\n ICollectCoins\n IKillEnemies\n end\n Both [1]\n stop [this script v]\nend\nif <(Type) = [v]> then\n if <<([abs v] of ((PlayerX) - (PreviousXPosition)) ) < [26]> and <([abs v] of ((PlayerY) - (PreviousYPosition)) ) < [24]>> then\n if <(PlayerX) > (X)> then\n set [player springx v] to [16]\n set [playerxvelocity v] to [1]\n set [state v] to [1]\n else\n set [player springx v] to [-16]\n set [playerxvelocity v] to [-1]\n set [state v] to [31]\n end\n set [playeryvelocity v] to [7]\n if <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n if <(PlayerX) > (X)> then\n set [playerdirection v] to [90]\n else\n set [playerdirection v] to [-90]\n end\n set [playerxvelocity v] to ((Direction) / (9))\n end\n end\n EntInt ((X) + (28)) (Y) [RBounce]\n EntInt ((X) + (-28)) (Y) [LBounce]\n if <not <(length of [nearbyuniques v]) = [0]>> then\n Interact ((X) + (28)) (Y) [RBounce]\n Interact ((X) + (-28)) (Y) [LBounce]\n end\n IamEnvironmental\n stop [this script v]\nend\nIs (Type)\nif <(#Eleven) = [1]> then\n if <<(Type) = [bh]> or <(Type) = [ca]>> then\n if <not <<([abs v] of ((PlayerX) - (PreviousXPosition)) ) < [28]> and <(PlayerY) < ((PreviousYPosition) + (32))>>> then\n change [state v] by (1)\n if <(Type) = [ca]> then\n change [state v] by (0.25)\n end\n if <(round (State)) = [30]> then\n if <(PlayerX) > (PreviousXPosition)> then\n set [#two v] to [90]\n else\n set [#two v] to [-90]\n end\n BlasterCanFire?\n if <(#Seven) = [1]> then\n ExtractOtherStuffFromBonus\n CreateParticle ((X) + ((#Two) / (5))) (Y) [Explode]\n set [#one v] to [15]\n if <(Type) = [ca]> then\n set [#one v] to [7.5]\n end\n start sound [bomb-omb v]\n if <[type - uniques v] contains (#Seven)?> then\n CreateEntity ((X) + ((#Two) / (3.21))) (Y) (#Two) (#Seven) [] [0] ((#Two) / (#One)) ((1) + (<(Y) > (PreviousYPosition)> * (3)))\n else\n CreateEntity ((X) + ((#Two) / (3.75))) ((Y) + (2)) (#Two) (#Seven) [] [0] ((#Two) / (#One)) ((1) + (<(Y) > (PreviousYPosition)> * (3)))\n end\n end\n end\n end\n if <(State) > [120]> then\n set [state v] to [0]\n end\n end\n if <<(Type) = [bz]> or <(Type) = [ev]>> then\n if <(InPositionToPickup) = [1]> then\n set [holding v] to (Type)\n set [holdingstate v] to [0]\n SimpleDeleteWithKey\n end\n end\n IamEnvironmental\n stop [this script v]\nend\nif <(Type) = [dk]> then\n change [state v] by (1)\n if <(State) > [30]> then\n start sound [bomb-omb v]\n set [state v] to [-75]\n if < (Bonus) contains ["]?> then\n set [#one v] to [-45]\n else\n if < (Bonus) contains [^]?> then\n set [#one v] to [-135]\n else\n if < (Bonus) contains [£]?> then\n set [#one v] to [45]\n else\n set [#one v] to [135]\n end\n end\n end\n CreateEntity ((X) + (([sin v] of (#One) ) * (8))) ((Y) + (([cos v] of (#One) ) * (8))) (#One) [dj] [] [0] [] []\n end\n stop [this script v]\nend\nif <(Type) = [p]> then\n if <(State) = [0]> then\n if <stomped> then\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n if <not <(Powerup) = [M]>> then\n set [state v] to [1]\n end\n else\n Hitbox []\n end\n else\n if <<(InPositionToPickup) = [1]> and <(State) < [115]>> then\n set [holding v] to (Type)\n set [holdingstate v] to (State)\n SimpleDeleteWithKey\n else\n change [state v] by (1)\n if <(State) > [120]> then\n set [hitboxheight v] to [48]\n set [hitboxwidth v] to [48]\n Hitbox [1]\n set [#two v] to ((Y) + (32))\n repeat (3)\n set [#one v] to ((X) + (-32))\n repeat (3)\n EntInt (#One) (#Two) [Bomb]\n Interact (#One) (#Two) [Bomb]\n change [#one v] by (32)\n end\n change [#two v] by (-32)\n end\n start sound [bomb-omb v]\n if <(CameraShake) = [0]> then\n set [camerashake v] to [1]\n end\n Delete+Key+Explode\n end\n end\n end\n IamEnvironmental\n stop [this script v]\nend\nif <(Type) = [t]> then\n if <(State) > [0]> then\n change [state v] by (0.1)\n if <(State) > [0.6]> then\n set [state v] to [0]\n end\n end\n if <<stomped> and <<not <(PlayerYVelocity) < [18]>> or <(PlayerYVelocity) < [12]>>> then\n start sound [Stomp v]\n set [playeryvelocity v] to [19]\n set [playerxvelocity v] to ((PlayerXVelocity) / (4))\n set [state v] to [0.1]\n else\n if <(InPositionToPickup) = [1]> then\n set [holding v] to (Type)\n set [holdingstate v] to [0]\n SimpleDeleteWithKey\n end\n end\n EntInt (X) ((Y) + (28)) [Bounce]\n Interact (X) ((Y) + (28)) [Bounce]\n IamEnvironmental\n stop [this script v]\nend\nif <(Type) = [w]> then\n if <stomped> then\n if <not <(Powerup) = [M]>> then\n Delete+Key+Explode\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n change [state v] by (1)\n if <(round (State)) = [90]> then\n CreateEntity (X) ((Y) + (12)) (Direction) [x] [0] [0] (XVelocity) [5]\n end\n if <(State) > [130]> then\n set [state v] to [0]\n end\n Both [1]\n stop [this script v]\nend\nif <(Type) = [x]> then\n Hitbox []\n if <(State) > [0]> then\n change [state v] by (1)\n if <(State) > [15]> then\n EntInt ((X) + ((Direction) / (9))) ((Y) + (2)) [SpikeBall]\n Interact ((X) + (((Direction) / (90)) * (16))) ((Y) + (2)) [HitSpike]\n end\n end\n ICollectCoins\n stop [this script v]\nend\nif <<(Type) = [y]> or <(Type) = [ey]>> then\n if <(State) < [1]> then\n if <stomped> then\n if <(Powerup) = [M]> then\n start sound [Stomp v]\n else\n GetOffTrack\n if <(State) = [0]> then\n if <(Type) = [y]> then\n start sound [dry bones v]\n else\n start sound [Stomp v]\n end\n set [state v] to [1]\n else\n start sound [Stomp v]\n set [state v] to [0]\n end\n end\n set [playeryvelocity v] to [15]\n stop [this script v]\n end\n Hitbox [1]\n else\n if <<(Type) = [ey]> and <<(InPositionToPickup) = [1]> and <(State) < [116]>>> then\n set [holding v] to [ey]\n set [holdingstate v] to (State)\n SimpleDeleteWithKey\n else\n change [state v] by (1)\n if <<<(State) > [10]> and <(State) < [140]>> and <(Type) = [ey]>> then\n change [state v] by (-0.5)\n end\n if <(State) > [150]> then\n set [state v] to [0]\n end\n end\n end\n IamEnvironmental\n stop [this script v]\nend\nif <(Type) = [ae]> then\n if <(PTimer) = [0]> then\n set [state v] to [0]\n end\n if <(State) = [0]> then\n if <<(InPositionToPickup) = [1]> and <(State) = [0]>> then\n set [holding v] to (Type)\n set [holdingstate v] to [0]\n SimpleDeleteWithKey\n else\n if <stomped> then\n set [state v] to [1]\n set [ptimer v] to [10]\n broadcast (MidGameUpdateScroll v)\n stop all sounds\n end\n end\n end\n IamEnvironmental\n stop [this script v]\nend\nif <<(Type) = [ao]> or <(Type) = [by]>> then\n if <(Bonus) = [1]> then\n if <not <<(Powerup) = [H]> and <(Crouching) = [1]>>> then\n Hitbox []\n end\n EntInt (X) (Y) [IgniteTouching]\n else\n EntInt (X) (Y) [Fireball]\n Thrown\n end\n IamEnvironmental\n stop [this script v]\nend\nif <(Type) = [bu]> then\n EntInt (X) (Y) [Ice]\n if <(Bonus) = [1]> then\n Hitbox []\n else\n Thrown\n end\n IamEnvironmental\n stop [this script v]\nend\nif <<<(Type) = [as]> or <(Type) = [dl]>> or <<(Type) = [au]> or <(Type) = [dc]>>> then\n if <stomped> then\n if <not <(Powerup) = [M]>> then\n Delete+Key+Explode\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n change [state v] by (1)\n if <<((State) mod (100)) > [86]> and <((State) mod (100)) < [88]>> then\n if <(Type) = [au]> then\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (12)) ((Direction) / (3)) [ao] [1] [0] ((Direction) / (3.6)) [5]\n start sound [EnemyFireball v]\n else\n if <(Type) = [dc]> then\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (12)) ((Direction) / (1.5)) [bu] [1] [0] ((Direction) / (3.6)) [5]\n start sound [ICEBALL v]\n else\n if <(Type) = [dl]> then\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (12)) ((Direction) / (15)) [dm] [0] [0] [0] [0]\n if <([floor v] of ((State) / (100)) ) = [0]> then\n change [state v] by (52)\n end\n else\n CreateEntity ((X) + ((Direction) / (10))) ((Y) + (12)) ((Direction) / (15)) [at] [0] [0] [0] [0]\n end\n end\n end\n end\n if <(State) > [300]> then\n set [state v] to [0]\n end\n Both [1]\n stop [this script v]\nend\nif <(Type) = [at]> then\n if <(Bonus) = [1]> then\n EntInt (X) (Y) [Kill]\n Thrown\n else\n Hitbox []\n end\n stop [this script v]\nend\nif <<(Type) = [az]> or <<<(Type) = [ck]> or <(Type) = [di]>> or <<<(Type) = [cm]> or <(Type) = [dm]>> or <<(Type) = [cr]> or <(Type) = [du]>>>>> then\n Hitbox []\n stop [this script v]\nend\nif <(Type) = [be]> then\n if <<(YVelocity) = [0]> and <(State) = [1]>> then\n Interact ((X) + (8)) ((Y) + (-28)) [HitB]\n Interact ((X) + (-8)) ((Y) + (-28)) [HitB]\n EntInt (X) (Y) [Crush]\n end\n set [hitboxheight v] to [68]\n set [hitboxwidth v] to [34]\n Both []\n stop [this script v]\nend\nif <<(Type) = [bg]> or <<(Type) = [dj]> or <(Type) = [eg]>>> then\n if <(Type) = [dj]> then\n set [hitboxwidth v] to [16]\n end\n if <stomped> then\n if <not <<(Powerup) = [M]> or <(Type) = [eg]>>> then\n Delete+Key+Explode\n end\n if <(Type) = [eg]> then\n set [yvelocity v] to [0]\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n Hitbox [1]\n stop [this script v]\nend\nif <<(Type) = [bi]> or <<(Type) = [cb]> or <(Type) = [dn]>>> then\n if <stomped> then\n if <not <(Powerup) = [M]>> then\n Delete+Key+Explode\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n Both [1]\n stop [this script v]\nend\nif <<<(Type) = [bk]> or <(Type) = [bl]>> or <<(Type) = [bn]> or <(Type) = [fc]>>> then\n Both [1]\n stop [this script v]\nend\nif <<(Type) = [bo]> or <(Type) = [bw]>> then\n set [hitboxheight v] to [28]\n set [hitboxwidth v] to [24]\n set [#three v] to (X)\n set [#four v] to (Y)\n Hitbox []\n MoveSteps [28] [X1]\n Hitbox []\n set [x v] to (#Three)\n set [y v] to (#Four)\n stop [this script v]\nend\nif <(Type) = [cc]> then\n change [state v] by (1.8)\n if <(State) > [359]> then\n set [state v] to [0]\n end\n set [#five v] to (EntityNo.)\n set [#three v] to (X)\n set [#four v] to (Y)\n set [hitboxheight v] to [20]\n set [hitboxwidth v] to [20]\n repeat (3)\n change [x v] by (([sin v] of ((State) + (90)) ) * (32))\n change [y v] by (([cos v] of ((State) + (90)) ) * (32))\n EntInt (X) (Y) [IgniteTouching]\n if <((GameTimer) mod (0.04)) < [0.01]> then\n ThisMelts\n end\n Hitbox []\n end\n set [x v] to (#Three)\n set [y v] to (#Four)\n stop [this script v]\nend\nif <(Type) = [cg]> then\n if <(State) > [0]> then\n if <<(State) > [2]> or <not <(YVelocity) = [0]>>> then\n if <stomped> then\n if <not <(Powerup) = [M]>> then\n set [state v] to [-1]\n BossTakesDamage (EntityNo.) [4] [-1]\n set [xvelocity v] to [0]\n set [yvelocity v] to [1]\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n end\n Both []\n end\n stop [this script v]\nend\nif <<<<<(Type) = [cj]> or <(Type) = [eq]>> or <(Type) = [ef]>> or <<(Type) = [dw]> or <(Type) = [eh]>>> or <<(Type) = [cl]> or <<(Type) = [dh]> or <(Type) = [ee]>>>> then\n set [hitboxheight v] to [24]\n if <(State) > [0]> then\n if <stomped> then\n if <not <(Powerup) = [M]>> then\n set [state v] to [-1]\n BossTakesDamage (EntityNo.) [4] [-1]\n set [xvelocity v] to [0]\n set [yvelocity v] to [1]\n set [playeryvelocity v] to [15]\n SimpleParticle [Koopaling]\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n Both []\n else\n if < (Bonus) contains [9]?> then\n end\n stop [this script v]\nend\nif <(Type) = [cf]> then\n EntInt (X) (Y) [IgniteTouching]\n ThisMelts\n Hitbox []\n stop [this script v]\nend\nif <(Type) = [cq]> then\n EntInt (X) ((Y) + (76)) [Twister]\n Interact (X) ((Y) + (76)) [Twister]\n if <(TypesOnScreenCheck?) = [1]> then\n CreateParticle [] ((Y) + (16)) [Twister]\n end\n if <<([abs v] of ((PlayerX) - (X)) ) < [28]> and <([abs v] of ((PlayerY) - ((Y) + (76))) ) < [84]>> then\n if <(PlayerYVelocity) < [-2]> then\n change [playeryvelocity v] by (1)\n end\n if <(PlayerYVelocity) < [6]> then\n change [playeryvelocity v] by (3)\n end\n if <<(MoveUp) = [1]> and <(PlayerY) > ((Y) + (148))>> then\n if <(PlayerYVelocity) > [2.5]> then\n set [playeryvelocity v] to [12]\n end\n end\n change [playerxvelocity v] by (((PlayerX) - ((((PlayerX) * (15)) + (X)) / (16))) * (-1))\n if <(PlayerY) < ((Y) + (80))> then\n change [playerx v] by (((PlayerX) - ((((PlayerX) * (9)) + (PreviousXPosition)) / (10))) * (-1))\n change [playeryvelocity v] by (1)\n end\n end\n IamEnvironmental\n stop [this script v]\nend\nif <(Type) = [cu]> then\n if <<stomped> and <not <(PlayerYVelocity) = [0]>>> then\n if <not <(Powerup) = [M]>> then\n SimpleDeleteWithKey\n DeathParticle []\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n Hitbox []\n stop [this script v]\nend\nif <(Type) = [dd]> then\n EntInt (X) (Y) [IgniteTouching]\n ThisMelts\n Hitbox []\n stop [this script v]\nend\nif <<(Type) = [ds]> or <(Type) = [em]>> then\n change [y v] by (-32)\n set [hitboxheight v] to [94]\n set [hitboxwidth v] to [24]\n Hitbox []\n set [hitboxheight v] to [64]\n change [x v] by (-24)\n change [y v] by (16)\n Hitbox []\n change [x v] by (48)\n Hitbox []\n change [y v] by (16)\n change [x v] by (-24)\n if <(State) > [0]> then\n change [state v] by (1)\n if <(State) > [8]> then\n set [state v] to [0]\n end\n end\n stop [this script v]\nend\nif <<(Type) = [en]> or <(Type) = [eo]>> then\n if <(State) = [0]> then\n set [state v] to [1]\n start sound [bomb-omb v]\n end\n set [#five v] to (Direction)\n if <(Direction) < [0]> then\n set [direction v] to [-90]\n else\n set [direction v] to [90]\n end\n change [y v] by (-32)\n set [hitboxheight v] to [128]\n set [hitboxwidth v] to [64]\n if <(round (([abs v] of (#Five) ) / (30))) = [3]> then\n MoveSteps [-16] [X]\n Hitbox []\n change [y v] by (24)\n MoveSteps [56] [X]\n set [hitboxheight v] to [64]\n set [hitboxwidth v] to [24]\n Hitbox []\n change [y v] by (8)\n MoveSteps [-40] [X]\n else\n set [hitboxwidth v] to [72]\n Hitbox []\n change [y v] by (32)\n end\n set [direction v] to (#Five)\n stop [this script v]\nend\nif <(Type) = [ep]> then\n if <<stomped> and <(PlayerUnderwater) = [0]>> then\n if <not <(Powerup) = [M]>> then\n SimpleDeleteWithKey\n DeathParticle []\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n stop [this script v]\n end\n Hitbox []\n stop [this script v]\nend\nif <<(Type) = [ar]> or <<(Type) = [es]> or <(Type) = [et]>>> then\n if <(State) < [0]> then\n change [state v] by (1.4)\n if <(State) > [-1]> then\n set [state v] to [1]\n end\n else\n set [#one v] to ([abs v] of ((PreviousXPosition) - (PlayerX)) )\n if <(State) = [0]> then\n set [bonus v] to (join (Bonus) ((((round ((PreviousXPosition) / (32))) - (1)) * (WorldHeight)) + (round ((PreviousYPosition) / (32)))))\n set [state v] to [1]\n end\n if <not <(Type) = [et]>> then\n if <(State) < [30]> then\n if <<<(#One) < [24]> and <([abs v] of (((PreviousYPosition) + (28)) - (PlayerY)) ) < ((2) + (PlayerYVelocity))>> and <<<(PlayerYVelocity) = [0]> or <(PlayerYVelocity) > [13]>> and <not <(Powerup) = [M]>>>> then\n change [state v] by (1.1)\n else\n if <<(Type) = [es]> and <<(State) > [3]> or <<(#One) < [80]> and <(PlayerY) < (PreviousYPosition)>>>> then\n change [state v] by (1.1)\n else\n set [state v] to [1]\n end\n end\n end\n end\n if <<<(Type) = [es]> and <(State) = [1]>> and <<(#One) < [112]> and <(PlayerY) < (PreviousYPosition)>>> then\n set [state v] to [2]\n end\n if <not <(Type) = [ar]>> then\n set [hitboxwidth v] to [20]\n Hitbox [1]\n if <(State) > [-90]> then\n set [hitboxwidth v] to [16]\n change [y v] by (-32)\n Hitbox [1]\n if <(State) > [-90]> then\n change [y v] by (32)\n end\n end\n end\n end\n stop [this script v]\nend\nif <(Type) = [eu]> then\n set [#three v] to (((GameTimer) + (1.5)) mod (2.1))\n set [hitboxheight v] to [20]\n set [hitboxwidth v] to [20]\n if <<(#Three) > [0.02]> and <(#Three) < [0.98]>> then\n repeat (3)\n MoveSteps [32] [X]\n Hitbox []\n if <((GameTimer) mod (0.04)) < [0.01]> then\n EntInt (X) (Y) [IgniteTouching]\n ThisMelts\n end\n end\n MoveSteps [-96] [X]\n end\n stop [this script v]\nend\n\nwhen I receive [renderbackgroundblocks v]\nif <(Edit/PlayMode) = [1]> then\n if <(Shadows) = [1]> then\n RenderEntities [Shadow]\n clear graphic effects\n end\nend\n\ndefine EntityInteractions\nset [entityno. v] to [0]\nrepeat (length of [loadedentities v])\n change [entityno. v] by (1)\n set [#cus1 v] to (item (EntityNo.) of [loadedentities v])\n SetVars (#Cus1)\n if <not <<<<<<(Type) = [cm]> or <(Type) = [er]>> or <<(Type) = [ec]> or <(Type) = [eo]>>> or <<<(Type) = [at]> or <(Type) = [en]>> or <<(Type) = [eu]> or <(Type) = [dm]>>>> or <<<(Type) = [bu]> or <(Type) = [di]>> or <<(Type) = [ck]> or <(Type) = [cv]>>>> or <<<<(Type) = [ct]> or <(Type) = [ao]>> or <<(Type) = [cq]> or <(Type) = [cr]>>> or <<<(Type) = [es]> or <(Type) = [et]>> or <<(Type) = [by]> or <(Type) = [cf]>>>>>> then\n InteractingThisEntity\n end\nend\nset [#cus4 v] to [0]\nset [#fourteen v] to [0]\nset [#twelve v] to [0]\n\ndefine InteractingThisEntity\nset [#cus2 v] to << (Bonus) contains [!]?> or < (Bonus) contains [*]?>>\nset [#two v] to [0]\nrepeat (length of [entintx v])\n change [#two v] by (1)\n set [#twelve v] to (item (#Two) of [entinttype v])\n set [#fourteen v] to (item (#Two) of [entintsource v])\n set [#three v] to ([abs v] of ((X) - (item (#Two) of [entintx v])) )\n set [#four v] to ([abs v] of ((Y) - (item (#Two) of [entinty v])) )\n set [#cus4 v] to (item (#Fourteen) of [ent ty v])\n if <not <(#Cus1) = (#Fourteen)>> then\n if <(#Twelve) = [Ice]> then\n if <not <<(Type) = [dc]> and <(item (#Fourteen) of [ent bon v]) = [1]>>> then\n if <<(#Three) < [16]> and <(#Four) < [18]>> then\n add (#Fourteen) to [deleteentitylist v]\n CreateParticle (item (#Two) of [entintx v]) (item (#Two) of [entinty v]) [Ice]\n if <[type - bosses v] contains (Type)?> then\n start sound [hit1 v]\n BossTakesDamage (#Cus1) [1] []\n else\n if <not < (Bonus) contains [\(]?>> then\n replace item (#Cus1) of [ent bon v] with (join (Bonus) [\(])\n start sound [Frozen v]\n if <<(Type) = [bo]> or <<(Type) = [bw]> or <(Type) = [cu]>>> then\n replace item (#Cus1) of [ent x v v] with [0]\n replace item (#Cus1) of [ent y v v] with [0]\n if <not <<(Direction) = [90]> or <(Type) = [cu]>>> then\n DeleteThisEntity [1] (#Cus1)\n FrozenInt (#Cus1)\n stop [this script v]\n end\n end\n if <(#Cus2) = [0]> then\n if <(Direction) > [0]> then\n replace item (#Cus1) of [ent dir v] with [90]\n else\n replace item (#Cus1) of [ent dir v] with [-90]\n end\n replace item (#Cus1) of [ent x v v] with ((item (#Cus1) of [ent x v v]) / (3))\n replace item (#Cus1) of [ent y v v] with ((item (#Cus1) of [ent y v v]) + (1))\n end\n end\n end\n end\n end\n end\n if <not <<<(Type) = [bg]> or <(Type) = [dj]>> or <<(Type) = [dd]> or <(Type) = [cb]>>>> then\n if <(#Twelve) = [Twister]> then\n if <<not <<(Type) = [bo]> or <<(Type) = [bw]> or <(Type) = [cu]>>>> or <not <((Direction) mod (90)) = [0]>>> then\n if <<(#Three) < [28]> and <(#Four) < [84]>> then\n if <(#Cus2) = [0]> then\n if <(YVelocity) < [6]> then\n replace item (#Cus1) of [ent y v v] with ((YVelocity) + (2))\n if <(YVelocity) < [-6]> then\n replace item (#Cus1) of [ent y v v] with ((YVelocity) + (4))\n end\n end\n replace item (#Cus1) of [ent x v v] with (((X) - ((((X) * (7)) + (item (#Two) of [entintx v])) / (8))) * (-1))\n if <not < (Bonus) contains [\(]?>> then\n if <(item (#Two) of [entintx v]) > (X)> then\n replace item (#Cus1) of [ent dir v] with [90]\n else\n replace item (#Cus1) of [ent dir v] with [-90]\n end\n end\n end\n end\n end\n end\n if <(#Twelve) = [Fireball]> then\n if <<(#Three) < [16]> and <(#Four) < [18]>> then\n if <not <(Type) = [cw]>> then\n add (#Fourteen) to [deleteentitylist v]\n CreateParticle (item (#Two) of [entintx v]) (item (#Two) of [entinty v]) [Skid]\n if <[type - powerups v] contains (Type)?> then\n if <(#Cus2) = [0]> then\n replace item (#Cus1) of [ent y v v] with [7.6]\n end\n else\n if <<<<<(Type) = [y]> or <(Type) = [du]>> or <(Type) = [ac]>> or <<(Type) = [ae]> or <(Type) = [az]>>> or <<(Type) = [t]> or <(Type) = [ey]>>> then\n end\n end\n end\n end\n if <(#Twelve) = [Kill]> then\n if <<(#Three) < [20]> and <(#Four) < [12]>> then\n if < (Bonus) contains [\(]?> then\n start sound [hit1 v]\n if <<([abs v] of (item (#Cus1) of [ent x v v]) ) > ([abs v] of (item (#Fourteen) of [ent x v v]) )> and <not <(#Fourteen) = [0]>>> then\n DeleteThisEntity [1] (#Fourteen)\n FrozenInt (#Fourteen)\n DeathParticle (#Fourteen)\n else\n DeleteThisEntity [1] (#Cus1)\n FrozenInt (#Cus1)\n DeathParticle (#Cus1)\n end\n else\n KillInteraction\n end\n end\n end\n if <(#Twelve) = [SpikeBall]> then\n if <<(#Three) < [22]> and <(#Four) < [8]>> then\n KillInteraction\n end\n end\n if <(#Twelve) = [PSwitch]> then\n if <<(#Three) < [22]> and <(#Four) < [18]>> then\n if <(Type) = [ae]> then\n if <(State) = [0]> then\n replace item (#Cus1) of [ent state v] with [1]\n set [ptimer v] to [10]\n broadcast (MidGameUpdateScroll v)\n stop all sounds\n end\n end\n end\n end\n if <(#Twelve) = [Tail]> then\n if <<(#Three) < [24]> and <(#Four) < [16]>> then\n KillInteraction\n end\n end\n if <(#Twelve) = [Bomb]> then\n if <<(#Three) < [32]> and <(#Four) < [24]>> then\n if <[type - powerups v] contains (Type)?> then\n if <(#Cus2) = [0]> then\n replace item (#Cus1) of [ent y v v] with [7]\n end\n else\n if <[type - bosses v] contains (Type)?> then\n BossTakesDamage (#Cus1) [1] []\n else\n ExplodeParticle\n DeleteThisEntity [1] (#Cus1)\n FrozenInt (#Cus1)\n stop [this script v]\n end\n end\n end\n end\n if <(#Twelve) = [Crush]> then\n if <<(#Three) < [32]> and <(#Four) < [24]>> then\n KillInteraction\n end\n end\n if <not <(Type) = [bo]>> then\n if <(#Twelve) = [BlockBounce]> then\n if <<<(#Three) < [20]> and <(#Four) < [8]>> and <(YVelocity) = [0]>> then\n KillInteraction\n end\n end\n if <<(#Twelve) = [IgniteTouching]> and <not <(Type) = [ao]>>> then\n if <<(#Three) < [22]> and <(#Four) < [22]>> then\n if <(Type) = [p]> then\n if <not <<(#Cus4) = [cc]> or <<(#Cus4) = [dd]> or <(#Cus4) = [eu]>>>> then\n add (#Fourteen) to [deleteentitylist v]\n CreateParticle (item (#Two) of [entintx v]) (item (#Two) of [entinty v]) [Skid]\n if <(#Cus2) = [0]> then\n replace item (#Cus1) of [ent y v v] with [4]\n end\n end\n if <(State) = [0]> then\n replace item (#Cus1) of [ent state v] with [1]\n if <(#Cus2) = [0]> then\n replace item (#Cus1) of [ent y v v] with [4]\n end\n end\n end\n end\n end\n end\n if <(#Cus2) = [0]> then\n if <(#Twelve) = [Bounce]> then\n if <<(#Three) < [24]> and <(#Four) < [12]>> then\n if <not <<(Type) = [h]> and <(State) < [0]>>> then\n replace item (#Cus1) of [ent y v v] with [13.8]\n if <(#Cus4) = [t]> then\n replace item (#Fourteen) of [ent state v] with [0.1]\n end\n end\n end\n end\n if <<(#Three) < [4.5]> and <(#Four) < [24]>> then\n if <(#Twelve) = [LBounce]> then\n replace item (#Cus1) of [ent x v v] with [-15]\n replace item (#Cus1) of [ent y v v] with [6]\n replace item (#Cus1) of [ent dir v] with [-90]\n if <(#Cus4) = [v]> then\n replace item (#Fourteen) of [ent state v] with [31]\n end\n end\n if <(#Twelve) = [RBounce]> then\n replace item (#Cus1) of [ent x v v] with [15]\n replace item (#Cus1) of [ent y v v] with [6]\n replace item (#Cus1) of [ent dir v] with [90]\n if <(#Cus4) = [v]> then\n replace item (#Fourteen) of [ent state v] with [1]\n end\n end\n if <([abs v] of (item (#Cus1) of [ent x v v]) ) = [15]> then\n if <<<<(item (#Cus1) of [ent ty v]) = [f]> or <(item (#Cus1) of [ent ty v]) = [h]>> or <(item (#Cus1) of [ent ty v]) = [ac]>> and <(item (#Cus1) of [ent state v]) = [1]>> then\n replace item (#Cus1) of [ent state v] with [2]\n end\n end\n end\n end\n end\n end\nend\n\ndefine IKillEnemies\nEntInt (X) (Y) [Kill]\nEntInt ((X) + ((Direction) / (8))) (Y) [Kill]\n\ndefine TrackMovement\nif <not <(Direction) = [-90.01]>> then\n if <<<(([abs v] of (((X) / (32)) - (round ((X) / (32)))) ) * (32)) < [0.9]> and <(([abs v] of (((Y) / (32)) - (round ((Y) / (32)))) ) * (32)) < [0.9]>> or <(#Ten) = [Tracks]>> then\n RoundPos\n set [foundblocksubtype v] to []\n if <not <(#Ten) = [Tracks]>> then\n set [#ten v] to [0]\n end\n BlockAt ((X) / (32)) ((Y) / (32)) [Track] [1]\n if <(FoundBlockSubtype) = [l]> then\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n set [direction v] to [-90.01]\n else\n if <(FoundBlockType) = [i]> then\n change [x v] by ((XVelocity) * (-2))\n change [y v] by ((YVelocity) * (-2))\n RoundPos\n else\n if <(FoundBlockSubtype) = [a]> then\n ChangeDirection [180] [180]\n end\n if <(FoundBlockSubtype) = [b]> then\n ContinueBetween [0] [180]\n end\n if <(FoundBlockSubtype) = [c]> then\n ChangeDirection [0] [0]\n end\n if <(FoundBlockSubtype) = [d]> then\n ChangeDirection [90] [90]\n end\n if <(FoundBlockSubtype) = [e]> then\n ContinueBetween [90] [-90]\n end\n if <(FoundBlockSubtype) = [f]> then\n ChangeDirection [-90] [-90]\n end\n if <(FoundBlockSubtype) = [g]> then\n ChangeDirection [180] [-90]\n end\n if <(FoundBlockSubtype) = [h]> then\n ChangeDirection [-90] [0]\n end\n if <(FoundBlockSubtype) = [i]> then\n ChangeDirection [0] [90]\n end\n if <(FoundBlockSubtype) = [k]> then\n ChangeDirection [90] [180]\n end\n if <(FoundBlockSubtype) = [m]> then\n ChangeDirection [-135] [-135]\n end\n if <(FoundBlockSubtype) = [n]> then\n ChangeDirection [-45] [-45]\n end\n if <(FoundBlockSubtype) = [o]> then\n ChangeDirection [45] [45]\n end\n if <(FoundBlockSubtype) = [p]> then\n ChangeDirection [135] [135]\n end\n if <(FoundBlockSubtype) = [q]> then\n ChangeDirection [-45] [45]\n end\n if <(FoundBlockSubtype) = [r]> then\n ChangeDirection [45] [135]\n end\n if <(FoundBlockSubtype) = [s]> then\n ChangeDirection [135] [-135]\n end\n if <(FoundBlockSubtype) = [t]> then\n ChangeDirection [-135] [-45]\n end\n if <(FoundBlockSubtype) = [u]> then\n ContinueBetween [-45] [135]\n end\n if <(FoundBlockSubtype) = [v]> then\n ContinueBetween [45] [-135]\n end\n if <(FoundBlockSubtype) = [w]> then\n ChangeDirection [45] [-90]\n end\n if <(FoundBlockSubtype) = [x]> then\n ChangeDirection [135] [-90]\n end\n if <(FoundBlockSubtype) = [y]> then\n ChangeDirection [45] [180]\n end\n if <(FoundBlockSubtype) = [z]> then\n ChangeDirection [-45] [180]\n end\n if <(FoundBlockSubtype) = [aa]> then\n ChangeDirection [90] [-45]\n end\n if <(FoundBlockSubtype) = [ab]> then\n ChangeDirection [90] [-135]\n end\n if <(FoundBlockSubtype) = [ac]> then\n ChangeDirection [0] [135]\n end\n if <(FoundBlockSubtype) = [ad]> then\n ChangeDirection [0] [-135]\n end\n if <(FoundBlockSubtype) = [ae]> then\n if <(On/Off) = [0]> then\n ChangeDirection [-90] [45]\n else\n ChangeDirection [-90] [135]\n end\n end\n if <(FoundBlockSubtype) = [af]> then\n if <(On/Off) = [0]> then\n ChangeDirection [0] [135]\n else\n ChangeDirection [0] [-135]\n end\n end\n if <(FoundBlockSubtype) = [ag]> then\n if <(On/Off) = [0]> then\n ChangeDirection [90] [-135]\n else\n ChangeDirection [90] [-45]\n end\n end\n if <(FoundBlockSubtype) = [ah]> then\n if <(On/Off) = [0]> then\n ChangeDirection [180] [-45]\n else\n ChangeDirection [180] [45]\n end\n end\n end\n if <not <(#Ten) = [q]>> then\n if <<<<(letter (2) of (Type)) = [x]> or <<(Type) = [eg]> or <(Type) = [cf]>>> or <<<(Type) = [al]> or <(Type) = [cn]>> or <<<(Type) = [az]> or <(Type) = [bl]>> or <<(Type) = [ez]> or <(Type) = [fa]>>>>> or <<<<(Type) = [f]> or <(Type) = [h]>> or <<(Type) = [y]> or <(Type) = [a]>>> and <(State) < [0]>>> then\n MoveSteps [4] [V]\n else\n if <<(Type) = [am]> or <<(Type) = [bn]> or <(Type) = [dn]>>> then\n MoveSteps ((32) / (24)) [V]\n else\n if <<(Type) = [an]> or <(Type) = [cr]>> then\n MoveSteps ((32) / (12)) [V]\n else\n MoveSteps [2] [V]\n end\n end\n end\n end\n end\n end\n change [x v] by (XVelocity)\n change [y v] by (YVelocity)\nend\nset [#ten v] to [0]\n\ndefine ChangeDirection (option1) (option2)\npoint in direction (Direction)\nif <((Direction) mod (180)) = ((option1) mod (180))> then\n set [direction v] to (option2)\nelse\n if <(Direction) = [x]> then\n if <([abs v] of ((Direction) - (option1)) ) < ([abs v] of ((Direction) - (option2)) )> then\n set [direction v] to (option2)\n else\n set [direction v] to (option1)\n end\n else\n set [direction v] to (option1)\n end\nend\nif <<(FoundBlockMainType) = [8]> and <<not <(#Ten) = [Tracks]>> or <(Direction) = [0]>>> then\n if <((option2) mod (180)) = ((option1) mod (180))> then\n set [direction v] to (direction)\n if <<(Type) = [am]> or <(Type) = [an]>> then\n GetOffTrack\n set [state v] to ((round (((round (State)) - (0.2)) * (10))) / (10))\n else\n JumpOffTrack\n end\n end\nend\npoint in direction (90)\n\ndefine ContinueBetween (option1) (option2)\nif <<not <<((Direction) mod (180)) = ((option1) mod (180))> or <((Direction) mod (180)) = ((option2) mod (180))>>> or <(Direction) = [x]>> then\n if <([abs v] of ((Direction) - (option1)) ) < ([abs v] of ((Direction) - (option2)) )> then\n set [direction v] to (option1)\n else\n set [direction v] to (option2)\n end\nend\n\ndefine EntInt (x) (y) (type)\nadd (x) to [entintx v]\nadd (y) to [entinty v]\nadd (type) to [entinttype v]\nadd (EntityNo.) to [entintsource v]\n\ndefine Interact (x) (y) (type)\nadd (x) to [interactwithblockx v]\nadd (y) to [interactwithblocky v]\nadd (type) to [interactwithblocktype v]\nif <(Type) = [Player]> then\n add [Player] to [interactwithblocksource v]\nelse\n add (EntityNo.) to [interactwithblocksource v]\nend\n\ndefine ActivateThisSkull (x) (y)\nif <<(FoundBlockSubtype) = [am]> or <(FoundBlockSubtype) = [an]>> then\n if < (item (item (#Five) of [nearbyuniques v]) of [ent bon v]) contains ["]?