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let's go!platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Infectious \[NCS Release\] v] until done\nend\n\nwhen I receive [始める v]\nstop [other scripts in sprite v]\nbroadcast (uuu v)\nforever\n play sound [Radiant \(1\) v] until done\nend\n\nif <(音) = [1]> then\n stop all sounds\nend\n\nwhen flag clicked\nset [音 v] to [0]\nforever\n if <(音) = [1]> then\n stop all sounds\n end\nend\n\nwhen I receive [uuu v]\nforever\n if <(音) = [1]> then\n stop all sounds\n end\nend\n\n@軽量化\n\n@プラットフォーマー\n\nwhen I start as a clone\nset [brightness v] effect to ()\nrepeat (20)\n change [ghost v] effect by (25)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (71) y: (-11)\nswitch costume to (1プラットフォーマー v)\nset size to (130) %\nshow\nset rotation style [all around v]\nforever\n change [滑らか変数 v] by (-10)\n point in direction (([cos v] of (滑らか変数) ) * (25))\n turn right (90) degrees\n set y to ((([abs v] of ([sin v] of (滑らか変数) ) ) * (25)) - (10))\nend\n\nwhen I receive [始める v]\nstop [other scripts in sprite v]\nset [動く v] to [1]\ngo to [front v] layer\nshow\nset size to (85) %\nset drag mode [not draggable v]\nswitch costume to (join (コスチューム) [プラットフォーマー])\nbroadcast (クローン v)\ngo to x: (-200) y: (35)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n if <<(動く) = [1]> and <(音) = [0]>> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x座標 v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x座標 v] by (1)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [x座標 v] to ((x座標) * (1.02))\n switch costume to (join (コスチューム) [しゃがみ])\n else\n switch costume to (join (コスチューム) [プラットフォーマー])\n end\n set [x座標 v] to ((x座標) * (0.9))\n change x by (x座標)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((x座標) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x座標) > [0]> then\n set [x座標 v] to [-7]\n else\n set [x座標 v] to [7]\n end\n start sound [ジャンプの着地 \(1\) v]\n set [y座標 v] to [10]\n else\n set [x座標 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y座標 v] to [15]\n point in direction ((y座標) * (0.5))\n start sound [Jump v]\n end\n end\n change y by (1)\n change [y座標 v] by (-1)\n change y by (y座標)\n if <touching (地形 v)?> then\n change y by ((y座標) * (-1))\n set [y座標 v] to [0]\n end\n hide variable [x座標 v]\n if <(x position) > [230]> then\n set [動く v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [y座標 v] to [0]\n set [x座標 v] to [0]\n go to x: (-201) y: (40)\n end\n if <(y position) < [-170]> then\n broadcast (死 v)\n go to x: (-201) y: (40)\n end\n if <touching (針 v)?> then\n set [y座標 v] to [0]\n change [player hp v] by (-20)\n broadcast (死 v)\n start sound [ oof v]\n switch costume to (コスチューム12 v)\n set rotation style [all around v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-178]>\n turn right (15) degrees\n create clone of (_myself_ v)\n change y by (y)\n change [y v] by (-2)\n end\n set rotation style [left-right v]\n switch costume to (コスチューム3 v)\n end\n end\n if <<(動く) = [1]> and <(音) = [1]>> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x座標 v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x座標 v] by (1)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [x座標 v] to ((x座標) * (1.02))\n switch costume to (join (コスチューム) [しゃがみ])\n else\n switch costume to (join (コスチューム) [プラットフォーマー])\n end\n set [x座標 v] to ((x座標) * (0.9))\n change x by (x座標)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((x座標) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x座標) > [0]> then\n set [x座標 v] to [-7]\n else\n set [x座標 v] to [7]\n end\n set [y座標 v] to [10]\n else\n set [x座標 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y座標 v] to [15]\n point in direction ((y座標) * (0.5))\n end\n end\n change y by (1)\n change [y座標 v] by (-1)\n change y by (y座標)\n if <touching (地形 v)?> then\n change y by ((y座標) * (-1))\n set [y座標 v] to [0]\n end\n hide variable [x座標 v]\n if <(x position) > [230]> then\n set [動く v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [y座標 v] to [0]\n set [x座標 v] to [0]\n go to x: (-201) y: (40)\n end\n if <(y position) < [-170]> then\n broadcast (死 v)\n go to x: (-201) y: (40)\n end\n if <touching (針 v)?> then\n set [y座標 v] to [0]\n change [player hp v] by (-20)\n broadcast (死 v)\n switch costume to (コスチューム12 v)\n set rotation style [all around v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-178]>\n turn right (15) degrees\n create clone of (_myself_ v)\n change y by (y)\n change [y v] by (-2)\n end\n set rotation style [left-right v]\n switch costume to (コスチューム3 v)\n end\n end\nend\n\nwhen I receive [クローン v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [コスチューム v]\nswitch costume to (join (コスチューム) [プラットフォーマー])\n\nswitch costume to (1プラットフォーマー v)\n\nswitch costume to (1しゃがみ v)\n\nset volume to (100) %\n\nwhen I receive [スプレー v]\nhide\nstop [other scripts in sprite v]\n\n@地形\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\n\nwhen I receive [始める v]\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nset [変数 v] to [0]\nnext costume\n\n@針\n\nwhen I receive [始める v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (50) y: (4)\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nset [変数 v] to [0]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (cat-a v)\nforever\n reset timer\n wait () seconds\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go [forward v] (pick random (100000000000000) to (1000000000000000000000)) layers\n if <(timer) = [0]> then\n stop [all v]\n end\nend\n\nwhen I receive [タヒぬ v]\nswitch costume to (cat-a2 v)\nhide variable [タイム v]\nhide variable [☁ 世界記録(タイム) v]\nstop [all v]\n\n@next\n\ndefine 明るさ ()\nset [brightness v] effect to ()\n\ndefine クローン ()\nset [クローン v] to ()\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(クローン) = [1]> then\n switch costume to (コスチューム2 v)\n show\n go to x: (0) y: (410)\n repeat (40)\n change y by (((0) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat (40)\n change y by (((424) - (y position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン) = [2]> then\n switch costume to (コスチューム2 v)\n show\n go to x: (0) y: (410)\n repeat (40)\n change y by (((0) - (y position)) / (6))\n end\n wait (3) seconds\n repeat (40)\n change y by (((424) - (y position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン) = [3]> then\n switch costume to (コスチューム3 v)\n show\n go to x: (491) y: (0)\n repeat (40)\n change x by (((0) - (x position)) / (6))\n end\n wait (2.5) seconds\n repeat (40)\n change x by (((571) - (x position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン) = [4]> then\n switch costume to (コスチューム3 v)\n show\n go to x: (491) y: (0)\n repeat (40)\n change x by (((0) - (x position)) / (6))\n end\n wait (2) seconds\n repeat (40)\n change x by (((571) - (x position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン) = [5]> then\n switch costume to (コスチューム4 v)\n show\n go to x: (-491) y: (0)\n repeat (40)\n change x by (((0) - (x position)) / (6))\n end\n wait (1.5) seconds\n repeat (40)\n change x by (((-571) - (x position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン) = [6]> then\n switch costume to (コスチューム4 v)\n show\n go to x: (-491) y: (0)\n repeat (40)\n change x by (((0) - (x position)) / (6))\n end\n wait (1) seconds\n repeat (40)\n change x by (((-571) - (x position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン) = [7]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (0) y: (-410)\n repeat (40)\n change y by (((0) - (y position)) / (6))\n end\n wait (0.2) seconds\n repeat (40)\n change y by (((-182) - (y position)) / (6))\n end\n delete this clone\nend\n\nwhen I receive [幕 v]\ngo to [front v] layer\ngo [forward v] (1) layers\n明るさ [-100]\nクローン [1]\nwait (0.2) seconds\n明るさ [-70]\nクローン [2]\nwait (0.3) seconds\n明るさ [-50]\nクローン [3]\nwait (0.2) seconds\n明るさ [-20]\nクローン [4]\nwait (0.3) seconds\n明るさ [-10]\nクローン [5]\nwait (0.2) seconds\n明るさ [0]\nクローン [6]\nwait (0.2) seconds\nbroadcast (ステージ切り替え v)\n明るさ [0]\nクローン [7]\nwait (4) seconds\nset [動く v] to [1]\n\n@雲\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nchange [ghost v] effect by (25)\nforever\n show\n set size to (pick random (50) to (100)) %\n set [雲の高さ v] to (pick random (60) to (200))\n go to x: (288) y: (雲の高さ)\n glide (pick random (5) to (15)) secs to x: (-348) y: (雲の高さ)\n delete this clone\nend\n\nwhen I start as a clone\nif <touching (player v)?