> then\n set [#fourteen v] to [32]\n else\n set [#fourteen v] to [-32]\n end\n set [#one v] to [1]\n repeat until <(#One) = [0]>\n ScanForUniqueAt ((x) + (#Fourteen)) (y)\n if < (item (item (#Five) of [nearbyuniques v]) of [ent bon v]) contains ["]?> then\n change [#fourteen v] by (32)\n else\n change [#fourteen v] by (-32)\n end\n end\n set [#two v] to ((#Fourteen) + (1))\n replace item (item (#Five) of [nearbyuniques v]) of [ent state v] with (([abs v] of (((#Two) / (32)) * (24)) ) + (0.2))\nend\nset [#fourteen v] to [32]\nset [#one v] to [1]\nrepeat until <(#One) = [0]>\n ScanForUniqueAt ((x) + (#Fourteen)) (y)\n Common2\n change [#fourteen v] by (32)\nend\nset [#fourteen v] to [-32]\nset [#one v] to [1]\nrepeat until <(#One) = [0]>\n ScanForUniqueAt ((x) + (#Fourteen)) (y)\n Common2\n change [#fourteen v] by (-32)\nend\n\ndefine ScanForUniqueAt (x) (y)\nset [#one v] to [0]\nrepeat (length of [ent x v])\n change [#one v] by (1)\n if <(item (#One) of [ent ty v]) = (FoundBlockSubtype)> then\n if <<(item (#One) of [ent x v]) = (x)> and <(item (#One) of [ent y v]) = (y)>> then\n stop [this script v]\n end\n end\nend\nset [#one v] to [0]\n\ndefine CreateEntity (x) (y) (direction) (type) (bonus) (state) (xvel) (yvel)\nadd (x) to [ent x v]\nadd (y) to [ent y v]\nadd (type) to [ent ty v]\nadd (xvel) to [ent x v v]\nadd (yvel) to [ent y v v]\nadd (state) to [ent state v]\nadd (bonus) to [ent bon v]\nadd (direction) to [ent dir v]\nadd [0] to [ent mo v]\n\ndefine TurnToPlayer\nif <([abs v] of ((X) - (PlayerX)) ) > (((8) - (<(Type) = [bi]> * (6))) + (<(Type) = [bj]> * (8)))> then\n if <(PlayerX) > (X)> then\n set [direction v] to [90]\n else\n set [direction v] to [-90]\n end\nend\n\ndefine ScanNearbyEntities\nset [#sixteen v] to [0]\ndelete all of [nearbyentities v]\ndelete all of [nearbyuniques v]\nif <not <<(Type) = [s]> or <(Type) = [at]>>> then\n set [#fifteen v] to (((HitboxWidth) + (([abs v] of (XVelocity) ) * (3))) + (<(Type) = [v]> * (8)))\n set [#ten v] to (((HitboxHeight) + (8)) + (([abs v] of (YVelocity) ) * (2)))\n set [#eight v] to <<<<<<(Frozen) = [1]> or <(Type) = [c]>> or <<(Type) = [ao]> or <(Type) = [eg]>>> or <<<(Type) = [y]> or <(Type) = [ey]>> and <(State) > [0]>>> or <<<<(Type) = [f]> or <(Type) = [ea]>> or <<(Type) = [h]> or <(Type) = [ac]>>> and <(State) > [1]>>> or <<<<(Type) = [cg]> or <(Type) = [cq]>> or <<<(Type) = [cw]> or <(Type) = [du]>> or <(Type) = [bu]>>> or <<<(Type) = [be]> or <(Type) = [af]>> or <<<(Type) = [ce]> or <(Type) = [dn]>> or <(Type) = [co]>>>>>\n if <not <<(#Eight) = [1]> and <(PreviousFrameUniques) = [0]>>> then\n repeat until <<not <(#Sixteen) < (length of [ent x v])>> or <(length of [nearbyentities v]) > [7]>>\n change [#sixteen v] by (1)\n set [#two v] to (item (#Sixteen) of [organised entity list v])\n if <not <(EntityNo.) = (#Two)>> then\n set [#thirteen v] to (item (#Two) of [ent ty v])\n if <<<(#Thirteen) = [s]> or <<(#Thirteen) = [ez]> or <(#Thirteen) = [fa]>>> or <<(#Thirteen) = [bp]> or <(#Thirteen) = [br]>>> then\n add (#Two) to [nearbyuniques v]\n else\n if <(item (#Two) of [ent x v]) < ((X) - (#Fifteen))> then\n end\n end\n end\n end\nend\n\ndefine DeleteThisEntity (key) (no.)\nset [#fifteen v] to [0]\nif <(no.) = []> then\n if <<(Type) = [es]> or <(Type) = [et]>> then\n ResetItemToPosition\n else\n add (EntityNo.) to [deleteentitylist v]\n if <(key) = [1]> then\n Key (EntityNo.)\n end\n end\nelse\n add (no.) to [deleteentitylist v]\n if <(key) = [1]> then\n Key (no.)\n end\nend\nif <(#Fifteen) = [1]> then\n broadcast (FlashBackground v)\n start sound [Warp v]\n set [#fourteen v] to [13]\n if <((Y) - (MapY)) > [120]> then\n set [#fourteen v] to [4]\n end\n CreateEntity (X) (Y) [90] [dg] [0] [0] [0] (#Fourteen)\nend\n\ndefine CreateParticle (x) (y) (type)\nadd (type) to [createparticletype v]\nif <(x) = []> then\n add (X) to [createparticlex v]\nelse\n add (x) to [createparticlex v]\nend\nif <(y) = []> then\n add (Y) to [createparticley v]\nelse\n add (y) to [createparticley v]\nend\n\ndefine Hitbox (dieifsliding)\nif <([abs v] of ((X) - (PlayerX)) ) < (HitboxWidth)> then\n set [#sixteen v] to ((Y) - (PreviousYPosition))\n if <<<(YVelocity) > [18]> and <not <(YVelocity) = [x]>>> or <<(#Sixteen) < [0]> or <<<(Type) = [cc]> or <(Type) = [eu]>> or <<(Type) = [ds]> or <(Type) = [em]>>>>> then\n set [#sixteen v] to [0]\n end\n if <<((Y) - (PlayerY)) > ((((HitboxHeight) - (#Sixteen)) - ((4) + (<<(PlayerYVelocity) > [4]> and <not <(Type) = [be]>>> * (4)))) * (-1))> and <((Y) - (PlayerY)) < ((PlayerHeight) - (2))>> then\n if <(Type) = [em]> then\n set [#one v] to (Direction)\n set [#five v] to (X)\n set [#six v] to (Y)\n set [x v] to (PreviousXPosition)\n set [y v] to (PreviousYPosition)\n PointTowards (PlayerX) (PlayerY)\n if <([abs v] of (PlayerXVelocity) ) < [20]> then\n change [playerxvelocity v] by (([sin v] of (Direction) ) * (8))\n end\n if <(PlayerY) > (Y)> then\n set [playeryvelocity v] to ((([cos v] of (Direction) ) * (13.3)) + (5.5))\n else\n set [playeryvelocity v] to (([cos v] of (Direction) ) * ((2) + (<(PlayerYVelocity) > [4]> * (4))))\n end\n set [x v] to (#Five)\n set [y v] to (#Six)\n set [direction v] to (#One)\n if <<(State) = [0]> or <(State) > [4]>> then\n start sound [Bump v]\n set [state v] to [1]\n end\n else\n if <<<(Type) = [en]> or <(Type) = [eo]>> and <(PlayerY) > ((PreviousYPosition) + (72))>> then\n if <(PlayerYVelocity) < [15]> then\n if <not <(Powerup) = [M]>> then\n SimpleDeleteWithKey\n SimpleParticle (join (Type) (Direction))\n end\n set [playeryvelocity v] to [15]\n start sound [Stomp v]\n end\n else\n if <<(Type) = [et]> or <(Type) = [es]>> then\n if <<(Invincible) = [0]> or <(Sliding) > [0]>> then\n SimpleParticle [BIce]\n SimpleDeleteWithKey\n if <not <(Sliding) > [0]>> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(Type) = [ec]> then\n SimpleDeleteWithKey\n else\n if <<(Sliding) > [0]> and <(dieifsliding) = [1]>> then\n if <(Type) = [y]> then\n if <(State) = [0]> then\n start sound [dry bones v]\n set [state v] to [1]\n end\n else\n start sound [hit1 v]\n SimpleDeleteWithKey\n DeathParticle []\n end\n else\n if <(StarTimer) > [0]> then\n if <not <<(Type) = [cc]> or <<(Type) = [ds]> or <(Type) = [eu]>>>> then\n Delete+Key+Explode\n start sound [hit1 v]\n end\n else\n if <<<(Powerup) = [S]> and <<(PowerupVariable ONE) = [1]> or <(Crouching) = [1]>>> and <not <[type - bosses v] contains (Type)?>>> then\n if <<(PowerupVariable ONE) = [1]> and <(dieifsliding) = [1]>> then\n start sound [hit1 v]\n SimpleDeleteWithKey\n end\n else\n if <(Type) = [bj]> then\n Delete+Key+Explode\n end\n if <(Invincible) = [0]> then\n broadcast (Powerdown v)\n if <(Type) = [di]> then\n Delete+Key+Explode\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Replace (part) ofBonusWith (input)\nset [#ten v] to []\nset [#nine v] to [0]\nrepeat (length of (Bonus))\n change [#nine v] by (1)\n if <(letter (#Nine) of (Bonus)) = (part)> then\n set [#ten v] to (join (#Ten) (input))\n else\n set [#ten v] to (join (#Ten) (letter (#Nine) of (Bonus)))\n end\nend\nset [bonus v] to (#Ten)\nset [#ten v] to [q]\n\ndefine PlatformsOffPlatform\nchange [yvelocity v] by (-0.39)\nif <(YVelocity) < [-10]> then\n set [yvelocity v] to [-10]\nend\nif <<((Y) / (32)) < ((CurrentLavaLevel) + (0.5))> and <((Y) / (32)) > ((CurrentLavaLevel) + (-1))>> then\n if <(YVelocity) < [-1]> then\n set [yvelocity v] to [-1]\n set [xvelocity v] to ((XVelocity) * (0.8))\n end\nend\nif <([abs v] of (XVelocity) ) < [4]> then\n set [xvelocity v] to ((XVelocity) * (1.02))\nend\nchange [x v] by (XVelocity)\nchange [y v] by (YVelocity)\nPointTowards (PreviousXPosition) (PreviousYPosition)\nTurnAround\nif <(round (XVelocity)) = [0]> then\n set [direction v] to [180]\nend\n\ndefine PointTowards (x) (y)\nset [#two v] to ((x) - (X))\nset [#three v] to ((y) - (Y))\nif <(#Three) = [0]> then\n if <(#Two) < [0]> then\n set [direction v] to [-90]\n else\n set [direction v] to [90]\n end\nelse\n if <(#Three) < [0]> then\n set [direction v] to ((180) + ([atan v] of ((#Two) / (#Three)) ))\n else\n set [direction v] to ([atan v] of ((#Two) / (#Three)) )\n end\nend\n\ndefine Powerup (type)\nif <<([abs v] of ((X) - (PlayerX)) ) < [24]> and <<((Y) - (PlayerY)) > [-24]> and <((Y) - (PlayerY)) < ((PlayerHeight) - (2))>>> then\n SimpleDeleteWithKey\n if <(type) = [1]> then\n change [lives v] by (1)\n start sound [1up v]\n else\n if <(type) = [!]> then\n set [startimer v] to [10]\n stop all sounds\n GetPowerup\n else\n if <<(type) = (Powerup)> or <<(type) = [B]> and <not <<(Powerup) = [N]> or <(Powerup) = [M]>>>>> then\n start sound [Coin v]\n if <(Powerup) = [C]> then\n set [powerupvariable one v] to [0]\n end\n else\n set [powerup v] to (type)\n GetPowerup\n end\n end\n end\nend\n\ndefine ExtractOtherStuffFromBonus\nset [#eight v] to [0]\nset [#seven v] to []\nrepeat (length of (Bonus))\n change [#eight v] by (1)\n set [#one v] to (letter (#Eight) of (Bonus))\n if <not <<<(#One) = [!]> or <(#One) = ["]>> or <<(#One) = [£]> or <<(#One) = [*]> or <<(#One) = [i]> and <not << (Bonus) contains [bi]?> or < (Bonus) contains [ei]?>>>>>>>> then\n set [#seven v] to (join (#Seven) (#One))\n end\nend\n\ndefine BlasterCanFire?\nset [#seven v] to [1]\nset [blockscanx v] to (((X) + ((#Two) / (2.8))) / (32))\nset [blockscany v] to (((Y) / (32)) + (0.3))\nrepeat (2)\n BlockAt (BlockScanX) (((Y) / (32)) + (-0.3)) [Block] []\n if <not <(FoundBlockType) = [i]>> then\n set [#seven v] to [0]\n stop [this script v]\n end\n change [blockscany v] by (-0.6)\nend\nset [#one v] to [0]\nrepeat (length of [ent x v])\n change [#one v] by (1)\n if <<<([abs v] of (((X) + ((#Two) / (2.8))) - (item (#One) of [ent x v])) ) < [20]> and <([abs v] of ((Y) - (item (#One) of [ent y v])) ) < [24]>> and <not <(EntityNo.) = (#One)>>> then\n set [#seven v] to [0]\n stop [this script v]\n end\nend\n\ndefine SlowTurning (speed)\nif <(XVelocity) = [0]> then\n set [state v] to ((((State) - (90)) * (-0.05)) + (90))\nend\nTurnToPlayer\nif <(Direction) = [90]> then\n change [state v] by (speed)\n if <(State) > [180]> then\n set [state v] to [180]\n end\nelse\n change [state v] by ((speed) * (-1))\n if <(State) < [0]> then\n set [state v] to [0]\n end\nend\nif <(State) < [90]> then\n set [direction v] to [-90]\nelse\n set [direction v] to [90]\nend\n\ndefine FixPiranhas\nif <(Type) = [cu]> then\n change [y v] by (-32)\nelse\n if < (Bonus) contains ["]?> then\n set [direction v] to [0]\n change [y v] by (16)\n change [x v] by (48)\n else\n if < (Bonus) contains [£]?> then\n set [direction v] to [180]\n change [x v] by (-80)\n change [y v] by (16)\n else\n if < (Bonus) contains [$]?> then\n set [direction v] to [90]\n change [y v] by (-64)\n else\n set [direction v] to [-90]\n change [x v] by (-32)\n change [y v] by (64)\n end\n end\n end\nend\nset [state v] to [1]\nset [xvelocity v] to (X)\nset [yvelocity v] to (Y)\n\ndefine UniquesCollision (hv) (unique)\nif <((Y) - ((BlockScanY) * (32))) < ((28) - (<(hv) = [H]> * (([abs v] of ((item (item (#Five) of [nearbyuniques v]) of [ent y v v]) * (1.5)) ) + (4))))> then\n if <([abs v] of ((X) - ((BlockScanX) * (32))) ) < (((HitboxWidth) + ((<<<(FoundBlockSubtype) = [s]> or <<(FoundBlockSubtype) = [ez]> or <(FoundBlockSubtype) = [fa]>>> or <<(FoundBlockSubtype) = [bp]> or <(FoundBlockSubtype) = [br]>>> * (32)) + (<(FoundBlockSubtype) = [bf]> * (12)))) - (<(hv) = [V]> * (([abs v] of ((item (item (#Five) of [nearbyuniques v]) of [ent x v v]) * (1)) ) + (2))))> then\n if <((Y) - ((BlockScanY) * (32))) > (((HitboxHeight) * (-1)) + (<(hv) = [H]> * (([abs v] of ((item (item (#Five) of [nearbyuniques v]) of [ent y v v]) * (2)) ) + (2))))> then\n set [#fourteen v] to (YVelocity)\n set [foundblocktype v] to [Unique]\n set [collidingblocktype v] to [x]\n CollideWithThis (hv) []\n if <((BlockScanY) * (32)) > (Y)> then\n if <not <(Type) = [Player]>> then\n if <([abs v] of ((X) - ((BlockScanX) * (32))) ) < [28]> then\n Is (#Sixteen)\n if <(#Eleven) = [1]> then\n if <not < (item (item (#Five) of [nearbyuniques v]) of [ent bon v]) contains [!]?>> then\n set [yvelocity v] to (#Fourteen)\n Is (Type)\n if <(#Eleven) = [1]> then\n replace item (item (#Five) of [nearbyuniques v]) of [ent y v v] with (#Fourteen)\n end\n end\n end\n end\n end\n end\n if <<(Y) > (((BlockScanY) * (32)) + (27.5))> and <(Y) < (((BlockScanY) * (32)) + (28.5))>> then\n set [#one v] to (item (item (#Five) of [nearbyuniques v]) of [ent x v v])\n if <(YVelocity) = [0]> then\n if <(Type) = [Player]> then\n if <<(FoundBlockSubtype) = [bp]> or <(FoundBlockSubtype) = [fa]>> then\n replace item (item (#Five) of [nearbyuniques v]) of [ent state v] with [1]\n end\n if <<(FoundBlockSubtype) = [r]> or <<(FoundBlockSubtype) = [al]> or <<(FoundBlockSubtype) = [am]> or <(FoundBlockSubtype) = [an]>>>> then\n if <((item (item (#Five) of [nearbyuniques v]) of [ent state v]) mod (1)) = [0]> then\n replace item (item (#Five) of [nearbyuniques v]) of [ent state v] with [2.1]\n ActivateThisSkull (item (item (#Five) of [nearbyuniques v]) of [ent x v]) (item (item (#Five) of [nearbyuniques v]) of [ent y v])\n end\n end\n end\n if <not <(#One) = [0]>> then\n Is (#Sixteen)\n if <not <<(#Eleven) = [1]> and <(StayStill) = [0.5]>>> then\n if <not <<<(#Sixteen) = [am]> or <(#Sixteen) = [an]>> and <(Type) = [Player]>>> then\n if <([abs v] of (#One) ) > ([abs v] of (Movement) )> then\n set [movement v] to (#One)\n end\n end\n end\n end\n if <<(MovedByEnvironment) = [0]> and <(StayStill) = [0]>> then\n if <(#Sixteen) = [m]> then\n set [staystill v] to (item (#Five) of [nearbyuniques v])\n set [movedbyenvironment v] to [1]\n end\n end\n end\n end\n end\n end\nend\n\ndefine InPosition\nset [inpositiontopickup v] to [1]\nif <not <<<(PlayerDirection) = [90]> and <(PreviousXPosition) > (PlayerX)>> or <<(PlayerDirection) = [-90]> and <(PlayerX) > (PreviousXPosition)>>>> then\n set [inpositiontopickup v] to [0]\nend\nif <(InPositionToPickup) = [1]> then\n set [inpositiontopickup v] to <<([abs v] of ((PreviousXPosition) - ((PlayerX) + ((PlayerXVelocity) * (2)))) ) < ((HitboxWidth) + (4))> and <([abs v] of ((PreviousXPosition) - (PlayerX)) ) > ((HitboxWidth) - (10))>>\n if <(InPositionToPickup) = [1]> then\n set [inpositiontopickup v] to <<<<<(Climbing) = [0]> and <not <[deleteentitylist v] contains (EntityNo.)?>>> and <not <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>>>> and <([abs v] of ((PreviousYPosition) - (PlayerY)) ) < [16]>> and <<(MoveUseAbility) = [1]> and <<(Holding) = [0]> and <(Crouching) = [0]>>>>\n end\nend\n\ndefine ReorganiseEntityList\ndelete all of [organised entity list v]\nset [#one v] to [0]\nrepeat (length of [ent x v])\n change [#one v] by (1)\n set [x v] to (item (#One) of [ent x v])\n if <(length of [organised entity list v]) = [0]> then\n insert (#One) at (1) of [organised entity list v] \n else\n set [#two v] to [1]\n repeat until <<(item (item (#Two) of [organised entity list v]) of [ent x v]) > ((X) - (0.001))> or <(#Two) > (length of [organised entity list v])>>\n change [#two v] by (1)\n end\n insert (#One) at (#Two) of [organised entity list v] \n end\nend\n\ndefine FrozenInt (ent)\nif < (item (ent) of [ent bon v]) contains [\(]?> then\n CreateParticle (item (ent) of [ent x v]) (item (ent) of [ent y v]) [BIce]\n start sound [ICEBREAK v]\nend\n\ndefine DeathParticle (ent)\nif <(ent) = []> then\n SimpleParticle (join [De] (Type))\nelse\n CreateParticle (item (ent) of [ent x v]) (item (ent) of [ent y v]) (join [De] (item (ent) of [ent ty v]))\nend\n\ndefine POW\nset [entityno. v] to [0]\nrepeat (length of [ent x v])\n change [entityno. v] by (1)\n set [x v] to (item (EntityNo.) of [ent x v])\n set [y v] to (item (EntityNo.) of [ent y v])\n set [type v] to (item (EntityNo.) of [ent ty v])\n if <<not <<[type - uniques v] contains (Type)?> or <[type - powerups v] contains (Type)?>>> or <<<(Type) = [m]> or <(Type) = [bj]>> or <(Type) = [be]>>> then\n if <not <<(Type) = [t]> or <(Type) = [ae]>>> then\n DeathParticle []\n DeleteThisEntity [1] []\n end\n end\nend\n\nwhen I receive [pow v]\nset [pow v] to [1]\nif <(CameraShake) = [0]> then\n set [camerashake v] to [1]\nend\nPOW\n\ndefine BossTakesDamage (ent) (damage) (type)\nset [#cus3 v] to (item (ent) of [ent ty v])\nif <(#Fourteen) = [0]> then\n if <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n if <<(item (ent) of [ent state v]) < [0]> and <not <(#Cus3) = [ce]>>> then\n stop [this script v]\n else\n set [playerdirection v] to ((PlayerDirection) * (-1))\n set [playerxvelocity v] to ((PlayerXVelocity) * (-1))\n end\n end\nend\nif <(#Cus4) = [es]> then\n replace item (#Fourteen) of [ent state v] with [-94]\nend\nset [#sixteen v] to (letter (length of (Bonus)) of (Bonus))\nif <not <(#Sixteen) < [10]>> then\n set [bonus v] to (join (Bonus) [0])\n BossTakesDamage (ent) (damage) (type)\n stop [this script v]\nend\nif <not <(item (#Two) of [entinttype v]) = []>> then\n start sound [hit1 v]\nend\nif <((#Sixteen) + (damage)) > [9]> then\n Replace (#Sixteen) ofBonusWith [9]\nelse\n Replace (#Sixteen) ofBonusWith ((#Sixteen) + (damage))\nend\nreplace item (ent) of [ent bon v] with (Bonus)\nif <(type) = [-1]> then\n replace item (ent) of [ent state v] with [-1]\nelse\n if <(#Cus3) = [ce]> then\n change [y v] by (16)\n ExplodeParticle\n change [y v] by (-16)\n if <((#Sixteen) + (damage)) > [9]> then\n DeleteThisEntity [1] (ent)\n ExplodeParticle\n end\n else\n replace item (ent) of [ent y v v] with [0.1]\n if <(damage) > [2]> then\n replace item (ent) of [ent state v] with [-1]\n else\n if <(#Cus3) = [cg]> then\n replace item (ent) of [ent state v] with [-0.3]\n else\n if <((#Sixteen) + (damage)) > [9]> then\n if <(item (ent) of [ent state v]) > [0]> then\n replace item (ent) of [ent state v] with [-1]\n end\n end\n end\n end\n change [y v] by (16)\n SimpleParticle [Skid]\n change [y v] by (-16)\n end\nend\n\nwhen I receive [rendermidgroundblocks v]\nif <(Edit/PlayMode) = [1]> then\n if <not <(length of [renderinbackgroundentities v]) = [0]>> then\n RenderEntities [Back]\n end\nend\n\ndefine ThisMelts\nInteract (X) (Y) [Melt]\n\ndefine IsPlayerAbove\nset [#sixteen v] to [0]\nif <<<([abs v] of ((PlayerX) - (PreviousXPosition)) ) < [28]> and <([abs v] of ((PlayerY) - (((PreviousYPosition) + (28)) + (< (Bonus) contains [\)]?> * (32)))) ) < [4]>> and <<(PlayerYVelocity) = [0]> or <(PlayerYVelocity) = [-0.69]>>> then\n if <not <<((PreviousXPosition) - (X)) = [0]> and <((PreviousYPosition) - (Y)) = [0]>>> then\n set [#sixteen v] to [1]\n end\nend\n\ndefine XVel0\nif <not <<(YVelocity) > [8]> and <<(#Cus2) < ((Y) - (24))> or <not <(CollidingBlockType) = [x]>>>>> then\n set [xvelocity v] to [0]\nend\n\ndefine Key (no)\nif < (item (no) of [ent bon v]) contains [af]?> then\n CreateParticle [] ((Y) + (8)) [af]\n replace item (no) of [ent bon v] with []\nend\nif < (item (no) of [ent bon v]) contains [dg]?> then\n SimpleParticle [Ball]\n replace item (no) of [ent bon v] with []\n set [#fifteen v] to [1]\nend\n\ndefine XVel (d)\nset [xvelocity v] to ((XVelocity) / (d))\n\ndefine MeltFrozCoin\nif <<(Type) = [by]> or <<(Type) = [ao]> or <(Type) = [cw]>>> then\n Interact (#Cus1) (#Cus2) [Melt]\nend\n\ndefine StandardColl (hv)\nSimpleBlockScan [1]\nCollideWithThis (hv) []\nif <<not <(hv) = [H]>> and <(BlockScanY) < (((Y) / (32)) - (0.4))>> then\n BlockAt (BlockScanX) (BlockScanY) [Semi] [1]\n CollideWithThis (hv) [Semi]\nend\n\ndefine SetVars (no)\nset [type v] to (item (no) of [ent ty v])\nset [x v] to (item (no) of [ent x v])\nset [y v] to (item (no) of [ent y v])\nset [xvelocity v] to (item (no) of [ent x v v])\nset [yvelocity v] to (item (no) of [ent y v v])\nset [state v] to (item (no) of [ent state v])\nset [bonus v] to (item (no) of [ent bon v])\nset [direction v] to (item (no) of [ent dir v])\nset [movement v] to (item (no) of [ent mo v])\n\ndefine Group (horv)\nset [blockscanx v] to ((X) / (32))\nStandardColl (horv)\nset [blockscanx v] to (((X) / (32)) + (0.8))\nStandardColl (horv)\nset [blockscanx v] to (((X) / (32)) + (-0.8))\nStandardColl (horv)\n\ndefine KillInteraction\nif <[type - powerups v] contains (Type)?> then\n if <(#Cus2) = [0]> then\n if <(#Twelve) = [BlockBounce]> then\n replace item (#Cus1) of [ent y v v] with [10.5]\n else\n replace item (#Cus1) of [ent y v v] with [6.7]\n end\n end\nelse\n if <<(Type) = [ae]> and <(#Twelve) = [Crush]>> then\n if <(State) = [0]> then\n replace item (#Cus1) of [ent state v] with [1]\n set [ptimer v] to [10]\n broadcast (MidGameUpdateScroll v)\n stop all sounds\n end\n else\n if <<(Type) = [ea]> and <(#Twelve) = [Tail]>> then\n Replace ["] ofBonusWith [^]\n Replace [£] ofBonusWith [&]\n replace item (#Cus1) of [ent bon v] with (Bonus)\n replace item (#Cus1) of [ent x v v] with [0]\n replace item (#Cus1) of [ent y v v] with [6.7]\n replace item (#Cus1) of [ent state v] with [1]\n else\n if <<(Type) = [az]> or <<(Type) = [t]> or <(Type) = [ae]>>> then\n if <(#Cus2) = [0]> then\n if <(#Twelve) = [Crush]> then\n replace item (#Cus1) of [ent y v v] with [10.5]\n end\n end\n else\n if <<(Type) = [p]> and <(#Cus4) = [ec]>> then\n if <(#Cus2) = [0]> then\n if <(State) = [0]> then\n replace item (#Cus1) of [ent y v v] with [6.7]\n replace item (#Cus1) of [ent state v] with [1]\n end\n end\n else\n if <<<<(Type) = [ac]> or <(Type) = [f]>> or <<(Type) = [h]> or <(Type) = [ea]>>> and <<(#Twelve) = [BlockBounce]> or <(#Cus4) = [ec]>>> then\n replace item (#Cus1) of [ent y v v] with [6]\n if <(State) = [1]> then\n replace item (#Cus1) of [ent state v] with [2]\n else\n replace item (#Cus1) of [ent state v] with [1]\n end\n if <(#Cus4) = [ec]> then\n replace item (#Cus1) of [ent state v] with [1]\n end\n if <(X) > (item (#Two) of [entintx v])> then\n replace item (#Cus1) of [ent dir v] with [90]\n else\n replace item (#Cus1) of [ent dir v] with [-90]\n end\n else\n if <<(Type) = [y]> or <<(Type) = [ey]> and <not <(#Cus4) = [ey]>>>> then\n if <(State) < [1]> then\n replace item (#Cus1) of [ent state v] with [1]\n if <(Type) = [ey]> then\n start sound [Stomp v]\n else\n start sound [dry bones v]\n end\n GetOffTrack\n end\n else\n if <[type - bosses v] contains (Type)?> then\n BossTakesDamage (#Cus1) [1] []\n if <not <<(#Twelve) = [Crush]> or <(#Cus4) = [es]>>> then\n DeleteThisEntity [1] (#Fourteen)\n end\n else\n start sound [hit1 v]\n DeleteThisEntity [1] (#Cus1)\n DeathParticle (#Cus1)\n FrozenInt (#Cus1)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ExplodeParticle\nSimpleParticle [Explode]\n\ndefine MoveSteps (amount) (xorv)\nif <(xorv) = [X]> then\n change [x v] by (([sin v] of (Direction) ) * (amount))\n change [y v] by (([cos v] of (Direction) ) * (amount))\nelse\n if <(xorv) = [X1]> then\n change [x v] by (([cos v] of (Direction) ) * ((amount) * (-1)))\n change [y v] by (([sin v] of (Direction) ) * (amount))\n else\n set [xvelocity v] to (([sin v] of (Direction) ) * (amount))\n set [yvelocity v] to (([cos v] of (Direction) ) * (amount))\n end\nend\n\ndefine SimpleParticle (type)\nCreateParticle [] [] (type)\n\ndefine RoundPos\nset [x v] to ((round ((X) / (32))) * (32))\nset [y v] to ((round ((Y) / (32))) * (32))\n\ndefine EdgeBounce\nXVel [2]\nif <<(Powerup) = [S]> and <(PowerupVariable ONE) = [1]>> then\n if <((X) - (MapX)) > [0]> then\n set [direction v] to [-90]\n else\n set [direction v] to [90]\n end\n set [xvelocity v] to ((Direction) / (9))\nend\n\ndefine Common\nset rotation style [don't rotate v]\nswitch costume to (large v)\ngo to x: (X) y: ((Y) + (4))\nswitch costume to (ice2 v)\n\ndefine Common2\nif <not <(#One) = [0]>> then\n if <<(FoundBlockSubtype) = [am]> or <(FoundBlockSubtype) = [an]>> then\n replace item (#One) of [ent state v] with (([abs v] of ((((#Two) - (#Fourteen)) / (32)) * (24)) ) + (0.2))\n else\n replace item (#One) of [ent state v] with (((#Fourteen) / (2)) + (0.1))\n end\nend\n\ndefine Common3\nif <(Type) = [Player]> then\n set [blockscanx v] to (((item (#Cus4) of [ent x v]) - (item (#Cus4) of [ent x v v])) / (32))\nelse\n set [blockscanx v] to (((item (#Cus4) of [ent x v]) + (item (#Cus4) of [ent mo v])) / (32))\nend\nset [blockscany v] to ((item (#Cus4) of [ent y v]) / (32))\nset [foundblocksubtype v] to (#Sixteen)\nif <(Type) = [Player]> then\n if <(item (#Cus4) of [ent y v v]) < (PlayerPreviousStandingYVelocity)> then\n set [playerpreviousstandingyvelocity v] to (item (#Cus4) of [ent y v v])\n end\nend\n\ndefine IsPosOnAlt\nset [#cus2 v] to [0]\nset [#cus3 v] to ((([floor v] of (((MapX) - (336)) / (320)) ) * (320)) + (32))\nset [#cus4 v] to ((([floor v] of (((MapY) - (160)) / (320)) ) * (320)) + (32))\nif <<(X) > ((#Cus3) - (33))> and <(X) < ((#Cus3) + ((960) - (<(((MapX) mod (320)) - (16)) = [0]> * (320))))>> then\n if <<(Y) > ((#Cus4) - (33))> and <(Y) < ((#Cus4) + (640))>> then\n set [#cus2 v] to [1]\n end\nend\n\ndefine CollideAndMove\nif <not <(Type) = [Player]>> then\n set [uplimit v] to ((Y) + (26))\n set [downlimit v] to ((Y) - (24))\n set [rightlimit v] to ((X) + (48))\n set [leftlimit v] to ((X) - (48))\nend\nif <<([abs v] of (YVelocity) ) > [8]> or <([abs v] of (XVelocity) ) > [6]>> then\n repeat (2)\n change [x v] by ((XVelocity) / (2))\n Collision [H] []\n change [y v] by ((YVelocity) / (2))\n Collision [V] []\n end\nelse\n if <<<(YVelocity) = [-0.69]> or <(YVelocity) = [-0.79]>> and <<(length of [nearbyuniques v]) > [0]> and <not <(Type) = [Player]>>>> then\n change [y v] by (YVelocity)\n Collision [V] []\n change [x v] by (XVelocity)\n Collision [H] []\n else\n change [x v] by (XVelocity)\n Collision [H] []\n change [y v] by (YVelocity)\n Collision [V] []\n end\nend\n\ndefine Thrown\nif <<([abs v] of ((X) - (MapX)) ) < [240]> and <([abs v] of ((Y) - (MapY)) ) < [180]>> then\n change [thrownentities v] by (1)\nend\n\ndefine SimpleBlockScan (sub)\nBlockAt (BlockScanX) (BlockScanY) [] (sub)\n\ndefine GetOffTrack\nReplace [!] ofBonusWith []\nReplace [*] ofBonusWith []\nif <not <([abs v] of (Direction) ) = [90]>> then\n SetDirectionOffTrack\nend\n\ndefine Is (type)\nset [#eleven v] to <<<(type) = [m]> or <(type) = [bz]>> or <<<(type) = [v]> or <(type) = [ev]>> or <<(join (letter (1) of (type)) (letter (2) of (type))) = [bh]> or <(join (letter (1) of (type)) (letter (2) of (type))) = [ca]>>>>\n\ndefine TurnAround\nset [direction v] to ((Direction) * (-1))\n\ndefine GetPowerup\nif <(Powerup) = [M]> then\n start sound [nsmbwiiMiniMushroom v]\nelse\n start sound [Powerup v]\nend\nset [invincible v] to [1]\nset [crouching v] to [1]\nset [spacepause v] to [1]\n\ndefine TurnAtEdge (height)\nset [#twelve v] to (DownLimit)\nset [#eight v] to (Y)\nchange [y v] by (height)\nchange [x v] by ((Direction) / (9))\nCollision [V] []\nchange [x v] by ((Direction) / (-9))\nif <(Y) = ((#Eight) + (height))> then\n TurnAround\n XVel [-1]\nend\nset [downlimit v] to (#Twelve)\nset [y v] to (#Eight)\n\ndefine ApproachSpeed (elasticity) (speed)\nchange [xvelocity v] by (((XVelocity) - ((speed) * ((Direction) / (90)))) / (elasticity))\n\ndefine SimpleDeleteWithKey\nDeleteThisEntity [1] []\n\ndefine Delete+Key+Explode\nSimpleDeleteWithKey\nExplodeParticle\n\ndefine TryPowerup (type) (power)\nif <(Type) = (type)> then\n Powerup (power)\n IamEnvironmental\n set [#one v] to [z]\nend\n\ndefine Both (hit)\nHitbox (hit)\nIamEnvironmental\n\ndefine SetDirectionOffTrack\nif <<(Direction) > [0]> and <(Direction) < [180]>> then\n set [direction v] to [90]\nelse\n set [direction v] to [-90]\nend\n\ndefine ResetItemToPosition\nExtractOtherStuffFromBonus\nif <<(Y) < ((((#Seven) mod (WorldHeight)) * (32)) - (512))> or <<(Type) = [es]> or <(Type) = [et]>>> then\n if <(Type) = [ar]> then\n set [state v] to [1]\n Replace [*] ofBonusWith [!]\n replace item (EntityNo.) of [ent bon v] with (Bonus)\n else\n set [state v] to [-92]\n end\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n set [x v] to ((([floor v] of ((#Seven) / (WorldHeight)) ) + (1)) * (32))\n set [y v] to (((#Seven) mod (WorldHeight)) * (32))\nelse\n change [y v] by (-2)\nend\nreplace item (EntityNo.) of [ent x v] with (X)\nreplace item (EntityNo.) of [ent y v] with (Y)\nreplace item (EntityNo.) of [ent x v v] with (XVelocity)\nreplace item (EntityNo.) of [ent y v v] with (YVelocity)\nreplace item (EntityNo.) of [ent state v] with (State)\n\ndefine JumpOffTrack\nif <(Type) = [co]> then\n GetOffTrack\n set [xvelocity v] to [0]\n SetDirectionOffTrack\nelse\n Replace [!] ofBonusWith [*]\nend\nset [xvelocity v] to ((XVelocity) * (1.7))\nif <(YVelocity) > [0]> then\n set [yvelocity v] to ((YVelocity) * (1.9))\nelse\n set [yvelocity v] to [0]\nend\nif <(Direction) = [180]> then\n change [y v] by (-4)\nend\n\ndefine TurnSlowlyTo (speed) (player)\npoint in direction (Direction)\nset [direction v] to (direction)\nset [#five v] to (Direction)\nif <(player) = [2]> then\n SetDirectionOffTrack\nelse\n PointTowards (PlayerX) (PlayerY)\nend\npoint in direction (Direction)\nset [#three v] to (direction)\npoint in direction (90)\nset [direction v] to (#Five)\nset [#one v] to [3]\nif <<(Type) = [fc]> and <(player) = []>> then\n if <<([abs v] of ((#Three) - (Direction)) ) > [90]> or <<(PlayerUnderwater) = [0]> or <([abs v] of ((PlayerX) - (X)) ) > [224]>>> then\n set [state v] to [0.4]\n TurnSlowlyTo [2] [2]\n if <([abs v] of (round ((Direction) / (3))) ) = [30]> then\n SetDirectionOffTrack\n end\n stop [this script v]\n end\nend\nif <([abs v] of ((#Three) - (Direction)) ) > [2]> then\n if <([abs v] of ((#Three) - (Direction)) ) > [180]> then\n if <((#Three) - (Direction)) > [0]> then\n change [direction v] by ((speed) * (-1))\n else\n change [direction v] by (speed)\n end\n else\n if <((#Three) - (Direction)) > [0]> then\n change [direction v] by (speed)\n else\n change [direction v] by ((speed) * (-1))\n end\n end\nend\n\n@Player\n\nwhen I receive [playerupdate v]\nchange [groundshaking v] by ((-1) / (30))\nif <not <(GroundShaking) > [0]>> then\n set [groundshaking v] to [0]\nend\nif <(AllowMovement) = [1]> then\n if <<(Dead) = [0]> and <(HitGoal) = [0]>> then\n if <(Edit/PlayMode) = [1]> then\n change [timeleft v] by ((-1) / (30))\n if <<(TimeLeft) < [100.1]> and <(HurriedUp) = [0]>> then\n set [hurriedup v] to [0.5]\n stop all sounds\n broadcast (PlayMusic v)\n end\n end\n end\n if <not <(TimeLeft) > [0]>> then\n if <<(Dead) = [0]> and <(HitGoal) = [0]>> then\n broadcast (Death v)\n end\n set [timeleft v] to [0]\n end\n if <(PTimer) > [0]> then\n change [ptimer v] by ((-1) / (30))\n if <not <(PTimer) > [0]>> then\n broadcast (MidGameUpdateScroll v)\n set [ptimer v] to [0]\n if <<(StarTimer) = [0]> and <(HitGoal) = [0]>> then\n stop all sounds\n broadcast (PlayMusic v)\n end\n end\n end\n change [invincible v] by ((-1) / (30))\n if <(Invincible) < [0]> then\n set [invincible v] to [0]\n end\n if <(StarTimer) > [0]> then\n change [startimer v] by ((-1) / (30))\n set [invincible v] to [0.02]\n if <not <(StarTimer) > [0]>> then\n set [startimer v] to [0]\n if <<(PTimer) = [0]> and <(HitGoal) = [0]>> then\n stop all sounds\n broadcast (PlayMusic v)\n end\n end\n end\n change [kicking v] by (-1)\n if <(Kicking) < [0]> then\n set [kicking v] to [0]\n end\n if <(Holding) = [p]> then\n change [holdingstate v] by (1)\n end\n if <(Holding) = [ey]> then\n change [holdingstate v] by (0.5)\n end\nend\nif <(Edit/PlayMode) = [0]> then\n if <(GameTimer) < [0.02]> then\n Go\n else\n if <([abs v] of (x position) ) > [180]> then\n set x to (0)\n end\n if <(y position) < [-150]> then\n set y to (0)\n end\n set [playerx v] to ((MapX) + (x position))\n set [playery v] to ((MapY) + (y position))\n end\n broadcast (ClearPlayerVariables v)\nend\nbroadcast (InteractionsUpdate v)\n\nwhen I receive [renderfrontitems v]\nif <(UsingPipe) < [2]> then\n Render\nend\nbroadcast (UIUpdate v)\n\nwhen I receive [flagclicked v]\nswitch costume to (costume2 v)\nset rotation style [left-right v]\nset size to (400) %\nhide\ngo to x: (0) y: (-4)\n\ndefine SelectPlayerCostume\nset [#cus1 v] to [0]\nif <<(Invincible) > [0.1]> and <(AllowMovement) = [1]>> then\n if <(([floor v] of ((Invincible) * (8)) ) mod (2)) = [0]> then\n set [ghost v] effect to (100)\n end\nend\nif <(HitGoal) = [1]> then\n if <<(GoalHitX) = [0]> and <(x position) > [237]>> then\n set [ghost v] effect to (100)\n end\nend\nif <(UsingDoor) = [1]> then\n set [#cus1 v] to [Idle]\nelse\n if <(Dead) = [1]> then\n switch costume to (deadn v)\n else\n if <(Climbing) = [1]> then\n Costume [Climb] [15] [2]\n else\n if <not <(Holding) = [0]>> then\n if <<(PlayerYVelocity) = [0]> or <(PlayerYVelocity) = [-0.79]>> then\n if <([abs v] of (PlayerXVelocity) ) < [0.05]> then\n switch costume to (join (join [Hold] (Powerup)) [4])\n set [playertimer v] to [0]\n else\n if <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n Costume [Hold] [15] [2]\n else\n Costume [Hold] [20] [4]\n end\n end\n else\n if <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n set [#cus1 v] to [HoldJump]\n else\n switch costume to (join (join [Swim] (Powerup)) [4])\n end\n end\n else\n if <(Throwing) > [2]> then\n if <not <(PlayerYVelocity) = [0]>> then\n set [#cus1 v] to [Glide]\n else\n if <(Throwing) > [4]> then\n set [#cus1 v] to [Throw1]\n else\n set [#cus1 v] to [Throw2]\n end\n end\n else\n if <(PowerupVariable ONE) > [0]> then\n if <(Powerup) = [R]> then\n switch costume to (join [SpinR] (([floor v] of ((((10) - (PowerupVariable ONE)) * (0.5)) mod (4)) ) + (1)))\n stop [this script v]\n end\n if <(Powerup) = [S]> then\n switch costume to (join [Shell] (([floor v] of (((GameTimer) * (48)) mod (4)) ) + (1)))\n stop [this script v]\n end\n if <(Powerup) = [U]> then\n switch costume to (slideu2 v)\n stop [this script v]\n end\n if <(Powerup) = [P]> then\n change [playertimer v] by (0.01)\n Costume [Spin] [32] [4]\n stop [this script v]\n end\n end\n if <(PowerupVariable TWO) > [0]> then\n if <(Powerup) = [C]> then\n if <([abs v] of (PlayerXVelocity) ) < [1]> then\n change [playertimer v] by (0.01)\n end\n Costume [Spin] [20] [4]\n stop [this script v]\n end\n end\n if <(PowerupVariable THREE) > [0]> then\n if <(Powerup) = [R]> then\n if <([abs v] of (PlayerXVelocity) ) < [1]> then\n change [playertimer v] by (0.01)\n end\n if <(PowerupVariable TWO) = [0]> then\n Costume [Float] [32] [3]\n else\n Costume [Fly] [32] [3]\n end\n stop [this script v]\n end\n if <(Powerup) = [P]> then\n if <([abs v] of (PlayerXVelocity) ) < [1]> then\n change [playertimer v] by (0.01)\n end\n Costume [Spin] [32] [4]\n stop [this script v]\n end\n end\n if <(Kicking) > [0]> then\n set [#cus1 v] to [Kick]\n else\n if <(Skidding) = [1]> then\n set [#cus1 v] to [Skid]\n else\n if <(Crouching) = [1]> then\n if <(Sliding) > [0]> then\n set [#cus1 v] to [Slide]\n else\n set [#cus1 v] to [Crouch]\n end\n set [playertimer v] to [0]\n else\n if <<(PlayerYVelocity) = [0]> or <(PlayerYVelocity) = [-0.79]>> then\n if <([abs v] of (PlayerXVelocity) ) < [0.05]> then\n set [#cus1 v] to [Idle]\n set [playertimer v] to [0]\n else\n if <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n if <([abs v] of (PlayerXVelocity) ) > [8.5]> then\n Costume [Run] [15] [2]\n else\n Costume [Walk] [20] [2]\n end\n else\n if <<([abs v] of (PlayerXVelocity) ) > [8.5]> and <not <<(Powerup) = [O]> or <(Powerup) = [S]>>>> then\n Costume [Run] [20] [4]\n else\n Costume [Walk] [20] [4]\n end\n end\n end\n else\n if <(PlayerUnderwater) = [1]> then\n if <<(Powerup) = [O]> or <(Powerup) = [U]>> then\n if <(([abs v] of (PlayerXVelocity) ) + (1.5)) < ([abs v] of (PlayerYVelocity) )> then\n if <(PlayerYVelocity) > [0]> then\n Costume [SwimUp] [15] [3]\n else\n Costume [SwimDown] [15] [3]\n end\n else\n Costume [Swim] [15] [3]\n end\n else\n if <<(Powerup) = [N]> or <(Powerup) = [M]>> then\n Costume [Swim] [15] [4]\n else\n Costume [Swim] [15] [5]\n end\n end\n else\n if <([abs v] of (PlayerXVelocity) ) > [8.5]> then\n set [#cus1 v] to [Glide]\n set [playertimer v] to [0]\n else\n if <<<(Powerup) = [N]> or <(Powerup) = [M]>> or <(PlayerYVelocity) > [-3]>> then\n set [#cus1 v] to [Jump]\n set [playertimer v] to [0]\n else\n switch costume to (join (join [Walk] (Powerup)) [2])\n set [playertimer v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <not <(#Cus1) = [0]>> then\n switch costume to (join (#Cus1) (Powerup))\nend\n\ndefine Costume (type) (speed) (frames)\nswitch costume to (join (join (type) (Powerup)) (([floor v] of (((PlayerTimer) * (speed)) mod (frames)) ) + (1)))\n\nwhen I receive [renderbackgroundblocks v]\nif <(AllowMovement) = [0]> then\n change [playertimer v] by (0.004)\nelse\n change [playertimer v] by ((0.004) + (([abs v] of (PlayerXVelocity) ) / (400)))\n set [dead v] to [0]\n if <((PlayerY) - (MapY)) < [-240]> then\n if <(HitGoal) = [1]> then\n set [playery v] to ((MapY) - (240))\n else\n change [playery v] by (-120)\n broadcast (Death v)\n end\n end\nend\nset rotation style [left-right v]\npoint in direction (PlayerDirection)\nchange [throwing v] by (-1)\nif <(Shadows) = [1]> then\n change [mapx v] by (-8)\n change [mapy v] by (8)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n switch costume to (large v)\n Go\n SelectPlayerCostume\n stamp\n StampPropeller\n change [mapx v] by (8)\n change [mapy v] by (-8)\nend\n\ndefine Render\nclear graphic effects\nswitch costume to (large v)\nGo\nSelectPlayerCostume\nif <(StarTimer) > [0]> then\n set [color v] effect to ((round ((GameTimer) * (33))) * (25))\nend\nstamp\nif <(Powerup) = [C]> then\n switch costume to (large v)\n Go\n change x by (((PlayerDirection) / (-8)) - (PlayerXVelocity))\n change y by (32)\n if <(Crouching) = [1]> then\n change y by (-16)\n end\n repeat ((3) - (PowerupVariable ONE))\n switch costume to (large v)\n change x by (((PlayerDirection) + ((PlayerXVelocity) * (2))) / (-9))\n change y by (2)\n switch costume to (cloud v)\n stamp\n end\nend\nStampPropeller\nif <not <(Holding) = [0]>> then\n clear graphic effects\n switch costume to (large v)\n Go\n change x by ((PlayerDirection) / (3.5))\n change y by (4)\n set rotation style [don't rotate v]\n if < (Holding) contains [Ice]?> then\n if < (HoldingBonus) contains [\)]?> then\n switch costume to (ice2 v)\n else\n switch costume to (ice1 v)\n end\n stamp\n set rotation style [left-right v]\n else\n if <(Holding) = [p]> then\n switch costume to (join [p] (22Mod2+1))\n else\n if <(Holding) = [ae]> then\n switch costume to (join [ae] (22Mod4+1))\n else\n if <(Holding) = [ey]> then\n set rotation style [left-right v]\n end\n switch costume to (Holding)\n end\n end\n stamp\n end\n set rotation style [left-right v]\nend\nGo\n\ndefine StampPropeller\nif <(Powerup) = [P]> then\n switch costume to (large v)\n Go\n if <(Climbing) = [1]> then\n set rotation style [don't rotate v]\n change y by (30)\n switch costume to (join [Prop] ((([floor v] of ((GameTimer) * (40)) ) mod (5)) + (7)))\n else\n if <(Sliding) > [0]> then\n change y by (-2)\n else\n if <(Crouching) = [1]> then\n change y by (-16)\n end\n end\n set rotation style [left-right v]\n if <(PowerupVariable THREE) > [0]> then\n set rotation style [don't rotate v]\n change x by (2)\n end\n switch costume to (join [Prop] ((([floor v] of ((GameTimer) * ((40) + (<(PowerupVariable THREE) > [0]> * (80)))) ) mod (6)) + (1)))\n end\n stamp\nend\n\nwhen I receive [rendermidgroundblocks v]\nif <(UsingPipe) > [1]> then\n Render\nend\n\ndefine Go\ngo to x: ((PlayerX) - (MapX)) y: ((PlayerY) - (MapY))\n\n@Semi-Solids\n\nwhen I receive [renderbackgroundblocks v]\nRendering [1]\nbroadcast (RenderMidgroundBlocks v)\n\nwhen I receive [flagclicked v]\nswitch costume to (i v)\nset size to (400) %\nhide\nset rotation style [don't rotate v]\n\ndefine RenderSemiSolids (semi)\nset [itemno. v] to ((((([floor v] of ((MapX) / (32)) ) + ([floor v] of ((RenderWidth) / (-32)) )) * (WorldHeight)) + (([floor v] of ((MapY) / (32)) ) + (-5))) + (1))\nif <(RenderWidth) < [300]> then\n set [x v] to ((-224) - ((MapX) mod (32)))\nelse\n set [x v] to ((-320) - ((MapX) mod (32)))\nend\nset [y v] to ((-124) - ((MapY) mod (32)))\nrepeat ((((round ((RenderWidth) / (32))) * (2)) - (1)) + <not <((MapX) mod (32)) = [0]>>)\n set [#cus4 v] to ((10) + <not <((MapY) mod (32)) = [0]>>)\n repeat (#Cus4)\n if <not <<(ItemNo.) > (length of [semi type v])> or <<(ItemNo.) < [1]> or <(((Y) + (MapY)) / (32)) > (WorldHeight)>>>> then\n if <(semi) = [1]> then\n set [#cus1 v] to (item (ItemNo.) of [semi type v])\n set [#cus2 v] to [0]\n else\n set [#cus1 v] to (item (ItemNo.) of [track type v])\n set [#cus2 v] to [1]\n end\n if <not <<(#Cus1) = [i]> or <(#Cus1) = []>>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (#Cus1)\n if <(costume [name v]) = [Large]> then\n if <(letter (2) of (#Cus1)) = [7]> then\n switch costume to (join (#Cus1) (22Mod4+1))\n else\n switch costume to (join [7] (join (letter (2) of (#Cus1)) (letter (3) of (#Cus1))))\n end\n end\n if <<(On/Off) = [1]> and <(#Cus2) = [1]>> then\n set [#cus3 v] to (letter (3) of (#Cus1))\n if <<<(#Cus3) = [e]> or <(#Cus3) = [f]>> or <<(#Cus3) = [g]> or <(#Cus3) = [h]>>> then\n switch costume to (large v)\n switch costume to (join (join [7] (join (letter (2) of (#Cus1)) (#Cus3))) [2])\n end\n end\n stamp\n if <(semi) = [1]> then\n set [typesonscreensemi v] to [1]\n else\n set [typesonscreentrack v] to [1]\n end\n end\n end\n change [y v] by (32)\n change [itemno. v] by (1)\n end\n change [x v] by (32)\n set [y v] to ((-124) - ((MapY) mod (32)))\n change [itemno. v] by ((WorldHeight) + ((#Cus4) * (-1)))\nend\n\nwhen I receive [rendermidgroundblocks v]\nRendering []\n\ndefine Rendering (type)\nif <(type) = []> then\n if <not <<(Edit/PlayMode) = [0]> or <(ShowTracks) = [1]>>> then\n stop [this script v]\n end\nend\nif <<(TypesOnScreenCheck?) = [1]> or <<<(TypesOnScreenSemi) = [1]> and <(type) = [1]>> or <<(TypesOnScreenTrack) = [1]> and <(type) = []>>>> then\n if <(Shadows) = [1]> then\n change [mapx v] by (-8)\n change [mapy v] by (8)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n RenderSemiSolids (type)\n clear graphic effects\n change [mapx v] by (8)\n change [mapy v] by (-8)\n end\n if <(type) = []> then\n if <(ShowTracks) = [0]> then\n set [ghost v] effect to (50)\n end\n end\n RenderSemiSolids (type)\n clear graphic effects\nend\n\n@UI\n\nwhen I receive [flagclicked v]\nswitch costume to (large v)\nset size to (3000) %\nswitch costume to (bargame v)\ngo to x: (0) y: (-20)\nset rotation style [don't rotate v]\npoint in direction (90)\nset [inventoryscroll v] to [0]\nset [inventoryscrollaim v] to [0]\nbroadcast (CloseAllMenus v)\ndelete all of [turbowarp link v]\nadd [1] to [turbowarp link v]\nadd [2] to [turbowarp link v]\nadd [3] to [turbowarp link v]\nadd [a] to [turbowarp link v]\nadd [f] to [turbowarp link v]\nadd [c] to [turbowarp link v]\nadd [n] to [turbowarp link v]\nadd [d] to [turbowarp link v]\nadd [o] to [turbowarp link v]\nset [showtracks v] to [1]\nset [unloadtracks v] to [1]\nset [timeleftfull v] to [300]\ndelete this clone\n\nwhen I receive [uiupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\nset [anymenuopen v] to (((((InventoryMenu) + (AreasMenu)) + ((AreaMenu) + (MusicMenu))) + (BackgroundMenu)) + ((((CameraMenu) + (OptionsMenu)) + ((PlayMenu) + (PlaceMenu))) + ((PleaseWait) + (SaveMenu))))\nshow\nset [hudfunction v] to []\nset [menuelement v] to [1]\nshow list [save code v]\nif <(Edit/PlayMode) = [0]> then\n EditorHUD\n if <(PlacingBlockType) = [Water]> then\n go to x: (-218) y: (-120)\n CreateSimpleButton [NoWater] [NoWater] [300] [Remove Water]\n end\n if <(PlacingBlockType) = [Lava]> then\n go to x: (-218) y: (-120)\n CreateSimpleButton [NoLava] [NoLava] [300] [Remove Lava]\n end\nend\nhide\nset [hudfunction v] to []\nswitch costume to (large v)\nset size to (400) %\nif <(Edit/PlayMode) = [1]> then\n switch costume to (bargame v)\nelse\n switch costume to (bareditor v)\nend\ngo to x: (0) y: (-160)\nstamp\nset [menuelement v] to [1]\nif <(Edit/PlayMode) = [1]> then\n show\n go to x: (-216) y: (-160)\n if <(Menu) = [Menu]> then\n if <(Shadows) = [0]> then\n CreateSimpleButton [Turbowarp] [Turbowarp] [300] [Turbowarp link]\n end\n else\n if <(IAmTheEditor) = [1]> then\n if <(PlayingAMap) = [1]> then\n CreateSimpleButton [Pause] [Pause] [300] [Back to Map]\n else\n CreateSimpleButton [Pause] [Pause] [300] [Back to Editor]\n end\n else\n if <(PlayingAMap) = [1]> then\n if <((Dead) + (HitGoal)) = [0]> then\n CreateSimpleButton [Pause] [ReturnMap] [300] [Back to Map]\n end\n end\n end\n end\n hide\n if <(Keys) > [0]> then\n switch costume to (large v)\n set size to (400) %\n RenderKeys\n clear graphic effects\n end\nend\nif <(Edit/PlayMode) = [0]> then\n set [#cus1 v] to <(RenderWidth) > [300]>\n show\n create clone of (_myself_ v)\n switch costume to (large v)\n set [menuelement v] to [1]\n go to x: ((200) + ((70) * (#Cus1))) y: (-160)\n CreateSimpleButton [PlacementMenu] [PlacementMenu] [300] [Placement Options]\n go to x: ((126) + ((70) * (#Cus1))) y: (-160)\n CreateSimpleButton [Inventory] [Inv] [300] [Item Inventory]\n go to x: ((-200) + ((-70) * (#Cus1))) y: (-160)\n CreateSimpleButton [Area] [Area] [300] [Area Options]\n go to x: ((-126) + ((-70) * (#Cus1))) y: (-160)\n CreateSimpleButton [PlayMenu] [PlayMenu] [300] [Save and Play Options]\n InventorySlots\n hide\nend\nif <(PleaseWait) = [1]> then\n set [ghost v] effect to (50)\n switch costume to (large v)\n set size to (2000) %\n switch costume to (invbackground v)\n go to x: (0) y: (20)\n stamp\n clear graphic effects\nend\nbroadcast (OverlayUpdate v)\n\nwhen this sprite clicked\nif <<not <(HudFunction) = []>> and <<<(ClickPause) = [0]> and <(PleaseWait) = [0]>> or <(Menu) = [Map]>>> then\n if <(HudFunction) = [Camera]> then\n Open/Close (CameraMenu)\n set [cameramenu v] to (#One)\n else\n if <(HudFunction) = [Inv]> then\n Open/Close (InventoryMenu)\n set [inventorymenu v] to (#One)\n else\n if <(HudFunction) = [Area]> then\n Open/Close (AreasMenu)\n set [areasmenu v] to (#One)\n else\n if <(HudFunction) = [Areas]> then\n Open/Close (AreaMenu)\n set [areamenu v] to (#One)\n else\n if <(HudFunction) = [PlayMenu]> then\n Open/Close (PlayMenu)\n set [playmenu v] to (#One)\n else\n if <(HudFunction) = [Backgrounds]> then\n Open/Close (BackgroundMenu)\n set [backgroundmenu v] to (#One)\n else\n if <(HudFunction) = [Music]> then\n Open/Close (MusicMenu)\n set [musicmenu v] to (#One)\n else\n if <(HudFunction) = [Options]> then\n Open/Close (OptionsMenu)\n set [optionsmenu v] to (#One)\n else\n if <(HudFunction) = [PlacementMenu]> then\n Open/Close (PlaceMenu)\n set [placemenu v] to (#One)\n else\n if <(HudFunction) = [Pen]> then\n set [placetool v] to [1]\n SmoothCloseOtherMenus\n else\n if <(HudFunction) = [Eraser]> then\n set [placetool v] to [2]\n SmoothCloseOtherMenus\n else\n if <(HudFunction) = [Picker]> then\n set [placetool v] to [3]\n SmoothCloseOtherMenus\n else\n if <(HudFunction) = [Place1]> then\n if <(PlaceTool) = [3]> then\n set [placetool v] to [1]\n end\n set [placementtool v] to [1]\n SmoothCloseOtherMenus\n else\n if <(HudFunction) = [Place2]> then\n if <(PlaceTool) = [3]> then\n set [placetool v] to [1]\n end\n set [placementtool v] to [2]\n SmoothCloseOtherMenus\n else\n if <(HudFunction) = [WLevelName]> then\n if <(TextInputMenu) = [0]> then\n broadcast (EditWorldName v)\n end\n else\n if <(HudFunction) = [LevelName]> then\n if <(TextInputMenu) = [0]> then\n broadcast (EditLevelName v)\n end\n else\n if <(HudFunction) = [WLevelDescription]> then\n if <(TextInputMenu) = [0]> then\n broadcast (EditWorldDescription v)\n end\n else\n if <(HudFunction) = [LevelDescription]> then\n if <(TextInputMenu) = [0]> then\n broadcast (EditLevelDescription v)\n end\n else\n if <(HudFunction) = [WCreator]> then\n if <(TextInputMenu) = [0]> then\n broadcast (EditWorldCreator v)\n end\n else\n if <(HudFunction) = [Creator]> then\n if <(TextInputMenu) = [0]> then\n broadcast (EditLevelCreator v)\n end\n else\n if <(HudFunction) = [BackSave]> then\n if <(Menu) = [Map]> then\n set [savemenuprogress v] to [0]\n else\n set [savemenuprogress v] to [1]\n end\n else\n if <(HudFunction) = [YesClear]> then\n set [savemenuprogress v] to [0.5]\n broadcast (FullRestartLevel v)\n broadcast (ResumeWithTransition v)\n else\n if <(HudFunction) = [NoClear]> then\n SmoothCloseOtherMenus\n else\n if <(HudFunction) = [ProPow]> then\n if <(Progressive) = [0]> then\n set [progressive v] to [1]\n else\n set [progressive v] to [0]\n end\n else\n if <(HudFunction) = [AltLoa]> then\n if <(AlternateLoading) = [0]> then\n set [alternateloading v] to [1]\n else\n set [alternateloading v] to [0]\n end\n else\n if <(HudFunction) = [ShowTracks]> then\n if <(ShowTracks) = [0]> then\n set [showtracks v] to [1]\n else\n set [showtracks v] to [0]\n end\n else\n if <(HudFunction) = [Turbowarp]> then\n broadcast (ShowTurbowarp v)\n else\n if <(HudFunction) = [UnloadTracks]> then\n if <(UnloadTracks) = [0]> then\n set [unloadtracks v] to [1]\n else\n set [unloadtracks v] to [0]\n end\n else\n if <(HudFunction) = [TpSpawn]> then\n broadcast (TpSpawn v)\n else\n if <(HudFunction) = [TpGoal]> then\n broadcast (TpGoal v)\n else\n if <(HudFunction) = [Pause]> then\n if <(PlayingAMap) = [1]> then\n set [transitionprogress v] to [1]\n set [transitiontype v] to [FadeIn]\n set [mapedit/playmode v] to [1]\n set [menu v] to [Map]\n stop all sounds\n broadcast (PlayWorldMusic v)\n else\n stop all sounds\n broadcast (Pause v)\n end\n else\n if <(HudFunction) = [Restart]> then\n broadcast (FullRestartLevel v)\n broadcast (ResumeWithTransition v)\n else\n if <(HudFunction) = [Play]> then\n broadcast (ResumeGame v)\n else\n if <(HudFunction) = [AddArea]> then\n broadcast (AddNewArea v)\n else\n if <(HudFunction) = [WSaving]> then\n set [textinputmenu v] to [0]\n set [savemenuprogress v] to [1]\n broadcast (CreateMapSaveCode v)\n else\n if <(HudFunction) = [Saving]> then\n set [textinputmenu v] to [0]\n set [savemenuprogress v] to [2]\n broadcast (CreateSaveCodeOnly v)\n else\n if <(HudFunction) = [Save]> then\n Open/Close (SaveMenu)\n set [savemenu v] to (#One)\n else\n if <(HudFunction) = [NoWater]> then\n set [currentwaterlevel v] to [-8]\n broadcast (ReplaceWaterLevel v)\n set [placingblocktype v] to [1]\n else\n if <(HudFunction) = [ReturnMap]> then\n set [menu v] to [Map]\n set [mapedit/playmode v] to [0]\n set [transitionprogress v] to [8]\n set [transitiontype v] to [FadeIn]\n stop all sounds\n broadcast (PlayWorldMusic v)\n else\n if <(HudFunction) = [NoLava]> then\n set [currentlavalevel v] to [-8]\n broadcast (ReplaceLavaLevel v)\n set [placingblocktype v] to [1]\n else\n if <(HudFunction) = [Restore]> then\n if <(DoubleClick) > [0.5]> then\n broadcast (LoadRestorePoint v)\n else\n set [doubleclick v] to [1]\n end\n else\n if <(HudFunction) = [DeleteArea]> then\n if <(DoubleClick) > [0.5]> then\n broadcast (DeleteThisArea v)\n else\n set [doubleclick v] to [1]\n end\n else\n if <(HudFunction) = [MapPause]> then\n SmoothCloseOtherMenus\n set [mapedit/playmode v] to [1]\n stop all sounds\n else\n if <(HudFunction) = [MapSave]> then\n set [savemenuprogress v] to [0]\n Open/Close (MapSaveMenu)\n set [mapsavemenu v] to (#One)\n else\n if < (HudFunction) contains [Map]?> then\n SmoothCloseOtherMenus\n if <(HudFunction) = [MapPlay]> then\n set [mapedit/playmode v] to [0]\n broadcast (PlayWorldMusic v)\n else\n if <(HudFunction) = [MapRestart]> then\n set [transitionprogress v] to [1]\n set [transitiontype v] to [FadeIn]\n set [mapedit/playmode v] to [0]\n broadcast (PlayMapFromStart v)\n set [transitionprogress v] to [8]\n set [transitiontype v] to [FadeIn]\n else\n if <(HudFunction) = [MapType]> then\n set [transitionprogress v] to [8]\n set [transitiontype v] to [FadeIn]\n if <(MapTheme) = [3]> then\n set [maptheme v] to [7]\n else\n if <(MapTheme) = [2]> then\n set [maptheme v] to [4]\n else\n if <(MapTheme) = [4]> then\n set [maptheme v] to [3]\n else\n if <(MapTheme) = [7]> then\n set [maptheme v] to [5]\n else\n change [maptheme v] by (1)\n if <(MapTheme) > [6]> then\n set [maptheme v] to [1]\n end\n end\n end\n end\n end\n else\n set [placingblocktype v] to (HudFunction)\n set [placetool v] to [1]\n end\n end\n end\n else\n SmoothCloseOtherMenus\n set [placingblocktype v] to (HudFunction)\n set [placetool v] to [1]\n Common1\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [clickpause v] to [1]\n end\nend\n\ndefine EditorHUD\nset [#cus1 v] to ((16) + (([sin v] of ((GameTimer) * (180)) ) * (8)))\nchange [doubleclick v] by ((-1) / (30))\nif <not <mouse down?>> then\n set [scrolling v] to [0]\nend\nset [#fifteen v] to [0]\nif <<mouse down?> and <(ClickPause) = [0]>> then\n set [#fifteen v] to [1]\nend\nif <not <(OptionsMenu) = [0]>> then\n MenuAnimation (OptionsMenu) [2]\n set [optionsmenu v] to (#One)\n set [menuelement v] to ([abs v] of (OptionsMenu) )\n set [#eight v] to ((MenuElement) * (320))\n set [ghost v] effect to (#Cus1)\n switch costume to (large2 v)\n set size to (400) %\n go to x: ((-456) + (#Eight)) y: (-120)\n switch costume to (cameramenughost v)\n stamp\n clear graphic effects\n switch costume to (large2 v)\n switch costume to (optionsmenu v)\n stamp\n go to x: ((-346) + (#Eight)) y: (116)\n switch costume to (large2 v)\n if <(ShowTracks) = [1]> then\n CreateSimpleButton [Tick] [ShowTracks] [300] [Toggle Visible Tracks]\n else\n CreateSimpleButton [NoTick] [ShowTracks] [300] [Toggle Visible Tracks]\n end\n if <(MenuElement) > [0.05]> then\n switch costume to (large2 v)\n set size to (400) %\n go to x: (((-462) + (#Eight)) + ((((TimeLeftFull) / (10)) - (1)) * ((126) / (59)))) y: (88)\n switch costume to (scroll2 v)\n if <(Scrolling) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [displaytext v] to [Change Level Timer]\n set [displaytexttimer v] to [1]\n change size by (25)\n if <mouse down?> then\n set [scrolling v] to [1]\n end\n end\n end\n if <(Scrolling) = [1]> then\n set [clickpause v] to [1]\n set x to (mouse x)\n if <(x position) > [-16]> then\n set x to (-16)\n end\n if <(x position) < [-142]> then\n set x to (-142)\n end\n set [timeleftfull v] to (((round ((((x position) + (142)) / (126)) * (59))) + (1)) * (10))\n set [savemenuprogress v] to [0]\n broadcast (ReplaceXCamera v)\n end\n stamp\n end\n switch costume to (large2 v)\n go to x: ((-346) + (#Eight)) y: (40)\n if <(UnloadTracks) = [1]> then\n CreateSimpleButton [Tick] [UnloadTracks] [300] [Toggle Track Despawning]\n else\n CreateSimpleButton [NoTick] [UnloadTracks] [300] [Toggle Track Despawning]\n end\n switch costume to (large2 v)\n go to x: ((-346) + (#Eight)) y: (-2)\n if <not <(GoalArea) = [0]>> then\n CreateSimpleButton [TpGoal] [TpGoal] [300] [Teleport to Goal]\n end\n switch costume to (large2 v)\n change x by (-32)\n CreateSimpleButton [TpSpawn] [TpSpawn] [300] [Teleport to Spawn]\n switch costume to (large2 v)\n go to x: ((-346) + (#Eight)) y: (-28)\n if <(length of (Save Code)) > [10]> then\n CreateSimpleButton [Restore] [Restore] [300] [Load Restore Point \(x2 click\)]\n end\n switch costume to (large2 v)\n go to x: ((-346) + (#Eight)) y: (-58)\n if <(Progressive) = [1]> then\n CreateSimpleButton [Tick] [ProPow] [300] [Toggle Progressive Powerups]\n else\n CreateSimpleButton [NoTick] [ProPow] [300] [Toggle Progressive Powerups]\n end\n switch costume to (large2 v)\n go to x: ((-346) + (#Eight)) y: (-104)\n if <(AlternateLoading) = [1]> then\n CreateSimpleButton [Tick] [AltLoa] [300] [Toggle Chunk Loading]\n else\n CreateSimpleButton [NoTick] [AltLoa] [300] [Toggle Chunk Loading]\n end\n if <<(#Fifteen) = [1]> and <(mouse x) > [6]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(CameraMenu) = [0]>> then\n MenuAnimation (CameraMenu) [2]\n set [cameramenu v] to (#One)\n set [menuelement v] to ([abs v] of (CameraMenu) )\n set [#eight v] to ((MenuElement) * (320))\n set [ghost v] effect to (#Cus1)\n switch costume to (large2 v)\n set size to (400) %\n go to x: ((-456) + (#Eight)) y: (-120)\n switch costume to (cameramenughost v)\n stamp\n clear graphic effects\n switch costume to (large2 v)\n switch costume to (cameramenu v)\n stamp\n if <(MenuElement) > [0.05]> then\n switch costume to (large2 v)\n set size to (400) %\n go to x: (((-524) + (#Eight)) + ((CameraX) * ((170) / (6)))) y: (90)\n switch costume to (scroll2 v)\n if <(Scrolling) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [displaytext v] to [Change X Camera Option]\n set [displaytexttimer v] to [1]\n change size by (25)\n if <mouse down?> then\n set [scrolling v] to [1]\n end\n end\n end\n if <(Scrolling) = [1]> then\n set [clickpause v] to [1]\n set x to (mouse x)\n if <(x position) > [-34]> then\n set x to (-34)\n end\n if <(x position) < [-204]> then\n set x to (-204)\n end\n set [camerax v] to (round ((((x position) + (204)) / (170)) * (6)))\n set [savemenuprogress v] to [0]\n broadcast (ReplaceXCamera v)\n end\n stamp\n switch costume to (large2 v)\n set size to (400) %\n go to x: (((-524) + (#Eight)) + ((CameraY) * ((170) / (5)))) y: (-46)\n switch costume to (scroll2 v)\n if <(Scrolling) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [displaytext v] to [Change Y Camera Option]\n set [displaytexttimer v] to [1]\n change size by (25)\n if <mouse down?