> then\n set [brightness v] effect to (-30)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [始める v]\ngo to x: (288) y: ()\nforever\n go to [back v] layer\n set [ghost v] effect to (20)\n create clone of (_myself_ v)\n wait (pick random (2) to (10)) seconds\nend\n\n@←\n\nwhen flag clicked\ngo to x: (-25) y: (-8)\nshow\nset size to (200) %\nswitch costume to (コスチューム1 v)\nset [コスチューム v] to [1]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (コスチューム2 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n change [コスチューム v] by (-1)\n switch costume to (コスチューム1 v)\n clear graphic effects\n if <(コスチューム) = [0]> then\n set [コスチューム v] to [15]\n end\n broadcast (コスチューム v)\n end\nend\n\nwhen I receive [始める v]\nhide\nstop [other scripts in sprite v]\n\n@→\n\nwhen flag clicked\ngo to x: (170) y: (-8)\nshow\nset size to (200) %\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (コスチューム2 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n change [コスチューム v] by (1)\n switch costume to (コスチューム1 v)\n clear graphic effects\n if <(コスチューム) = [16]> then\n set [コスチューム v] to [1]\n end\n broadcast (コスチューム v)\n end\nend\n\nwhen I receive [始める v]\nhide\nstop [other scripts in sprite v]\n\n@START\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\ngo to x: (-141) y: (104)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [ポップ v]\n repeat (5)\n change size by (-1)\n end\n broadcast (始める v)\n hide\n stop [this script v]\n end\nend\n\n@collar\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n repeat (5)\n change size by (-1)\n end\n set [音 v] to [1]\n start sound [ポップ v]\n broadcast (collar2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [始める v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [collar2 v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n repeat (5)\n change size by (-1)\n end\n start sound [ポップ v]\n set [音 v] to [0]\n broadcast (あ v)\n stop [this script v]\n end\nend\n\nwhen I receive [あ v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n repeat (5)\n change size by (-1)\n end\n set [音 v] to [1]\n start sound [ポップ v]\n broadcast (collar2 v)\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [player hp v] to [100]\ngo to x: (-165) y: (-80)\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [ポップ v]\n repeat (5)\n change size by (-1)\n end\n broadcast (あ v)\n stop [this script v]\n end\nend\n\nwhen I receive [い v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [ポップ v]\n broadcast (あ v)\n repeat (5)\n change size by (-1)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [あ v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (105) %\n switch costume to (コスチューム1 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [ポップ v]\n repeat (5)\n change size by (-1)\n end\n broadcast (い v)\n stop [this script v]\n end\nend\n\nwhen I receive [始める v]\nhide\nstop [other scripts in sprite v]\n\n@タイマー\n\nwhen flag clicked\nhide variable [☁ 世界記録(タイム) v]\nhide variable [タイム v]\n\nwhen I receive [始める v]\nshow variable [☁ 世界記録(タイム) v]\nshow variable [タイム v]\nset [タイム v] to [0]\nforever\n if <<[31] > ([costume name v] of [地形 v])> or <[31] = ([costume name v] of [地形 v])>> then\n if <(動く) = [0]> then\n hide variable [☁ 世界記録(タイム) v]\n hide variable [タイム v]\n else\n change [タイム v] by (1)\n show variable [☁ 世界記録(タイム) v]\n show variable [タイム v]\n wait (1) seconds\n end\n end\n if <([costume name v] of [地形 v]) = [31]> then\n show\n if <(☁ 世界記録(タイム)) > (タイム)> then\n set [☁ 世界記録(タイム) v] to (タイム)\n end\n end\nend\n\nhide\n\nhide variable [☁ 世界記録(タイム) v]\n\n@HPバー\n\nwhen flag clicked\nhide\n\nwhen I receive [あ v]\nshow\nforever\n if <(Player HP) = [100]> then\n switch costume to (100 v)\n end\n if <(Player HP) = [80]> then\n switch costume to (80 v)\n end\n if <(Player HP) = [60]> then\n switch costume to (60 v)\n end\n if <(Player HP) = [40]> then\n switch costume to (40 v)\n end\n if <(Player HP) = [20]> then\n switch costume to (20 v)\n end\n if <(Player HP) = [0]> then\n switch costume to (100 v)\n broadcast (タヒぬ v)\n end\nend\n\nbroadcast (Start v)\n\nwhen I receive [あ v]\nforever\n go to x: ([x position v] of [プラットフォーマー v]) y: (([y position v] of [プラットフォーマー v]) - (-40))\nend\n\nwhen I receive [い v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト2\n\nwhen flag clicked\nshow\n\nwhen I receive [始める v]\nhide\nstop [other scripts in sprite v]\n\n
さいきょーゆー\n日本語は↓\nEnglishーーーーーーーーーーーーーーーーーーーー\nnew platformer\nhttps://scratch.mit.edu/projects/758063959/\nprevious platformer\nhttps://scratch.mit.edu/projects/750225322/\nUsage\nsurgery\n・Arrow keys\n・Mouse pointer and click\n・Touch (mobile)\n≪How to proceed≫\ngo right\n≪Needle, magma≫\nIf you touch it, it will turn ○.\n日本語ーーーーーーーーーーーーーーーーーーーー\n新作プラットフォーマー↓\nhttps://scratch.mit.edu/projects/758063959/\n前回のプラットフォーマー↓\nhttps://scratch.mit.edu/projects/750225322/\n操作\n・矢印キー\n・マウスポインター&クリック\n・タッチ(モバイル)\n≪進み方≫\n右に進んでいきます\n≪針,マグマ≫\n触れると〇にます
[自信作]SKY platformer スカイ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)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [おしまい v]\nhide\n\nwhen flag clicked\nhide\n\ncreate clone of (_myself_ v)\nset x to (-190)\n\n@お次!\n\nwhen I receive [次! v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nrepeat (4)\n wait (0.05) seconds\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@地面\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\npoint in direction (90)\nset [タイム v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nset [ステージ v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (ステージ)\nend\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [タイム v] by (1)\n if <(ステージ) = [16]> then\n stop [this script v]\n end\nend\n\nwhen I receive [アウトロ v]\nhide\n\nwhen I receive [おしまい v]\nforever\n hide variable [☁ 世界記録 v]\n hide variable [タイム v]\nend\n\nwhen I receive [おしまい v]\nswitch backdrop to (背景17 v)\nhide variable [☁ 世界記録 v]\nhide\n\n@ジャンプ\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [start v]\nforever\n if <touching (プレイヤー v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [おしまい v]\nhide\n\n@イントロ\n\nwhen flag clicked\nstart sound [OP曲 v]\nset size to (100) %\npoint in direction (90)\nset [op区切り v] to [0]\nset [クローン v] to [0]\nhide\ngo to x: (-190) y: (130)\nrepeat (2)\n change [op区切り v] by (1)\n create clone of (_myself_ v)\nend\nset [op区切り v] to [0]\nrepeat (4)\n repeat (5)\n wait (0.05) seconds\n create clone of (_myself_ v)\n end\n set [クローン v] to [0]\n change y by (-100)\nend\nwait (1) seconds\nset [op区切り v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [op区切り v] to [4]\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [op区切り v] to [5]\nbroadcast (START v)\n\nwhen I start as a clone\nif <(OP区切り) = [0]> then\n go [backward v] (1) layers\n switch costume to (コスチューム1 v)\n set [☁ 世界記録 v] to [0]\n show\n change x by (クローン)\n change [クローン v] by (100)\n repeat (40)\n change size by (((200) - (size)) / (6))\n end\nend\nif <(OP区切り) = [1]> then\n go [forward v] (1) layers\n switch costume to (コスチューム2 v)\n go to x: (0) y: (-160)\n show\nend\nif <(OP区切り) = [2]> then\n go [forward v] (1) layers\n switch costume to (コスチューム2 v)\n go to x: (0) y: (160)\n show\nend\nif <(OP区切り) = [3]> then\n go [forward v] (15) layers\n switch costume to (コスチューム3 v)\n go to x: (0) y: (0)\n show\n repeat (40)\n change size by (((50) - (size)) / (6))\n end\nend\nif <(OP区切り) = [4]> then\n go to (random position v)\n switch costume to (pick random (4) to (5))\n set size to (100) %\n go [backward v] (7) layers\n repeat (10)\n change size by (25)\n end\n delete this clone\nend\nwait until <(OP区切り) = [5]>\ndelete this clone\n\nbroadcast (START v)\nchange y by ((クローン) - (100))\n\nwhen flag clicked\nrepeat (10)\n wait (0.25) seconds\nend\n\n@プレイヤー\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset volume to (100) %\n\ngo to x: (-200) y: (-76)\n\ndefine X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine スピード (スピード) 摩擦 (摩擦) 重力 (重力) ジャンプ高さ (ジャンプ高さ)\nchange [y v] by (重力)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (スピード)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((スピード) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (摩擦))\nchange x by (X)\nrepeat (8)\n change y by <<touching (地面 v)?> or <touching (地面 v)?>>\nend\nif <touching (地面 v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((ジャンプ高さ) - (1))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (地面 v)?> then\n set [y v] to (ジャンプ高さ)\n end\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nX [-200] Y [-10]\nset [ok v] to [0]\nset [ななめ v] to [1]\nforever\n スピード [1] 摩擦 [0.88] 重力 [-1] ジャンプ高さ [13]\n if <<touching (スプライト v)?> or <<touching (当たったらタヒぬ v)?> or <(y position) < [-175]>>> then\n リスポーン\n end\n if <[240] < (x position)> then\n if <(ステージ) = [16]> then\n broadcast (アウトロ v)\n else\n broadcast (次! v)\n next backdrop\n change [ステージ v] by (1)\n X [-200] Y [-10]\n end\n end\nend\n\nwhen I receive [次! v]\nrepeat (100)\n X [-200] Y [-10]\nend\n\nwhen I receive [おしまい v]\nhide\n\nwhen I receive [アウトロ v]\nset volume to (0) %\n\nwhen flag clicked\nforever\n if <<touching (スプライト v)?> or <touching (当たったらタヒぬ v)?>> then\n if <(レーザー) = [1]> then\n end\nend\n\ndefine リスポーン\nset [ok v] to [1]\nset rotation style [all around v]\nset [y v] to [10]\nstart sound [Crunch v]\nrepeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\nend\nset [ok v] to [0]\nX [-200] Y [-10]\n\n@やってくれてテンキュー!\n\nwhen I receive [おしまい v]\nwait (0.01) seconds\nstart sound [らららん♡ v]\npoint in direction (90)\nshow\nforever\n change [動かし v] by (10)\n turn right (([sin v] of (動かし) ) * (5)) degrees\nend\n\nwhen flag clicked\nset [動かし v] to [0]\nhide\n\n@サムネ\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n go to [front v] layer\nend\n\nshow\n\nchange size by (10)\n\nset size to (100) %\n\n@スプライト\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\nforever\n if <(ステージ) = [16]> then\n go to x: (-30) y: (23)\n show\n end\n if <touching (プレイヤー v)?> then\n broadcast (おしまい v)\n change [ステージ v] by (1)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nchange [ステージ v] by (1)\nbroadcast (おしまい v)\nhide\nstop [this script v]\n\nwhen I receive [おしまい v]\nhide\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [表示 v]\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nbroadcast (表示 v)\n\n
日本人の方、한국、は下の方↓\n(English)\nhello!\nIt's driveGOX!\nThis time I made a platformer for Sora!\nPlease note that the location and height of the building in the background are strange.\nGood luck with clearing!\n【how to play】\nPC... move with arrow keys\nMobile...Tap the direction you want to go\n(have fun!)\n(translated)\n\n(日本人の方)\nこんにちは!\ndriveGOXです!\n今回はそらのプラットフォーマーを作りました!\n背景の建物の場所と高さがおかしくなってますがご了承ください。\nクリア頑張ってください!\n【遊び方】\nPC...矢印キーで動かす\nモバイル...進みたい方向をタップする\n(楽しんでね!)\n\n(한국)\n여보세요!\ndriveGOX입니다!\n이번에는 소라를 위한 플랫포머를 만들어 봤습니다!\n배경에 있는 건물의 위치와 높이가 이상한 점 양해 부탁드립니다.\n클리어 성공!\n【게임 방법】\nPC... 화살표 키로 이동\n모바일...가는 방향을 탭하세요\n(재미있어!)\n(번역입니다)
honey-platformer【拡散希望】