> then\n set [scrolling v] to [2]\n end\n end\n end\n if <(Scrolling) = [2]> then\n set [clickpause v] to [1]\n set x to (mouse x)\n if <(x position) > [-34]> then\n set x to (-34)\n end\n if <(x position) < [-204]> then\n set x to (-204)\n end\n set [cameray v] to (round ((((x position) + (204)) / (170)) * (5)))\n set [savemenuprogress v] to [0]\n broadcast (ReplaceYCamera v)\n end\n stamp\n end\n if <<(#Fifteen) = [1]> and <(mouse x) > [6]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(MusicMenu) = [0]>> then\n change [musictimer v] by (0.012)\n if <([abs v] of (MusicMenu) ) < [0.1]> then\n set [musictimer v] to [0]\n end\n set [menuelement v] to ([abs v] of (MusicMenu) )\n set [#eight v] to ((MenuElement) * (320))\n set [ghost v] effect to (#Cus1)\n switch costume to (large2 v)\n set size to (400) %\n go to x: ((-456) + (#Eight)) y: (-120)\n switch costume to (musicmenughost v)\n stamp\n clear graphic effects\n switch costume to (large2 v)\n go to x: ((-456) + (#Eight)) y: (-120)\n switch costume to (musicmenu v)\n stamp\n switch costume to (large2 v)\n set size to (400) %\n go to x: ((-334) + (#Eight)) y: ((118) - ((236) * ((MusicScroll) / ((length of [musiclist v]) - (7)))))\n switch costume to (scroll v)\n if <(Scrolling) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [displaytext v] to [Scroll Music List]\n set [displaytexttimer v] to [1]\n change size by (25)\n if <mouse down?> then\n set [scrolling v] to [1]\n end\n end\n end\n if <(Scrolling) = [1]> then\n set [clickpause v] to [1]\n set y to (mouse y)\n if <(y position) > [118]> then\n set y to (118)\n end\n if <(y position) < [-118]> then\n set y to (-118)\n end\n set [#eight v] to ((((y position) - (118)) / (-236)) * ((length of [musiclist v]) - (7)))\n change [musicscroll v] by (((MusicScroll) - (#Eight)) / (-1.2))\n if <([abs v] of (y position) ) > [117]> then\n set [musicscroll v] to (#Eight)\n end\n end\n if <(MenuElement) > [0.05]> then\n stamp\n end\n MenuAnimation (MusicMenu) [2]\n set [musicmenu v] to (#One)\n if <<(#Fifteen) = [1]> and <(mouse x) > [6]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(BackgroundMenu) = [0]>> then\n MenuAnimation (BackgroundMenu) [2]\n set [backgroundmenu v] to (#One)\n set [menuelement v] to ([abs v] of (BackgroundMenu) )\n set [#eight v] to ((MenuElement) * (124))\n set [ghost v] effect to (#Cus1)\n switch costume to (large2 v)\n set size to (400) %\n go to x: ((-260) + (#Eight)) y: (-120)\n switch costume to (backgroundmenughost v)\n stamp\n clear graphic effects\n switch costume to (large2 v)\n switch costume to (backgroundmenu v)\n stamp\n switch costume to (areaslats v)\n stamp\n repeat (26)\n switch costume to (large2 v)\n change y by ((-236) / (26))\n switch costume to (areaslats2 v)\n stamp\n end\n switch costume to (large2 v)\n switch costume to (areaslats v)\n stamp\n switch costume to (large2 v)\n go to x: ((-338) + (#Eight)) y: ((118) - ((236) * (((CurrentBackground) - (1)) / (27))))\n switch costume to (scroll v)\n if <(Scrolling) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [displaytext v] to [Change Background]\n set [displaytexttimer v] to [1]\n change size by (25)\n if <mouse down?> then\n set [scrolling v] to [1]\n end\n end\n end\n if <(Scrolling) = [1]> then\n set y to (mouse y)\n if <(y position) > [118]> then\n set y to (118)\n end\n if <(y position) < [-118]> then\n set y to (-118)\n end\n set [#nine v] to ((round ((((y position) - (118)) / (-236)) * (27))) + (1))\n if <not <(CurrentBackground) = (#Nine)>> then\n set [currentbackground v] to (#Nine)\n ReplaceSection [1] OfCurrentAreaWith (#Nine)\n end\n end\n stamp\n if <<(#Fifteen) = [1]> and <(mouse x) > [-184]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(AreaMenu) = [0]>> then\n MenuAnimation (AreaMenu) [2]\n set [areamenu v] to (#One)\n set [menuelement v] to ([abs v] of (AreaMenu) )\n set [#eight v] to ((MenuElement) * (124))\n set [ghost v] effect to (#Cus1)\n switch costume to (large2 v)\n set size to (400) %\n go to x: ((-260) + (#Eight)) y: (-120)\n switch costume to (areamenughost v)\n stamp\n clear graphic effects\n switch costume to (large2 v)\n switch costume to (areamenu v)\n stamp\n if <not <(length of [areas v]) = [1]>> then\n switch costume to (areaslats v)\n stamp\n repeat ((length of [areas v]) - (1))\n switch costume to (large2 v)\n change y by ((-182) / ((length of [areas v]) - (1)))\n switch costume to (areaslats2 v)\n stamp\n end\n switch costume to (areaslats v)\n stamp\n switch costume to (large2 v)\n go to x: ((-338) + (#Eight)) y: ((118) - ((182) * (((CurrentArea) - (1)) / ((length of [areas v]) - (1)))))\n switch costume to (scroll v)\n if <(Scrolling) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [displaytext v] to (join [Change Area \(] (join (join (join (CurrentArea) [/]) (length of [areas v])) [\)]))\n set [displaytexttimer v] to [1]\n change size by (25)\n if <mouse down?> then\n set [scrolling v] to [1]\n end\n end\n end\n if <(Scrolling) = [1]> then\n set [displaytext v] to (join [Area \(] (join (join (join (CurrentArea) [/]) (length of [areas v])) [\)]))\n set [displaytexttimer v] to [1]\n set y to (mouse y)\n if <(y position) > [118]> then\n set y to (118)\n end\n if <(y position) < [-64]> then\n set y to (-64)\n end\n set [#one v] to ((round ((((y position) - (118)) / (-182)) * ((length of [areas v]) - (1)))) + (1))\n if <not <(CurrentArea) = (#One)>> then\n set [currentarea v] to (#One)\n broadcast (UpdateAreaSettings v)\n change [mapy v] by (-900000)\n end\n end\n stamp\n end\n switch costume to (large2 v)\n set [ghost v] effect to ((100) - ((MenuElement) * (100)))\n show\n go to x: ((-350) + (#Eight)) y: (-108)\n CreateSimpleButton [Add] [AddArea] [400] [Add a new area]\n if <not <(CurrentArea) = [1]>> then\n switch costume to (large2 v)\n go to x: ((-326) + (#Eight)) y: (-108)\n CreateSimpleButton [Minus] [DeleteArea] [400] [Delete this area \(2x click\)]\n end\n clear graphic effects\n if <<(#Fifteen) = [1]> and <(mouse x) > [-184]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(AreasMenu) = [0]>> then\n MenuAnimation (AreasMenu) []\n set [areasmenu v] to (#One)\n set [menuelement v] to ([abs v] of (AreasMenu) )\n set [#eight v] to ((MenuElement) * (40))\n switch costume to (large v)\n set size to (400) %\n go to x: (-136) y: ((-160) + (#Eight))\n switch costume to (areasmenu v)\n stamp\n switch costume to (large v)\n set [ghost v] effect to ((100) - ((MenuElement) * (100)))\n show\n go to x: (-214) y: ((-160) + (#Eight))\n CreateSimpleButton [Areas] [Areas] [300] [Area Menu]\n change x by (40)\n CreateSimpleButton [Backgrounds] [Backgrounds] [300] [Background Menu]\n change x by (40)\n CreateSimpleButton [Music] [Music] [300] [Music Menu]\n change x by (40)\n CreateSimpleButton [Camera] [Camera] [300] [Camera Menu]\n clear graphic effects\n if <<(#Fifteen) = [1]> and <(mouse y) > [-100]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(SaveMenu) = [0]>> then\n MenuAnimation (SaveMenu) [2]\n set [savemenu v] to (#One)\n set [menuelement v] to ([abs v] of (SaveMenu) )\n set [#eight v] to ((MenuElement) * (360))\n if <(MenuElement) < [0.9]> then\n if <(SaveMenuProgress) = [0.5]> then\n set [savemenuprogress v] to [0]\n end\n end\n set [ghost v] effect to (#Cus1)\n switch costume to (large2 v)\n set size to (400) %\n go to x: (0) y: ((-360) + (#Eight))\n switch costume to (savemenughost v)\n stamp\n if <(SaveMenuProgress) = [1]> then\n set [ghost v] effect to ((25) + (([cos v] of ((GameTimer) * (720)) ) * (8)))\n if <(RenderWidth) > [300]> then\n switch costume to (savemenughost3 v)\n else\n switch costume to (savemenughost2 v)\n end\n stamp\n end\n clear graphic effects\n switch costume to (large2 v)\n set size to (400) %\n go to x: (0) y: ((-360) + (#Eight))\n switch costume to (savemenuborder v)\n stamp\n if <<(SaveMenuProgress) = [0]> or <(SaveMenuProgress) = [0.5]>> then\n delete all of [save code v]\n if <<(GoalArea) = [0]> and <(WhaWha) = [0]>> then\n go to x: (0) y: ((-440) + (#Eight))\n CreateSimpleButton [Return] [NoClear] [400] [Return to Editor]\n else\n go to x: (-100) y: ((-440) + (#Eight))\n CreateSimpleButton [Yes] [YesClear] [400] [Start Clear Check]\n go to x: (100) y: ((-440) + (#Eight))\n CreateSimpleButton [No] [NoClear] [400] [Return to Editor]\n end\n else\n if <(SaveMenuProgress) = [1]> then\n delete all of [save code v]\n go to x: (70) y: ((-314) + (#Eight))\n CreateSimpleButton [Edit] [LevelName] [400] [Edit Level Name]\n go to x: (70) y: ((-378) + (#Eight))\n CreateSimpleButton [Edit] [LevelDescription] [400] [Edit Level Description]\n if <(RenderWidth) > [300]> then\n go to x: (70) y: ((-442) + (#Eight))\n CreateSimpleButton [Edit] [Creator] [400] [Edit Level Maker Name]\n end\n go to x: (0) y: ((-472) + (#Eight))\n CreateSimpleButton [Saving] [Saving] [400] [Get Level Save Code]\n else\n if <(SaveMenuProgress) = [3]> then\n go to x: (-100) y: ((-456) + (#Eight))\n CreateSimpleButton [Return] [BackSave] [400] [Change Level Information]\n go to x: (100) y: ((-456) + (#Eight))\n CreateSimpleButton [Done] [NoClear] [400] [Return to Editor]\n else\n if <(TextInputMenu) = [0]> then\n broadcast (VerifyCode v)\n set [textinputmenu v] to [1]\n end\n if <(MenuElement) > [0.9]> then\n hide list [save code v]\n end\n end\n end\n end\nend\nif <not <(InventoryMenu) = [0]>> then\n if <<(InventoryMenu) > [0]> and <(InventoryMenu) < [0.05]>> then\n set [inventoryscroll v] to (round (InventoryScroll))\n end\n MenuAnimation (InventoryMenu) [2]\n set [inventorymenu v] to (#One)\n set [menuelement v] to ([abs v] of (InventoryMenu) )\n set [#nine v] to ((MenuElement) * (320))\n set [#one v] to [73]\n set [ghost v] effect to (73)\n if <([abs v] of ((mouse y) + (-20)) ) > [120]> then\n set [#one v] to ((73) + ((([abs v] of ((mouse y) + (-20)) ) - (120)) / (3)))\n if <(#One) > [87]> then\n set [#one v] to [87]\n set [ghost v] effect to (87)\n else\n set [ghost v] effect to (#One)\n end\n if <<mouse down?> and <(ClickPause) = [0]>> then\n set [inventorymenu v] to [0]\n set [clickpause v] to [1]\n end\n end\n set [#twelve v] to ((73) + ((27) * ((1) - (MenuElement))))\n if <(#Twelve) > (#One)> then\n set [ghost v] effect to (#Twelve)\n end\n switch costume to (large v)\n set size to (2000) %\n switch costume to (invbackground v)\n go to x: (([sin v] of ((GameTimer) * (360)) ) * (4)) y: ((([cos v] of ((GameTimer) * (360)) ) * (4)) + (20))\n stamp\n clear graphic effects\n if <<<([abs v] of (mouse x) ) > [124]> and <([abs v] of ((mouse y) - (20)) ) < [124]>> and <<mouse down?> and <([abs v] of ((InventoryScroll) - (InventoryScrollAim)) ) < [0.5]>>> then\n if <(mouse x) > [124]> then\n change [inventoryscrollaim v] by (1)\n else\n change [inventoryscrollaim v] by (-1)\n end\n end\n if <(InventoryScrollAim) < [0]> then\n set [inventoryscrollaim v] to [16]\n set [inventoryscroll v] to [17]\n end\n if <(InventoryScrollAim) > [16]> then\n set [inventoryscrollaim v] to [0]\n set [inventoryscroll v] to [-1]\n end\n set [#four v] to (((InventoryScrollAim) - (InventoryScroll)) / (3))\n if <([abs v] of (#Four) ) > [0.15]> then\n change [inventoryscroll v] by ((([abs v] of (#Four) ) / (#Four)) * (0.15))\n else\n change [inventoryscroll v] by (#Four)\n end\n set [#eight v] to [1]\n set [#four v] to [0]\n set [#sixteen v] to [0]\n set [#six v] to (round ((InventoryScroll) * (-192)))\n set [#thirteen v] to ((-300) + (#Nine))\n InventoryCircle [12]\n InventoryCircle [15]\n InventoryCircle [16]\n InventoryCircle [17]\n InventoryCircle [19]\n InventoryCircle [8]\n InventoryCircle [19]\n InventoryCircle [18]\n InventoryCircle [10]\n InventoryCircle [15]\n InventoryCircle [11]\n InventoryCircle [12]\n InventoryCircle [21]\n InventoryCircle [10]\n InventoryCircle [10]\n InventoryCircle [7]\n InventoryCircle [7]\n set [ghost v] effect to (10)\n switch costume to (large v)\n set size to (400) %\n switch costume to (7 v)\n go to x: (218) y: (-120)\n if <[type - putontracks v] contains (#Sixteen)?> then\n stamp\n change x by (-40)\n end\n if <[type - storable v] contains (#Sixteen)?> then\n switch costume to (ab v)\n stamp\n end\n clear graphic effects\nend\nif <not <(PlayMenu) = [0]>> then\n MenuAnimation (PlayMenu) []\n set [playmenu v] to (#One)\n set [menuelement v] to ([abs v] of (PlayMenu) )\n set [#eight v] to ((MenuElement) * (40))\n switch costume to (large v)\n set size to (400) %\n go to x: (-136) y: ((-160) + (#Eight))\n switch costume to (areasmenu v)\n stamp\n switch costume to (large v)\n set [ghost v] effect to ((100) - ((MenuElement) * (100)))\n show\n go to x: (-214) y: ((-160) + (#Eight))\n CreateSimpleButton [Options] [Options] [300] [Level Options Menu]\n change x by (40)\n CreateSimpleButton [Save] [Save] [300] [Save Level]\n change x by (40)\n CreateSimpleButton [Play] [Play] [300] [Quick Play \[E\]]\n change x by (40)\n CreateSimpleButton [Restart] [Restart] [300] [Play from Beginning]\n clear graphic effects\n if <<(#Fifteen) = [1]> and <(mouse y) > [-100]>> then\n SmoothCloseOtherMenus\n end\nend\nif <not <(PlaceMenu) = [0]>> then\n MenuAnimation (PlaceMenu) []\n set [placemenu v] to (#One)\n set [menuelement v] to ([abs v] of (PlaceMenu) )\n set [#eight v] to ((MenuElement) * (40))\n switch costume to (large v)\n set size to (400) %\n go to x: (172) y: ((-160) + (#Eight))\n switch costume to (areasmenu v)\n stamp\n switch costume to (large v)\n set [ghost v] effect to ((100) - ((MenuElement) * (100)))\n show\n go to x: (94) y: ((-160) + (#Eight))\n CreateSimpleButton [Pen] [Pen] [300] [Pen \[Q\]]\n change x by (40)\n CreateSimpleButton [Eraser] [Eraser] [300] [Eraser \[Q\]]\n change x by (40)\n CreateSimpleButton [Picker] [Picker] [300] [Picker \[I\]]\n change x by (40)\n if <(PlacementTool) = [1]> then\n CreateSimpleButton [Place2] [Place2] [300] [Single Placements]\n else\n CreateSimpleButton [Place1] [Place1] [300] [Drag Placement]\n end\n clear graphic effects\n if <<(#Fifteen) = [1]> and <(mouse y) > [-100]>> then\n SmoothCloseOtherMenus\n end\nend\npoint in direction (90)\n\ndefine InventoryCircle (slots)\nif <([abs v] of (#Six) ) < ((RenderWidth) + (48))> then\n set [#two v] to ((1) / ((([abs v] of (#Six) ) / (228)) + (1)))\n set [#four v] to [0]\n switch costume to (large2 v)\n go to x: (#Six) y: (#Thirteen)\n if <<([abs v] of (#Six) ) < [32]> and <(#Thirteen) > [-20]>> then\n if <<(distance to [mouse-pointer v]) < [124]> and <([abs v] of (mouse x) ) < [124]>> then\n point towards (mouse-pointer v)\n set [#five v] to (direction)\n set [#four v] to ([floor v] of ((((#Five) / (360)) * (slots)) - (-1.5)) )\n if <(#Four) < [1]> then\n set [#four v] to ((#Four) + (slots))\n end\n set [#four v] to ((#Four) + ((#Eight) - (1)))\n set [displaytext v] to (item (#Four) of [itemnames v])\n set [#sixteen v] to (item (#Four) of [itemlist v])\n set [displaytexttimer v] to [1]\n if <<mouse down?> and <<(ClickPause) = [0]> and <(length of [placex v]) = [0]>>> then\n set [clickpause v] to [1]\n set [inventorymenu v] to (((InventoryMenu) * (-1)) + (0.01))\n set [placingblocktype v] to (item (#Four) of [itemlist v])\n Common1\n end\n end\n end\n set [#ten v] to (((([abs v] of (#Six) ) - (64)) / (0.5)) - (RenderWidth))\n set [#eleven v] to (((1) - (MenuElement)) * (240))\n if <(#Eleven) > (#Ten)> then\n set [#ten v] to (#Eleven)\n end\n point in direction (90)\n set pen color to (#e1e9ef)\n set pen (transparency v) to (#Ten)\n set pen size to ((240) * (#Two))\n pen down\n pen up\n if <not <(#Four) = [0]>> then\n set pen size to (1)\n set pen color to (#b3d5ef)\n set pen (transparency v) to (#Ten)\n point in direction (0)\n turn right (((360) / (slots)) / (-2)) degrees\n turn right (((360) / (slots)) * (((#Four) - ((#Eight) - (1))) - (1))) degrees\n set [#one v] to [0]\n repeat ((((360) / (slots)) * (2)) + (1))\n change [#one v] by (1)\n go to x: (#Six) y: (#Thirteen)\n pen down\n repeat (5)\n move (((120) * (#Two)) / (5)) steps\n end\n pen up\n turn right (0.5) degrees\n if <<(#One) < [2]> or <(#One) > ((((360) / (slots)) * (2)) + (0))>> then\n set pen size to (1)\n else\n set pen size to (2)\n end\n end\n end\n set pen size to (1)\n set pen color to (#a3a8ad)\n set pen (transparency v) to (#Ten)\n point in direction (0)\n turn right (((360) / (slots)) / (2)) degrees\n if <not <(slots) = [1]>> then\n repeat (slots)\n switch costume to (large2 v)\n go to x: (round (#Six)) y: (#Thirteen)\n repeat (16)\n move (((120) * (#Two)) / (32)) steps\n pen down\n move (((120) * (#Two)) / (32)) steps\n pen up\n end\n turn right ((360) / (slots)) degrees\n end\n end\n point in direction (0)\n set [ghost v] effect to (#Ten)\n repeat (slots)\n switch costume to (large2 v)\n if <(#Four) = (#Eight)> then\n set size to ((350) * (#Two)) %\n else\n set size to ((333) * (#Two)) %\n end\n go to x: (#Six) y: (#Thirteen)\n if <<([abs v] of (x position) ) < ((RenderWidth) - (16))> and <(#Thirteen) > [-160]>> then\n move ((84) * (#Two)) steps\n switch costume to (join (item (#Eight) of [itemlist v]) [])\n if <([abs v] of (#Six) ) < [32]> then\n set [hudfunction v] to []\n show\n create clone of (_myself_ v)\n hide\n else\n if <([abs v] of (x position) ) < ((RenderWidth) - (16))> then\n stamp\n end\n end\n end\n change [#eight v] by (1)\n turn right ((360) / (slots)) degrees\n end\n if <not <(#Four) = [0]>> then\n go to x: (round (#Six)) y: (#Thirteen)\n set pen color to (#a3a8ad)\n set pen (transparency v) to (#Ten)\n set pen size to ((98) * (#Two))\n pen down\n pen up\n set pen color to (#e1e9ef)\n set pen (transparency v) to (#Ten)\n set pen size to ((96) * (#Two))\n pen down\n pen up\n set size to ((400) * (#Two)) %\n switch costume to (join (item (#Four) of [itemlist v]) [])\n if <([abs v] of (#Six) ) < [32]> then\n set [hudfunction v] to []\n show\n create clone of (_myself_ v)\n hide\n else\n stamp\n end\n end\n clear graphic effects\nelse\n change [#eight v] by (slots)\nend\nchange [#six v] by (192)\n\ndefine Open/Close (menu)\nset [#one v] to (((menu) * (-1)) + (0.01))\nSmoothCloseOtherMenus\n\ndefine MenuAnimation (menu) (size)\nset [#one v] to (menu)\nif <(size) = []> then\n if <(menu) < [0]> then\n change [#one v] by (((1) - (menu)) / (8))\n if <(#One) > [0]> then\n set [#one v] to [0]\n end\n else\n change [#one v] by ((((1) - (menu)) / (4)) + (0.02))\n if <(#One) > [1]> then\n set [#one v] to [1]\n end\n end\nelse\n if <(menu) < [0]> then\n change [#one v] by ((((1.15) - ([abs v] of (menu) )) / (5)) + (0.02))\n if <(#One) > [0]> then\n set [#one v] to [0]\n end\n else\n change [#one v] by ((((1.15) - (menu)) / (3)) + (-0.05))\n if <(#One) > [1]> then\n set [#one v] to [1]\n end\n end\nend\n\ndefine CreateSimpleButton (costume) (function) (size) (textdisplay)\nswitch costume to (large v)\nset size to (size) %\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n set [displaytext v] to (textdisplay)\n set [displaytexttimer v] to [1]\n change size by (15)\nend\nif <(MenuElement) > [0.8]> then\n set [hudfunction v] to (function)\n if <<(size) = [400]> or <<(PleaseWait) = [1]> and <(y position) > [-160]>>> then\n stamp\n else\n create clone of (_myself_ v)\n end\nelse\n set [hudfunction v] to []\n stamp\nend\n\ndefine SmoothCloseOtherMenus\nif <(AreasMenu) > [0]> then\n set [areasmenu v] to ((AreasMenu) * (-1))\nend\nif <(InventoryMenu) > [0]> then\n set [inventorymenu v] to ((InventoryMenu) * (-1))\nend\nif <(AreaMenu) > [0]> then\n set [areamenu v] to ((AreaMenu) * (-1))\nend\nif <(BackgroundMenu) > [0]> then\n set [backgroundmenu v] to ((BackgroundMenu) * (-1))\nend\nif <(MusicMenu) > [0]> then\n set [musicmenu v] to ((MusicMenu) * (-1))\nend\nif <(CameraMenu) > [0]> then\n set [cameramenu v] to ((CameraMenu) * (-1))\nend\nif <(PlayMenu) > [0]> then\n set [playmenu v] to ((PlayMenu) * (-1))\nend\nif <(OptionsMenu) > [0]> then\n set [optionsmenu v] to ((OptionsMenu) * (-1))\nend\nif <(PlaceMenu) > [0]> then\n set [placemenu v] to ((PlaceMenu) * (-1))\nend\nif <(SaveMenu) > [0]> then\n set [savemenu v] to ((SaveMenu) * (-1))\nend\nif <(MapSaveMenu) > [0]> then\n set [mapsavemenu v] to ((MapSaveMenu) * (-1))\nend\n\ndefine DeleteWorldLayer (layer)\nif <(layer) < ((WorldHeight) + (1))> then\n change [worldheight v] by (-1)\n set [deletingareaprogress v] to (layer)\n repeat (WorldWidth)\n delete (DeletingAreaProgress) of [blco v]\n delete (DeletingAreaProgress) of [blty v]\n delete (DeletingAreaProgress) of [semi type v]\n delete (DeletingAreaProgress) of [track type v]\n change [deletingareaprogress v] by (WorldHeight)\n change [deletingareaprogress2 v] by (((100) / (AreaHeight)) / (WorldWidth))\n end\n change [deletingareaprogress2 v] by (((100) / (AreaHeight)) * (-1))\nend\nchange [deletingareaprogress2 v] by ((100) / (AreaHeight))\n\ndefine ExtractPiece (no.) From (area)\nset [#one v] to []\nset [#two v] to [0]\nrepeat ((no.) - (1))\n repeat until <(letter (#Two) of (item (area) of [areas v])) = [,]>\n change [#two v] by (1)\n end\n change [#two v] by (1)\nend\nrepeat until <(letter (#Two) of (item (area) of [areas v])) = [,]>\n set [#one v] to (join (#One) (letter (#Two) of (item (area) of [areas v])))\n change [#two v] by (1)\nend\n\nwhen I receive [deletethisarea v]\nchange [createrestorepointtimer v] by (15)\nwait (0) seconds\nif <[1] = [1]> then\n delete this clone\nend\nset [savemenuprogress v] to [0]\nset [pleasewait v] to [1]\nset [deletingareaprogress2 v] to [0]\nrepeat ((AreaHeight) + (1))\n DeleteWorldLayer (AreaStartHeight)\nend\nif <not <(CurrentArea) = (length of [areas v])>> then\n ChangingOtherAreas\nend\nset [pleasewait v] to [0]\ndelete (CurrentArea) of [areas v]\nchange [currentarea v] by (-1)\nbroadcast (UpdateAreaSettings v)\nwait (0) seconds\nchange [mapy v] by (-9000)\n\ndefine ChangingOtherAreas\nset [#three v] to (CurrentArea)\nrepeat ((length of [areas v]) - (CurrentArea))\n change [#three v] by (1)\n ExtractPiece [1] From (#Three)\n set [#five v] to (#One)\n ExtractPiece [2] From (#Three)\n set [#six v] to ((#One) - ((AreaHeight) + (1)))\n ExtractPiece [3] From (#Three)\n set [#seven v] to (#One)\n ExtractPiece [4] From (#Three)\n set [#eight v] to (#One)\n ExtractPiece [5] From (#Three)\n set [#nine v] to (#One)\n ExtractPiece [6] From (#Three)\n set [#ten v] to (#One)\n ExtractPiece [7] From (#Three)\n set [#eleven v] to (#One)\n ExtractPiece [8] From (#Three)\n set [#twelve v] to (#One)\n replace item (#Three) of [areas v] with (join (join (join (join (#Five) [,]) (join (#Six) [,])) (join (join (#Seven) [,]) (join (#Eight) [,]))) (join (join (join (#Nine) [,]) (join (#Ten) [,])) (join (join (#Eleven) [,]) (join (#Twelve) [,]))))\nend\n\nwhen I receive [addnewarea v]\nwait (0) seconds\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\nask [Enter New Area Height. \(Min: 10, Max: 72\) Height is measured in blocks. Screen Height is 10 blocks. This can not be changed.] and wait\nset [#five v] to (answer)\nExtractPiece [2] From (length of [areas v])\nset [#three v] to (#One)\nExtractPiece [3] From (length of [areas v])\nset [#four v] to (#One)\nif <<<(#Five) > [72]> or <(#Five) < [10]>> or <not <((#Five) mod (1)) = [0]>>> then\n stop [this script v]\nend\nif <(AreaMenu) > [0.5]> then\n add (join [2,] (join (join (((#Three) + (#Four)) + (1)) [,]) (join (#Five) [,1,-8,-8,0,0,]))) to [areas v]\n set [currentarea v] to (length of [areas v])\n broadcast (UpdateAreaSettings v)\nend\n\ndefine ReplaceSection (piece) OfCurrentAreaWith (input)\nset [#five v] to [0]\nset [#six v] to [0]\nset [#seven v] to []\nrepeat (8)\n change [#five v] by (1)\n change [#six v] by (1)\n if <(#Six) = (piece)> then\n set [#seven v] to (join (#Seven) (join (input) [,]))\n else\n ExtractPiece (#Six) From (CurrentArea)\n set [#seven v] to (join (#Seven) (join (#One) [,]))\n end\nend\nreplace item (CurrentArea) of [areas v] with (#Seven)\n\nwhen I receive [replacecurrentmusic v]\nReplaceSection [4] OfCurrentAreaWith (CurrentMusic)\n\nwhen I receive [replacewaterlevel v]\nReplaceSection [5] OfCurrentAreaWith (CurrentWaterLevel)\n\ndefine RenderKeys\ngo to x: (207) y: (-160)\nset [#one v] to [0]\nrepeat (Keys)\n change [#one v] by (1)\n switch costume to (af v)\n stamp\n switch costume to (large v)\n change x by (4)\n if <(#One) = [5]> then\n stop [this script v]\n end\nend\n\nwhen I receive [closeallmenus v]\nset [inventorymenu v] to [0]\nset [areamenu v] to [0]\nset [areasmenu v] to [0]\nset [pleasewait v] to [0]\nset [musicmenu v] to [0]\nset [backgroundmenu v] to [0]\nset [musicscroll v] to [0]\nset [cameramenu v] to [0]\nset [playmenu v] to [0]\nset [optionsmenu v] to [0]\nset [placemenu v] to [0]\nset [savemenu v] to [0]\nset [mapsavemenu v] to [0]\n\ndefine InventorySlots\ngo to x: ((-70) + ((-70) * (#Cus1))) y: (-160)\nset [#eight v] to [0]\nrepeat ((5) + ((4) * (#Cus1)))\n change [#eight v] by (1)\n set [#sixteen v] to (item (#Eight) of [turbowarp link v])\n CreateSimpleButton [Slot] (#Sixteen) [300] (item (item # of (#Sixteen) in [itemlist v]) of [itemnames v])\n switch costume to (large v)\n if <<(letter (2) of (#Sixteen)) = [x]> or <(#Sixteen) = [bs]>> then\n switch costume to (join (#Sixteen) [2])\n else\n switch costume to (join (#Sixteen) [])\n end\n create clone of (_myself_ v)\n change x by (35)\nend\n\nwhen I receive [mapuiupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nshow list [save code v]\nif <(MapEdit/PlayMode) = [1]> then\n show\n MapSaveMenu\n hide\nend\nset [hudfunction v] to [Continue]\nbroadcast (MapOverlayUpdate v)\n\ndefine MapInventory\ngo to x: (-222) y: (-160)\nset [#eight v] to [0]\nrepeat (14)\n change [#eight v] by (1)\n set [#sixteen v] to (item (#Eight) of [maphuditems v])\n clear graphic effects\n if <(#Sixteen) = (PlacingBlockType)> then\n set [brightness v] effect to (25)\n end\n if <not <(#Sixteen) = []>> then\n CreateSimpleButton [Slot] (#Sixteen) [300] (item (#Eight) of [maphudnames v])\n switch costume to (large v)\n switch costume to (#Sixteen)\n create clone of (_myself_ v)\n end\n change x by (34)\n if <(#Sixteen) = [MapCastle]> then\n change x by (2)\n end\nend\n\nwhen I receive [replacelavalevel v]\nReplaceSection [6] OfCurrentAreaWith (CurrentLavaLevel)\n\nwhen I receive [replacexcamera v]\nReplaceSection [7] OfCurrentAreaWith (CameraX)\n\nwhen I receive [replaceycamera v]\nReplaceSection [8] OfCurrentAreaWith (CameraY)\n\nwhen I receive [displayupdate v]\nswitch costume to (large v)\nset size to (400) %\nswitch costume to (bargame v)\ngo to x: (0) y: (-160)\nstamp\ndelete this clone\n\ndefine MapSaveMenu\nif <not <(MapSaveMenu) = [0]>> then\n MenuAnimation (MapSaveMenu) [2]\n set [mapsavemenu v] to (#One)\n set [menuelement v] to ([abs v] of (MapSaveMenu) )\n set [#eight v] to ((MenuElement) * (360))\n set [ghost v] effect to ((16) + (([sin v] of ((GameTimer) * (180)) ) * (8)))\n switch costume to (large2 v)\n set size to (400) %\n go to x: (0) y: ((-360) + (#Eight))\n switch costume to (savemenughost v)\n stamp\n if <(SaveMenuProgress) = [0]> then\n set [ghost v] effect to ((25) + (([cos v] of ((GameTimer) * (720)) ) * (8)))\n if <(RenderWidth) > [300]> then\n switch costume to (savemenughost3 v)\n else\n switch costume to (savemenughost2 v)\n end\n stamp\n end\n clear graphic effects\n switch costume to (large2 v)\n set size to (400) %\n go to x: (0) y: ((-360) + (#Eight))\n switch costume to (savemenuborder v)\n stamp\n if <(SaveMenuProgress) = [0]> then\n delete all of [save code v]\n go to x: (70) y: ((-314) + (#Eight))\n CreateSimpleButton [Edit] [WLevelName] [400] [Edit World Name]\n go to x: (70) y: ((-378) + (#Eight))\n CreateSimpleButton [Edit] [WLevelDescription] [400] [Edit World Description]\n if <(RenderWidth) > [300]> then\n go to x: (70) y: ((-442) + (#Eight))\n CreateSimpleButton [Edit] [WCreator] [400] [Edit World Maker Name]\n end\n go to x: (0) y: ((-472) + (#Eight))\n CreateSimpleButton [Saving] [WSaving] [400] [Get World Save Code]\n else\n if <(SaveMenuProgress) = [2]> then\n go to x: (-100) y: ((-456) + (#Eight))\n CreateSimpleButton [Return] [BackSave] [400] [Change Level Information]\n go to x: (100) y: ((-456) + (#Eight))\n CreateSimpleButton [Done] [NoClear] [400] [Return to Editor]\n else\n if <(TextInputMenu) = [0]> then\n broadcast (VerifyCode v)\n set [textinputmenu v] to [1]\n end\n if <(MenuElement) > [0.9]> then\n hide list [save code v]\n end\n end\n end\nend\n\nwhen I receive [mapoverlayupdate v]\nif <not <(HudFunction) = [Continue]>> then\n stop [this script v]\nend\nset [menuelement v] to [1]\nswitch costume to (large v)\nset size to (400) %\nif <(MapEdit/PlayMode) = [1]> then\n switch costume to (bareditor v)\nelse\n switch costume to (barmap v)\nend\ngo to x: (0) y: (-160)\nstamp\nif <(MapEdit/PlayMode) = [1]> then\n show\n MapInventory\n hide\nelse\n if <(IAmTheEditor) = [1]> then\n show\n go to x: (-216) y: (-160)\n CreateSimpleButton [Pause] [MapPause] [300] [Back to Editor]\n hide\n end\nend\nif <(RenderWidth) > [300]> then\n switch costume to (large v)\n set size to (3000) %\n go to x: (0) y: (0)\n switch costume to (bar2 v)\n stamp\n switch costume to (large v)\n set size to (3000) %\n go to x: (0) y: (0)\n switch costume to (bar3 v)\n stamp\nend\nbroadcast (MapOverlay2Update v)\n\nwhen I receive [replacebackground v]\nReplaceSection [1] OfCurrentAreaWith (CurrentBackground)\n\ndefine Common1\nset [placementrotation v] to ["]\nif <<(PlacingBlockType) = [bb]> or <(PlacingBlockType) = [bc]>> then\n set [placementrotation v] to [%]\nend\nif <<(PlacingBlockType) = [bo]> or <(PlacingBlockType) = [bw]>> then\n set [placementrotation v] to [$]\nend\nset [placetool v] to [1]\nif <[turbowarp link v] contains (PlacingBlockType)?> then\n delete (item # of (PlacingBlockType) in [turbowarp link v]) of [turbowarp link v]\nelse\n delete (9) of [turbowarp link v]\nend\ninsert (PlacingBlockType) at (1) of [turbowarp link v] \n\n@TextDisplay\n\ndefine Write (text) (centre) (shadow) (music)\nset size to (400) %\nset [#cus3 v] to [16]\nif <(music) = [4]> then\n if <(length of (text)) > [26]> then\n set [#cus3 v] to ((16) - (((length of (text)) - (26)) * (0.299)))\n if <(#Cus3) < [8]> then\n set [#cus3 v] to [8]\n end\n set size to (((400) / (16)) * (#Cus3)) %\n end\nend\nif <(centre) = [1]> then\n change [x v] by (((length of (text)) - (1)) * (((#Cus3) / (2)) * (-1)))\nend\nif <<(music) = []> or <<(music) = [3]> or <(music) = [4]>>> then\n set [#one v] to [0]\n set [#nine v] to [0]\nend\nrepeat (length of (text))\n if <(X) > ((RenderWidth) - (8))> then\n stop [this script v]\n end\n change [#one v] by (1)\n if <(shadow) = [UI]> then\n switch costume to (join [UI] (letter (#One) of (text)))\n else\n switch costume to (letter (#One) of (text))\n end\n if <<<(length of (text)) > [12]> and <(#Nine) = [1]>> and <<(music) = [1]> and <(X) > ((-390) + (#Eight))>>> then\n switch costume to (. v)\n end\n if <(music) = [3]> then\n if <<(length of (text)) > [17]> and <(X) > [16]>> then\n switch costume to (. v)\n if <(X) > [48]> then\n stop [this script v]\n end\n end\n end\n set x to (X)\n if <(music) = [1]> then\n set [ghost v] effect to (0)\n set [#eleven v] to (((-540) + (#Eight)) - (((#One) * (16)) mod (16)))\n if <(X) < (#Eleven)> then\n set [ghost v] effect to (((X) - (#Eleven)) * (-10))\n end\n set [#eleven v] to ((-362) + (#Eight))\n if <(X) > (#Eleven)> then\n set [ghost v] effect to (((X) - (#Eleven)) * (10))\n end\n end\n if <<([abs v] of (X) ) < ((RenderWidth) - (8))> and <<(X) < ((-348) + (#Eight))> or <<(music) = []> or <<(music) = [3]> or <(music) = [4]>>>>> then\n if <(shadow) = [1]> then\n set [brightness v] effect to (-100)\n change y by (-2)\n stamp\n change y by (2)\n set [brightness v] effect to (100)\n end\n if <(music) = [4]> then\n stamp\n else\n stamp\n end\n if <(text) = [Music List]> then\n switch costume to (under v)\n stamp\n end\n end\n change [x v] by (#Cus3)\nend\n\nwhen I receive [overlayupdate v]\nif <(costume [name v]) = [Logo]> then\n stop [this script v]\nend\nif <(Edit/PlayMode) = [0]> then\n if <not <(OptionsMenu) = [0]>> then\n clear graphic effects\n set [menuelement v] to ([abs v] of (OptionsMenu) )\n set [#eight v] to ((MenuElement) * (320))\n set y to (116)\n set [brightness v] effect to (-100)\n set [#cus4 v] to ((-538) + (#Eight))\n NextLine [Show Tracks] [0]\n NextLine [Time] [-26]\n NextLine (join (TimeLeftFull) [ Seconds]) [-20]\n NextLine [Unload] [-26]\n NextLine [on Tracks] [-20]\n NextLine [Teleport] [-26]\n NextLine [Restore] [-26]\n NextLine [Progressive] [-26]\n NextLine [Powerups] [-20]\n NextLine [Alternative] [-26]\n NextLine [Loading] [-20]\n end\n if <not <(CameraMenu) = [0]>> then\n clear graphic effects\n set [menuelement v] to ([abs v] of (CameraMenu) )\n set [#eight v] to ((MenuElement) * (320))\n set [#cus4 v] to ((-440) + (#Eight))\n set y to (116)\n set [brightness v] effect to (-100)\n NextLine [X Camera] []\n set y to (64)\n if <(CameraX) = [0]> then\n NextLine [Standard] []\n end\n if <(CameraX) = [1]> then\n NextLine [Right Only] []\n end\n if <(CameraX) = [2]> then\n NextLine [Left Only] []\n end\n if <(CameraX) = [3]> then\n NextLine [Auto Scroll] []\n NextLine [Right] [-16]\n end\n if <(CameraX) = [4]> then\n NextLine [Auto Scroll] []\n NextLine [Right x2] [-16]\n end\n if <(CameraX) = [5]> then\n NextLine [Auto Scroll] []\n NextLine [Right x4] [-16]\n end\n if <(CameraX) = [6]> then\n NextLine [Stationary] []\n end\n switch costume to (large v)\n go to x: ((-440) + (#Eight)) y: (20)\n switch costume to (join [XCam] (CameraX))\n stamp\n set y to (-20)\n NextLine [Y Camera] []\n set y to (-72)\n set [brightness v] effect to (-100)\n if <(CameraY) = [0]> then\n NextLine [Standard] []\n end\n if <(CameraY) = [1]> then\n NextLine [Up Only] []\n end\n if <(CameraY) = [2]> then\n NextLine [Down Only] []\n end\n if <(CameraY) = [3]> then\n NextLine [Auto Scroll] []\n NextLine [Up] [-16]\n end\n if <(CameraY) = [4]> then\n NextLine [Auto Scroll] []\n NextLine [Down] [-16]\n end\n if <(CameraY) = [5]> then\n NextLine [Stationary] []\n end\n switch costume to (large v)\n go to x: ((-440) + (#Eight)) y: (-116)\n switch costume to (join [YCam] (CameraY))\n stamp\n end\n if <not <(SaveMenu) = [0]>> then\n set [menuelement v] to ([abs v] of (SaveMenu) )\n set [#eight v] to ((MenuElement) * (360))\n clear graphic effects\n set [brightness v] effect to (-100)\n switch costume to (large v)\n go to x: (0) y: ((-242) + (#Eight))\n set [#cus4 v] to [0]\n NextLine [Save Menu] [0]\n if <<(SaveMenuProgress) = [0]> or <(SaveMenuProgress) = [0.5]>> then\n set [levelcreator v] to (username)\n delete all of [level tags v]\n switch costume to (large v)\n NextLine [You must clear your] [-40]\n NextLine [course before you can] [-20]\n NextLine [get the save code.] [-20]\n if <<(GoalArea) = [0]> and <(WhaWha) = [0]>> then\n NextLine [You can not clear your] [-56]\n NextLine [course as there is no Goal.] [-20]\n else\n NextLine [Would you like to start] [-56]\n NextLine [the clear check?] [-20]\n end\n else\n if <<(SaveMenuProgress) = [2]> or <(SaveMenuProgress) = [2.5]>> then\n switch costume to (large v)\n if <(SaveMenuProgress) = [2.5]> then\n NextLine [Incorrect. Try again.] [-40]\n NextLine [Triple click the code,] [-32]\n NextLine [right click and Copy.] [-20]\n NextLine [Then paste it into the box.] [-20]\n else\n NextLine [To copy the save code,] [-40]\n NextLine [triple click it, then] [-20]\n NextLine [right click and Copy.] [-20]\n NextLine [Then paste it into the box.] [-20]\n end\n else\n if <(SaveMenuProgress) = [3]> then\n switch costume to (large v)\n NextLine [Code copied correctly!] [-40]\n NextLine [You can share your level] [-32]\n NextLine [in the level forum, linked ] [-20]\n NextLine [in Notes and Credits.] [-20]\n NextLine [It can also be] [-32]\n NextLine [used in a World.] [-20]\n else\n set [#cus4 v] to [-214]\n NextLine [Level Name:] [-48]\n NextLine (LevelName) [-24]\n NextLine [Description:] [-40]\n NextLine (LevelDescription) [-24]\n NextLine [Made by:] [-40]\n NextLine (LevelCreator) [-24]\n set [x v] to [158]\n set y to ((-266) + (#Eight))\n Write [Tags:] [1] [] []\n change y by (-32)\n Tag [Standard]\n Tag [Puzzle]\n Tag [Speedrun]\n Tag [Auto]\n Tag [Other]\n end\n end\n end\n end\n if <(AnyMenuOpen) = [0]> then\n if <not <<(MouseStartX) = [x]> or <(MouseStartX) = [z]>>> then\n set [x v] to [0]\n set y to (-132)\n set [#four v] to (([abs v] of ((MouseStartY) - (MouseY)) ) + (1))\n set [#five v] to (([abs v] of ((MouseStartX) - (MouseX)) ) + (1))\n if <((#Four) * (#Five)) > [1]> then\n Write (join (join [Height: ] (#Four)) (join [ Width: ] (#Five))) [1] [1] []\n end\n else\n if <(RotateText) = [1]> then\n set [x v] to [0]\n set y to (-132)\n Write [Press \[R\] to Rotate] [1] [1] []\n end\n end\n end\nend\nif <(Edit/PlayMode) = [1]> then\n clear graphic effects\n HudBar\nend\nDisplayText\nif <(PleaseWait) = [1]> then\n switch costume to (large v)\n set [x v] to [0]\n go to x: (0) y: (20)\n Write [Please Wait...] [1] [1] []\n set [x v] to [0]\n go to x: (0) y: (-132)\n Write [Do not stop the project.] [1] [1] []\n set [x v] to [0]\n go to x: (0) y: (-4)\n if <(DeletingAreaProgress2) > [100]> then\n set [deletingareaprogress2 v] to [100]\n end\n Write (join ([floor v] of (DeletingAreaProgress2) ) [%]) [1] [1] []\n clear graphic effects\nend\n\nwhen I receive [flagclicked v]\nstop [other scripts in sprite v]\nhide\nswitch costume to (large v)\nset size to (400) %\nset [leveldescription v] to [None]\nset [worlddescription v] to [None]\ndelete this clone\n\ndefine MusicMenu\nclear graphic effects\nset y to ((84) + (((MusicScroll) * (32)) mod (32)))\nset [#three v] to ([floor v] of (MusicScroll) )\nrepeat (9)\n change [#three v] by (1)\n set [#four v] to [0]\n switch costume to (large2 v)\n set x to ((-456) + (#Eight))\n clear graphic effects\n set [ghost v] effect to (8)\n switch costume to (musicback v)\n if <(CurrentMusic) = (#Three)> then\n set [ghost v] effect to (8)\n switch costume to (large2 v)\n switch costume to (musicback3 v)\n else\n if <<([abs v] of (((mouse y) + (1)) - (y position)) ) < [16]> and <([abs v] of (((mouse x) - (6)) - (x position)) ) < [103]>> then\n set [brightness v] effect to (8)\n switch costume to (large2 v)\n switch costume to (musicback3 v)\n set [#four v] to [1]\n if <<<mouse down?> and <(ClickPause) = [0]>> and <(#Three) < ((length of [musiclist v]) + (1))>> then\n set [currentmusic v] to (#Three)\n broadcast (ReplaceCurrentMusic v)\n set [clickpause v] to [1]\n stop all sounds\n broadcast (PlayMusic v)\n end\n end\n end\n stamp\n clear graphic effects\n if <((#Three) - (1)) < (length of [musiclist v])> then\n if <(length of (item (#Three) of [musiclist v])) < [12]> then\n set [#one v] to [0]\n else\n set [#one v] to ((((MusicTimer) * (16)) mod (25)) - (9))\n if <(#One) < [0]> then\n set [#one v] to [0]\n end\n if <(#One) > ((length of (item (#Three) of [musiclist v])) - (12.001))> then\n set [#one v] to ((length of (item (#Three) of [musiclist v])) - (12.001))\n end\n set [#nine v] to <(#One) = [0]>\n end\n set [x v] to (((-540) + (#Eight)) - (((#One) * (16)) mod (16)))\n set [#one v] to ([floor v] of (#One) )\n set [brightness v] effect to (-40)\n if <(CurrentMusic) = (#Three)> then\n change y by (([sin v] of ((MusicTimer) * (720)) ) * (2))\n end\n change y by (-2)\n Write (item (#Three) of [musiclist v]) [] [] [1]\n change y by (2)\n if <(CurrentMusic) = (#Three)> then\n change y by (([sin v] of ((MusicTimer) * (720)) ) * (-2))\n end\n clear graphic effects\n switch costume to (large2 v)\n set x to ((-456) + (#Eight))\n switch costume to (musicbar v)\n set [ghost v] effect to (50)\n stamp\n clear graphic effects\n change y by (-32)\n end\nend\n\nwhen I receive [uiupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\nswitch costume to (large4 v)\nif <(Edit/PlayMode) = [0]> then\n set [ghost v] effect to (50)\nend\nset size to (400) %\nif <<<(CurrentLavaLevel) = (CurrentWaterLevel)> and <not <(CurrentWaterLevel) = [-8]>>> and <not <<<(PlacingBlockType) = [Lava]> or <(PlacingBlockType) = [Water]>> and <(Edit/PlayMode) = [0]>>>> then\n go to x: ((0) - ((MapX) mod (32))) y: (((CurrentLavaLevel) * (32)) - (MapY))\n switch costume to (join [Poison] (22Mod4+1))\n stamp\nelse\n if <<not <(CurrentLavaLevel) = [-8]>> or <(PlacingBlockType) = [Lava]>> then\n if <<(PlacingBlockType) = [Lava]> and <(Edit/PlayMode) = [0]>> then\n go to x: ((0) - ((MapX) mod (32))) y: (((MouseY) * (32)) - (MapY))\n else\n go to x: ((0) - ((MapX) mod (32))) y: (((CurrentLavaLevel) * (32)) - (MapY))\n end\n if <(y position) > [240]> then\n set y to (240)\n end\n switch costume to (join [Lava] (22Mod4+1))\n stamp\n end\n clear graphic effects\n if <<not <(CurrentWaterLevel) = [-8]>> or <(PlacingBlockType) = [Water]>> then\n set [ghost v] effect to (50)\n switch costume to (large4 v)\n set size to (400) %\n if <<(PlacingBlockType) = [Water]> and <(Edit/PlayMode) = [0]>> then\n go to x: ((0) - ((MapX) mod (32))) y: (((MouseY) * (32)) - (MapY))\n else\n go to x: ((0) - ((MapX) mod (32))) y: (((CurrentWaterLevel) * (32)) - (MapY))\n end\n if <(y position) > [240]> then\n set y to (240)\n end\n switch costume to (join [Water] (22Mod4+1))\n stamp\n end\nend\nclear graphic effects\nif <(RenderWidth) > [300]> then\n if <(MapX) < [352]> then\n switch costume to (large3 v)\n set size to (3000) %\n go to x: (((MapX) * (-1)) + (256)) y: (0)\n switch costume to (bar3 v)\n stamp\n set size to (400) %\n end\n if <(GoalArea) = (CurrentArea)> then\n if <<(MapX) > (((GoalX) * (32)) - (80))> and <(Edit/PlayMode) = [1]>> then\n switch costume to (large3 v)\n set size to (3000) %\n go to x: (((GoalX) * (32)) - (MapX)) y: (0)\n switch costume to (bar4 v)\n stamp\n set size to (400) %\n end\n end\n if <not <(LeftScrollStop) = [x]>> then\n if <<([abs v] of ((RightScrollStop) - (LeftScrollStop)) ) < [14]> and <not <(RightScrollStop) = [x]>>> then\n set [#one v] to [0]\n else\n set [#one v] to ((((LeftScrollStop) * (32)) - (MapX)) + (224))\n end\n if <(#One) > [-92]> then\n switch costume to (large3 v)\n set size to (3000) %\n go to x: (#One) y: (0)\n switch costume to (bar3 v)\n stamp\n set size to (400) %\n end\n end\n if <not <(RightScrollStop) = [x]>> then\n if <<([abs v] of ((RightScrollStop) - (LeftScrollStop)) ) < [14]> and <not <(LeftScrollStop) = [x]>>> then\n set [#one v] to [0]\n else\n set [#one v] to ((((RightScrollStop) * (32)) - (MapX)) + (-224))\n end\n if <(#One) < [92]> then\n switch costume to (large3 v)\n set size to (3000) %\n go to x: (#One) y: (0)\n switch costume to (bar4 v)\n stamp\n set size to (400) %\n end\n end\n if <<(CameraX) = [6]> and <(Edit/PlayMode) = [1]>> then\n switch costume to (large3 v)\n set size to (3000) %\n go to x: (0) y: (0)\n switch costume to (bar4 v)\n stamp\n switch costume to (large3 v)\n set size to (3000) %\n go to x: (0) y: (0)\n switch costume to (bar3 v)\n stamp\n set size to (400) %\n end\nend\nswitch costume to (large3 v)\nset size to (400) %\nif <(Edit/PlayMode) = [0]> then\n if <<(MouseStartX) = [z]> and <(StartingPlacementSize) > [200]>> then\n set pen color to (#f8f8f8)\n set pen size to (4)\n go to x: (((RenderWidth) - (12)) * (-1)) y: (-140)\n pen down\n change x by ((((StartingPlacementSize) - (length of [placex v])) / (StartingPlacementSize)) * (((RenderWidth) - (12)) * (2)))\n pen up\n end\n if <not <(MusicMenu) = [0]>> then\n clear graphic effects\n set [menuelement v] to ([abs v] of (MusicMenu) )\n set [#eight v] to ((MenuElement) * (320))\n MusicMenu\n clear graphic effects\n switch costume to (large2 v)\n go to x: ((-456) + (#Eight)) y: (-120)\n switch costume to (musicmenuoverlay v)\n stamp\n set y to (116)\n set [brightness v] effect to (-100)\n set [x v] to ((-451) + (#Eight))\n Write [Music List] [1] [] []\n end\nend\nif <(Menu) = [Menu]> then\n clear graphic effects\n if <(MapX) < [720]> then\n show\n set size to (300) %\n switch costume to (large2 v)\n if <(LevelCreator) = [DryBonesFan]> then\n go to x: ((256) - (MapX)) y: ((9936) - (MapY))\n else\n go to x: ((256) - (MapX)) y: ((240) - (MapY))\n end\n switch costume to (logo v)\n if <<(TransitionType) = [0]> and <((y position) mod (32)) = [16]>> then\n create clone of (_myself_ v)\n else\n stamp\n end\n hide\n end\n set [#cus1 v] to [1]\n set [#cus2 v] to ([sin v] of ((GameTimer) * (360)) )\n if <<(CurrentBackground) = [22]> or <(CurrentBackground) = [5]>> then\n set [brightness v] effect to (-10)\n end\n if <(MenuSubtype) = [Make]> then\n switch costume to (large v)\n set size to (400) %\n go to x: (0) y: (-64)\n change y by (#Cus2)\n ClickableText\n if <(#Cus2) = [1]> then\n set [iamtheeditor v] to [1]\n set [clickpause v] to [1]\n set [levelname v] to [Unnamed]\n set [leveldescription v] to [None]\n broadcast (CreateNewLevel v)\n stop all sounds\n broadcast (PlayMusic v)\n end\n switch costume to (make level v)\n stamp\n set size to (400) %\n change y by (-28)\n ClickableText\n if <(#Cus2) = [1]> then\n set [iamtheeditor v] to [1]\n set [clickpause v] to [1]\n set [menu v] to [Map]\n set [worldname v] to [Unnamed]\n set [worlddescription v] to [None]\n broadcast (CreateNewWorld v)\n stop all sounds\n end\n switch costume to (make world v)\n stamp\n set size to (400) %\n change y by (-32)\n ClickableText\n if <(#Cus2) = [1]> then\n set [clickpause v] to [1]\n set [menusubtype v] to [Main]\n end\n switch costume to (menuback v)\n stamp\n else\n if <(MenuSubtype) = [Play]> then\n switch costume to (large v)\n set size to (400) %\n go to x: (0) y: (-64)\n change y by (#Cus2)\n ClickableText\n if <(#Cus2) = [1]> then\n if <(TextInputMenu) = [0]> then\n broadcast (AskLoadLevel v)\n end\n end\n switch costume to (load level v)\n stamp\n set size to (400) %\n change y by (-28)\n ClickableText\n if <(#Cus2) = [1]> then\n if <(TextInputMenu) = [0]> then\n broadcast (AskLoadWorld v)\n end\n end\n switch costume to (load world v)\n stamp\n set size to (400) %\n change y by (-32)\n ClickableText\n if <(#Cus2) = [1]> then\n set [clickpause v] to [1]\n set [menusubtype v] to [Main]\n end\n switch costume to (menuback v)\n stamp\n else\n switch costume to (large v)\n set size to (400) %\n go to x: (-64) y: (-72)\n change y by ((#Cus2) * (2))\n set [#cus1 v] to [2]\n ClickableText\n if <(#Cus2) = [1]> then\n set [menusubtype v] to [Make]\n set [clickpause v] to [1]\n end\n switch costume to (menumake v)\n stamp\n set size to (400) %\n set x to (64)\n ClickableText\n if <(#Cus2) = [1]> then\n set [menusubtype v] to [Play]\n set [clickpause v] to [1]\n end\n switch costume to (menuplay v)\n stamp\n end\n end\n set size to (400) %\n set [x v] to [0]\n set y to (172)\n if <(mouse y) > [156]> then\n set [x v] to [Do not edit this to try and steal credit. Thanks.]\n set [x v] to (mouse x)\n end\n Write [Made by BenjaminWins11] [1] [1] []\n set [x v] to [0]\n set y to (-132)\n set [ghost v] effect to (50)\n if <(mouse y) < [-131.3]> then\n clear graphic effects\n set y to (mouse y)\n end\n if <(MenuSubtype) = [Main]> then\n Write [v1.2.14] [1] [1] []\n end\n clear graphic effects\nend\nTransitions\n\ndefine DisplayText\nif <not <(DisplayText) = []>> then\n set [x v] to [0]\n clear graphic effects\n set [ghost v] effect to (75)\n if <(DisplayTextTimer) < [1]> then\n set [ghost v] effect to ((75) + (((1) - (DisplayTextTimer)) * (75)))\n end\n switch costume to (large v)\n set size to (400) %\n go to x: (0) y: (160)\n switch costume to (bar v)\n stamp\n clear graphic effects\n set [brightness v] effect to (100)\n if <(DisplayTextTimer) < [1]> then\n set [ghost v] effect to (((1) - (DisplayTextTimer)) * (250))\n end\n Write (DisplayText) [1] [1] []\n clear graphic effects\n change [displaytexttimer v] by ((-2) / (30))\n if <not <(DisplayTextTimer) > [0]>> then\n set [displaytext v] to []\n set [displaytexttimer v] to [0]\n end\nend\n\nwhen I receive [mapuiupdate v]\nDisplayText\nTransitions\ndelete this clone\n\ndefine Transitions\nclear graphic effects\nif <not <(TransitionType) = [0]>> then\n change [transitionprogress v] by (1)\n if <(TransitionType) = [Transport]> then\n if <(TransitionProgress) > [42]> then\n switch costume to ( v)\n set size to ((155) + ((((TransitionProgress) - (43)) * ((TransitionProgress) - (43))) * (5))) %\n go to x: ((PlayerX) - (MapX)) y: ((PlayerY) - (MapY))\n switch costume to (blackhole v)\n stamp\n else\n if <(TransitionProgress) > [14]> then\n set [ghost v] effect to ((100) - (((TransitionProgress) - (14)) * (10)))\n switch costume to (large v)\n set size to (1500) %\n go to x: (0) y: (0)\n switch costume to (black v)\n stamp\n end\n end\n if <(TransitionProgress) > [70]> then\n set [transitiontype v] to [0]\n set [transitionprogress v] to [0]\n end\n end\n if <(TransitionType) = [FadeIn]> then\n if <(TransitionProgress) < [15]> then\n switch costume to (large v)\n set size to (1500) %\n go to x: (0) y: (0)\n switch costume to (black v)\n stamp\n if <(TransitionProgress) > [25]> then\n set [transitiontype v] to [0]\n set [transitionprogress v] to [0]\n end\n end\n if <(TransitionType) = [GameOver]> then\n set [ghost v] effect to (95)\n switch costume to (large v)\n set size to (1500) %\n go to x: (0) y: (0)\n switch costume to (black v)\n stamp\n clear graphic effects\n set size to (400) %\n set [x v] to [0]\n set y to (0)\n Write [Game Over] [1] [1] []\n if <(TransitionProgress) > [150]> then\n set [transitiontype v] to [FadeIn]\n set [transitionprogress v] to [0]\n set [menu v] to [Map]\n broadcast (PlayMapFromStart v)\n end\n end\n if <(TransitionType) = [WorldEnd]> then\n if <(TransitionProgress) < [45]> then\n set [ghost v] effect to ((100) - ((TransitionProgress) * (1.5)))\n else\n if <(TransitionProgress) > [200]> then\n set [ghost v] effect to ((32) + (((TransitionProgress) - (200)) * (7)))\n else\n set [ghost v] effect to (32)\n end\n end\n switch costume to (large v)\n set size to (1500) %\n go to x: (0) y: (0)\n switch costume to (black v)\n stamp\n set size to (400) %\n set [x v] to [0]\n clear graphic effects\n if <(TransitionProgress) < [205]> then\n set y to (-16)\n change y by ([abs v] of (([cos v] of ((TransitionProgress) * (4)) ) * (8)) )\n Write [World Completed!] [1] [1] []\n change y by (48)\n set [x v] to [0]\n Write [Congratulations!] [1] [1] []\n end\n clear graphic effects\n if <(TransitionProgress) > [210]> then\n set [transitiontype v] to [0]\n set [transitionprogress v] to [0]\n end\n end\n if <<(TransitionType) = [DisplayName]> or <(TransitionType) = [DisplayName2]>> then\n set [displaytext v] to [0]\n set [displaytexttimer v] to [0]\n set [edit/playmode v] to [1]\n if <(TransitionProgress) > [134]> then\n set [ghost v] effect to (((TransitionProgress) - (135)) * (10))\n else\n set [ghost v] effect to ((100) - ((TransitionProgress) * (25)))\n end\n switch costume to (large v)\n set size to (1500) %\n go to x: (0) y: (0)\n switch costume to (black v)\n stamp\n switch costume to (large v)\n set size to (400) %\n set [brightness v] effect to (100)\n if <(TransitionType) = [DisplayName2]> then\n set [ghost v] effect to (0)\n if <(TransitionProgress) > [144]> then\n set [ghost v] effect to (((TransitionProgress) - (144)) * (18))\n end\n set [x v] to [0]\n Write (WorldName) [1] [] [4]\n set y to (-132)\n set [x v] to [0]\n Write (join [Made By: ] (WorldCreator)) [1] [] [4]\n else\n set [x v] to [0]\n Write (LevelName) [1] [] [4]\n set y to (-132)\n set [x v] to [0]\n if <<(PlayingAMap) = [0]> or <not <(WorldCreator) = (LevelCreator)>>> then\n Write (join [Made By: ] (LevelCreator)) [1] [] [4]\n end\n end\n if <(TransitionProgress) > [150]> then\n set [transitiontype v] to [0]\n set [transitionprogress v] to [0]\n end\n end\nend\nswitch costume to (large3 v)\nset size to (400) %\n\ndefine Tag (name)\nset [x v] to [158]\nset [ghost v] effect to (50)\nset [brightness v] effect to (-10)\nswitch costume to (large v)\nset x to (158)\nswitch costume to (tags v)\nif <<([abs v] of ((mouse y) - (y position)) ) < [15]> and <([abs v] of ((mouse x) - ((x position) + (1))) ) < [74]>> then\n change [brightness v] effect by (-10)\n if <[level tags v] contains (name)?> then\n set [displaytext v] to (join [Remove Tag: ] (name))\n else\n set [displaytext v] to (join [Add Tag: ] (name))\n end\n set [displaytexttimer v] to [1]\n if <<mouse down?> and <(ClickPause) = [0]>> then\n set [clickpause v] to [1]\n if <[level tags v] contains (name)?> then\n delete (item # of (name) in [level tags v]) of [level tags v]\n else\n if <(name) = [Other]> then\n delete all of [level tags v]\n else\n delete (item # of [Other] in [level tags v]) of [level tags v]\n end\n add (name) to [level tags v]\n end\n end\nend\nif <[level tags v] contains (name)?> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (10)\nend\nstamp\nclear graphic effects\nset [brightness v] effect to (-100)\nWrite (name) [1] [] []\nswitch costume to (large v)\nchange y by (-40)\n\nwhen I receive [displayupdate v]\nTransitions\ndelete this clone\n\nwhen I receive [mapoverlayupdate v]\nif <(MapEdit/PlayMode) = [1]> then\n if <not <(MapSaveMenu) = [0]>> then\n set [menuelement v] to ([abs v] of (MapSaveMenu) )\n set [#eight v] to ((MenuElement) * (360))\n clear graphic effects\n set [brightness v] effect to (-100)\n switch costume to (large v)\n go to x: (0) y: ((-242) + (#Eight))\n set [#cus4 v] to [0]\n NextLine [World Save Menu] [0]\n if <(MenuElement) < [0.5]> then\n set [worldcreator v] to (username)\n end\n if <<(SaveMenuProgress) = [1]> or <(SaveMenuProgress) = [1.5]>> then\n switch costume to (large v)\n if <(SaveMenuProgress) = [1.5]> then\n NextLine [Incorrect. Try again.] [-40]\n NextLine [Triple click the code,] [-32]\n NextLine [right click and Copy.] [-20]\n NextLine [Then paste it into the box.] [-20]\n else\n NextLine [To copy the save code,] [-40]\n NextLine [triple click it, then] [-20]\n NextLine [right click and Copy.] [-20]\n NextLine [Then paste it into the box.] [-20]\n end\n else\n if <(SaveMenuProgress) = [2]> then\n switch costume to (large v)\n NextLine [Code copied correctly!] [-40]\n NextLine [You can share your World] [-48]\n NextLine [code in the same forum as ] [-20]\n NextLine [levels, linked in the] [-20]\n NextLine [Notes and Credits.] [-20]\n else\n set [#cus4 v] to [-214]\n NextLine [World Name:] [-48]\n NextLine (WorldName) [-24]\n NextLine [Description:] [-40]\n NextLine (WorldDescription) [-24]\n NextLine [Made by:] [-40]\n NextLine (WorldCreator) [-24]\n set [x v] to [158]\n set y to ((-266) + (#Eight))\n Write [Tags:] [1] [] []\n change y by (-32)\n Tag [Standard]\n Tag [Challenge]\n Tag [Long]\n Tag [Themed]\n Tag [Other]\n end\n end\n end\nend\n\ndefine HudBar\nclear graphic effects\nset [x v] to [80]\nset y to (-160)\nif <(Coins) < [10]> then\n Write (join [ ] (Coins)) [] [UI] []\nelse\n Write (Coins) [] [UI] []\nend\nif <not <<(Menu) = [Map]> or <(Menu) = [Display]>>> then\n set [x v] to [144]\n set y to (-160)\n if <(round (TimeLeft)) < [10]> then\n Write (join [00] (round (TimeLeft))) [] [UI] []\n else\n if <(round (TimeLeft)) < [100]> then\n Write (join [0] (round (TimeLeft))) [] [UI] []\n else\n if <(round (TimeLeft)) > [999]> then\n Write [999] [] [UI] []\n else\n Write (round (TimeLeft)) [] [UI] []\n end\n end\n end\n set x to (-82)\n set y to (-160)\n set [#one v] to (([abs v] of (PlayerXVelocity) ) - (5))\n repeat (6)\n switch costume to (empty1 v)\n if <(#One) > [0]> then\n switch costume to (empty2 v)\n end\n stamp\n change [#one v] by ((-3.5) / (6))\n change x by (16)\n end\n set y to (-160)\n set x to (24)\n if <([abs v] of (PlayerXVelocity) ) > [8.5]> then\n switch costume to (empty4 v)\n else\n switch costume to (empty3 v)\n end\n stamp\nend\nset [x v] to [-128]\nset y to (-160)\nif <(PlayingAMap) = [1]> then\n if <(Lives) > [99]> then\n Write [99] [] [UI] []\n else\n if <(Lives) < [10]> then\n Write (join [ ] (Lives)) [] [UI] []\n else\n Write (Lives) [] [UI] []\n end\n end\nelse\n Write (join [ ] [I]) [] [UI] []\nend\n\nwhen I receive [mapoverlay2update v]\nif <(MapEdit/PlayMode) = [0]> then\n HudBar\nend\n\nwhen [timer v] > (((0.5) + (<(RenderWidth) < [300]> / (2))) + ((<(length of [placex v]) > [0]> + <(Menu) = [Display]>) * (8)))\nif <(FlagClicked) > [0]> then\n stop all sounds\n wait (0) seconds\n repeat (5)\n set [ghost v] effect to (90)\n switch costume to (large v)\n set size to (1500) %\n go to x: (0) y: (0)\n switch costume to (black v)\n stamp\n set size to (400) %\n set [x v] to [0]\n clear graphic effects\n set [ghost v] effect to (25)\n Write [Press E to Resume] [1] [1] []\n clear graphic effects\n end\n set size to (400) %\n set [x v] to [0]\n Write [Press E to Resume] [1] [1] []\n clear graphic effects\nend\n\nwhen I receive [playmusic v]\nif <(HitGoal) = [0]> then\n wait (0.2) seconds\nend\nif <<(Menu) = [Game]> or <(Menu) = [Menu]>> then\n if <(Edit/PlayMode) = [0]> then\n clear sound effects\n if <(Edit/PlayMode) = [0]> then\n wait (0.5) seconds\n else\n broadcast (PlayMusic v)\n end\n if <(MusicMenu) = [0]> then\n set volume to (33) %\n set [pitch v] effect to (-25)\n if <(pick random (1) to (5)) = [2]> then\n play sound (item (pick random (2) to (8)) of [musiclist v]) until done\n else\n play sound (item (pick random (13) to (30)) of [musiclist v]) until done\n end\n else\n set volume to (75) %\n play sound (item (CurrentMusic) of [musiclist v]) until done\n end\n else\n clear sound effects\n set volume to (80) %\n if <(Dead) = [1]> then\n set volume to (100) %\n play sound [86 Player Down v] until done\n wait (10) seconds\n else\n if <(HitGoal) = [1]> then\n set volume to (33) %\n if <(GoalHitX) = [x]> then\n set volume to (50) %\n play sound [72 Fireworks v] until done\n else\n play sound [28 v] until done\n end\n wait (10) seconds\n else\n if <<(TimeLeft) < [100.1]> and <not <(HurriedUp) = [1]>>> then\n set [hurriedup v] to [1]\n start sound [85 Time Up Warning v]\n wait (1.7) seconds\n else\n if <(StarTimer) > [2]> then\n play sound [Invincible v] until done\n else\n if <(PTimer) > [2]> then\n play sound [Toads House v] until done\n else\n if <(Menu) = [Menu]> then\n set volume to (25) %\n play sound [Title v] until done\n else\n play sound (item (CurrentMusic) of [musiclist v]) until done\n end\n end\n end\n end\n end\n end\n end\n broadcast (PlayMusic v)\nend\n\ndefine ClickableText\nset [#cus2 v] to [0]\nif <(#Cus1) = [1]> then\n set [#cus3 v] to <([abs v] of ((mouse y) - (y position)) ) < [12]>\nelse\n set [#cus3 v] to <(distance to [mouse-pointer v]) < [50]>\nend\nif <(#Cus3) = [1]> then\n change size by (50)\n if <<mouse down?