@Stage\n\nwhen I receive [game start v]\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@スプライト4\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [蜂 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [game start v]\ngo to [front v] layer\nclear graphic effects\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n if <(ステージ) = [16]> then\n switch costume to (コスチューム1 v)\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (蜂 v)\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [16]> then\n switch costume to (コスチューム1 v)\n show\n else\n if <(ステージ) = [29]> then\n switch costume to (コスチューム2 v)\n show\n else\n hide\n end\n end\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\n@はちみつ\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [ghost v] effect to (100)\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n set [ghost v] effect to (50)\n switch costume to (ステージ)\nend\n\n@NEXT\n\nwhen I receive [next steage v]\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [準備ok v] to [0]\ngo to [front v] layer\nset size to (30) %\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\nstart sound [Rip v]\nset x to (-300)\nrepeat (30)\n change size by (3)\n turn right (12) degrees\n change [ghost v] effect by (-2)\n change x by (10)\nend\nchange [ステージ v] by (1)\nwait (0.5) seconds\nrepeat (30)\n change size by (-3)\n turn left (12) degrees\n change [ghost v] effect by (2)\n change x by (-10)\nend\nhide\nset x to (0)\npoint in direction (90)\nset [準備ok v] to [1]\n\nwhen flag clicked\npoint in direction (90)\nset [ghost v] effect to (60)\nset size to (30) %\ngo to x: (0) y: (0)\nhide\n\nset y to (0)\n\nwhen I start as a clone\nshow\nset size to (40) %\nswitch costume to (コスチューム2 v)\nrepeat (30)\n change size by (3)\n turn right (12) degrees\n change [brightness v] effect by (2.5)\n change [ghost v] effect by (-2)\n change x by (10)\nend\nwait (0.5) seconds\nrepeat (30)\n change x by (-20)\n change size by (-3)\n turn right (-12) degrees\n change [brightness v] effect by (-2.5)\n change [ghost v] effect by (2)\nend\nset x to (0)\ndelete this clone\n\n@とげ\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [ghost v] effect to (100)\npoint in direction (90)\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n switch costume to (ステージ)\n if <(ステージ) = [19]> then\n turn right (pick random (2) to (3)) degrees\n else\n if <(ステージ) = [27]> then\n turn right (pick random (-2) to (-3)) degrees\n else\n point in direction (90)\n end\n end\nend\n\n\n\n@地面\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [ステージ v] to [1]\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n switch costume to (ステージ)\nend\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [game start v]\nset [準備ok v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nswitch costume to (n v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nforever\n if <(準備OK) = [1]> then\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 change y by (-5)\n if <touching (地面 v)?> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n change y by (5)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(Y) = [0]> then\n switch costume to (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 end\n end\n set [x v] to ((X) * (0.85))\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 [ニュッ v]\n set [y v] to [15]\n if <(direction) = [90]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <(x position) > [230]> then\n set [準備ok v] to [0]\n set size to (50) %\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 Steage v)\n go to x: (-160) y: (-30)\n end\n if <<key (r v) pressed?> or <<[-179] > (y position)> or <touching (とげ v)?>>> then\n set rotation style [all around v]\n start sound [oof el v]\n repeat (20)\n change size by (-2.5)\n change [ghost v] effect by (5)\n change y by (8)\n end\n set size to (50) %\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 end\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形 v] to [0]\n change y by (10)\n if <touching (地面 v)?> then\n set [地形 v] to [1]\n end\n change y by (-10)\n if <(地形) = [0]> then\n start sound [ニュッ v]\n set [y v] to [13]\n end\n end\n end\n if <touching (はちみつ v)?> then\n set [y v] to (pick random (-2) to (-3))\n if <key (up arrow v) pressed?> then\n set [y v] to (pick random (2.2) to (3.3))\n else\n if <key (down arrow v) pressed?> then\n set [y v] to (pick random (-3) to (-4))\n end\n end\n end\n end\nend\n\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (50) %\nforever\n set [pan left/right v] effect to (x position)\nend\n\n@intro\n\nwhen flag clicked\nhide\nstart sound [Tokyo Machine - BUBBLES v]\nset [z v] to [0]\nset size to (100) %\nset [intro v] to [1]\nset [c v] to [0]\nset [s v] to [0]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム9 v)\nturn right (1) degrees\nset [s v] to [7]\ncreate clone of (_myself_ v)\nset [s v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [s v] to [6]\ncreate clone of (_myself_ v)\nset [s v] to [5]\nbroadcast (明るさ v)\ncreate clone of (_myself_ v)\nset [s v] to [7]\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nwait (1.3) seconds\nbroadcast (明るさ v)\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (明るさ v)\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (明るさ v)\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (明るさ v)\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (明るさ v)\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nbroadcast (明るさ v)\ngo to x: (-161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-101)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (-101)\ncreate clone of (_myself_ v)\nset [s v] to [9]\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (Game Start v)\nstop [this script v]\n\nset [intro v] to [0]\nshow\nswitch costume to (コスチューム14 v)\nrepeat (10)\n change y by (-10)\nend\n\nwhen I start as a clone\nshow\nif <(s) = [0]> then\n go to [front v] layer\n switch costume to (コスチューム6 v)\n repeat (100)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n end\nend\nif <(s) = [1]> then\n go to [front v] layer\n switch costume to (コスチューム2 v)\n repeat (100)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n end\nend\nif <(s) = [2]> then\n go to [front v] layer\n switch costume to (コスチューム3 v)\n repeat (100)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n end\nend\nif <(s) = [3]> then\n go to [front v] layer\n switch costume to (コスチューム4 v)\n repeat (100)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n end\nend\nif <(s) = [4]> then\n go to [front v] layer\n switch costume to (コスチューム5 v)\n repeat (100)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n end\nend\nif <(s) = [5]> then\n go to [front v] layer\n switch costume to (コスチューム1 v)\n set [c v] to [0]\n repeat (46)\n set [c v] to (((c) * (0.75)) + (((150) - (size)) * (0.4)))\n change size by (c)\n end\n wait (0.9) seconds\n turn right (50) degrees\n repeat (50)\n set [z v] to (((z) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (z) degrees\n end\n wait (0.4) seconds\n repeat (2)\n switch costume to (コスチューム1 v)\n wait (0.009) seconds\n switch costume to (コスチューム10 v)\n wait (0.009) seconds\n switch costume to (コスチューム9 v)\n wait (0.009) seconds\n switch costume to (コスチューム7 v)\n wait (0.0009) seconds\n switch costume to (コスチューム11 v)\n wait (0.009) seconds\n switch costume to (コスチューム13 v)\n wait (0.009) seconds\n switch costume to (コスチューム11 v)\n wait (0.009) seconds\n switch costume to (コスチューム7 v)\n wait (0.009) seconds\n switch costume to (コスチューム9 v)\n wait (0.009) seconds\n switch costume to (コスチューム10 v)\n wait (0.009) seconds\n switch costume to (コスチューム1 v)\n end\n wait (1.5) seconds\n turn right (50) degrees\n repeat (300)\n set [z v] to (((z) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (z) degrees\n end\nend\nif <(s) = [6]> then\n go to [front v] layer\n switch costume to (コスチューム8 v)\n set [ghost v] effect to (50)\n repeat (46)\n set [c v] to (((c) * (0.75)) + (((150) - (size)) * (0.1)))\n change size by (c)\n end\nend\nif <(s) = [7]> then\n go to [front v] layer\n switch costume to (コスチューム12 v)\n repeat (79)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n change [ghost v] effect by (5)\n change [brightness v] effect by (1)\n end\n delete this clone\nend\nif <(s) = [8]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (コスチューム2 v)\n repeat (79)\n change size by ([abs v] of (((90) - (direction)) / (0.05)) )\n end\n repeat (10)\n change [brightness v] effect by (5)\n end\n delete this clone\nend\nif <(s) = [9]> then\n set [intro v] to [0]\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (コスチューム14 v)\n repeat (50)\n change y by (-10)\n end\n set [準備ok v] to [1]\nend\n\nwhen I receive [明るさ v]\nrepeat (5)\n change [brightness v] effect by (29)\nend\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nwait (0.1) seconds\n\nrepeat (300)\n set [z v] to (((z) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (z) degrees\nend\n\nwait (1.5) seconds\n\ndelete this clone\n\nwhen I receive [game start v]\nforever\n delete this clone\nend\n\n
なぜまだ3pなのだ!\nハートと星をくれると作者は喜びすぎて宇宙にまで飛んで行ってしまいます\nステージ追加!\n8320141←これ読める?\n日本語↓ハートと星よろしくお願いします\nTravel through the world of honey!\nLeft and right keystrokes\nRespawn with [R]\nThe inside of the honey goes up with the up key and down key.\nDifficulty ☆☆☆ ★★\nSomewhere on the stage there is a bee hiding! Let's find out!\nBGM Sharou\nWasp @tori_yyya\nHexagon @yamitasu777\nはちみつの世界を旅しよう!\n左右キー操作\n[R]でリスポーン\nはちみつの中は上キーで上がり下キーで下がります\n難易度☆☆☆★★\nステージのどこかにハチが隠れています!探してみましょう!\nbgm しゃろう\nハチ @tori_yyya\n六角形 @yamitasu777\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ntag---------------------------------------------------------------------\n#game #GAME #all #ALL #platformer #PLATFORMER #honey #HONEY #game #GAME #all #ALL \n#rinseiR\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n中を見ると…
neon #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset size to (150) %\ngo to x: (-220) y: (-56)\nforever\n Respawn program\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\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 (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) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\ndefine Respawn program\nif <[230] < (x position)> then\n go to x: (-220) y: (-56)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v)\nend\nif <(y position) < [-160]> then\n go to x: (-220) y: (-56)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <<touching (spike v)?> or <touching (lava v)?>> then\n go to x: (-220) y: (-56)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen [timer v] > (0)\ngo to x: (-22) y: (122)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n reset timer\n if <(costume [number v]) = [10]> then\n broadcast (goal v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (5 v)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (5 v)\n\n@cooltext422707736044956\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nshow\n\nwhen [timer v] > (0)\nhide\n\n@cooltext422708184659163\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n
neon2 https://scratch.mit.edu/projects/761699223/\n使い方\n矢印キー、wasdキーで動かす\nUsage\nMove with arrow keys and wasd keys\n
競争!?platformer 1k記念(もう1.6k)
@Stage\n\nwhen flag clicked\nset [start v] to [0]\nswitch backdrop to (背景1 v)\nwait (0.1) seconds\nbroadcast (スターーと v)\n\nwhen I receive [スターーと v]\nswitch backdrop to (背景1 v)\nreset timer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n play sound [Before You Leave \[Xaf Remix\] v] until done\nend\n\n@ \n\n@キャラ\n\nchange y by (-2)\n\ndefine 落下\nchange y by (-1)\nif <not <(Y) < [0]>> then\n repeat until <not <touching (地面 v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\nend\n\nwhen I receive [スターーと v]\npoint in direction (90)\nset size to (75) %\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nwait (0.3) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n switch costume to (コスチューム1 v)\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n if <[7] < (X)> then\n set [x v] to [7]\n else\n change [x v] by (1)\n end\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n if <(X) < [-7]> then\n set [x v] to [-7]\n else\n change [x v] by (-1)\n end\n end\n set [x v] to ((X) * (0.91))\n change x by (X)\n if <touching (地面 v)?> then\n 壁キックだった気がする((\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n 落下\n set [y v] to [0]\n end\n change y by (-1)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (地面 v)?> then\n set [y v] to [14]\n start sound [Jump v]\n end\n end\n change y by (1)\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v)\n end\n if <touching (棘 v)?> then\n start sound [Teleport2 v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [Teleport2 v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine 壁キックだった気がする((\nrepeat (6)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\nif <touching (地面 v)?> then\n change x by ((0) - (X))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [13]\n if <[0] < (X)> then\n change [x v] by (-10)\n else\n change [x v] by (10)\n end\n start sound [Jump v]\n else\n set [x v] to [0]\n end\nend\nchange y by (-8)\n\nwhen I receive [スターーと v]\n\nforever\n insert (x position) at ((length of [x v]) + (1)) of [x v] \n insert (y position) at ((length of [y v]) + (1)) of [y v] \n insert ([costume # v] of [地面 v]) at ((length of [ステージ v]) + (1)) of [ステージ v] \nend\n\n@地面\n\nwhen flag clicked\nerase all\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nnext costume\n\n\nwhen I receive [スターーと v]\n\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [next v]\ndelete this clone\n\ndefine \nerase all\nset size to (80) %\nset [brightness v] effect to (-20)\nrepeat (20)\n stamp\n change size by (1)\n change [brightness v] effect by (1)\nend\n\n@棘\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nset [qp v] to [0]\nshow\nnext costume\nwait (0) seconds\n                     \nset size to (100) %\nif <(costume [number v]) = [4]> then\n forever\n change [qp v] by (3)\n change y by (() - ([sin v] of ((qp) * (3)) ))\n end\nend\nif <(costume [number v]) = [6]> then\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [スターーと v]\n                     \nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム12 v)\nforever\n change [qp v] by (3)\n change y by (() - ([sin v] of ((qp) * (3)) ))\nend\n\ndefine                      \nset size to (90) %\nset [brightness v] effect to (-10)\nrepeat (10)\n stamp\n change size by (1)\n change [brightness v] effect by (1)\nend\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@s20\n\nwhen I receive [スターーと v]\nshow\nset [わわわ v] to [0]\nset [ghost v] effect to (30)\nforever\n ブロック名\nend\n\nwhen flag clicked\nhide\n\ndefine ブロック名\nchange [わわわ v] by (1)\ngo to x: (item (わわわ) of [x v]) y: (item (わわわ) of [y v])\nif <(item (わわわ) of [ステージ v]) = ([costume # v] of [地面 v])> then\n show\nelse\n hide\nend\n\n
新作!\nhttps://scratch.mit.edu/projects/756536281/\n\n前回のオンラインプラフォが荒らされたので、クラウド変数使わずに作りました。\n\n勝ったか負けたか、コメントで教えてね!\nアトハートトホシモオシテクレルトウレシイナ()
tv-platformer【拡散希望】
@Stage\n\nwhen I receive [game v]\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [音量 v]\nif <(volume) < [1]> then\n set volume to (100) %\nelse\n change volume by (-60)\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@スプライト4\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@地面\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [ステージ v] to [1]\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n switch costume to (ステージ)\nend\n\n@Player\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [終了 v]\nclear graphic effects\nset [準備ok v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-160) y: (-50)\npoint in direction (90)\nshow\nforever\n if <(準備OK) = [1]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\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) < [0]>>> then\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 end\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 (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ v]\n set [y v] to [10]\n if <(direction) = [90]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (Y)\n if <touching (スプライト1 v)?> then\n set [準備ok v] to [0]\n set size to (30) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n clear graphic effects\n show\n broadcast (Next Steage v)\n go to x: (-160) y: (-50)\n change [ステージ v] by (1)\n end\n if <<key (r v) pressed?> or <<[-179] > (y position)> or <touching (とげ v)?>>> then\n set rotation style [left-right v]\n start sound [oof el v]\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (10)\n end\n set size to (30) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-160) y: (-50)\n point in direction (90)\n clear graphic effects\n show\n end\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形 v] to [0]\n change y by (10)\n if <touching (地面 v)?> then\n set [地形 v] to [1]\n end\n change y by (-10)\n if <(地形) = [0]> then\n start sound [ニュッ v]\n set [y v] to [10]\n end\n end\n end\n end\nend\n\nhide\n\nwhen flag clicked\nset [準備ok v] to [0]\nset [ghost v] effect to (100)\nset size to (30) %\nset volume to (100) %\nforever\n set [pan left/right v] effect to (x position)\nend\n\nwhen I receive [あ、 v]\n\nwhen I receive [音量 v]\nif <(volume) < [1]> then\n set volume to (100) %\nelse\n change volume by (-60)\nend\n\n@intro\n\nwhen flag clicked\nbroadcast (game v)\n\n@スプライト1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n if <(ステージ) = [25]> then\n hide\n else\n show\n end\nend\n\n@砂嵐\n\nwhen I start as a clone\n砂嵐 [1]\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ndelete this clone\n\ndefine 砂嵐 (透明度)\ngo to x: (0) y: (0)\nnext costume\nset [ghost v] effect to (透明度)\nset size to (3000) %\nshow\nrepeat (10)\n change [mosaic v] effect by (1000)\n change [whirl v] effect by (pick random (1000) to (100000))\nend\ndelete this clone\n\nwhen I receive [next steage v]\nstart sound [テレビの砂嵐.mp3 v]\nhide\nclear graphic effects\nrepeat (5)\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.1)) seconds\nend\nset [準備ok v] to [1]\n\nwhen I receive [あ、 v]\n\nwhen I receive [音量 v]\nif <(volume) < [1]> then\n set volume to (100) %\nelse\n change volume by (-60)\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@スプライト2\n\nwhen I receive [next steage v]\nshow\nrepeat (20)\n clear graphic effects\nend\nhide\n\nwhen flag clicked\nhide\n\n@とげ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [ステージ v] to [1]\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n switch costume to (ステージ)\n if <<(ステージ) = [15]> or <(ステージ) = [16]>> then\n turn left (2) degrees\n else\n point in direction (90)\n end\nend\n\n@背景\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\nset [ステージ v] to [1]\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n switch costume to (ステージ)\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [game start v]\nclear graphic effects\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0)\nforever\n set [ghost v] effect to (100)\nend\n\n@スプライト5\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [game v]\nclear graphic effects\nshow\n\nwhen I receive [終了 v]\nhide\n\n@スプライト6\n\nwhen I receive [game v]\nshow\nclear graphic effects\nrepeat until <(準備OK) = [1]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (終了 v)\n broadcast (Game Start v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nchange [color v] effect by (25)\n\nwhen I receive [終了 v]\nhide\n\nwhen I receive [終了 v]\ngo to x: (-300000000) y: (7777777777777777)\nforever\n stop [this script v]\nend\n\ngo to x: (-300000000) y: (7777777777777777)\n\n@スプライト7\n\nwhen I receive [game v]\nshow\nclear graphic effects\nrepeat until <(準備OK) = [1]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n broadcast (音量 v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\ngo to x: (64) y: (20)\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [終了 v]\nhide\n\nwhen I receive [game start v]\nstop [this script v]\n\nwhen I receive [終了 v]\nforever\n go to x: (-300000000) y: (7777777777777777)\n stop [this script v]\nend\n\n@スプライト8\n\nwhen I receive [game v]\nshow\nrepeat until <(準備OK) = [1]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (あ、 v)\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [game v]\nclear graphic effects\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-64) y: (20)\n\nwhen I receive [終了 v]\nhide\n\nwhen I receive [終了 v]\nhide\n\nwhen I receive [game start v]\nstop [this script v]\n\nwhen I receive [終了 v]\nforever\n go to x: (-300000000) y: (7777777777777777)\n stop [this script v]\nend\n\n@スプライト9\n\nwhen I receive [終了 v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [game v]\nshow\nclear graphic effects\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen I receive [あ、 v]\ngo to [front v] layer\nshow\nstop [all v]\n\n
なんでまだ6pなのw\n拡散希望!\n暖かいコメントいつも感謝してます(*´ω`*)\n作り終えて2か月以上たって共有するという…ヤバイヨネ!\n日本語は↓\nLeft and right keystrokes\nRespawn in R\nPress the start button to start (duh)\nYou can adjust the volume with the volume buttons\nThere are loud, low, and no volume\nWhat's that button? It's better not to push too much...\n★★★★ Difficulty ☆\nThere are a lot of worlds in this tv-platformer\n・The World in TV\n・World of Animation\n・The world of color inversion\n・Black and white world\n・ The world of bread (that?) Like I've seen it somewhere.)\n・Mario (?) World of Wind\n・World of Caves\n・The world of letters\n・The World of the Sea (Beach)\n・The world in the sky\nAre!\nStop advertising and anti-comment spam\nPlease let me know if there are any bugs! If I can cure it, I will fix it!\nsandstorm @0831oyasai\nbgm sharou\n左右キー操作\nRでリスポーン\nスタートボタンを押してスタート(当たり前)\n音量ボタンで音量を調節できます\n音量は大、小、無、があります\n最後のボタンは何だって?あまり押さないいほうがいいよ…\n難易度★★★★☆\nこのtv-platformerにはたくさんの世界があります\n・TVの中の世界\n・アニメーションの世界\n・色反転の世界\n・白黒の世界\n・パンの世界(あれ?何かどこかで見たことあるような)\n・マリオ(?)風の世界\n・洞窟の世界\n・文字の世界\n・海(ビーチ)の世界\n・天空の世界\nです!\n宣伝やアンチコメントスパムはやめてください\nバグなどがあったら教えてください!治せたら直します!\n砂嵐 @0831oyasai\nbgm しゃろう \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#geme #GAME #GAMES #games #tv #TV #platformer #PLATFORMER #warld #rinseiR #all #ALL
Platformer!
@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) = [18]>\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]\nset [☁ time v] to (time)\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\nwhen I receive [jump v]\nplay sound [Jump v] until done\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\nwhen I receive [リスポーン v]\ngo to x: (-200) y: (0)\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) = [8]>\nhide\nwait until <(next) = [17]>\nshow\ngo to x: (-185) y: (-89)\nwait until <(next) = [18]>\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) = [13]>\ngo to x: (20) y: (58)\nshow\nwait until <(next) = [14]>\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [壁消去 v]\nswitch costume to (コスチューム2 v)\n\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\n@→\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nwait until <(next) = [11]>\nshow\nswitch costume to (コスチューム2 v)\nwait until <(next) = [12]>\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: (0) y: (0)\nshow\nrepeat until <(next) = [10]>\n turn left (3) degrees\nend\nhide\nwait until <(next) = [17]>\ngo to x: (150) y: (0)\nshow\nrepeat until <(next) = [18]>\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) = [10]>\nshow\ngo to x: (6) y: (0)\nwait (1) seconds\nrepeat until <(next) = [11]>\n glide (5) secs to x: (6) y: (182)\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) = [11]> then\n hide\n stop [this script v]\n end\nend\n\n@消える壁\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nwait until <[13] = (next)>\nshow\ngo to x: (-100) y: (0)\n\nwhen I receive [壁消去 v]\nhide\n\n@サムネ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\ngo [backward v] (2) layers\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) = [13]>\nhide\n\n@タボフィー\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n go to [front v] layer\n else\n go to [front v] layer\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n change [turbo v] by (1)\nend\n\n@通れる壁\n\nwhen flag clicked\nwait (0.1) seconds\n\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@スプライト1\n\nwhen flag clicked\nforever\n reset timer\n go to (プレイヤー v)\n go to [front v] layer\n go [backward v] (2) layers\n show\nend\n\nset size to (200) %\n\nwhen [timer v] > (0)\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen this sprite clicked\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (リスポーン v)\n\n
プラットフォーマーコンテスト!\nhttps://scratch.mit.edu/projects/752573630\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動く地面も!?\n\nENGLISH\nRight key or right tap → go right\nLeft key or left tap → Go left\nUp key or upper tap → jump\nBig jump on the jump table! !\nA conveyor belt that moves on its own! ?\nErase wall with button\nEven the moving ground! ?
ONE PIECE platformer ワンピースプラットフォーマー
@Stage\n\nwhen I receive [次 v]\nrepeat (1)\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nswitch costume to (サボ1 v)\ngo to x: (-400) y: (30)\nshow\nset size to (65) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-260) y: (150)\ngo to x: (-230) y: (50)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (サボ2 v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (サボ1 v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\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 (2)\n if <touching (スプライト1 v)?> then\n change y by (2)\n if <touching (スプライト1 v)?> then\n change y by (2)\n if <touching (スプライト1 v)?> then\n change y by (2)\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 <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト1 v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (スプライト1 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (次 v)\n change [ステージ v] by (1)\n hide\n set [x2 v] to [0]\n wait (1.4) seconds\n go to x: (-201) y: (-84)\n show\n end\n if <<<(y position) < [-174]> or <touching (針 v)?>> or <<key (r v) pressed?> or <touching (敵キャラ v)?>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-200) y: (-35)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\n if <key (a v) pressed?> then\n say [火拳!] for (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\nforever\n play sound [新時代 v] until done\nend\n\n@スプライト1\n\nwhen I receive [次 v]\nnext costume\n\nwhen I receive [はい v]\nswitch costume to (コスチューム6 v)\n\nwhen backdrop switches to [背景11 v]\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [背景16 v]\nset [ghost v] effect to (80)\n\nwhen backdrop switches to [背景17 v]\nset [ghost v] effect to (60)\n\nwhen backdrop switches to [背景18 v]\nset [ghost v] effect to (40)\n\nwhen backdrop switches to [背景19 v]\nset [ghost v] effect to (20)\n\nwhen backdrop switches to [背景20 v]\nset [ghost v] effect to (0)\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\nwhen I receive [プレイ v]\nif <(costume [number v]) = [1]> then\n broadcast (針 v)\nelse\n broadcast (隠す v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\n@スプライト4\n\nwhen I receive [次 v]\nshow\nglide (0.4) secs to x: (30) y: (25)\nstart sound [ポップ v]\nwait (0.5) seconds\nglide (0.4) secs to x: (231) y: (216)\nhide\n\nwhen I receive [プレイ v]\ngo to x: (231) y: (216)\ngo [forward v] (1) layers\nhide\n\n@針\n\nwhen flag clicked\npoint in direction (90)\nset size to (150) %\nhide\n\nwhen backdrop switches to [背景3 v]\nshow\ngo to x: (0) y: (-65)\n\nwhen backdrop switches to [背景4 v]\nhide\n\nwhen backdrop switches to [背景9 v]\nset size to (350) %\ngo to x: (0) y: (-24)\nshow\n\nwhen backdrop switches to [背景10 v]\nset size to (150) %\nhide\n\nwhen backdrop switches to [背景38 v]\npoint in direction (90)\nset size to (300) %\nshow\ngo to x: (-40) y: (-150)\ndelete this clone\n\nwhen backdrop switches to [背景39 v]\nhide\n\nwhen backdrop switches to [背景33 v]\nshow\ngo to x: (-100) y: (-65)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-65)\n\nwhen backdrop switches to [背景34 v]\ndelete this clone\n\nwhen backdrop switches to [背景34 v]\nset size to (350) %\ngo to x: (-44) y: (-24)\ncreate clone of (_myself_ v)\nset size to (150) %\ngo to x: (130) y: (-65)\n\nwhen backdrop switches to [背景35 v]\nhide\ndelete this clone\n\nwhen backdrop switches to [背景37 v]\nshow\nset size to (100) %\npoint in direction (-90)\ngo to x: (-111) y: (75)\ncreate clone of (_myself_ v)\ngo to x: (13) y: (75)\ncreate clone of (_myself_ v)\ngo to x: (151) y: (75)\n\n@バネ\n\nwhen flag clicked\nhide\nset size to (150) %\n\nwhen backdrop switches to [背景4 v]\nshow\ngo to x: (-128) y: (-77)\ncreate clone of (_myself_ v)\ngo to x: (113) y: (-75)\n\nwhen backdrop switches to [背景5 v]\nhide\ndelete this clone\n\nwhen backdrop switches to [背景9 v]\ngo to x: (-100) y: (-81)\nshow\n\nwhen backdrop switches to [背景10 v]\nhide\n\nwhen backdrop switches to [背景34 v]\nshow\ngo to x: (-135) y: (-80)\n\nwhen backdrop switches to [背景35 v]\nhide\n\nwhen backdrop switches to [背景37 v]\nshow\ngo to x: (-111) y: (-123)\ncreate clone of (_myself_ v)\ngo to x: (13) y: (-123)\ncreate clone of (_myself_ v)\ngo to x: (151) y: (-123)\n\nwhen backdrop switches to [背景38 v]\nhide\ndelete this clone\n\n@敵キャラ\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen backdrop switches to [背景39 v]\ngo to x: (130) y: (0)\nset size to (200) %\nshow\nforever\n if <touching (炎 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@炎\n\nwhen I receive [プレイ v]\nforever\n hide variable [☁ 通算火拳回数 v]\n change [☁ 通算火拳回数 v] by (1)\n if <key (a v) pressed?> then\n show\n repeat (50)\n change x by (10)\n end\n hide\n else\n go to (プレイヤー v)\n hide\n end\n if <touching (敵キャラ v)?> then\n broadcast (勝利 v)\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [イントロ終了 v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\n@Button2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (プレイ v)\nhide\n\nwhen I receive [イントロ終了 v]\nwait (1) seconds\ngo to [front v] layer\nshow\n\n@コイン\n\nwhen flag clicked\nset [コインカウント v] to [0]\nhide\n\nwhen backdrop switches to [背景2 v]\nshow\ngo to x: (207) y: (52)\nforever\n if <touching (プレイヤー v)?> then\n start sound [coin v]\n change [コインカウント v] by (1)\n hide\n end\nend\n\nwhen backdrop switches to [背景3 v]\nhide\n\n@タイマー\n\nwhen flag clicked\nset [time/タイム v] to [0]\nset [☁ みんなの記録 v] to [0]\nhide variable [time/タイム v]\nhide variable [☁ みんなの記録 v]\nhide\n\nwhen I receive [プレイ v]\nshow\nshow variable [time/タイム v]\nrepeat until <(backdrop [number v]) = [40]>\n wait (1) seconds\n change [time/タイム v] by (1)\nend\n\nwhen backdrop switches to [ゴール v]\nset [☁ みんなの記録 v] to (Time/タイム)\nstop [this script v]\n\n@スプライト3\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nrepeat (48)\n turn right (15) degrees\nend\nrepeat (6)\n repeat (12)\n change size by (11)\n end\n repeat (12)\n change size by (-11)\n end\nend\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nbroadcast (メッセージ1 v)\n\nwhen flag clicked\nset instrument to (1 v)\nplay note (60) for (0.3) beats\nplay note (60) for (0.3) beats\nrest for (0.01) beats\nplay note (60) for (0.3) beats\nplay note (65) for (0.3) beats\nplay note (65) for (0.3) beats\nrest for (0.25) beats\nplay note (60) for (0.4) beats\nplay note (65) for (0.3) beats\nplay note (67) for (0.5) beats\nrest for (0.25) beats\nplay note (65) for (0.3) beats\nplay note (67) for (0.3) beats\nplay note (70) for (0.3) beats\nrest for (0.1) beats\nplay note (69) for (0.3) beats\nplay note (65) for (1) beats\nrest for (0.1) beats\nplay note (60) for (0.3) beats\nplay note (60) for (0.3) beats\nrest for (0.01) beats\nplay note (60) for (0.3) beats\nplay note (65) for (0.3) beats\nplay note (65) for (0.3) beats\nrest for (0.25) beats\nplay note (60) for (0.4) beats\nplay note (65) for (0.3) beats\nplay note (67) for (0.5) beats\nplay note (67) for (0.3) beats\nrest for (0.1) beats\nplay note (70) for (0.3) beats\nplay note (69) for (0.4) beats\nplay note (67) for (0.4) beats\nplay note (67) for (0.2) beats\nplay note (65) for (1) beats\nrest for (0.1) beats\nplay note (67) for (0.2) beats\nplay note (65) for (0.2) beats\nplay note (67) for (0.2) beats\nplay note (65) for (0.2) beats\nbroadcast (イントロ終了 v)\nhide\n\nwhen I receive [メッセージ3 v]\ngo to [front v] layer\ngo to x: (0) y: (-110)\n\n@スプライト5\n\nwhen flag clicked\nshow\n\nwhen I receive [イントロ終了 v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\nset size to (100) %\nrepeat (50)\n change size by (-2)\nend\nbroadcast (メッセージ2 v)\nhide\n\n@スプライト7\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen I receive [メッセージ3 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [イントロ終了 v]\nhide\n\n@39396DCD-F3B0-4563-9974-674629015EAA\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to [front v] layer\nshow\nrepeat (18)\n turn right (20) degrees\nend\nrepeat (22)\n change x by (20)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (メッセージ3 v)\n\nwhen I receive [メッセージ3 v]\ngo to x: (0) y: (50)\nset [ghost v] effect to (0)\n\nwhen I receive [イントロ終了 v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [ゴール v]\nshow\n\nwhen flag clicked\nforever\n if <touching (炎 v)?> then\n say [熱っ!] for (1) seconds\n end\nend\n\n
※Please translate how to use\n今回はバトル要素があります!!\n難易度            ★★★★☆(難しい)\n1〜10ステージ  普通ステージ\n11〜20ステージ 見えないステージ\n(リア友の@taiyounokazeと考えた)\n21〜30ステージ 落とし穴ステージ\n31〜38ステージ 普通ステージ\n39ステージ   バトルステージ\n40ステージ   ゴール\n操作方法\nイントロ後playを押してスタート\n[十字キー] 移動(しゃがみ無し)\n[Aキー] 火拳(黒ひげを倒すときに…)\n[Rキー] リスポーン(埋まった時に使おう)\nゴールを含む、全40ステージ! 長編!\n棘=当たるとそのステージからもう一度\nバネ=通常より高くジャンプ \nコイン=1枚しかないよ\n黒ひげ=棘と同じ効果だけど火拳で倒せるよ!\nクリアチェック◎ちなみに作者は180秒 モバイル対応\nタイムはあります!←コメントしよう!\n下に何かあるよ\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nね、なかったでしょw\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nルフィに火拳を当てると…
scroll platformer スクロール プラットフォーマー
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (空 v)\n\nwhen flag clicked\nstop all sounds\nforever\n start sound [Starship v]\n wait (247) seconds\nend\n\nwhen I receive [おしまい v]\nstop all sounds\n\n@地面\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [100] [3]\n配置 [1500] [100] [4]\n配置 [2000] [200] [5]\n配置 [2500] [300] [6]\n配置 [3000] [300] [7]\n配置 [3500] [400] [8]\n配置 [4000] [400] [9]\n配置 [4500] [500] [10]\n配置 [5000] [500] [11]\n配置 [5500] [600] [12]\n配置 [6000] [700] [13]\n配置 [6500] [700] [14]\n配置 [7000] [800] [15]\n配置 [7500] [800] [16]\nhide\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (先頭 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@プレイヤー\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [y2 v] to [0]\nset [x2 v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n 動き\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y2 v] to [0]\nset [x2 v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\ndefine 動き\nif <(動き) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x2 v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x2 v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x2 v] to ((x2) * (加速速度))\n change x by (x2)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y2 v] by (重力)\n change y by (y2)\n if <touching (地面 v)?> then\n 床\n end\n change y by (重力)\n if <touching (地面 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y2 v] to [15]\n end\n end\n change y by (() - (重力))\n if <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n start sound [Pew v]\n broadcast (もう一回 v)\n end\n if <touching (バネ v)?> then\n start sound [Jump v]\n set [y2 v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (x2)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x2)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x2)) / ([abs v] of (x2) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y2 v] to [15]\n set [x2 v] to ((((0) - (x2)) / ([abs v] of (x2) )) * (7))\nelse\n set [x2 v] to [0]\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y2)) / ([abs v] of (y2) )) * ([abs v] of (重力) ))\nend\nset [y2 v] to [0]\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [サムネ v]\nshow\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [表示 v]\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nbroadcast (表示 v)\n\n@ゴール\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [ゴールx v]) (item (a) of [ゴールy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [ゴールx v]\nadd (y) to [ゴールy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n set [動き v] to [1]\n next costume\n end\nend\n\nwhen flag clicked\ndelete all of [ゴールx v]\ndelete all of [ゴールy v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [7500] [760] [1]\nhide\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\nset [動き v] to [0]\nforever\n if <(動き) = [1]> then\n broadcast (クリア v)\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nclear graphic effects\nhide variable [コイン v]\nshow\ngo to x: (0) y: (999)\nrepeat until <(y position) < [3]>\n change y by ((() - (y position)) / (10))\nend\nbroadcast (サムネ v)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\n配置 [1450] [20] [1]\n配置 [2300] [143] [1]\n配置 [3000] [226] [1]\n配置 [5030] [620] [1]\nhide\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\n
日本人の方、한국、は下の方↓\n(English)\nHello!\nIt's driveGOX!\nThis time, I made a scroll platformer!\nGood luck with the clear!\n【How to play】\nPC... Move with the arrow keys\nMobile... Tap the direction you want to go\n(Have fun!)\n(translated)\n\n(日本人の方)\nこんにちは!\ndriveGOXです!\n今回はスクロールプラットフォーマーを作りました!\nクリア頑張ってください!\n【遊び方】\nPC...矢印キーで動かす\nモバイル...進みたい方向をタップする\n(楽しんでね!)\n\n(한국)\n안녕하세요!\ndriveGOX입니다!\n이번에는 스크롤플랫포머를 만들었습니다!\n클리어 힘내세요!\n【놀이 방법】\nPC... 화살표 키로 움직이다\n모바일... 나아가고 싶은 방향을 탭하다\n(즐기세요!)\n(번역입니다)
Ohio| a platformer 0.4 | Mobile friendly |
@Stage\n\nwhen flag clicked\nforever\n play sound [Something v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (5)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-8)\n change [ghost v] effect by (20)\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\ngo [backward v] (3) layers\nshow\nset size to (145) %\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 (-2)\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 (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\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 end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-10)\n start sound [Hurt v]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n play sound [Crazy Laugh v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n forever\n if <(Level) = [18]> then\n if <(Time) < (☁ World record)> then\n set [☁ world record v] to (Time)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n change [time v] by (1)\n if <(Level) = [18]> then\n stop [this script v]\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nforever\n if <(Level) = [18]> then\n show variable [☁ world record v]\n show variable [time v]\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\n@Danger\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)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [y v] to [18]\n play sound [Boing v] until done\n end\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@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\nforever\n play sound [Cave v] until done\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (yellow 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@Sprite1\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [forward v] (50000000000000000000000000000000000000000000000000000000000000) layers\nset [ghost v] effect to (100)\n\n
Welcome to OHIO\n\nEscape at all costs\n\n\nPress green flag 2 times\n\n 0.2 Goofy laugh added\n\n 0.3 Custom music added andThumbnail added\n\n 0.4 general clean up and timer/ world record
Rolling platformer!
@Stage\n\n@player\n\ndefine jump\nchange [y v] by (-1)\nchange y by (Y)\nif <touching color (#55f200)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#55f200)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to [14]\n start sound [効果音//ジャンプ v]\n end\nend\nchange y by (1)\n\ndefine 準備\nset drag mode [not draggable v]\ngo to [front v] layer\nclear graphic effects\nshow\nswitch backdrop to (1 v)\nswitch costume to (め v)\ngo to x: (-212) y: (-113)\nset size to (75) %\nstop all sounds\nset volume to (60) %\nset [x v] to [0]\nset [y v] to [0]\nset [time v] to [0]\n初期設定\n\nwhen flag clicked\nswitch backdrop to (1 v)\nhide variable [time v]\nhide variable [☁ time v]\nhide\nwait until <[12] < (timer)>\nbroadcast (ゲームスタート v)\n\ndefine 初期設定\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-212) y: (-113)\nclear graphic effects\n\nwhen I receive [ゲームスタート v]\n準備\nrepeat ((1) / ())\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n end\n if <<touching color (#39a300)?> or <touching color (#55f200)?>> then\n change y by (4)\n end\n if <touching color (#663b00)?> then\n change x by ((X) * (-2))\n set [x v] to [0]\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to [11]\n start sound [効果音//壁キック v]\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x v] to [6]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [x v] to [-6]\n end\n end\n end\n if <<touching color (#9f9f9f)?> and <<touching (描画 v)?> and <(backdrop [number v]) = [9]>>> then\n broadcast (ジャンプ台 v)\n set [y v] to [22.35]\n start sound [効果音//ジャンプ v]\n end\n if <<(x position) > [242]> and <not <(backdrop [name v]) = [goal]>>> then\n broadcast (次! v)\n start sound [効果音//next v]\n wait (0.85) seconds\n next backdrop\n 初期設定\n wait (1.25) seconds\n end\n if <<touching color (#cb0000)?> or <touching color (#ff0000)?>> then\n start sound [効果音//タヒ v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n 初期設定\n end\n if <key (r v) pressed?> then\n start sound [効果音//タヒ v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n 初期設定\n end\n if <(y position) < [-181]> then\n start sound [効果音//タヒ v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n 初期設定\n end\n if <<(backdrop [name v]) = [goal]> and <(x position) > [242]>> then\n stop [all v]\n end\n set [x v] to ((X) * (0.875))\n change x by (X)\n turn right ((X) * (2.2)) degrees\n jump\nend\n\nwhen I receive [ゲームスタート v]\nwait (0.075) seconds\nrepeat ((1) / ())\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (くろ v)\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nrepeat ((1) / ())\n if <(backdrop [name v]) = [goal]> then\n broadcast (goal v)\n show variable [time v]\n show variable [☁ time v]\n if <<(time) < (☁ time)> and <not << (username) contains [oira-edu]?> or < (username) contains [yakochite]?>>>> then\n set [☁ time v] to (time)\n say (join (join (username) [のタイムは]) (join (time) [秒]))\n end\n else\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nwhen [space v] key pressed\nif <(username) = [oira-edu]> then\n ask [] and wait\n switch backdrop to (answer)\nend\n\nwhen I receive [ゲームスタート v]\nrepeat ((1) / ())\n play sound [bgm//Cloud 9 \[NCS\] v] until done\nend\n\nwhen [e v] key pressed\nbroadcast (サムネ v)\nstop [all v]\n\n@描画\n\nwhen I receive [ゲームスタート v]\nrepeat ((1) / ())\n if <(backdrop [number v]) = [8]> then\n set size to (100) %\n go to x: (-125) y: (-40)\n switch costume to (赤色//刃 v)\n show\n turn left (2) degrees\n end\n if <(backdrop [number v]) = [9]> then\n switch costume to (jump//1 v)\n point in direction (90)\n show\n set size to (45) %\n go to x: (-43) y: (-109)\n end\n if <(backdrop [number v]) = [21]> then\n go to x: (-205) y: (-159)\n set size to (100) %\n point in direction (90)\n switch costume to (地面//大 v)\n show\n repeat until <not <(backdrop [number v]) = [21]>>\n go to x: (-205) y: (-159)\n repeat until <<[369] < (x position)> or <(X) = [0]>>\n glide (0.01) secs to x: ((x position) + (4.92)) y: (-159)\n end\n end\n end\n if <(backdrop [number v]) = [22]> then\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (地面//地面/小 v)\n show\n repeat until <not <(backdrop [number v]) = [22]>>\n go to x: (-205) y: (-159)\n repeat until <<[369] < (x position)> or <(X) = [0]>>\n glide (0.01) secs to x: ((x position) + (6)) y: (-159)\n end\n end\n end\n if <not <<<<<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [9]>> or <(backdrop [number v]) = [11]>> or <(backdrop [number v]) = [21]>> or <(backdrop [number v]) = [22]>>> then\n hide\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [サムネ v]\nhide\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [サムネ v]\nhide\n\nwhen flag clicked\nhide\n\n@太陽\n\nwhen I receive [ゲームスタート v]\nset [sun v] to [0]\ngo to x: (-216) y: (157)\nshow\nset size to (100) %\nswitch costume to (太陽 v)\ngo to [front v] layer\nrepeat ((1) / ())\n if <(backdrop [name v]) = [goal]> then\n go to x: (-216) y: (157)\n hide\n else\n go to x: (-216) y: (157)\n switch costume to (たいよう v)\n go to [back v] layer\n change [sun v] by (4)\n change size by ([cos v] of (sun) )\n end\nend\n\nwhen flag clicked\nhide\n\n@NEXT\n\nwhen I receive [旗 v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [サムネ v]\nhide variable [time v]\nhide variable [☁ time v]\nswitch costume to (さむね2 v)\ngo to [front v] layer\ngo [forward v] (1) layers\ngo to x: (1) y: (0)\nset size to (100) %\nshow\nstop [all v]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\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\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)) / (5))\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n wait (1.8) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (1.7) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (1.6) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.5) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.4) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\n\nwhen I receive [star true v]\nhide\n\nwhen I receive [ゲームスタート v]\nhide\n\nwhen flag clicked\nhide\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 [clone1 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 (((clone1) - (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 [clone1 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@icon\n\n
絶対見て↓↓↓↓↓↓↓↓↓↓↓↓↓\n\nhttps://scratch.mit.edu/projects/780866208/\n\n量産型が嫌いな場合はお引き取りください
-| Trails and Tales Platformer |- Mobile Friendly
@Stage\n\nwhen I receive [inicio v]\nforever\n if <(🏠Level) < [5]> then\n stop all sounds\n play sound (pick random (1) to (2)) until done\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <<(🏠Level) > [4]> and <(🏠Level) < [10]>> then\n stop all sounds\n play sound (pick random (3) to (4)) until done\n end\nend\n\nwhen I receive [inicio v]\nforever\n set [brightness v] effect to (-8)\n if <(🏠Level) < [5]> then\n switch backdrop to (abedules v)\n else\n if <<(🏠Level) > [4]> and <(🏠Level) < [10]>> then\n switch backdrop to (cuevas v)\n else\n if <<(🏠Level) > [9]> and <(🏠Level) < [19]>> then\n switch backdrop to (cherry v)\n else\n if <<(🏠Level) > [18]> and <(🏠Level) < [111]>> then\n switch backdrop to (desert v)\n end\n end\n end\n end\nend\n\nwhen I receive [inicio v]\nset [🔊: v] to ((🔊:) * (100))\nset volume to (🔊:) %\nforever\n if <<(🏠Level) > [9]> and <(🏠Level) < [16]>> then\n stop all sounds\n play sound [Cherry1 v] until done\n end\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [inicio v]\nforever\n if <<(🏠Level) > [15]> and <(🏠Level) < [18]>> then\n stop all sounds\n play sound [familiar room v] until done\n end\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nstop all sounds\ndelete this clone\n\nwhen I receive [inicio v]\nforever\n if <<(🏠Level) > [18]> and <(🏠Level) < [29]>> then\n stop all sounds\n play sound [Desert v] until done\n end\nend\n\n@ \n\n@LOGO\n\nwhen flag clicked\ndelete all of [🎓hats v]\nadd [0] to [🎓hats v]\nadd [0] to [🎓hats v]\ngo to [front v] layer\nhide\nforever\n set [detector of detener v] to (timer)\n go to [front v] layer\nend\n\nshow variable [🏠level v]\n\nwhen [timer v] > (DETECTOR of detener)\nswitch costume to (trails & tales v)\ngo to [front v] layer\nshow\nbroadcast (C encendio v)\nhide variable [🏠level v]\n\n@Intro 2023\n\nwhen I start as a clone\nswitch costume to (background v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (100) %\nset volume to (100) %\nset x to (0)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nset [pan left/right v] effect to (-100)\nstart sound [Stone slide v]\nset x to (-300)\nrepeat (30)\n change x by (11)\nend\nswitch costume to (text2 v)\nwait (0.05) seconds\nswitch costume to (text3 v)\nwait (0.5) seconds\nswitch costume to (text4 v)\nwait (0.05) seconds\nswitch costume to (text5 v)\nwait (0.5) seconds\nset [bump v] to [12]\nclear sound effects\nstart sound [RandomCoin v]\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (Bump)\n set [bump v] to ((Bump) - (1))\nend\nbroadcast (Language v)\nstop [this script v]\n\nbroadcast (Inicio v)\n\nwhen flag clicked\nrepeat (25)\n change [pan left/right v] effect by (4)\nend\n\nwhen I receive [language v]\nwait (0.5) seconds\nhide\nif <([sqrt v] of (4761) ) = [69]> then\n delete this clone\nend\n\nset [🆚versión v] to [1.0]\nif <(username) = [TadeoCreeper]> then\nend\nif <(username) = [alampro]> then\n set [🆚versión v] to [1.1]\nend\n\nwhen flag clicked\nset [🆚versión v] to [1.1]\n\n@Language selector\n\nwhen I receive [title screen v]\nif <([sin v] of (30) ) = [0.5]> then\n delete this clone\nend\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait (0.5) seconds\n repeat (35)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Button]?> then\n forever\n go to [back v] layer\n go [forward v] (29) layers\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if < (costume [name v]) contains [English]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n switch costume to (button english 2 v)\n wait (0.05) seconds\n set [📒idioma? v] to [0]\n broadcast (title screen v)\n else\n switch costume to (button english 1 v)\n end\n end\n if < (costume [name v]) contains [Español]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n switch costume to (button español 2 v)\n wait (0.05) seconds\n set [📒idioma? v] to [1]\n broadcast (title screen v)\n else\n switch costume to (button español 1 v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\ndelete this clone\n\nwhen I receive [language v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\nswitch costume to (button english 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (button español 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\n\nwhen flag clicked\nhide\n\nwhen I receive [title screen v]\nwait (0.5) seconds\ndelete this clone\n\n@Title screenSprite1\n\nwhen I start as a clone\nif < (costume [name v]) contains [cherry]?> then\n show\n set size to (pick random (70) to (120)) %\n set [brightness v] effect to (10)\n forever\n change y by (x)\n change [x v] by (0.02)\n if <(x position) < [-230]> then\n repeat (2)\n change y by (x)\n end\n delete this clone\n end\n if <(y position) < [-179]> then\n delete this clone\n end\n end\nend\nif < (costume [name v]) contains [Title]?> then\n set [probability v] to (pick random (1) to (5))\n if <(Probability) = [1]> then\n switch costume to (eg title v)\n end\n if <(Probability) = [2]> then\n switch costume to (eg2 title v)\n end\n go to [front v] layer\n go [backward v] (11) layers\n forever\n go to [front v] layer\n go [backward v] (11) layers\n end\nend\nif < (costume [name v]) contains [Button]?> then\n show\n go to [back v] layer\n go [forward v] (29) layers\n wait (0.3) seconds\n forever\n go to [back v] layer\n go [forward v] (29) layers\n if <(📱¿Interfaz?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if < (costume [name v]) contains [singleplayer]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n if <(📒Idioma?) = [0]> then\n switch costume to (button singleplayer 2 v)\n else\n switch costume to (button singleplayer 2 esp v)\n end\n wait (0.05) seconds\n if <(🆚versión) > [1.09]> then\n set [🙍‍♂️multiplayer? v] to [0]\n broadcast (PartSelector v)\n delete this clone\n else\n broadcast (Inicio v)\n delete this clone\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (button singleplayer 1 v)\n else\n switch costume to (button singleplayer 1 esp v)\n end\n end\n end\n if < (costume [name v]) contains [multiplayer]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n if <(📒Idioma?) = [0]> then\n switch costume to (button multiplayer 2 v)\n else\n switch costume to (button multiplayer 2 esp v)\n end\n wait (0.05) seconds\n if <(🆚versión) > [1.09]> then\n set [🙍‍♂️multiplayer? v] to [1]\n broadcast (PartSelector v)\n delete this clone\n else\n broadcast (Inicio v)\n broadcast (multiplayer v)\n delete this clone\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (button multiplayer 1 v)\n else\n switch costume to (button multiplayer 1 esp v)\n end\n end\n end\n if < (costume [name v]) contains [Skins]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n if <(📒Idioma?) = [0]> then\n switch costume to (button skins 2 v)\n else\n switch costume to (button skins 2 esp v)\n end\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [backward v] (2) layers\n end\n wait (0.05) seconds\n set [📱¿interfaz? v] to [1]\n if <(📒Idioma?) = [0]> then\n switch costume to (button skins 1 v)\n else\n switch costume to (button skins 1 esp v)\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (button skins 1 v)\n else\n switch costume to (button skins 1 esp v)\n end\n end\n end\n if < (costume [name v]) contains [Mobile]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n if <(📒Idioma?) = [0]> then\n switch costume to (button mobile 2 v)\n else\n switch costume to (button mobile 2 esp v)\n end\n wait (0.05) seconds\n if <(🆚versión) > [1.0]> then\n set [📱mobile? v] to [1]\n broadcast (PartSelector v)\n delete this clone\n else\n set [📱mobile? v] to [1]\n broadcast (Inicio v)\n delete this clone\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (button mobile 1 v)\n else\n switch costume to (button mobile 1 esp v)\n end\n end\n end\n if < (costume [name v]) contains [Config]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n switch costume to (button config 2 v)\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [backward v] (2) layers\n end\n wait (0.05) seconds\n set [📱¿interfaz? v] to [2]\n switch costume to (button config v)\n else\n switch costume to (button config v)\n end\n end\n if < (costume [name v]) contains [Part1]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n wait (0.05) seconds\n if <(🙍‍♂️Multiplayer?) = [0]> then\n broadcast (Inicio v)\n delete this clone\n else\n broadcast (Inicio v)\n broadcast (multiplayer v)\n delete this clone\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (button part1 v)\n else\n switch costume to (button part1 esp v)\n end\n end\n end\n if < (costume [name v]) contains [Part2]?> then\n if <mouse down?> then\n set [brightness v] effect to (0)\n wait (0.05) seconds\n if <(🙍‍♂️Multiplayer?) = [0]> then\n broadcast (part2 v)\n broadcast (Inicio v)\n wait (0) seconds\n delete this clone\n else\n broadcast (part2 v)\n broadcast (Inicio v)\n broadcast (multiplayer v)\n wait (0) seconds\n delete this clone\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (button part2 v)\n else\n switch costume to (button part2 esp v)\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [title screen v]\nset [📱¿interfaz? v] to [0]\nshow\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nif <(📒Idioma?) = [0]> then\n switch costume to (button singleplayer 1 v)\nelse\n switch costume to (button singleplayer 1 esp v)\nend\ncreate clone of (_myself_ v)\nif <(📒Idioma?) = [0]> then\n switch costume to (button multiplayer 1 v)\nelse\n switch costume to (button multiplayer 1 esp v)\nend\ncreate clone of (_myself_ v)\nif <(📒Idioma?) = [0]> then\n switch costume to (button skins 1 v)\nelse\n switch costume to (button skins 1 esp v)\nend\ncreate clone of (_myself_ v)\nif <(📒Idioma?) = [0]> then\n switch costume to (button mobile 1 v)\nelse\n switch costume to (button mobile 1 esp v)\nend\ncreate clone of (_myself_ v)\nswitch costume to (button config v)\ncreate clone of (_myself_ v)\nset [backg v] to (pick random (1) to (2))\nswitch costume to (join [Background] (Backg))\nif <(costume [number v]) = [1]> then\n forever\n repeat (2)\n Leaf\n switch costume to (join [Background] (Backg))\n go to x: (0) y: (0)\n wait (0.3) seconds\n end\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [cherry]?> then\n forever\n go to [back v] layer\n go [forward v] (19) layers\n change x by (-6)\n turn right (1) degrees\n end\nend\n\ndefine Leaf\nswitch costume to (cherry 2 v)\nset [x v] to (pick random (0) to (-3))\ngo to x: (240) y: (pick random (200) to (-150))\ncreate clone of (_myself_ v)\n\nwhen I receive [inicio v]\nrepeat (10)\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [title screen v]\nplay sound [Relic v] until done\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [title screen v]\nforever\n set volume to (🔊:) %\nend\n\nwhen I receive [partselector v]\nif <not << (costume [name v]) contains [title]?> or < (costume [name v]) contains [cherry]?>>> then\n delete this clone\nend\nif < (costume [name v]) contains [title]?> then\n switch costume to (transp title v)\nend\nif < (costume [name v]) contains [background]?> then\n if <(📒Idioma?) = [0]> then\n switch costume to (button part1 v)\n else\n switch costume to (button part1 esp v)\n end\n create clone of (_myself_ v)\n if <(📒Idioma?) = [0]> then\n switch costume to (button part2 v)\n else\n switch costume to (button part2 esp v)\n end\n create clone of (_myself_ v)\n switch costume to (join [Background] (Backg))\nend\n\n@Interfaz\n\nwhen I receive [title screen v]\nforever\n if <not <(📱¿Interfaz?) = [0]>> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n if <(📱¿Interfaz?) = [1]