> and <(ClickPause) = [0]>> then\n set [#cus2 v] to [1]\n end\nend\n\ndefine NextLine (write) (drop)\nchange y by (drop)\nset [x v] to (#Cus4)\nif <(#Cus4) = [-214]> then\n Write (write) [] [] [3]\nelse\n if <(#Cus4) = ((-538) + (#Eight))> then\n Write (write) [] [] []\n else\n Write (write) [1] [] []\n end\nend\n\n@Particles\n\nwhen I receive [flagclicked v]\nset rotation style [left-right v]\nset size to (400) %\nhide\nset [particlex v] to [x]\nset volume to (50) %\ndelete this clone\n\nwhen I receive [uiupdate v]\nif <(Edit/PlayMode) = [0]> then\n delete this clone\nelse\n if <not <(ParticleX) = [x]>> then\n change [particles v] by (1)\n if <<<(ParticleType) = [en90]> or <(ParticleType) = [en-90]>> or <<(ParticleType) = [eo90]> or <(ParticleType) = [eo-90]>>> then\n if < (ParticleType) contains [-90]?> then\n change [particlex v] by (2)\n else\n change [particlex v] by (-2)\n end\n change [particlestate v] by (0.3)\n change [particley v] by ((-1) - (ParticleState))\n Costume (ParticleType) [900]\n end\n if <(ParticleType) = [Ball]> then\n change [particlestate v] by (0.4)\n S ((9) - (ParticleState)) ((9) - (ParticleState))\n Costume (join [dg] (([floor v] of ((((ParticleOther) / (45)) + (ParticleState)) mod (4)) ) + (1))) [9]\n end\n if <<<(ParticleType) = [Coin]> or <(ParticleType) = [BCoin]>> or <<<<(ParticleType) = [af]> or <(ParticleType) = [Time]>> or <(ParticleType) = [BlueCoin]>> or <(ParticleType) = [KeyCoin]>>> then\n if <(ParticleOther) = [0]> then\n set [particleother v] to [9]\n end\n if <(ParticleOther) > [0]> then\n change [particleother v] by (-0.7)\n end\n change [particlestate v] by (0.5)\n change [particley v] by (ParticleOther)\n if <<(ParticleType) = [BCoin]> and <(ParticleState) > [3.5]>> then\n set [particletype v] to [Coin]\n end\n if <<(ParticleType) = [Time]> and <(ParticleState) > [1]>> then\n set [particletype v] to [Coin]\n set [particlestate v] to [4.5]\n end\n Costume (join (ParticleType) (round (ParticleState))) [6.5]\n end\n if <(ParticleType) = [Twister]> then\n change [particlestate v] by (0.03)\n change [particlex v] by (([cos v] of (ParticleOther) ) * ((3) + ((ParticleState) * (8))))\n change [particley v] by ((4) - (ParticleState))\n change [particleother v] by (24)\n if <(ParticleState) > [1.3]> then\n set [ghost v] effect to (((ParticleState) - (1.3)) * (400))\n end\n Costume [Twist] [1.5]\n clear graphic effects\n end\n if <<(ParticleType) = [Brick]> or <(ParticleType) = [BIce]>> then\n if <([abs v] of (ParticleOther) ) = [5]> then\n S [-12] []\n change [particley v] by (4)\n end\n if <([abs v] of (ParticleOther) ) = [20]> then\n S [4] []\n change [particley v] by (-8)\n end\n if <(ParticleOther) > [0]> then\n change [particleother v] by (7)\n if <(ParticleOther) > [160]> then\n set [particleother v] to [160]\n end\n else\n change [particleother v] by (-7)\n if <(ParticleOther) < [-160]> then\n set [particleother v] to [-160]\n end\n end\n S [4] [8]\n if <([abs v] of (ParticleOther) ) > [90]> then\n change [particley v] by (([cos v] of (ParticleOther) ) * (4))\n end\n Costume (join (ParticleType) (22Mod4+1)) [1]\n end\n if <<(ParticleType) = [Landed]> or <(ParticleType) = [Koopaling]>> then\n change [particlestate v] by (0.5)\n Costume (join (ParticleType) (round (ParticleState))) [2.5]\n end\n if <<(ParticleType) = [Goomba]> or <<(ParticleType) = [Goombrat]> or <(ParticleType) = [Goop]>>> then\n change [particlestate v] by (0.5)\n Costume (ParticleType) [3.5]\n end\n if <(letter (1) of (ParticleType)) = [D]> then\n if <(ParticleOther) = [0]> then\n change [particley v] by (8)\n if <((ParticleX) - (MapX)) > [0]> then\n set [particleother v] to [1]\n else\n set [particleother v] to [-1]\n end\n end\n if <(ParticleOther) > [0]> then\n change [particleother v] by (8)\n if <(ParticleOther) > [160]> then\n set [particleother v] to [160]\n end\n else\n change [particleother v] by (-8)\n if <(ParticleOther) < [-160]> then\n set [particleother v] to [-160]\n end\n end\n S [4] [8]\n if <([abs v] of (ParticleOther) ) > [90]> then\n change [particley v] by (([cos v] of (ParticleOther) ) * (4))\n end\n GoTo\n switch costume to (ParticleType)\n if <not <(costume [name v]) = (ParticleType)>> then\n set [particletype v] to [Explode]\n set [particleother v] to [0]\n set [particlestate v] to [0]\n switch costume to (explode1 v)\n end\n stamp\n end\n if <<(ParticleType) = [Skid]> or <(ParticleType) = [Ice]>> then\n change [particlestate v] by (0.5)\n Costume (join (ParticleType) (round (ParticleState))) [3.5]\n end\n if <<([abs v] of (x position) ) > ((RenderWidth) + (64))> or <<(y position) < ((-170) - (<< (ParticleType) contains [en]?> or < (ParticleType) contains [eo]?>> * (80)))> or <((ParticleY) - (MapY)) > [224]>>> then\n delete this clone\n end\n end\nend\n\ndefine CreateParticles\nset [particlestate v] to [0]\nrepeat (length of [createparticlex v])\n set [#cus1 v] to (item (1) of [createparticletype v])\n if <(AllowMovement) = [1]> then\n if <<(#Cus1) = [Coin]> or <(#Cus1) = [BlueCoin]>> then\n start sound [Coin v]\n change [coins v] by (1)\n end\n if <(#Cus1) = [do]> then\n set [#cus1 v] to [BCoin]\n start sound [Coin v]\n change [coins v] by (10)\n end\n if <(#Cus1) = [dp]> then\n set [#cus1 v] to [BCoin]\n start sound [Coin v]\n change [coins v] by (30)\n end\n if <(#Cus1) = [dq]> then\n set [#cus1 v] to [BCoin]\n start sound [Coin v]\n change [coins v] by (50)\n end\n if <(#Cus1) = [Time]> then\n start sound [Coin v]\n change [timeleft v] by (10)\n end\n if <(#Cus1) = [af]> then\n start sound [Coin v]\n change [keys v] by (1)\n end\n if <(#Cus1) = [KeyCoin]> then\n change [keycoinsremaining v] by (-1)\n if <(KeyCoinsRemaining) < [1]> then\n add [af] to [createparticletype v]\n add (item (1) of [createparticlex v]) to [createparticlex v]\n add ((item (1) of [createparticley v]) + (40)) to [createparticley v]\n delete all of [collectedkeycoins v]\n else\n start sound [Coin v]\n end\n end\n if <(Coins) > [99]> then\n start sound [1up v]\n set [coins v] to ((Coins) mod (100))\n change [lives v] by (1)\n end\n end\n if <<(Particles) < (((64) + ((TypesOnScreenCheck?) * (64))) * (<(RenderWidth) > [300]> + (1)))> and <([abs v] of ((item (1) of [createparticlex v]) - (MapX)) ) < ((RenderWidth) + (64))>> then\n change [particles v] by (1)\n set [particlex v] to (item (1) of [createparticlex v])\n set [particley v] to (item (1) of [createparticley v])\n set [particletype v] to (#Cus1)\n if <<(#Cus1) = [Brick]> or <(#Cus1) = [BIce]>> then\n start sound [BrickShatter v]\n set [particlestate v] to [0]\n set [particleother v] to [-5]\n create clone of (_myself_ v)\n set [particleother v] to [-20]\n create clone of (_myself_ v)\n set [particleother v] to [5]\n create clone of (_myself_ v)\n set [particleother v] to [20]\n create clone of (_myself_ v)\n else\n if <(#Cus1) = [Ball]> then\n set [particlestate v] to [0]\n set [#one v] to [0]\n repeat (8)\n change [#one v] by (45)\n set [particleother v] to (#One)\n create clone of (_myself_ v)\n end\n else\n if < (#Cus1) contains [Goo]?> then\n change [particley v] by (4)\n end\n set [particleother v] to [0]\n if <(#Cus1) = [Twister]> then\n set [#eight v] to (((GameTimer) * ((360) * (3))) mod (360))\n if <((round ((GameTimer) * (100))) mod (6)) < [3]> then\n set [particleother v] to (#Eight)\n else\n set [particleother v] to ((#Eight) - (180))\n end\n change [particlex v] by (([sin v] of (ParticleOther) ) * (8))\n end\n set [particlestate v] to [0]\n create clone of (_myself_ v)\n end\n end\n end\n delete (1) of [createparticletype v]\n delete (1) of [createparticlex v]\n delete (1) of [createparticley v]\nend\n\nwhen I receive [renderbackgroundblocks v]\nif <(ParticleX) = [x]> then\n CreateParticles\n set [particlex v] to [x]\n set [particles v] to [0]\nend\n\nwhen I receive [renderforegroundblocks v]\nif <(Edit/PlayMode) = [0]> then\n delete this clone\nelse\n if <not <(ParticleX) = [x]>> then\n clear graphic effects\n if <(ParticleType) = [Flame]> then\n change [particlestate v] by (1)\n GoTo\n switch costume to (join [cw] ((22Mod2+1) + (2)))\n if <((round (ParticleState)) mod (4)) = [1]> then\n stamp\n end\n if <(ParticleState) > [15]> then\n delete this clone\n end\n end\n if <(ParticleType) = [Lava]> then\n change [particlestate v] by (0.5)\n Costume (join [Lava] (round (ParticleState))) [2.5]\n end\n if <(ParticleType) = [Chain]> then\n Costume [Chain] [-1]\n end\n if <(ParticleType) = [Explode]> then\n change [particlestate v] by (0.5)\n Costume (join [Explode] (round (ParticleState))) [3.5]\n end\n end\nend\n\ndefine Costume (name) (state)\nGoTo\nswitch costume to (name)\nstamp\nif <(ParticleState) > (state)> then\n if <not <<(name) = [Chain]> and <(AllowMovement) = [0]>>> then\n delete this clone\n end\nend\n\ndefine S (1) (2)\nchange [particlex v] by (([sin v] of (ParticleOther) ) * (1))\nchange [particley v] by (([cos v] of (ParticleOther) ) * (2))\n\ndefine GoTo\nswitch costume to (large v)\ngo to x: ((ParticleX) - (MapX)) y: ((ParticleY) - (MapY))\n\n@WorldMap\n\nwhen I receive [mapupdate v]\nerase all\nset [menuelement v] to [1]\nclear graphic effects\nif <not < (PlacingBlockType) contains [Map]?>> then\n set [placingblocktype v] to [MapGround]\nend\nif <(MapEdit/PlayMode) = [1]> then\n set [finishedworld v] to [0]\n if <([abs v] of (MapSaveMenu) ) < [0.5]> then\n MapPlacements\n end\nend\nset rotation style [don't rotate v]\nRenderMap [1]\nif <not <(MapTheme) = [7]>> then\n RenderMap [2]\nend\nRenderMap []\nRenderMap [E]\nif <(MapEdit/PlayMode) = [1]> then\n set [mapcamefromdirection v] to [x]\n set [ghost v] effect to (50)\n if <<(PlaceTool) = [1]> or <<(PlacingBlockType) = [MapWater]> or <(PlacingBlockType) = [MapGround]>>> then\n set [placetool v] to [1]\n switch costume to (black v)\n else\n switch costume to (white v)\n end\n go to x: (((MouseX) * (32)) - (256)) y: (((MouseY) * (32)) - (156))\n stamp\nelse\n set [mapsavemenu v] to [0]\n if <(FinishedWorld) = [0]> then\n if <(MapMarioDirectionMoving) = [x]> then\n set [mapmariox v] to (round (MapMarioX))\n set [mapmarioy v] to (round (MapMarioY))\n if <(MoveUp) = [1]> then\n set [mapmariodirectionmoving v] to [0]\n end\n if <(MoveDown) = [1]> then\n set [mapmariodirectionmoving v] to [180]\n end\n if <(MoveRight) = [1]> then\n set [mapmariodirectionmoving v] to [90]\n end\n if <(MoveLeft) = [1]> then\n set [mapmariodirectionmoving v] to [-90]\n end\n if <not <(MapCameFromDirection) = [x]>> then\n if <not <(MapCameFromDirection) = (MapMarioDirectionMoving)>> then\n set [mapmariodirectionmoving v] to [x]\n end\n end\n else\n if <(((MapMarioX) + (MapMarioY)) mod (1)) = [0]> then\n SetOneTo (MapMarioX) (MapMarioY)\n if <<not <<(#Two) = [Path24]> or <(#Two) = [Path31]>>> or <(#One) = (MapStartNo.)>> then\n start sound [Map Move v]\n if <<(length of (#Two)) > [11]> and <not <[map completedlevels v] contains (#One)?>>> then\n point in direction (MapMarioDirectionMoving)\n turn right (180) degrees\n set [mapcamefromdirection v] to (direction)\n point in direction (90)\n else\n set [mapcamefromdirection v] to [x]\n end\n set [mapmariodirectionmoving v] to [x]\n end\n end\n end\n Movement\n end\n switch costume to (join (join [Mario] [N]) (22Mod2+1))\n go to x: (((MapMarioX) - (8)) * (32)) y: ((((MapMarioY) - (5)) * (32)) + (4))\n stamp\n if <(FinishedWorld) = [0]> then\n SetOneTo (MapMarioX) (MapMarioY)\n if <(length of (#Two)) > [12]> then\n if <(((MapMarioX) + (MapMarioY)) mod (1)) = [0]> then\n set [playingamap v] to [1]\n set [displaytext v] to [Space to Start Level]\n set [displaytexttimer v] to [1]\n if <key (space v) pressed?> then\n if <(TransitionType) = [0]> then\n set [save code v] to (#Two)\n broadcast (LoadingALevelFromMap v)\n end\n end\n end\n end\n end\nend\nbroadcast (MapUIUpdate v)\n\nwhen I receive [flagclicked v]\nstop [other scripts in sprite v]\nset [finishedworld v] to [0]\nset rotation style [don't rotate v]\npoint in direction (90)\nswitch costume to (a1 v)\nset size to (400) %\nhide\ndelete this clone\n\ndefine RenderMap (water)\nset [x v] to [-224]\nset [y v] to [164]\nset [#eight v] to [10]\nrepeat (10)\n repeat (15)\n set [xvelocity v] to (item (#Eight) of [map type extras v])\n set [yvelocity v] to (item (#Eight) of [map type v])\n if <(water) = [1]> then\n set [#nine v] to [Water]\n if <(MapTheme) = [6]> then\n set [#nine v] to [Lava]\n end\n switch costume to (join (#Nine) (22Mod4+1))\n go to x: (X) y: (Y)\n stamp\n else\n if <(water) = [2]> then\n if <<not <(YVelocity) = [ ]>> and <not <(MapTheme) = [6]>>> then\n switch costume to (water5 v)\n go to x: (X) y: (Y)\n stamp\n end\n else\n if <(water) = [E]> then\n go to x: (X) y: (Y)\n if <not <(XVelocity) = [ ]>> then\n if <[map completedlevels v] contains (#Eight)?> then\n if <(letter (1) of (XVelocity)) = [£]> then\n switch costume to (fort2 v)\n else\n if <(letter (1) of (XVelocity)) = [%]> then\n switch costume to (ghost2 v)\n else\n switch costume to (done v)\n end\n end\n stamp\n else\n if <(letter (1) of (XVelocity)) = [!]> then\n switch costume to (join [Level] (22Mod4+1))\n stamp\n else\n if <(letter (1) of (XVelocity)) = [%]> then\n switch costume to (ghost v)\n stamp\n else\n if <(letter (1) of (XVelocity)) = ["]> then\n switch costume to (join [Airship] (22Mod2+1))\n stamp\n else\n if <(letter (1) of (XVelocity)) = [£]> then\n switch costume to (fort v)\n stamp\n else\n if <(letter (1) of (XVelocity)) = [$]> then\n if <(MapTheme) = [6]> then\n switch costume to (castle2 v)\n else\n switch costume to (castle v)\n end\n stamp\n else\n if <(XVelocity) = [Decor]> then\n set [#nine v] to (MapTheme)\n if <<(#Nine) = [5]> or <(#Nine) = [4]>> then\n set [#nine v] to [1]\n end\n set [#six v] to ((round ((#Eight) / (0.48))) mod (4))\n if <<(YVelocity) = [ ]> or <<(MapTheme) = [5]> and <not <(#Six) = [1]>>>> then\n switch costume to (join (join [Decor] ((22Mod4+1) + (4))) [1])\n if <(MapTheme) = [6]> then\n switch costume to (invis v)\n end\n else\n if <<<(MapTheme) = [2]> or <(MapTheme) = [3]>> and <(#Six) = [1]>> then\n switch costume to (join [Decor5] (MapTheme))\n else\n if <(#Six) = [1]> then\n if <(MapTheme) = [6]> then\n set [#nine v] to [8]\n end\n if <(MapTheme) = [4]> then\n set [#nine v] to [2]\n end\n end\n switch costume to (join (join [Decor] (22Mod4+1)) (#Nine))\n end\n end\n stamp\n else\n if < (XVelocity) contains [Path]?> then\n set [#nine v] to (MapTheme)\n if <<(#Nine) = [2]> or <(#Nine) = [4]>> then\n set [#nine v] to [1]\n end\n if <<<(length of (XVelocity)) = [6]> and <(YVelocity) = [ ]>> and << (XVelocity) contains [3]?> and < (XVelocity) contains [1]?>>> then\n switch costume to (path101 v)\n stamp\n else\n P [9]\n if < (XVelocity) contains [1]?> then\n P [1]\n end\n if < (XVelocity) contains [2]?> then\n P [2]\n end\n if < (XVelocity) contains [3]?> then\n P [3]\n end\n if < (XVelocity) contains [4]?> then\n P [4]\n end\n if <(length of (XVelocity)) > [4]> then\n P []\n if <not < (XVelocity) contains [2]?>> then\n P [5]\n end\n if <not < (XVelocity) contains [4]?>> then\n P [6]\n end\n if <not < (XVelocity) contains [1]?>> then\n P [8]\n end\n if <not < (XVelocity) contains [3]?>> then\n P [7]\n end\n end\n end\n else\n switch costume to (join (XVelocity) (MapTheme))\n stamp\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(MapStartNo.) = (#Eight)> then\n switch costume to (start v)\n stamp\n end\n else\n switch costume to (a1 v)\n go to x: (X) y: (Y)\n if <not <(YVelocity) = [ ]>> then\n stamp\n if <(MapTheme) = [4]> then\n set [#nine v] to [1]\n else\n set [#nine v] to (MapTheme)\n end\n switch costume to (join (YVelocity) (#Nine))\n stamp\n end\n switch costume to (a1 v)\n end\n end\n end\n change [x v] by (32)\n change [#eight v] by (10)\n end\n change [y v] by (-32)\n set [x v] to [-224]\n change [#eight v] by (-141)\n change [#eight v] by (-10)\nend\n\ndefine SetMapTiles\ndelete all of [map type v]\ndelete all of [map type extras v]\ndelete all of [map completedlevels v]\nset [#three v] to [0]\nrepeat (15)\n repeat (10)\n add [ ] to [map type v]\n add [ ] to [map type extras v]\n end\nend\n\ndefine MapPlacements\ndelete all of [map completedlevels v]\nset [mousex v] to (round (((mouse x) + (256)) / (32)))\nset [#one v] to (mouse y)\nif <(#One) > [179]> then\n set [#one v] to [179]\nend\nif <(#One) < [-140]> then\n set [#one v] to [-140]\nend\nif <(MouseX) < [1]> then\n set [mousex v] to [1]\nend\nif <(MouseX) > [15]> then\n set [mousex v] to [15]\nend\nset [mousey v] to (round ((((#One) - (-6)) + (146)) / (32)))\nif <(MouseY) < [1]> then\n set [mousey v] to [1]\nend\nset [#cus3 v] to [1]\nif <(mouse y) > [-141]> then\n if <<mouse down?> and <(ClickPause) = [0]>> then\n if <(PlacingBlockType) = [MapStart]> then\n set [#eight v] to (MouseX)\n set [#nine v] to (MouseY)\n SetOneTo (MouseX) (MouseY)\n replace item (#One) of [map type extras v] with [ ]\n set [mousex v] to (([floor v] of ((MapStartNo.) / (10)) ) + (1))\n set [mousey v] to ((MapStartNo.) mod (10))\n set [mapstartno. v] to (#One)\n FixAroundExtras\n set [mousex v] to (#Eight)\n set [mousey v] to (#Nine)\n MoveToStart\n FixAroundExtras\n else\n if <(PlacingBlockType) = [MapDecor]> then\n SetOneTo (MouseX) (MouseY)\n if <(PlaceTool) = [1]> then\n replace item (#One) of [map type extras v] with [Decor]\n else\n replace item (#One) of [map type extras v] with [ ]\n end\n FixAroundExtras\n else\n if <(PlacingBlockType) = [MapAir]> then\n PlacingLevel ["]\n else\n if <(PlacingBlockType) = [MapFort]> then\n PlacingLevel [£]\n else\n if <(PlacingBlockType) = [MapCastle]> then\n PlacingLevel [$]\n else\n if <(PlacingBlockType) = [MapGhost]> then\n PlacingLevel [%]\n else\n if <(PlacingBlockType) = [MapLevel]> then\n PlacingLevel [!]\n else\n if <(PlacingBlockType) = [MapPath]> then\n if <(PlaceTool) = [1]> then\n set [#three v] to [1]\n FindSidesOf (MouseX) (MouseY)\n SetOneTo (MouseX) (MouseY)\n replace item (#One) of [map type extras v] with (FixingBlockCostume)\n else\n SetOneTo (MouseX) (MouseY)\n replace item (#One) of [map type extras v] with [ ]\n end\n FixAroundExtras\n else\n if <(PlacingBlockType) = [MapWater]> then\n SetOneTo (MouseX) (MouseY)\n replace item (#One) of [map type v] with [ ]\n else\n set [#three v] to []\n FindSidesOf (MouseX) (MouseY)\n SetOneTo (MouseX) (MouseY)\n replace item (#One) of [map type v] with (FixingBlockCostume)\n end\n set [#cus3 v] to []\n FixAroundExtras\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nSetOneTo (MouseX) (MouseY)\nif <(length of (#Two)) > [11]> then\n set [displaytext v] to []\n set [#two v] to [1]\n repeat (28)\n change [#two v] by (1)\n set [displaytext v] to (join (DisplayText) (letter (#Two) of (item (#One) of [map type extras v])))\n end\n set [displaytexttimer v] to [1]\nend\n\ndefine SetOneTo (x) (y)\nset [#one v] to ((((x) + (-1)) * (10)) + (y))\nif <not <<<(x) > [0]> or <(x) < [16]>> or <<(y) > [0]> or <(y) < [11]>>>> then\n set [#one v] to [999999]\nend\nset [#two v] to (item (#One) of [map type extras v])\n\ndefine FindSidesOf (x) (y)\nset [fixingblocktype v] to []\nif <<<(letter (1) of (item (#One) of [map type extras v])) = [P]> and <(#Three) = [1]>> or <(PlacingBlockType) = [MapPath]>> then\n set [fixingblocktype v] to [Path]\nend\nset [fixingblocksides v] to []\nset [fixingblockcorners v] to []\nSetOneTo (x) ((y) + (1))\nCheck [U]\nSetOneTo (x) ((y) + (-1))\nCheck [D]\nSetOneTo ((x) + (1)) (y)\nCheck [R]\nSetOneTo ((x) + (-1)) (y)\nCheck [L]\nif <(FixingBlockType) = [Path]> then\n set [fixingblockcostume v] to [Path]\n if < (FixingBlockSides) contains [U]?> then\n set [fixingblockcostume v] to (join (FixingBlockCostume) [2])\n end\n if < (FixingBlockSides) contains [D]?> then\n set [fixingblockcostume v] to (join (FixingBlockCostume) [4])\n end\n if < (FixingBlockSides) contains [R]?> then\n set [fixingblockcostume v] to (join (FixingBlockCostume) [3])\n end\n if < (FixingBlockSides) contains [L]?> then\n set [fixingblockcostume v] to (join (FixingBlockCostume) [1])\n end\nelse\n set [fixingblockcostume v] to [b]\n if <(length of (FixingBlockSides)) = [1]> then\n if <(FixingBlockSides) = [U]> then\n set [fixingblockcostume v] to [g]\n end\n if <(FixingBlockSides) = [D]> then\n set [fixingblockcostume v] to [c]\n end\n if <(FixingBlockSides) = [R]> then\n set [fixingblockcostume v] to [i]\n end\n if <(FixingBlockSides) = [L]> then\n set [fixingblockcostume v] to [e]\n end\n end\n if <(length of (FixingBlockSides)) = [2]> then\n if <(FixingBlockSides) = [UD]> then\n set [fixingblockcostume v] to [l]\n end\n if <(FixingBlockSides) = [RL]> then\n set [fixingblockcostume v] to [k]\n end\n if <(FixingBlockSides) = [DL]> then\n set [fixingblockcostume v] to [d]\n end\n if <(FixingBlockSides) = [UL]> then\n set [fixingblockcostume v] to [f]\n end\n if <(FixingBlockSides) = [UR]> then\n set [fixingblockcostume v] to [h]\n end\n if <(FixingBlockSides) = [DR]> then\n set [fixingblockcostume v] to [j]\n end\n end\n if <(length of (FixingBlockSides)) = [3]> then\n if <not < (FixingBlockSides) contains [U]?>> then\n set [fixingblockcostume v] to [m]\n end\n if <not < (FixingBlockSides) contains [D]?>> then\n set [fixingblockcostume v] to [o]\n end\n if <not < (FixingBlockSides) contains [R]?>> then\n set [fixingblockcostume v] to [n]\n end\n if <not < (FixingBlockSides) contains [L]?>> then\n set [fixingblockcostume v] to [p]\n end\n end\n if <(length of (FixingBlockSides)) = [4]> then\n set [fixingblockcostume v] to [a]\n end\nend\n\ndefine FixBlock (x) (y) (extra)\nif <<<(x) > [0]> or <(x) < [16]>> or <<(y) > [0]> or <(y) < [11]>>> then\n SetOneTo (x) (y)\n if <not <<<(length of (#Two)) > [11]> or <(#Two) = [Decor]>> and <(extra) = [1]>>> then\n if <<not <<(item (#One) of [map type v]) = [ ]> and <(extra) = []>>> and <not <<(#Two) = [ ]> and <(extra) = [1]>>>> then\n set [#three v] to (extra)\n FindSidesOf (x) (y)\n SetOneTo (x) (y)\n if <(extra) = [1]> then\n replace item (#One) of [map type extras v] with (FixingBlockCostume)\n else\n replace item (#One) of [map type v] with (FixingBlockCostume)\n end\n end\n end\nend\n\ndefine Movement\nif <<((MapMarioX) mod (1)) = [0]> and <((MapMarioY) mod (1)) = [0]>> then\n set [#two v] to [0]\n if <(MapMarioDirectionMoving) = [0]> then\n SetOneTo (MapMarioX) ((MapMarioY) + (1))\n end\n if <(MapMarioDirectionMoving) = [90]> then\n SetOneTo ((MapMarioX) + (1)) (MapMarioY)\n end\n if <(MapMarioDirectionMoving) = [180]> then\n SetOneTo (MapMarioX) ((MapMarioY) + (-1))\n end\n if <(MapMarioDirectionMoving) = [-90]> then\n SetOneTo ((MapMarioX) + (-1)) (MapMarioY)\n end\n if <not <<<(letter (1) of (#Two)) = [P]> or <(length of (#Two)) > [11]>> or <(MapStartNo.) = (#One)>>> then\n set [mapmariodirectionmoving v] to [x]\n end\nend\nif <not <(MapMarioDirectionMoving) = [x]>> then\n change [mapmariox v] by ((([sin v] of (MapMarioDirectionMoving) ) * (4)) / (32))\n change [mapmarioy v] by ((([cos v] of (MapMarioDirectionMoving) ) * (4)) / (32))\nend\n\ndefine FixAroundExtras\nFixBlock ((MouseX) + (1)) (MouseY) (#Cus3)\nFixBlock ((MouseX) + (-1)) (MouseY) (#Cus3)\nif <not <(MouseY) = [10]>> then\n FixBlock (MouseX) ((MouseY) + (1)) (#Cus3)\nend\nif <not <(MouseY) = [1]>> then\n FixBlock (MouseX) ((MouseY) + (-1)) (#Cus3)\nend\n\nwhen I receive [settinglevelcode v]\nask [Enter Level Code \(You can edit this later by placing another level on this tile\):] and wait\nif <(length of (answer)) < [10]> then\n replace item (#Ten) of [map type extras v] with (join (#Eleven) [No Save Code Entered])\nelse\n RemoveParts\n replace item (#Ten) of [map type extras v] with (join (#Eleven) (#Fourteen))\nend\n\ndefine PlacingLevel (type)\nSetOneTo (MouseX) (MouseY)\nif <(PlaceTool) = [1]> then\n set [#eleven v] to (type)\n replace item (#One) of [map type extras v] with (join (#Eleven) [No Save Code Entered])\n set [#ten v] to (#One)\n stop [other scripts in sprite v]\n broadcast (SettingLevelCode v)\nelse\n replace item (#One) of [map type extras v] with [ ]\nend\nset [#cus3 v] to [1]\nFixAroundExtras\n\nwhen I receive [createnewworld v]\nset [maptheme v] to [1]\nset [mapedit/playmode v] to [1]\nset [mapstartno. v] to [15]\nSetMapTiles\nbroadcast (PlayMapFromStart v)\nset [transitionprogress v] to [8]\nset [transitiontype v] to [FadeIn]\n\nwhen I receive [playmapfromstart v]\nset [allowmovement v] to [0]\nset [powerup v] to [N]\nset [coins v] to [0]\nset [playingamap v] to [1]\nset [lives v] to [5]\nset [mapmariodirectionmoving v] to [x]\nMoveToStart\nif <(MapMarioY) = [0]> then\n change [mapmariox v] by (-1)\n set [mapmarioy v] to [10]\nend\nset [mapcamefromdirection v] to [x]\nset [textinputmenu v] to [0]\nset [lives v] to [5]\nset [finishedworld v] to [0]\ndelete all of [map completedlevels v]\nbroadcast (PlayWorldMusic v)\n\nwhen I receive [hitgoal v]\nif <(PlayingAMap) = [1]> then\n SetOneTo (MapMarioX) (MapMarioY)\n add (#One) to [map completedlevels v]\n set [mapcamefromdirection v] to [x]\n if <(letter (1) of (#Two)) = [$]> then\n set volume to (0) %\n set [finishedworld v] to [1]\n wait until <(Menu) = [Map]>\n set volume to (0) %\n wait until <(TransitionType) = [0]>\n set volume to (0) %\n wait (0.5) seconds\n if <(MapEdit/PlayMode) = [0]> then\n set [transitionprogress v] to [0]\n set [transitiontype v] to [WorldEnd]\n stop all sounds\n broadcast (PlayWorldMusic v)\n wait (8) seconds\n if <(IAmTheEditor) = [1]> then\n set [finishedworld v] to [0]\n else\n broadcast (FlagClicked v)\n end\n end\n end\nend\n\nwhen I receive [displayupdate v]\ndelete this clone\n\nwhen I receive [playworldmusic v]\nwait (0.2) seconds\nset volume to (75) %\nif <(MapEdit/PlayMode) = [0]> then\n if <(Menu) = [Map]> then\n if <(TransitionType) = [WorldEnd]> then\n set volume to (50) %\n play sound [World Clear v] until done\n else\n wait until <(TransitionType) = [0]>\n wait (0.2) seconds\n if <(TransitionType) = [0]> then\n play sound (join [] (MapTheme)) until done\n end\n end\n wait (0.2) seconds\n if <(Menu) = [Map]> then\n broadcast (PlayWorldMusic v)\n end\n end\nend\n\ndefine RemoveParts\nset [#fifteen v] to [0]\nset [#fourteen v] to []\nrepeat (length of (answer))\n change [#fifteen v] by (1)\n set [#thirteen v] to (letter (#Fifteen) of (answer))\n if <not <<(#Thirteen) = [\[]> or <(#Thirteen) = [\]]>>> then\n set [#fourteen v] to (join (#Fourteen) (#Thirteen))\n end\nend\n\ndefine Check (type)\nif <<<not <(item (#One) of [map type v]) = [ ]>> and <(#Three) = []>> or <<<(letter (1) of (#Two)) = [P]> or <<(#One) = (MapStartNo.)> or <(length of (#Two)) > [11]>>> and <(#Three) = [1]>>> then\n set [fixingblocksides v] to (join (FixingBlockSides) (type))\nend\n\ndefine P (1)\nswitch costume to (join (join [Path] (1)) (#Nine))\nstamp\n\ndefine MoveToStart\nset [mapmariox v] to (([floor v] of ((MapStartNo.) / (10)) ) + (1))\nset [mapmarioy v] to ((MapStartNo.) mod (10))\n\n
Scroll down here for help if it shows Question Marks.\n\nMaker Controls:\n Movement: WASD or Arrows\n Switch Tools (Place or Erase): Q\n Move Faster: Space\n Use the on-screen buttons to access and use menus.\n\nPlayer Controls:\n Movement: WASD or Arrows\n Run / Pickup Item: Space\n Crouch / Use Door: S or Down Arrow\n Each powerup has unique abilities, experiment with \n the controls to learn each one!\n\nFor Widescreen, Shadows and Improved Performance, use THIS Turbowarp link (both lines):\nhttps://turbowarp.org/753049043?hqpen&limitless&size=640x360\n\nYou must use that link to get all of those benefits.\n\nALTERNATIVE / CHUNK LOADING: This option loads all entities in the marked 10x10 areas all at once, allowing larger mechanisms to not break due to some parts being unloaded. This option loads a larger area than normal, so is not recommended unless your level actually benefits from it.\n\n=========================================\n\nISSUES IN LOADING / QUESTION MARKS:\nIf there are issues with loading the project, e.g: it shows question marks or tells you to reload, use Turbowarp: \nhttps://turbowarp.org/753049043?hqpen&limitless&size=640x360\nor reload the page and switch to another tab for about 10 seconds, then return. Repeat this until it works.\nFeel free to report this issue to Scratch, it affects many projects with a lot of assets, yet it is ignored.\n\n=========================================\n\nThis project was made by @BenjaminWins11, please do not try to take credit for my work.
long platformer
@Stage\n\nwhen I receive [{intro} v]\nhide variable [時間 v]\nwait (11) seconds\nbroadcast (スタート v)\nreset timer\nshow variable [時間 v]\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\nwhen I receive [turbowarp link v]\nshow variable [時間 v]\nbroadcast (スタート v)\nbroadcast (\[INTRO\]end v)\nrepeat (10)\n play sound [nagagutsudeodekake v] until done\nend\n\nwhen I receive [ゴール v]\nset [a v] to [0]\n\nwhen flag clicked\nhide variable [時間 v]\nset [a v] to [1]\n\nwhen flag clicked\nforever\n repeat until <(a) = [0]>\n change [時間 v] by (0.1)\n wait (0.1) seconds\n end\nend\n\n@スキップ\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\n\nwait (1) seconds\nshow\ngo to [back v] layer\nforever\n if <(ステージ) = [26]> then\n hide\n end\n if <(ステージ) = [27]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <not <<(ステージ) = [26]> or <(ステージ) = [27]>>>> then\n change [ステージ v] by (1)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [停止 v]\nhide\n\nwhen I receive [アウトロ スタート v]\nhide\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\nbroadcast (スタート v)\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\nset [イントロ2回目スキップ v] to [0]\n\nwhen I receive [スタート v]\nset [時間 v] to [0]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\nforever\n if <(ステージ) = [17]> then\n show\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\n else\n hide\n end\nend\n\nwhen I receive [スタート v]\nhide\ngo to [front v] layer\nforever\n if <(ステージ) = [17]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [隠し発見!! v]\nforever\n hide\nend\n\nwhen I receive [アウトロ スタート v]\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\nwhen I receive [アウトロ スタート v]\nhide\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [12]> then\n turn left (5) degrees\n end\n if <(ステージ) = [13]> then\n point in direction (90)\n end\nend\n\nwhen I receive [隠し発見!! v]\nforever\n hide\nend\n\nwhen I receive [アウトロ スタート v]\nhide\n\n@地面\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\nforever\n\nwhen flag clicked\nswitch costume to (1 v)\nrepeat until <(costume [number v]) = [13]>\n if <(costume [number v]) = [13]> then\n set [ステージ v] to [1]\n end\nend\n\nwhen flag clicked\nwait (5) seconds\nwait until <(costume [number v]) = [38]>\nbroadcast (ゴール v)\nwait (10) seconds\nbroadcast (アウトロ スタート v)\n\nwhen I receive [アウトロ スタート v]\nhide\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 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 <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 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 <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (3) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\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) = [17]>> then\n broadcast (隠し発見!! 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 I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [30]>\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) = [30]> then\n show variable [time v]\n else\n hide variable [time v]\n end\nend\n\nwhen I receive [アウトロ スタート v]\nhide\n\n@☆と❤\n\nwhen I receive [♥と★ v]\nshow\ngo to x: (0) y: (0)\nglide (1) secs to x: (0) y: (-32)\nwait (1) seconds\nglide (0.8) secs to x: (0) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [アウトロ スタート v]\nhide\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\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\nwhen I receive [ネクスト v]\nbroadcast (次! v)\n\nwhen I receive [アウトロ スタート v]\nhide\n\n@Intro\n\ndefine fillRect (x1) (x2) (y1) (y2)\ndelete all of [temp v]\nset pen size to (1)\ngo to x: (x1) y: (y1)\npen down\nset x to (x2)\nset y to (y2)\nset x to (x1)\nset y to (y1)\npen up\nadd ((x2) - (x1)) to [temp v]\nadd ((y2) - (y1)) to [temp v]\nif <<(item (1) of [temp v]) < [1]> or <(item (2) of [temp v]) < [1]>> then\n stop [this script v]\nend\nif <(item (2) of [temp v]) < (item (1) of [temp v])> then\n replace item (1) of [temp v] with ([floor v] of (item (2) of [temp v]) )\n replace item (2) of [temp v] with ((item (1) of [temp v]) / (2))\n set pen size to (item (1) of [temp v])\n go to x: ((x1) + (item (2) of [temp v])) y: (((y1) + (y2)) / (2))\n pen down\n set x to ((x2) - (item (2) of [temp v]))\n pen up\nelse\n replace item (1) of [temp v] with ([floor v] of (item (1) of [temp v]) )\n replace item (2) of [temp v] with ((item (1) of [temp v]) / (2))\n set pen size to (item (1) of [temp v])\n go to x: (((x1) + (x2)) / (2)) y: ((y1) + (item (2) of [temp v]))\n pen down\n set y to ((y2) - (item (2) of [temp v]))\n pen up\nend\nrepeat until <(item (1) of [temp v]) < [2]>\n replace item (1) of [temp v] with ((0.146446609) * (item (1) of [temp v]))\n replace item (2) of [temp v] with ((item (1) of [temp v]) / (2))\n set pen size to (item (1) of [temp v])\n go to x: ((x1) + (item (2) of [temp v])) y: ((y1) + (item (2) of [temp v]))\n pen down\n set x to ((x2) - (item (2) of [temp v]))\n set y to ((y2) - (item (2) of [temp v]))\n set x to ((x1) + (item (2) of [temp v]))\n set y to ((y1) + (item (2) of [temp v]))\n pen up\nend\n\ndefine Tri Filler (x1) (y1) (x2) (y2) (x3) (y3)\ndelete all of [temp v]\nGo to (x1) (y1)\nadd (x position) to [temp v]\nadd (y position) to [temp v]\nGo to (x2) (y2)\nadd (x position) to [temp v]\nadd (y position) to [temp v]\nGo to (x3) (y3)\nadd (x position) to [temp v]\nadd (y position) to [temp v]\nztri Filler (item (1) of [temp v]) (item (2) of [temp v]) (item (3) of [temp v]) (item (4) of [temp v]) (item (5) of [temp v]) (item (6) of [temp v])\n\ndefine Draw Text (size) (zrot) (xrot)\nset [#2 v] to (zrot)\npoint in direction ((zrot) + (90))\nif <(xrot) > [180]> then\n switch costume to (join [Text] ((94) - (round ((xrot) / ((180) / (47))))))\nelse\n switch costume to (join [Text] (round ((xrot) / ((180) / (47)))))\nend\nif <(xrot) > [90]> then\n if <(xrot) > [270]> then\n Text [1] (size)\n Text [2] (size)\n else\n Text [2] (size)\n Text [1] (size)\n end\nelse\n Text [1] (size)\n Text [2] (size)\nend\n\ndefine Draw BG\nswitch costume to (pos v)\nset size to ([10 ^ v] of ([10 ^ v] of ([10 ^ v] of (10) ) ) ) %\npen up\ngo to x: (0) y: (0)\nset pen size to (2000)\nset pen color to (#410001)\nset pen (transparency v) to (75)\npen down\npen up\nset [#1 v] to [0]\nset pen color to (#ffffff)\nrepeat ((length of [stars v]) / (3))\n Go to (item ((#1) + (1)) of [stars v]) (item ((#1) + (2)) of [stars v])\n Set Pen Size to (item ((#1) + (3)) of [stars v])\n pen down\n pen up\n change [#1 v] by (3)\nend\nset pen color to (#7e0303)\nset [#1 v] to [-2200]\nset [#2 v] to [-220]\nSet Pen Size to [3]\nrepeat (11)\n Go to (#2) [0]\n pen down\n Go to (#1) [-500]\n pen up\n change [#1 v] by (400)\n change [#2 v] by (40)\nend\nset [#1 v] to [0]\nrepeat ((length of [lines v]) / (2))\n Set Pen Size to (((0) - (item ((#1) + (1)) of [lines v])) / (20))\n Go to [-500] (item ((#1) + (1)) of [lines v])\n pen down\n Go to [500] (item ((#1) + (1)) of [lines v])\n pen up\n replace item ((#1) + (1)) of [lines v] with ((((timer) - (item ((#1) + (2)) of [lines v])) * ((timer) - (item ((#1) + (2)) of [lines v]))) * (-50))\n if <(item ((#1) + (1)) of [lines v]) < [-500]> then\n repeat (2)\n delete ((#1) + (1)) of [lines v]\n end\n else\n change [#1 v] by (2)\n end\nend\nset [#1 v] to ((length of [mountains v]) - (6))\nrepeat ((length of [mountains v]) / (6))\n set pen color to (#de0102)\n Tri Filler ((item ((#1) + (1)) of [mountains v]) + ((item ((#1) + (3)) of [mountains v]) * (-1))) [0] ((item ((#1) + (1)) of [mountains v]) + (item ((#1) + (3)) of [mountains v])) [0] (item ((#1) + (1)) of [mountains v]) (item ((#1) + (2)) of [mountains v])\n if <(item ((#1) + (6)) of [mountains v]) > [0]> then\n set pen color to (#bb1f1b)\n Tri Filler ((item ((#1) + (1)) of [mountains v]) + ((item ((#1) + (3)) of [mountains v]) * (-0.5))) [0] ((item ((#1) + (1)) of [mountains v]) - (item ((#1) + (3)) of [mountains v])) [0] (item ((#1) + (1)) of [mountains v]) (item ((#1) + (2)) of [mountains v])\n else\n set pen color to (#bb1f1b)\n Tri Filler ((item ((#1) + (1)) of [mountains v]) + ((item ((#1) + (3)) of [mountains v]) * (0.5))) [0] ((item ((#1) + (1)) of [mountains v]) + (item ((#1) + (3)) of [mountains v])) [0] (item ((#1) + (1)) of [mountains v]) (item ((#1) + (2)) of [mountains v])\n end\n set [#2 v] to (((timer) - (item ((#1) + (5)) of [mountains v])) / (4))\n replace item ((#1) + (1)) of [mountains v] with (((#2) * (#2)) * (item ((#1) + (6)) of [mountains v]))\n replace item ((#1) + (2)) of [mountains v] with ([abs v] of ((((#2) + (0.5)) / (2)) * (item ((#1) + (4)) of [mountains v])) )\n replace item ((#1) + (3)) of [mountains v] with ([abs v] of ((((#2) + (0.5)) / (2)) * (item ((#1) + (4)) of [mountains v])) )\n if <(((timer) - (item ((#1) + (5)) of [mountains v])) / (4)) > [1]> then\n repeat (6)\n delete ((#1) + (1)) of [mountains v]\n end\n else\n change [#1 v] by (-6)\n end\nend\nset [#1 v] to [0]\nset pen color to (#ffffff)\npen up\nrepeat ((length of [particles v]) / (5))\n Set Pen Size to ((item ((#1) + (1)) of [particles v]) / (75))\n set [#2 v] to (item ((#1) + (5)) of [particles v])\n repeat ((item ((#1) + (3)) of [particles v]) + (1))\n Go to ((([sin v] of (item ((#1) + (2)) of [particles v]) ) * (item ((#1) + (1)) of [particles v])) + (([sin v] of (#2) ) * ((item ((#1) + (1)) of [particles v]) / (30)))) ((([cos v] of (item ((#1) + (2)) of [particles v]) ) * (item ((#1) + (1)) of [particles v])) + (([cos v] of (#2) ) * ((item ((#1) + (1)) of [particles v]) / (30))))\n pen down\n change [#2 v] by ((360) / (item ((#1) + (3)) of [particles v]))\n end\n pen up\n set [#2 v] to (((timer) - (item ((#1) + (4)) of [particles v])) / (4))\n replace item ((#1) + (1)) of [particles v] with ((((#2) * (#2)) * ((#2) * ((#2) * (#2)))) * (500))\n if <(((timer) - (item ((#1) + (4)) of [particles v])) / (4)) > [1]> then\n repeat (5)\n delete ((#1) + (1)) of [particles v]\n end\n else\n change [#1 v] by (5)\n end\nend\nSet Pen Size to [3]\nset pen color to (#fbc7ca)\nGo to [-500] [0]\npen down\nGo to [500] [0]\npen up\n\ndefine Go to (x) (y)\ngo to x: (((x) + (TX)) * (TZ)) y: (((y) + (TY)) * (TZ))\n\ndefine Set Pen Size to (size)\nset pen size to ((size) * (TZ))\n\ndefine Setup\nset [spline # v] to [0]\nhide\nswitch costume to (pos v)\nset size to ([10 ^ v] of ([10 ^ v] of (10) ) ) %\nerase all\nreset timer\nset [tx v] to [0]\nset [ty v] to [0]\ndelete all of [line explosions v]\ndelete all of [splines v]\ndelete all of [lines v]\ndelete all of [mountains v]\ndelete all of [particles v]\ndelete all of [rectangles v]\ndelete all of [stars v]\ndelete all of [rec v]\ndelete all of [2-point splines v]\ndelete all of [text v]\nadd [0.75] to [text v]\nadd [0] to [text v]\nadd [0] to [text v]\nadd [0] to [text v]\ndelete all of [arcs v]\nrepeat (6)\n add [0] to [rec v]\nend\nrepeat (50)\n add (pick random (-300) to (300)) to [stars v]\n add (pick random (0) to (200)) to [stars v]\n add (pick random (1) to (3)) to [stars v]\nend\n\ndefine ztri Filler (x1) (y1) (x2) (y2) (x3) (y3)\ndelete all of [temp v]\nadd ([sqrt v] of ((((x3) - (x2)) * ((x3) - (x2))) + (((y3) - (y2)) * ((y3) - (y2)))) ) to [temp v]\nadd ([sqrt v] of ((((x3) - (x1)) * ((x3) - (x1))) + (((y3) - (y1)) * ((y3) - (y1)))) ) to [temp v]\nadd ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) ) to [temp v]\nadd ((item (1) of [temp v]) + ((item (2) of [temp v]) + (item (3) of [temp v]))) to [temp v]\nadd ((((item (1) of [temp v]) * (x1)) + (((item (2) of [temp v]) * (x2)) + ((item (3) of [temp v]) * (x3)))) / (item (4) of [temp v])) to [temp v]\nadd ((((item (1) of [temp v]) * (y1)) + (((item (2) of [temp v]) * (y2)) + ((item (3) of [temp v]) * (y3)))) / (item (4) of [temp v])) to [temp v]\nadd ((item (4) of [temp v]) / (2)) to [temp v]\nadd ([sqrt v] of (((item (7) of [temp v]) * ((item (7) of [temp v]) - (item (1) of [temp v]))) * (((item (7) of [temp v]) - (item (2) of [temp v])) * ((item (7) of [temp v]) - (item (3) of [temp v])))) ) to [temp v]\nadd (((4) * (item (8) of [temp v])) / (item (4) of [temp v])) to [temp v]\nset pen size to (item (9) of [temp v])\ngo to x: (item (5) of [temp v]) y: (item (6) of [temp v])\npen down\npen up\nset [#2 v] to [0.5]\nrepeat (5)\n set pen size to ((#2) * (item (9) of [temp v]))\n go to x: ((x1) - ((#2) * ((x1) - (item (5) of [temp v])))) y: ((y1) - ((#2) * ((y1) - (item (6) of [temp v]))))\n pen down\n go to x: ((x2) - ((#2) * ((x2) - (item (5) of [temp v])))) y: ((y2) - ((#2) * ((y2) - (item (6) of [temp v]))))\n go to x: ((x3) - ((#2) * ((x3) - (item (5) of [temp v])))) y: ((y3) - ((#2) * ((y3) - (item (6) of [temp v]))))\n go to x: ((x1) - ((#2) * ((x1) - (item (5) of [temp v])))) y: ((y1) - ((#2) * ((y1) - (item (6) of [temp v]))))\n pen up\n set [#2 v] to ((#2) / (2))\n if <((#2) * (item (9) of [temp v])) < [0.5]> then\n stop [this script v]\n end\nend\n\ndefine Draw Rectangles\nset [#1 v] to [0]\nrepeat ((length of [rectangles v]) / (4))\n Calc Points/Set Color (Rec/Arc) (item ((#1) + (4)) of [rectangles v]) (item ((#1) + (3)) of [rectangles v])\n change pen (brightness v) by (-10)\n set [#3 v] to ((#3) * ((item ((#1) + (2)) of [rectangles v]) * (240)))\n set [#4 v] to ((#4) * ((item ((#1) + (2)) of [rectangles v]) * (240)))\n if <(item ((#1) + (2)) of [rectangles v]) = [1]> then\n fillRect (#4) (#3) ((item ((#1) + (1)) of [rectangles v]) + (-30)) ((item ((#1) + (1)) of [rectangles v]) + (30))\n else\n fillRect (#3) (#4) ((item ((#1) + (1)) of [rectangles v]) + (-30)) ((item ((#1) + (1)) of [rectangles v]) + (30))\n end\n if <((timer) - (item ((#1) + (4)) of [rectangles v])) > [2.5]> then\n repeat (4)\n delete ((#1) + (1)) of [rectangles v]\n end\n else\n change [#1 v] by (4)\n end\nend\n\ndefine Create Rectangle (y) (dir\(-1/1\)) (color)\nadd (y) to [rectangles v]\nadd (dir\(-1/1\)) to [rectangles v]\nadd (color) to [rectangles v]\nadd (timer) to [rectangles v]\n\nwhen I receive [{intro} v]\nforever\n add [0] to [lines v]\n add (timer) to [lines v]\n add [0] to [mountains v]\n add [0] to [mountains v]\n add [0] to [mountains v]\n add (pick random (150) to (300)) to [mountains v]\n add (timer) to [mountains v]\n add [500] to [mountains v]\n add [0] to [mountains v]\n add [0] to [mountains v]\n add [0] to [mountains v]\n add (pick random (150) to (300)) to [mountains v]\n add (timer) to [mountains v]\n add [-500] to [mountains v]\n wait (0.3) seconds\nend\n\nwhen I receive [{intro} v]\nforever\n repeat (5)\n add [0] to [particles v]\n add (pick random (-180) to (180)) to [particles v]\n add (pick random (1) to (5)) to [particles v]\n add (timer) to [particles v]\n add (pick random (-180) to (180)) to [particles v]\n end\n wait (0.04) seconds\nend\n\nwhen I receive [{intro} v]\nrepeat (4)\n Create Rectangle (item (1) of [rec v]) [-1] [1]\n Create Rectangle ((0) - (item (1) of [rec v])) [-1] [1]\n Create Rectangle (item (1) of [rec v]) [1] [1]\n Create Rectangle ((0) - (item (1) of [rec v])) [1] [1]\n wait (0.1) seconds\n replace item (1) of [rec v] with ((item (1) of [rec v]) + (60))\nend\n\nwhen I receive [{intro} v]\nwait (0.4) seconds\nrepeat (4)\n Create Rectangle (item (2) of [rec v]) [-1] [2]\n Create Rectangle ((0) - (item (2) of [rec v])) [-1] [2]\n Create Rectangle (item (2) of [rec v]) [1] [2]\n Create Rectangle ((0) - (item (2) of [rec v])) [1] [2]\n wait (0.1) seconds\n replace item (2) of [rec v] with ((item (2) of [rec v]) + (60))\nend\n\nwhen I receive [{intro} v]\nwait (0.8) seconds\nrepeat (4)\n Create Rectangle (item (3) of [rec v]) [-1] [3]\n Create Rectangle ((0) - (item (3) of [rec v])) [-1] [3]\n Create Rectangle (item (3) of [rec v]) [1] [3]\n Create Rectangle ((0) - (item (3) of [rec v])) [1] [3]\n wait (0.1) seconds\n replace item (3) of [rec v] with ((item (3) of [rec v]) + (60))\nend\n\nwhen I receive [{intro} v]\nwait (1.2) seconds\nrepeat (4)\n Create Rectangle (item (4) of [rec v]) [-1] [1]\n Create Rectangle ((0) - (item (4) of [rec v])) [-1] [1]\n Create Rectangle (item (4) of [rec v]) [1] [1]\n Create Rectangle ((0) - (item (4) of [rec v])) [1] [1]\n wait (0.1) seconds\n replace item (4) of [rec v] with ((item (4) of [rec v]) + (60))\nend\n\ndefine Draw Arcs\nset [#1 v] to [0]\nrepeat ((length of [arcs v]) / (4))\n Calc Points/Set Color (Rec/Arc) (item ((#1) + (3)) of [arcs v]) (item ((#1) + (2)) of [arcs v])\n set pen size to (((item ((#1) + (4)) of [arcs v]) + (50)) / (20))\n set pen (transparency v) to (([10 ^ v] of ((5) * ([log v] of ([abs v] of ([cos v] of ((((timer) - (item ((#1) + (3)) of [arcs v])) / (2.5)) * (180)) ) ) )) ) * (100))\n if <(item ((#1) + (1)) of [arcs v]) = [1]> then\n set [#3 v] to (((#3) * ((item ((#1) + (1)) of [arcs v]) * (-180))) - (180))\n set [#4 v] to (((#4) * ((item ((#1) + (1)) of [arcs v]) * (-180))) - (180))\n else\n set [#3 v] to ((#3) * ((item ((#1) + (1)) of [arcs v]) * (180)))\n set [#4 v] to ((#4) * ((item ((#1) + (1)) of [arcs v]) * (180)))\n end\n if <(#3) > (#4)> then\n set [#2 v] to (#4)\n else\n set [#2 v] to (#3)\n end\n pen up\n repeat ([abs v] of ((#3) - (#4)) )\n go to x: (([sin v] of (#2) ) * (item ((#1) + (4)) of [arcs v])) y: (([cos v] of (#2) ) * (item ((#1) + (4)) of [arcs v]))\n pen down\n go to x: (([sin v] of (#2) ) * ((item ((#1) + (4)) of [arcs v]) + (50))) y: (([cos v] of (#2) ) * ((item ((#1) + (4)) of [arcs v]) + (50)))\n pen up\n change [#2 v] by (1)\n end\n change [#1 v] by (4)\nend\n\ndefine Calc Points/Set Color (Rec/Arc) (start time) (color)\nif <(color) = [1]> then\n set pen color to (#ffffff)\nend\nif <(color) = [2]> then\n set pen color to (#fd3b3b)\nend\nif <(color) = [3]> then\n set pen color to (#b13534)\nend\nset [#4 v] to [0]\nif <(((timer) - (start time)) / (2)) > [1]> then\n set [#3 v] to [1]\nelse\n set [#3 v] to (((timer) - (start time)) / (2))\nend\nif <((((timer) - (start time)) - (0.5)) / (2)) < [0]> then\n set [#4 v] to [0]\nelse\n if <((((timer) - (start time)) - (0.5)) / (2)) > [1]> then\n set [#4 v] to [1]\n else\n set [#4 v] to ((((timer) - (start time)) - (0.5)) / (2))\n end\nend\nif <(((timer) - (start time)) / (2)) > [0.5]> then\n set [#3 v] to ((1) - (([10 ^ v] of ((4) * ([log v] of (((-2) * (#3)) + (2)) )) ) / (2)))\nelse\n set [#3 v] to ((8) * ([10 ^ v] of ((4) * ([log v] of (#3) )) ))\nend\nif <((((timer) - (start time)) - (0.5)) / (2)) > [0.5]> then\n set [#4 v] to ((1) - (([10 ^ v] of ((4) * ([log v] of (((-2) * (#4)) + (2)) )) ) / (2)))\nelse\n set [#4 v] to ((8) * ([10 ^ v] of ((4) * ([log v] of (#4) )) ))\nend\n\nwhen I receive [{intro} v]\nwait (0.8) seconds\nset [arc v] to [0]\nrepeat (2)\n add [-1] to [arcs v]\n add [1] to [arcs v]\n add (timer) to [arcs v]\n add (Arc) to [arcs v]\n add [1] to [arcs v]\n add [1] to [arcs v]\n add (timer) to [arcs v]\n add (Arc) to [arcs v]\n wait (0.1) seconds\n change [arc v] by (50)\n add [-1] to [arcs v]\n add [2] to [arcs v]\n add (timer) to [arcs v]\n add (Arc) to [arcs v]\n add [1] to [arcs v]\n add [2] to [arcs v]\n add (timer) to [arcs v]\n add (Arc) to [arcs v]\n wait (0.1) seconds\n change [arc v] by (50)\n add [-1] to [arcs v]\n add [3] to [arcs v]\n add (timer) to [arcs v]\n add (Arc) to [arcs v]\n add [1] to [arcs v]\n add [3] to [arcs v]\n add (timer) to [arcs v]\n add (Arc) to [arcs v]\n wait (0.1) seconds\n change [arc v] by (50)\nend\n\nwhen I receive [{intro} v]\nwait (1.6) seconds\nrepeat (4)\n Create Rectangle (item (5) of [rec v]) [-1] [2]\n Create Rectangle ((0) - (item (5) of [rec v])) [-1] [2]\n Create Rectangle (item (5) of [rec v]) [1] [2]\n Create Rectangle ((0) - (item (5) of [rec v])) [1] [2]\n wait (0.1) seconds\n replace item (5) of [rec v] with ((item (5) of [rec v]) + (60))\nend\n\nwhen I receive [{intro} v]\nwait (2) seconds\nrepeat (4)\n Create Rectangle (item (6) of [rec v]) [-1] [3]\n Create Rectangle ((0) - (item (6) of [rec v])) [-1] [3]\n Create Rectangle (item (6) of [rec v]) [1] [3]\n Create Rectangle ((0) - (item (6) of [rec v])) [1] [3]\n wait (0.1) seconds\n replace item (6) of [rec v] with ((item (6) of [rec v]) + (60))\nend\n\ndefine Logo\nif <(timer) > [3]> then\n point in direction (90)\n set [#1 v] to ([10 ^ v] of ((2) * ([log v] of ((1) - (((timer) - (3)) / (1.5))) )) )\n go to x: ((#1) * (-300)) y: ((#1) * (-200))\n switch costume to (logo v)\n set size to (((1) - (#1)) * (70)) %\n stamp\n switch costume to (pos v)\n set size to ([10 ^ v] of ([10 ^ v] of (10) ) ) %\nend\n\ndefine Text (type) (size)\nif <(type) = [1]> then\n set [brightness v] effect to (100)\n set [#1 v] to [85]\n repeat (15)\n Go to [0] (((#1) - (100)) * (size))\n set [#2 v] to (costume [number v])\n if <(((#1) * (size)) * (TZ)) > [100]> then\n switch costume to (pos v)\n end\n set size to (((#1) * (size)) * (TZ)) %\n switch costume to (#2)\n stamp\n change [#1 v] by (1)\n end\nend\nif <(type) = [2]> then\n clear graphic effects\n set [brightness v] effect to (item (4) of [text v])\n Go to [0] [0]\n set [#2 v] to (costume [number v])\n if <(((100) * (size)) * (TZ)) > [100]> then\n switch costume to (pos v)\n end\n set size to (((100) * (size)) * (TZ)) %\n switch costume to (#2)\n stamp\nend\n\ndefine Beat (end time)\nset [keyframe 2 v] to (timer)\nrepeat until <(timer) > (end time)>\n set [keyframe v] to (((timer) - (Keyframe 2)) / (1))\n set [keyframe v] to ((1) - ([10 ^ v] of ((2) * ([log v] of ((1) - (Keyframe)) )) ))\n set [tz v] to ((((1) - (Keyframe)) / (4)) + (1))\n set [tx v] to (([sin v] of ((timer) * (500)) ) * (((1) - (TZ)) * (100)))\n set [ty v] to (([cos v] of ((timer) * (500)) ) * (((1) - (TZ)) * (100)))\nend\n\nwhen I receive [{intro} v]\nwait until <(timer) > [4.5]>\nBeat [5.2]\nBeat [5.7]\nBeat [6.2]\nBeat [6.48]\nBeat [7.2]\nBeat [7.8]\nBeat [8.4]\nBeat [8.9]\nBeat [9.2]\nBeat [9.9]\n\nwhen I start as a clone\nswitch costume to (flash v)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to [front v] layer\nrepeat until <(timer) > [5.5]>\n set [ghost v] effect to ((((timer) - (4.5)) / (0.7)) * (100))\nend\ndelete this clone\n\ndefine Text Movement\nif <<(timer) > [4.5]> and <(timer) < [5.2]>> then\n replace item (1) of [text v] with ((([10 ^ v] of (((-10) * (((timer) - (4.5)) / (2))) * ([log v] of (2) )) ) * ([sin v] of (((((((timer) - (4.5)) / (2)) * (10)) - (0.75)) * (360)) / (3)) )) + (1))\n replace item (1) of [text v] with ((item (1) of [text v]) / (1.333333))\nend\nif <<(timer) > [6.2]> and <(timer) < [6.48]>> then\n replace item (1) of [text v] with ((1) - ([10 ^ v] of ((3) * ([log v] of ((1) - (((timer) - (6.2)) / (0.5))) )) ))\n replace item (1) of [text v] with ((0.75) - ((item (1) of [text v]) / (2)))\nend\nif <<(timer) > [6.48]> and <(timer) < [7.8]>> then\n replace item (1) of [text v] with ((([10 ^ v] of (((-10) * (((timer) - (6.48)) / (2))) * ([log v] of (2) )) ) * ([sin v] of (((((((timer) - (6.48)) / (2)) * (10)) - (0.75)) * (360)) / (3)) )) + (1))\n replace item (1) of [text v] with ((item (1) of [text v]) / (1.3333333))\n set [#1 v] to (((timer) - (6.2)) / (2))\n if <(#1) < [0.5]> then\n replace item (2) of [text v] with (((4) * ([10 ^ v] of ((3) * ([log v] of (#1) )) )) * (720))\n else\n replace item (2) of [text v] with (((1) - (([10 ^ v] of ((3) * ([log v] of (((-2) * (#1)) + (2)) )) ) / (2))) * (720))\n end\nend\nif <<(timer) > [7.8]> and <(timer) < [8.48]>> then\n set [#1 v] to (((timer) - (6.2)) / (2))\n if <(#1) < [0.5]> then\n replace item (2) of [text v] with (((4) * ([10 ^ v] of ((3) * ([log v] of (#1) )) )) * (720))\n else\n replace item (2) of [text v] with (((1) - (([10 ^ v] of ((3) * ([log v] of (((-2) * (#1)) + (2)) )) ) / (2))) * (720))\n end\nend\nif <<(timer) > [8.48]> and <(timer) < [9]>> then\n replace item (2) of [text v] with [0]\nend\nif <<(timer) > [7.8]> and <(timer) < [8.55]>> then\n set [#1 v] to (((timer) - (7.8)) / (0.75))\n if <(#1) < [0.5]> then\n replace item (3) of [text v] with (((2) * ([10 ^ v] of ((2) * ([log v] of (#1) )) )) * (360))\n else\n replace item (3) of [text v] with (((1) - (([10 ^ v] of ((2) * ([log v] of (((-2) * (#1)) + (2)) )) ) / (2))) * (360))\n end\nend\nif <<(timer) > [8.55]> and <(timer) < [12]>> then\n replace item (3) of [text v] with [0]\nend\nif <<(timer) > [8.5]> and <(timer) < [9.5]>> then\n set [#1 v] to (((timer) - (8.5)) / (1))\n if <(#1) < [0.5]> then\n replace item (2) of [text v] with (((4) * ([10 ^ v] of ((3) * ([log v] of (#1) )) )) * (360))\n replace item (1) of [text v] with (((1) - ((4) * ([10 ^ v] of ((3) * ([log v] of (#1) )) ))) / (1.6666666))\n replace item (1) of [text v] with ((item (1) of [text v]) + (0.25))\n else\n replace item (2) of [text v] with (((1) - (([10 ^ v] of ((3) * ([log v] of (((-2) * (#1)) + (2)) )) ) / (2))) * (360))\n replace item (1) of [text v] with ((([10 ^ v] of ((3) * ([log v] of (((-2) * (#1)) + (2)) )) ) / (2)) / (1.6666666))\n replace item (1) of [text v] with ((item (1) of [text v]) + (0.25))\n end\nend\nif <<(timer) > [9.9]> and <(timer) < [12]>> then\n replace item (2) of [text v] with [0]\nend\nif <<(timer) > [9.5]> and <(timer) < [9.9]>> then\n set [#1 v] to (((timer) - (9.5)) / (0.4))\n replace item (1) of [text v] with ((0.25) + (([10 ^ v] of ((4) * ([log v] of (#1) )) ) * (30)))\n replace item (4) of [text v] with ((item (1) of [text v]) * (10))\nend\nreplace item (3) of [text v] with [0]\n\ndefine || Create Spline || Thickness: (thickness) || Length: (length) || Ending Type: (et) || Color(1/2/3): (color) || Duration: (duration) || Ease: (ease) || In/Out: (in/out) ||\ndelete all of [spline data v]\nadd (thickness) to [spline data v]\nadd (length) to [spline data v]\nadd (et) to [spline data v]\nadd (color) to [spline data v]\nadd (duration) to [spline data v]\nadd (ease) to [spline data v]\nadd (in/out) to [spline data v]\n\ndefine || Add 3 Points || X1: (x1) || Y1: (y1) || X2: (x2) || Y2: (y2) || X3: (x3) || Y3: (y3) ||\nadd (x1) to [spline data v]\nadd (y1) to [spline data v]\nadd (x2) to [spline data v]\nadd (y2) to [spline data v]\nadd (x3) to [spline data v]\nadd (y3) to [spline data v]\n\ndefine || Implement Spline ||\nset [#1 v] to [1]\nadd (length of [spline data v]) to [splines v]\nadd [0] to [splines v]\nadd (timer) to [splines v]\nrepeat (length of [spline data v])\n add (item (#1) of [spline data v]) to [splines v]\n change [#1 v] by (1)\nend\nchange [spline # v] by (1)\n\ndefine Draw Splines\nset [#1 v] to [0]\nrepeat (Spline #)\n Draw Spline (#1)\n set [#2 v] to (((timer) - (item ((#1) + (3)) of [splines v])) / (item ((#1) + (8)) of [splines v]))\n if <(item ((#1) + (10)) of [splines v]) = [In]> then\n replace item ((#1) + (2)) of [splines v] with ([10 ^ v] of ((item ((#1) + (9)) of [splines v]) * ([log v] of (#2) )) )\n end\n if <(item ((#1) + (10)) of [splines v]) = [Out]> then\n replace item ((#1) + (2)) of [splines v] with ((1) - ([10 ^ v] of ((item ((#1) + (9)) of [splines v]) * ([log v] of ((1) - (#2)) )) ))\n end\n if <(item ((#1) + (10)) of [splines v]) = [In/Out]> then\n if <(#2) < [0.5]> then\n replace item ((#1) + (2)) of [splines v] with (([10 ^ v] of (((item ((#1) + (9)) of [splines v]) - (1)) * ([log v] of (2) )) ) * ([10 ^ v] of ((item ((#1) + (9)) of [splines v]) * ([log v] of (#2) )) ))\n else\n replace item ((#1) + (2)) of [splines v] with ((1) - (([10 ^ v] of ((item ((#1) + (9)) of [splines v]) * ([log v] of (((-2) * (#2)) + (2)) )) ) / (2)))\n end\n end\n if <(item ((#1) + (6)) of [splines v]) = [1]> then\n replace item ((#1) + (2)) of [splines v] with (((item ((#1) + (2)) of [splines v]) * ((item ((#1) + (5)) of [splines v]) / ((100) / (3)))) * (((item ((#1) + (1)) of [splines v]) - (7)) / (((2) / (3)) * (10))))\n end\n if <(item ((#1) + (6)) of [splines v]) = [2]> then\n replace item ((#1) + (2)) of [splines v] with ((item ((#1) + (2)) of [splines v]) * (((item ((#1) + (1)) of [splines v]) - (7)) / (((2) / (3)) * (6))))\n end\n if <(((timer) - (item ((#1) + (3)) of [splines v])) / (item ((#1) + (8)) of [splines v])) > [0.99]> then\n repeat ((item ((#1) + (1)) of [splines v]) + (3))\n delete ((#1) + (1)) of [splines v]\n end\n change [spline # v] by (-1)\n else\n change [#1 v] by ((item ((#1) + (1)) of [splines v]) + (3))\n end\nend\nset [#1 v] to [0]\nset pen size to (20)\nset pen color to (#bfb669)\npen up\nrepeat ((length of [2-point splines v]) / (15))\n if <(item ((#1) + (11)) of [2-point splines v]) = [1]> then\n set pen color to (#ffffff)\n end\n if <(item ((#1) + (11)) of [2-point splines v]) = [2]> then\n set pen color to (#fd3b3b)\n end\n if <(item ((#1) + (11)) of [2-point splines v]) = [3]> then\n set pen color to (#b13534)\n end\n Set Pen Size to (item ((#1) + (10)) of [2-point splines v])\n set [#5 v] to [0]\n repeat (item ((#1) + (9)) of [2-point splines v])\n set [#2 v] to (((timer) - (item ((#1) + (15)) of [2-point splines v])) / ((item ((#1) + (14)) of [2-point splines v]) - (#5)))\n if <<(#2) > [0]> and <(#2) < [1]>> then\n if <(item ((#1) + (13)) of [2-point splines v]) = [In]> then\n set [#2 v] to ([10 ^ v] of ((item ((#1) + (12)) of [2-point splines v]) * ([log v] of (#2) )) )\n end\n if <(item ((#1) + (13)) of [2-point splines v]) = [Out]> then\n set [#2 v] to ((1) - ([10 ^ v] of ((item ((#1) + (12)) of [2-point splines v]) * ([log v] of ((1) - (#2)) )) ))\n end\n if <(item ((#1) + (13)) of [2-point splines v]) = [In/Out]> then\n if <(#2) < [0.5]> then\n set [#2 v] to (([10 ^ v] of (((item ((#1) + (12)) of [2-point splines v]) - (1)) * ([log v] of (2) )) ) * ([10 ^ v] of ((item ((#1) + (12)) of [2-point splines v]) * ([log v] of (#2) )) ))\n else\n set [#2 v] to ((1) - (([10 ^ v] of ((item ((#1) + (12)) of [2-point splines v]) * ([log v] of (((-2) * (#2)) + (2)) )) ) / (2)))\n end\n end\n set [#3 v] to ((item ((#1) + (1)) of [2-point splines v]) + ((#2) * ((item ((#1) + (3)) of [2-point splines v]) - (item ((#1) + (1)) of [2-point splines v]))))\n set [#4 v] to ((item ((#1) + (2)) of [2-point splines v]) + ((#2) * ((item ((#1) + (4)) of [2-point splines v]) - (item ((#1) + (2)) of [2-point splines v]))))\n change [#3 v] by (([sin v] of ((#2) * (item ((#1) + (5)) of [2-point splines v])) ) * (item ((#1) + (6)) of [2-point splines v]))\n change [#4 v] by (([cos v] of ((#2) * (item ((#1) + (7)) of [2-point splines v])) ) * (item ((#1) + (8)) of [2-point splines v]))\n Go to (#3) (#4)\n pen down\n end\n change [#5 v] by (-0.04)\n end\n pen up\n if <(#2) > [1]> then\n repeat (15)\n delete ((#1) + (1)) of [2-point splines v]\n end\n else\n change [#1 v] by (15)\n end\nend\n\ndefine Draw Spline (#)\nset [#2 v] to (item ((#) + (2)) of [splines v])\nif <(item ((#) + (7)) of [splines v]) = [1]> then\n set pen color to (#ffffff)\nend\nif <(item ((#) + (7)) of [splines v]) = [2]> then\n set pen color to (#ff3b3b)\nend\nif <(item ((#) + (7)) of [splines v]) = [3]> then\n set pen color to (#ff5858)\nend\nif <(item ((#1) + (6)) of [splines v]) = [1]> then\n Set Pen Size to (item ((#) + (4)) of [splines v])\nend\nif <(item ((#1) + (6)) of [splines v]) = [2]> then\n Set Pen Size to ((item ((#) + (4)) of [splines v]) - (([10 ^ v] of ((5) * ([log v] of (((timer) - (item ((#1) + (3)) of [splines v])) / (item ((#1) + (8)) of [splines v])) )) ) * (item ((#) + (5)) of [splines v])))\nend\npen up\nrepeat ((item ((#) + (5)) of [splines v]) * (2))\n if <(#2) < [0]> then\n pen up\n stop [this script v]\n end\n if <not <(#2) > ((((item ((#) + (1)) of [splines v]) - (7)) / (6)) - (0.001))>> then\n delete all of [temp v]\n add ((round ((#2) - (0.4999999))) * (6)) to [temp v]\n add (item (((#) + (11)) + (item (1) of [temp v])) of [splines v]) to [temp v]\n add (item (((#) + (12)) + (item (1) of [temp v])) of [splines v]) to [temp v]\n add (item (((#) + (13)) + (item (1) of [temp v])) of [splines v]) to [temp v]\n add (item (((#) + (14)) + (item (1) of [temp v])) of [splines v]) to [temp v]\n add (item (((#) + (15)) + (item (1) of [temp v])) of [splines v]) to [temp v]\n add (item (((#) + (16)) + (item (1) of [temp v])) of [splines v]) to [temp v]\n delete (1) of [temp v]\n add ((#2) - (round ((#2) - (0.4999999)))) to [temp v]\n set [#3 v] to (((1) - (item (7) of [temp v])) * ((((1) - (item (7) of [temp v])) * (item (1) of [temp v])) + ((item (7) of [temp v]) * (item (3) of [temp v]))))\n set [#3 v] to ((#3) + ((item (7) of [temp v]) * ((((1) - (item (7) of [temp v])) * (item (3) of [temp v])) + ((item (7) of [temp v]) * (item (5) of [temp v])))))\n set [#4 v] to (((1) - (item (7) of [temp v])) * ((((1) - (item (7) of [temp v])) * (item (2) of [temp v])) + ((item (7) of [temp v]) * (item (4) of [temp v]))))\n set [#4 v] to ((#4) + ((item (7) of [temp v]) * ((((1) - (item (7) of [temp v])) * (item (4) of [temp v])) + ((item (7) of [temp v]) * (item (6) of [temp v])))))\n Go to (#3) (#4)\n pen down\n end\n change [#2 v] by (-0.01)\nend\npen up\n\ndefine Create Cool Spline (x) (y) (color) (type)\nset [#2 v] to [0]\nset [#3 v] to [20]\n|| Create Spline || Thickness: [10] || Length: [50] || Ending Type: [2] || Color(1/2/3): (color) || Duration: [2] || Ease: [1] || In/Out: [Out] ||\nrepeat (10)\n || Add 3 Points || X1: ((x) + (([sin v] of (#2) ) * ((#3) - (5)))) || Y1: ((y) + (([cos v] of (#2) ) * ((#3) - (5)))) || X2: ((x) + (([sin v] of ((#2) + (45)) ) * ((#3) * (1.3)))) || Y2: ((y) + (([cos v] of ((#2) + (45)) ) * ((#3) * (1.3)))) || X3: ((x) + (([sin v] of ((#2) + (90)) ) * (#3))) || Y3: ((y) + (([cos v] of ((#2) + (90)) ) * (#3))) ||\n change [#2 v] by (90)\n change [#3 v] by (5)\nend\n|| Implement Spline ||\n\nwhen I receive [{intro} v]\nwait until <(timer) > [7.2]>\nCreate Cool Spline [-100] [100] [1] [1]\nwait (0.1) seconds\nCreate Cool Spline [50] [-100] [2] [1]\nwait (0.1) seconds\nCreate Cool Spline [-200] [50] [1] [1]\nwait (0.1) seconds\nCreate Cool Spline [150] [0] [2] [1]\nwait (0.1) seconds\nCreate Cool Spline [0] [0] [1] [1]\nwait (0.1) seconds\n\ndefine || Create 2-Point Spline || X1: (x1) || Y1: (y1) || X2: (x2) || Y2: (y2) || XF: (xf) || XA: (xa) || YF: (yf) || YA: (ya) || Length: (l) || Thickness: (t) || Color: (c) || Ease: (ease) || In/Out: (in/out) || Duration: (d) ||\nadd (x1) to [2-point splines v]\nadd (y1) to [2-point splines v]\nadd (x2) to [2-point splines v]\nadd (y2) to [2-point splines v]\nadd (xf) to [2-point splines v]\nadd (xa) to [2-point splines v]\nadd (yf) to [2-point splines v]\nadd (ya) to [2-point splines v]\nadd (l) to [2-point splines v]\nadd (t) to [2-point splines v]\nadd (c) to [2-point splines v]\nadd (ease) to [2-point splines v]\nadd (in/out) to [2-point splines v]\nadd (d) to [2-point splines v]\nadd (timer) to [2-point splines v]\n\nwhen I receive [{intro} v]\nwait until <(timer) > [6.48]>\nset [arc v] to [150]\nrepeat (7)\n || Create 2-Point Spline || X1: [-300] || Y1: (Arc) || X2: [300] || Y2: (Arc) || XF: [0] || XA: [0] || YF: [1000] || YA: [20] || Length: [25] || Thickness: [20] || Color: [1] || Ease: [3] || In/Out: [In/Out] || Duration: [2] ||\n change [arc v] by (-50)\n wait (0.1) seconds\nend\n\ndefine Shock\nif <<(timer) > [7.2]> and <(timer) < [8.7]>> then\n point in direction (90)\n set [#1 v] to ((1) - ([10 ^ v] of ((2) * ([log v] of ((1) - (((timer) - (7.2)) / (1.5))) )) ))\n Go to [0] [0]\n switch costume to (shock v)\n set size to (((#1) * (200)) * (TZ)) %\n set [#1 v] to (((timer) - (7.2)) / (1.5))\n set [fisheye v] effect to ((((#1) * (50)) * ((#1) * (50))) * (((#1) * (8)) * (1)))\n set [ghost v] effect to (([10 ^ v] of ((5) * ([log v] of (#1) )) ) * (100))\n stamp\n switch costume to (pos v)\n set size to ([10 ^ v] of ([10 ^ v] of (10) ) ) %\n clear graphic effects\nend\n\ndefine || Create Line Explosion || Size: (size) || Radius: (radius) || Pen Size: (ps) ||\nadd (size) to [line explosions v]\nadd (radius) to [line explosions v]\nadd (timer) to [line explosions v]\nadd (ps) to [line explosions v]\n\nwhen I receive [{intro} v]\nwait until <(timer) > [8.9]>\n|| Create Spline || Thickness: [15] || Length: [50] || Ending Type: [2] || Color(1/2/3): [1] || Duration: [1] || Ease: [3] || In/Out: [In/Out] ||\n|| Add 3 Points || X1: [-175] || Y1: [200] || X2: [-175] || Y2: [75] || X3: [0] || Y3: [75] ||\n|| Add 3 Points || X1: [0] || Y1: [75] || X2: [175] || Y2: [75] || X3: [175] || Y3: [200] ||\n|| Implement Spline ||\n|| Create Spline || Thickness: [15] || Length: [50] || Ending Type: [2] || Color(1/2/3): [2] || Duration: [1] || Ease: [3] || In/Out: [In/Out] ||\n|| Add 3 Points || X1: [-200] || Y1: [200] || X2: [-200] || Y2: [50] || X3: [0] || Y3: [50] ||\n|| Add 3 Points || X1: [0] || Y1: [50] || X2: [200] || Y2: [50] || X3: [200] || Y3: [200] ||\n|| Implement Spline ||\n|| Create Spline || Thickness: [15] || Length: [50] || Ending Type: [2] || Color(1/2/3): [1] || Duration: [1] || Ease: [3] || In/Out: [In/Out] ||\n|| Add 3 Points || X1: [-225] || Y1: [200] || X2: [-225] || Y2: [25] || X3: [0] || Y3: [25] ||\n|| Add 3 Points || X1: [0] || Y1: [25] || X2: [225] || Y2: [25] || X3: [225] || Y3: [200] ||\n|| Implement Spline ||\n|| Create Spline || Thickness: [15] || Length: [50] || Ending Type: [2] || Color(1/2/3): [1] || Duration: [1] || Ease: [3] || In/Out: [In/Out] ||\n|| Add 3 Points || X1: [175] || Y1: [-200] || X2: [175] || Y2: [-75] || X3: [0] || Y3: [-75] ||\n|| Add 3 Points || X1: [0] || Y1: [-75] || X2: [-175] || Y2: [-75] || X3: [-175] || Y3: [-200] ||\n|| Implement Spline ||\n|| Create Spline || Thickness: [15] || Length: [50] || Ending Type: [2] || Color(1/2/3): [2] || Duration: [1] || Ease: [3] || In/Out: [In/Out] ||\n|| Add 3 Points || X1: [200] || Y1: [-200] || X2: [200] || Y2: [-50] || X3: [0] || Y3: [-50] ||\n|| Add 3 Points || X1: [0] || Y1: [-50] || X2: [-200] || Y2: [-50] || X3: [-200] || Y3: [-200] ||\n|| Implement Spline ||\n|| Create Spline || Thickness: [15] || Length: [50] || Ending Type: [2] || Color(1/2/3): [1] || Duration: [1] || Ease: [3] || In/Out: [In/Out] ||\n|| Add 3 Points || X1: [225] || Y1: [-200] || X2: [225] || Y2: [-25] || X3: [0] || Y3: [-25] ||\n|| Add 3 Points || X1: [0] || Y1: [-25] || X2: [-225] || Y2: [-25] || X3: [-225] || Y3: [-200] ||\n|| Implement Spline ||\n\ndefine Draw Line Explosions\nset [#1 v] to [0]\nrepeat ((length of [line explosions v]) / (4))\n set [#2 v] to ((1) - ([10 ^ v] of ((3) * ([log v] of ((1) - (((timer) - (item ((#1) + (3)) of [line explosions v])) / (2))) )) ))\n Set Pen Size to (((1) - (#2)) * (item ((#1) + (4)) of [line explosions v]))\n pen up\n repeat (8)\n set pen color to (#ff3939)\n set pen (transparency v) to (([10 ^ v] of ((3) * ([log v] of (((timer) - (item ((#1) + (3)) of [line explosions v])) / (2)) )) ) * (100))\n set [#3 v] to (([sin v] of (#5) ) * (item ((#1) + (1)) of [line explosions v]))\n set [#4 v] to (([cos v] of (#5) ) * (item ((#1) + (1)) of [line explosions v]))\n set [#3 v] to ((#3) * (#2))\n set [#4 v] to ((#4) * (#2))\n Go to (#3) (#4)\n pen down\n set [#3 v] to (([sin v] of (#5) ) * ((item ((#1) + (1)) of [line explosions v]) + (item ((#1) + (2)) of [line explosions v])))\n set [#4 v] to (([cos v] of (#5) ) * ((item ((#1) + (1)) of [line explosions v]) + (item ((#1) + (2)) of [line explosions v])))\n set [#3 v] to ((#3) * (#2))\n set [#4 v] to ((#4) * (#2))\n Go to (#3) (#4)\n pen up\n change [#5 v] by (22.5)\n set pen color to (#ffffff)\n set pen (transparency v) to (([10 ^ v] of ((3) * ([log v] of (((timer) - (item ((#1) + (3)) of [line explosions v])) / (2)) )) ) * (100))\n set [#3 v] to (([sin v] of (#5) ) * (item ((#1) + (1)) of [line explosions v]))\n set [#4 v] to (([cos v] of (#5) ) * (item ((#1) + (1)) of [line explosions v]))\n set [#3 v] to ((#3) * (#2))\n set [#4 v] to ((#4) * (#2))\n Go to (#3) (#4)\n pen down\n set [#3 v] to (([sin v] of (#5) ) * ((item ((#1) + (1)) of [line explosions v]) + (item ((#1) + (2)) of [line explosions v])))\n set [#4 v] to (([cos v] of (#5) ) * ((item ((#1) + (1)) of [line explosions v]) + (item ((#1) + (2)) of [line explosions v])))\n set [#3 v] to ((#3) * (#2))\n set [#4 v] to ((#4) * (#2))\n Go to (#3) (#4)\n pen up\n change [#5 v] by (22.5)\n end\n if <(((timer) - (item ((#1) + (3)) of [line explosions v])) / (2)) > [1]> then\n repeat (4)\n delete ((#1) + (1)) of [line explosions v]\n end\n else\n change [#1 v] by (4)\n end\nend\n\nwhen I receive [{intro} v]\nwait until <(timer) > [4.5]>\n|| Create Line Explosion || Size: [300] || Radius: [100] || Pen Size: [20] ||\n|| Create Line Explosion || Size: [50] || Radius: [100] || Pen Size: [20] ||\nwait until <(timer) > [5.7]>\n|| Create Line Explosion || Size: [100] || Radius: [50] || Pen Size: [20] ||\n|| Create 2-Point Spline || X1: [-300] || Y1: [150] || X2: [300] || Y2: [150] || XF: [750] || XA: [50] || YF: [750] || YA: [50] || Length: [25] || Thickness: [20] || Color: [1] || Ease: [3] || In/Out: [In/Out] || Duration: [2] ||\n|| Create 2-Point Spline || X1: [-300] || Y1: [100] || X2: [300] || Y2: [100] || XF: [750] || XA: [50] || YF: [750] || YA: [50] || Length: [25] || Thickness: [20] || Color: [2] || Ease: [3] || In/Out: [In/Out] || Duration: [2] ||\n|| Create 2-Point Spline || X1: [300] || Y1: [-150] || X2: [-300] || Y2: [-150] || XF: [750] || XA: [-50] || YF: [750] || YA: [-50] || Length: [25] || Thickness: [20] || Color: [1] || Ease: [3] || In/Out: [In/Out] || Duration: [2] ||\n|| Create 2-Point Spline || X1: [300] || Y1: [-100] || X2: [-300] || Y2: [-100] || XF: [750] || XA: [-50] || YF: [750] || YA: [-50] || Length: [25] || Thickness: [20] || Color: [2] || Ease: [3] || In/Out: [In/Out] || Duration: [2] ||\nwait until <(timer) > [6.48]>\n|| Create Line Explosion || Size: [100] || Radius: [50] || Pen Size: [20] ||\n\nwhen I receive [start intro v]\nSetup\nstart sound [Koven x ROY - About Me v]\nset [tz v] to [1]\nwait until <(timer) > [1.5]>\nbroadcast ({Intro} v)\nrepeat until <(timer) > [4.5]>\n erase all\n Draw Rectangles\n Draw Arcs\n Logo\nend\ncreate clone of (_myself_ v)\nrepeat until <(timer) > [9.9]>\n Draw BG\n Shock\n Draw Line Explosions\n Draw Text (item (1) of [text v]) (item (2) of [text v]) (item (3) of [text v])\n Text Movement\n Draw Splines\nend\nrepeat until <(timer) > [10.9]>\n erase all\n go to x: (0) y: (0)\n set pen color to (#f7f7f7)\n set pen (transparency v) to (((timer) - (9.9)) * (100))\n set pen size to (2000)\n pen down\n pen up\nend\nstop [other scripts in sprite v]\nerase all\n\ndefine Load Frames\nswitch costume to (pos v)\nset size to (100) %\nrepeat (53)\n next costume\n stamp\nend\nerase all\n\nLoad Frames\n\nwhen I receive [アウトロ スタート v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nset [時間 v] to [0]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nforever\n reset timer\nend\n\nwhen I receive [アウトロ スタート v]\n\nwhen I receive [スタート v]\n\nwhen I receive [🛑 v]\nbroadcast (アウトロ スタート v)\n\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@OUTRO by HAYAAKI\n\nwhen I receive [アウトロ スタート v]\nhide variable [☁ タイム v]\nhide variable [時間 v]\nstop all sounds\nhide variable [☁ クリア者 v]\nchange [☁ クリア者 v] by (1)\nhide variable [メッセージ v]\nset [表示する? v] to [N]\nbroadcast (止める v)\nwait (0.3) seconds\nreset timer\nhide\nstart sound [PIKASONIC - New Start2 v]\nset [id v] to [ber]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [no. v] to [21]\nrepeat (20)\n set [id v] to [text]\n change [no. v] by (-1)\n create clone of (_myself_ v)\nend\nset [id v] to [Li]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [no. v] to [7]\nrepeat (6)\n set [id v] to [mark]\n change [no. v] by (-1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\nwait [3.5]\nset [y v] to [-20]\nrepeat until <[-0.5] < (Y)>\n change [y v] by (((-1) * (Y)) / (7))\nend\nwait [4]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [I]\ncreate clone of (_myself_ v)\nwait [5]\nset [id v] to [WT]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(ID) = [text]> then\n set [保存する v] to (No.)\n go to [front v] layer\n switch costume to (join [文字] (保存する))\n set size to (65) %\n show\n point in direction (90)\n go to x: (-210) y: (0)\n change x by (((保存する) * (20)) + (7))\n repeat until <(y position) < [-180]>\n change y by (((y position) - (50)) / (7))\n end\n set y to (180)\n set size to (70) %\n repeat until <(y position) < [16]>\n change y by ((-1) * (((y position) - (15)) / (7)))\n end\n wait [3.5]\n repeat until <[-0.5] < (Y)>\n change y by ((-1) * (Y))\n end\n wait [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ber]> then\n show\n switch costume to (back v)\n go to [front v] layer\n go to x: (480) y: (0)\n point in direction (90)\n set size to (130) %\n start sound [slice v]\n repeat until <[1] > (x position)>\n change x by ((-1) * ((x position) / (10)))\n end\nend\n\ndefine wait ()\nwait until <() < (timer)>\n\nwhen I start as a clone\nif <(ID) = [Li]> then\n show\n switch costume to (size hack v)\n go to x: (900) y: (0)\n switch costume to (line v)\n go to [front v] layer\n point in direction (90)\n set size to (150) %\n repeat until <[7] > (x position)>\n change x by ((-1) * ((x position) / (15)))\n end\n wait [3.5]\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [mark]> then\n set [保存する v] to (No.)\n go to [front v] layer\n switch costume to (join [マーク] (保存する))\n set size to (80) %\n show\n point in direction (90)\n go to x: (-240) y: (-30)\n change x by (((保存する) * (60)) + (25))\n wait [3.5]\n repeat until <[-0.5] < (Y)>\n change y by (Y)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n repeat (2)\n wait (0) seconds\n end\n go to x: (120) y: (0)\n switch costume to (あなたの作品 v)\n go to [front v] layer\n point in direction (90)\n set size to (30) %\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n wait (0) seconds\n go to x: (-120) y: (0)\n switch costume to (あなたの作品2 v)\n go to [front v] layer\n point in direction (90)\n set size to (30) %\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [I]> then\n go to x: (0) y: (0)\n switch costume to (あなたのアイコン v)\n go to [front v] layer\n point in direction (90)\n set size to (30) %\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [WT]> then\n set size to (83) %\n show\n go to [front v] layer\n switch costume to (text en v)\n forever\n go to x: (4) y: (133)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (text en v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\nrepeat (5)\n wait (0.2) seconds\nend\n\nset [記録 v] to (y position)\n\ngo to [front v] layer\npoint in direction (90)\n\nset [ghost v] effect to (100)\nshow\n\nclear graphic effects\n\nbroadcast (アウトロ スタート v)\n\n@🛑ブロック\n\nwhen flag clicked\nforever\n set [lasttime v] to (timer)\nend\n\nwhen [timer v] > ((LastTime) + (0.1))\nbroadcast (🛑 v)\nforever\n set [lasttime v] to (timer)\nend\n\nwhen I receive [🛑 v]\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 else\n hide\n switch costume to (no turbo mode v)\n end\nend\n\n
Warp platformer ワーププラットフォーマー‼︎‼︎
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nwait (4) seconds\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [ゲームスタート v]\nwait (1.5) seconds\nswitch backdrop to (背景3 v)\n\n@ユーザー\n\nwhen I start as a clone\nswitch costume to (プラットフォーマー2 v)\nrepeat (6)\n change size by (-3)\n change [ghost v] effect by (-7)\nend\ndelete this clone\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\nwhen I receive [次のステージ v]\nwait (0.8) seconds\nstart sound [次 v]\n\ndefine リスポーン\npoint in direction (90)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-208) y: (-44)\nshow\n\nwhen I receive [ゲームスタート v]\n初期位置\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1.7)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.8))\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 (X)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (space v) pressed?>>>> then\n start sound [ジャンプ v]\n if <(X) > [0]> then\n set [x v] to [-11]\n else\n set [x v] to [11]\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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or >>> then\n if <touching (地面 v)?> then\n set [y v] to [14]\n broadcast (ジャンプ 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 <<touching (針 v)?> or > then\n repeat (8)\n change [ghost v] effect by (8)\n end\n hide\n リスポーン\n end\n if <(x position) > [234]> then\n if <(ステージ) = [11]> then\n end\n if <touching (ジャンプ v)?> then\n set [y v] to [22]\n end\n if <touching (ball v)?> then\n glide (0) secs to (ball2 v)\n end\nend\n\nwhen I receive [ゲームスタート v]\nwait (3.5) seconds\nwait (1) seconds\ngo to [front v] layer\nshow\nwait (2) seconds\ngo to [front v] layer\n\ndefine 初期位置\npoint in direction (90)\nclear graphic effects\nswitch costume to (プラットフォーマー v)\nset size to (80) %\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-205) y: (-51)\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nswitch costume to (黒 v)\nforever\n switch costume to (コス2)\nend\n\nwhen I receive [ゲームスタート v]\nwait (4) seconds\nforever\n if <<touching (針 v)?> or > then\n play sound [死ぬ v] until done\n end\nend\n\nwhen I receive [スタート v]\nset volume to (10) %\nrepeat (9)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [スタート v]\nstart sound [Radiant v]\n\nwhen I receive [ご v]\nstop all sounds\n\nwhen I receive [ご v]\nplay sound [Starship v] until done\n\n@イントロ\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 broadcast (スタート v)\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@スタート\n\ndefine 初期設定\nhide\nset size to (60) %\ngo to x: (-5) y: (-43)\n\nwhen flag clicked\n初期設定\n\nwhen I receive [スタート v]\nshow\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\n\nwhen I receive [コスチューム v]\nhide\n\nwhen this sprite clicked\nbroadcast (ゲームスタート v)\nset size to (60) %\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\nhide\n\nwhen I receive [ホーム v]\nset size to (60) %\nshow\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\n\nwhen this sprite clicked\nplay sound [Collect v] until done\nbroadcast (ご v)\n\n@コスチューム\n\ndefine 初期設定\nhide\nset size to (60) %\ngo to x: (-5) y: (-135)\nswitch costume to (コスチューム v)\nset [コス v] to [1]\n\nwhen flag clicked\n初期設定\n\nwhen I receive [スタート v]\nshow\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\n\nwhen this sprite clicked\nif <(コス) = [0]> then\n broadcast (ホーム v)\n switch costume to (コスチューム v)\n set [コス v] to [1]\n set size to (60) %\n repeat (4)\n change size by (10)\n end\n set size to (100) %\nelse\n broadcast (コスチューム v)\n switch costume to (決定 v)\n set [コス v] to [0]\n set size to (60) %\n repeat (4)\n change size by (10)\n end\n set size to (100) %\nend\n\nwhen I receive [コスチューム v]\nswitch backdrop to (blue sky 2 2 v)\n\nwhen I receive [ホーム v]\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [ゲームスタート v]\nset size to (60) %\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\nhide\n\nwhen this sprite clicked\nif <(コス) = [0]> then\n start sound [Finger Snap v]\nelse\n start sound [Coin v]\nend\n\n@スプライト\n\nwhen I receive [コスチューム v]\nshow\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-2) y: (22)\nset [コス2 v] to [1]\nswitch costume to (ball-a v)\n\nwhen I receive [ホーム v]\nhide\nset size to (60) %\n\nwhen I receive [コス2 v]\nnext costume\nset size to (60) %\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\n\n@次\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-169) y: (-1)\n\nwhen I receive [コスチューム v]\nshow\nswitch costume to (arrow1-a v)\nrepeat (4)\n change size by (10)\nend\nset size to (80) %\n\nwhen I receive [ホーム v]\nhide\nset size to (40) %\n\nwhen this sprite clicked\nchange [コス2 v] by (1)\nset size to (80) %\nchange size by (10)\nbroadcast (コス2 v)\nwait (0.1) seconds\nchange size by (-10)\n\nwhen this sprite clicked\nstart sound [ポップ v]\n\n@地面\n\nwhen flag clicked\nswitch costume to (地面1 v)\ngo to x: (-9) y: (0)\nhide\n\nwhen I receive [ゲームスタート v]\nwait (3.3) seconds\nshow\nwait (0.5) seconds\ngo to [front v] layer\nforever\n go to x: (-9) y: (0)\nend\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nnext costume\n\n@針\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nwait (1) seconds\npoint in direction (90)\nnext costume\n\nwhen I receive [ゲームスタート v]\nwait (2.3) seconds\nshow\nswitch costume to (針1 v)\ngo to [front v] layer\nforever\n go to x: (-11) y: (-90)\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームスタート v]\nwait (3.3) seconds\nswitch costume to (ball-a v)\ngo to x: (231) y: (165)\nshow\nset size to (230) %\nwait (0.7) seconds\ngo to [front v] layer\nforever\n repeat (18)\n change size by (-2)\n end\n repeat (18)\n change size by (2)\n end\nend\n\n@雲\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nforever\n if <(ステージ) = [1]> then\n hide\n else\n show\n end\n move (-3) steps\n if <(x position) = [-304]> then\n delete this clone\n end\nend\n\nwhen I receive [ゲームスタート v]\nwait (2) seconds\ngo to [front v] layer\nclear graphic effects\ngo to x: (164) y: (106)\nforever\n glide (pick random (0.1) to (0.8)) secs to x: (155) y: (150)\n glide (pick random (0.1) to (0.8)) secs to x: (155) y: (17)\nend\n\nwhen I receive [ゲームスタート v]\nwait (2) seconds\nforever\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\nend\n\n@Next1\n\nwhen I receive [次のステージ v]\nswitch costume to (3 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change x by (135)\n wait (0.1) seconds\nend\ngo to x: (-8) y: (376)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [次 v] to [0]\nrepeat (28)\n change y by (1)\n change [次 v] by (-1)\n change y by (次)\nend\nset [次 v] to [0]\nrepeat (28)\n change y by (-1)\n change [次 v] by (1)\n change y by (次)\nend\n\nwhen I start as a clone\nwait (1.1) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nhide\nswitch costume to (3 v)\nset [次 v] to [0]\ngo to x: (-8) y: (376)\n\n@next2\n\nwhen flag clicked\nset size to (30) %\nset [ghost v] effect to (120)\nhide\n\nwhen I receive [次のステージ v]\nwait (0.8) seconds\ngo to [front v] layer\nshow\nrepeat (12)\n change size by (6)\nend\nrepeat (12)\n change size by (-6)\nend\n\nwhen I receive [次のステージ v]\nwait (0.8) seconds\nrepeat (12)\n change [ghost v] effect by (-6)\nend\nrepeat (12)\n change [ghost v] effect by (6)\nend\nhide\n\n@幕\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [幕 v] to [0]\nswitch costume to (ball-a v)\n\nwhen I receive [ゲームスタート v]\ngo to x: (-2) y: (362)\ngo to [front v] layer\nshow\nset [幕 v] to [0]\nrepeat (28)\n change y by (1)\n change [幕 v] by (-1)\n change y by (幕)\nend\nset [幕 v] to [0]\nwait (2) seconds\nswitch costume to (ball-a2 v)\nrepeat (28)\n change y by (-1)\n change [幕 v] by (1)\n change y by (幕)\nend\nhide\n\n@Ball\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームスタート v]\nwait (3) seconds\nshow\nforever\n if <(ステージ) = [1]> then\n go to x: (-80) y: (114)\n end\n if <(ステージ) = [2]> then\n go to x: (-80) y: (114)\n end\n if <(ステージ) = [3]> then\n go to x: (-90) y: (-41)\n end\n if <(ステージ) = [4]> then\n go to x: (-90) y: (-41)\n end\n if <(ステージ) = [5]> then\n go to x: (65) y: (1)\n end\n if <(ステージ) = [6]> then\n go to x: (-35) y: (-33)\n end\n if <(ステージ) = [7]> then\n go to x: (18) y: (-35)\n end\n if <(ステージ) = [8]> then\n go to x: (-114) y: (94)\n end\n if <(ステージ) = [9]> then\n go to x: (170) y: (171)\n end\n if <(ステージ) = [10]> then\n go to x: (51) y: (157)\n end\n if <(ステージ) = [11]> then\n go to x: (-111) y: (20)\n end\nend\n\n@Ball2\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームスタート v]\nwait (3) seconds\nshow\nforever\n if <(ステージ) = [1]> then\n go to x: (75) y: (107)\n end\n if <(ステージ) = [2]> then\n go to x: (75) y: (107)\n end\n if <(ステージ) = [3]> then\n go to x: (75) y: (107)\n end\n if <(ステージ) = [4]> then\n go to x: (151) y: (-29)\n end\n if <(ステージ) = [5]> then\n go to x: (18) y: (-98)\n end\n if <(ステージ) = [6]> then\n go to x: (79) y: (111)\n end\n if <(ステージ) = [7]> then\n go to x: (170) y: (-34)\n end\n if <(ステージ) = [8]> then\n go to x: (97) y: (97)\n end\n if <(ステージ) = [9]> then\n go to x: (-207) y: (62)\n end\n if <(ステージ) = [10]> then\n go to x: (132) y: (73)\n end\n if <(ステージ) = [11]> then\n go to x: (51) y: (-49)\n end\nend\n\n@最後\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [❤️&⭐️あとfollowよろしく。 v] to [0]\nhide\nforever\n if <(ステージ) = [10]> then\n show\n repeat (5)\n change y by (1)\n change [❤️&⭐️あとfollowよろしく。 v] by (-1)\n change y by (❤️&⭐️あとFollowよろしく。)\n end\n set [❤️&⭐️あとfollowよろしく。 v] to [0]\n repeat (5)\n change y by (-1)\n change [❤️&⭐️あとfollowよろしく。 v] by (1)\n change y by (❤️&⭐️あとFollowよろしく。)\n end\n set [❤️&⭐️あとfollowよろしく。 v] to [0]\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\npoint in direction (90)\nforever\n if <(ステージ) = [10]> then\n show\n repeat (8)\n turn right (1) degrees\n end\n repeat (8)\n turn left (1) degrees\n end\n else\n hide\n end\nend\n\n
(日本語は下です。)\n(English)\nHello.\nThis time, the warp platformer.\nI made it.\nYou can warp, so you can avoid needles and magma.\nHow to operate\n・PC \nW・Jump with the up arrow keys\nA. Move to the left with the left arrow key.\nD. Move to the right with the right arrow keys\nIf you jump on the wall, you can kick the wall.\n・Smartphone\nLet's tap the one you want to move.\nIf you hit a needle or magma, you will die, so be careful!\nThis time, I made it all by myself except for the intro.\nUse it as a material.\nI did my best, so please press ❤️&⭐️ and Follow. Remixes are also welcome.\nA work I made before\n・Platformer that 〇 gets bigger\nhttps://scratch.mit.edu/projects/734210876\n・...Long!! Platformer...\nhttps://scratch.mit.edu/projects/728342053\n・Platformer for beginners\nhttps://scratch.mit.edu/projects/722522418\n・Midnight platformer\nhttps://scratch.mit.edu/projects/727806867\n・Sea and land platformers\nhttps://scratch.mit.edu/projects/722168596\n(日本語)\nこんにちは。\n今回はワープするプラットフォーマー\nを作ってみました。\n操作方法\n・パソコン\nW・上矢印キーでジャンプ\n A・左矢印キーで左に移動\n D・右矢印キーで右に移動\n壁についた状態でジャンプしたら壁キックができる。\n・スマートフォン\n動かしたい方をタップしよう。\nワープできるので、針やマグマを避けることができるよ、さらになんと今回からコスチュームが選べれます。\n今回はイントロ以外は全部自作です。\n素材として使って。\n裏ステージあり!\n❤️&⭐️やFollowぜひぜひ押していってください。\nリミックスも大歓迎です。\n前作った作品\n・〇が大きくなるPlatformer\nhttps://scratch.mit.edu/projects/734210876\n・… Long!! Platformer…\nhttps://scratch.mit.edu/projects/728342053\n・初心者向けのプラットフォーマー\nhttps://scratch.mit.edu/projects/722522418\n・真夜中のプラットフォーマー\nhttps://scratch.mit.edu/projects/727806867\n・海と陸のプラットフォーマー\nhttps://scratch.mit.edu/projects/722168596
Slimee- A Platformer #games #platformer
@Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [enter v]\nswitch backdrop to (backdrop10 v)\n\nwhen flag clicked\nforever\n play sound [World Overworld v] until done\nend\n\nwhen I receive [bad time v]\nstop [other scripts in sprite v]\n\nwhen I receive [finale v]\nplay sound [toby fox - UNDERTALE Soundtrack - 100 MEGALOVANIA.mp3 v] until done\n\nwhen I receive [finale v]\nswitch backdrop to (backdrop18 v)\n\nwhen I receive [sans' apologize v]\nplay sound [Sans. v] until done\n\nwhen I receive [continue v]\nswitch backdrop to (backdrop20 v)\nstop all sounds\n\nwhen I receive [continue v]\nforever\n play sound [World Overworld2 v] until done\nend\n\nwhen I receive [end of part 1 v]\nstop [other scripts in sprite v]\nplay sound [Da Fault \(Inspired by FORTNITE\) - 8 Bit Universe v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume3 v)\ngo to x: (-183) y: (-43)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-2)\n end\n if <key (d v) pressed?> then\n change [x v] by (2)\n end\n if <key (a v) pressed?> then\n change [x v] by (-2)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [13]\n end\n if <<touching (ground v)?> and <key (w v) pressed?>> then\n set [y v] to [13]\n end\n if <<touching (ground v)?> and <key (space v) pressed?>> then\n set [y v] to [13]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n end\n if <key (space v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n end\n if <key (w v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n end\n if <key (d v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (a v) pressed?> then\n switch costume to (costume5 v)\n end\n if <key (e v) pressed?> then\n say [Stranger Things are rad] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nwait (1) seconds\nset [ghost v] effect to (50)\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n change [ghost v] effect by (25)\n change size by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-183) y: (-43)\n\nwhen flag clicked\nforever\n if <touching (hazards v)?> then\n go to x: (-183) y: (-43)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (tree v)?> then\n go to x: (-183) y: (-43)\n end\nend\n\nwhen I receive [finale v]\nhide\n\nwhen I receive [continue v]\ngo to x: (-183) y: (-43)\nshow\n\nwhen I receive [end of part 1 v]\nhide\n\n@ground\n\nwhen flag clicked\nshow\nset [pixelate v] effect to (50)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (2 v)\n\nwhen backdrop switches to [backdrop4 v]\nbroadcast (2spi v)\n\nwhen backdrop switches to [backdrop5 v]\nbroadcast (lava v)\n\nwhen backdrop switches to [backdrop6 v]\nbroadcast (bridge v)\n\nwhen backdrop switches to [backdrop7 v]\nbroadcast (tree v)\n\nwhen backdrop switches to [backdrop8 v]\nbroadcast (ladder v)\n\nwhen backdrop switches to [backdrop9 v]\nbroadcast (down v)\n\nwhen backdrop switches to [backdrop11 v]\nbroadcast (cave enter v)\n\nwhen backdrop switches to [backdrop10 v]\nbroadcast (cave v)\n\nwhen backdrop switches to [backdrop13 v]\nbroadcast (spiky v)\n\nwhen backdrop switches to [backdrop14 v]\nbroadcast (tin v)\n\nwhen backdrop switches to [backdrop12 v]\nbroadcast (hanging spikes v)\n\nwhen backdrop switches to [backdrop15 v]\nbroadcast (tree climb v)\n\nwhen backdrop switches to [backdrop16 v]\nbroadcast (cloud v)\n\nwhen backdrop switches to [backdrop17 v]\nbroadcast (down2 v)\n\nwhen backdrop switches to [backdrop19 v]\nbroadcast (bad time v)\n\nwhen I receive [finale v]\nhide\n\nwhen I receive [continue v]\nshow\n\nwhen backdrop switches to [backdrop21 v]\nbroadcast (desert v)\n\nwhen backdrop switches to [backdrop22 v]\nbroadcast (sign v)\n\nwhen backdrop switches to [backdrop23 v]\nbroadcast (end of part 1 v)\n\nwhen I receive [end of part 1 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume2 v)\n\nwhen I receive [bad time v]\nhide\n\nwhen I receive [continue v]\nshow\n\nwhen I receive [end of part 1 v]\nhide\n\n@hazards\n\nwhen I receive [2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [2spi v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [lava v]\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [bridge v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [tree v]\nhide\n\nwhen I receive [ladder v]\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [down v]\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [cave v]\nhide\n\nwhen I receive [cave enter v]\nswitch costume to (costume7 v)\nshow\nstop [this script v]\n\nwhen I receive [spiky v]\nswitch costume to (costume9 v)\nshow\n\nwhen I receive [tin v]\nswitch costume to (costume8 v)\nshow\n\nwhen I receive [hanging spikes v]\nswitch costume to (costume11 v)\nshow\n\nwhen I receive [tree climb v]\nswitch costume to (costume10 v)\nshow\n\nwhen I receive [cloud v]\nshow\nswitch costume to (costume10 v)\n\nwhen I receive [down2 v]\nshow\nswitch costume to (costume12 v)\n\nwhen I receive [finale v]\nhide\n\nwhen I receive [end of part 1 v]\nhide\n\n@tree\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [tree v]\nshow\n\nwhen I receive [ladder v]\nhide\n\n@Sprite5\n\nwhen I receive [message1 v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (15) y: (-50)\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (5) y: (30)\n\nwhen I receive [2 v]\ngo to x: (5) y: (-8)\n\ngo to x: (15) y: (-50)\n\nwhen I receive [2spi v]\ngo to x: (5) y: (-8)\n\n@Sprite6\n\nwhen flag clicked\nset [pixelate v] effect to (50)\nhide\n\nwhen I receive [cave v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@sans the second\n\nwhen I receive [bad time v]\nstop all sounds\nshow\nwait (2) seconds\nrepeat (10)\n wait (0.05) seconds\n start sound [sans voice v]\nend\nwait (1) seconds\nrepeat (10)\n wait (0.05) seconds\n start sound [sans voice v]\nend\nwait (1) seconds\nrepeat (15)\n wait (0.05) seconds\n start sound [sans voice v]\nend\nwait (1) seconds\nrepeat (10)\n wait (0.05) seconds\n start sound [sans voice v]\nend\nwait (1) seconds\nrepeat (15)\n wait (0.05) seconds\n start sound [sans voice v]\nend\nwait (1) seconds\nrepeat (10)\n wait (0.05) seconds\n start sound [sans voice v]\nend\n\nwhen I receive [bad time v]\nwait (2) seconds\nsay [Hello there pal!] for (1) seconds\nwait (0.5) seconds\nsay [I have to talk to ya] for (2) seconds\nsay [We 've been friends for a long time but...] for (2) seconds\nsay [You're a creative character] for (2) seconds\nsay [I can't let you become more popular than me] for (1.5) seconds\nsay [So,] for (1.5) seconds\nsay [SEE YOU IN HELL] for (2) seconds\nbroadcast (finale v)\n\nwhen flag clicked\nhide\n\nwhen I receive [finale v]\nhide\n\n@sans\n\nwhen flag clicked\ngo to x: (4) y: (96)\nset [ghost v] effect to (100)\nhide\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [finale v]\nwait (3) seconds\nshow\nrepeat (4)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [sans' apologize v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch costume to (c13a16da413eafb v)\n\nwhen I receive [go! v]\nwait (2) seconds\nrepeat (30)\n wait (0.03) seconds\n move (-10) steps\nend\nwait (2) seconds\nhide\nbroadcast (continue v)\n\n@dashboard\n\nwhen flag clicked\nswitch costume to (bad time v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [finale v]\nwait (3) seconds\nshow\nrepeat (4)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [finale v]\nwait (6) seconds\nrepeat (4)\n wait (0.01) seconds\n next costume\nend\nbroadcast (heart v)\n\nwhen I receive [continue v]\nhide\n\n@buttons\n\nwhen I receive [finale v]\nswitch costume to (buttons v)\nwait (3) seconds\nshow\nrepeat (4)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [heart v]\nswitch costume to (buttons2 v)\n\nwhen I receive [continue v]\nhide\n\n@soul\n\nwhen I receive [finale v]\nwait (7.5) seconds\ngo to x: (-2) y: (-44)\nstart sound [ding v]\nshow\n\nwhen flag clicked\ngo to x: (-2) y: (-44)\nhide\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n change y by (3)\n end\n if <key (a v) pressed?> then\n change x by (-3)\n end\n if <key (s v) pressed?> then\n change y by (-3)\n end\n if <key (d v) pressed?> then\n change x by (3)\n end\n if <key (up arrow v) pressed?> then\n change y by (3)\n end\n if <key (down arrow v) pressed?> then\n change y by (-3)\n end\n if <key (right arrow v) pressed?> then\n change x by (3)\n end\n if <key (left arrow v) pressed?> then\n change x by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#c2c2c3)?>> then\n change y by (-3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <touching color (#5a5a5b)?>> then\n change y by (3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <touching color (#fefdff)?>> then\n change x by (-3)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <touching color (#fefdff)?>> then\n change x by (3)\n end\nend\n\nwhen I receive [continue v]\nhide\n\n@bones\n\nwhen I receive [heart v]\nwait (2) seconds\nswitch costume to (20-206796_undertale-bone-png-clipart-transparent-library-blank-pixel v)\ngo to x: (261) y: (-43)\nwait (1) seconds\nshow\nplay sound [watchout v] until done\nstart sound [bones v]\ngo to x: (261) y: (-43)\nrepeat (13)\n wait (0.01) seconds\n change x by (-10)\nend\nwait (1.5) seconds\nrepeat (100)\n change y by (-1)\n wait (0.01) seconds\n change y by (1)\nend\nswitch costume to (20-206796_undertale-bone-png-clipart-transparent-library-blank-pixel2 v)\nwait (1) seconds\nrepeat (25)\n change y by (-10)\nend\nhide\nbroadcast (sans' apologize v)\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume11 v)\nhide\n\nwhen I receive [sans' apologize v]\nshow\nrepeat (9)\n start sound [sans voice v]\n next costume\n wait (0.05) seconds\nend\nwait (3) seconds\nrepeat (25)\n start sound [sans voice v]\n next costume\n wait (0.05) seconds\nend\nwait (3) seconds\nrepeat (25)\n start sound [sans voice v]\n next costume\n wait (0.05) seconds\nend\nwait (2) seconds\nhide\nbroadcast (go! v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [sign v]\nshow\n\nwhen I receive [end of part 1 v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Slimee- A Platformer.\n(This is harder in Turbo Mode and all levels are still possible)\nPart 2: https://scratch.mit.edu/projects/791142844/\n-------------------------------------------------------------------------\nStory:\nSlime has been trapped in a dangerous forest. Help him escape the forest, but watch out for dangers!\n\n-------------------------Instructions----------------------------------Movement: W,A,S,D, Arrow Keys, Space\n\n-------------------------Credits---------------------------------\n-Art by metehan241 (except sans)\n-Music by Fortnite and Toby Fox and Nintendo\n-Platformer engine by metehan241 and AlexSteve's Youtube Tutorial.\n---------------------------------See you in another project...\nTags:\n\n#Platformer#Games#All#slime#metehan241 #undertale#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer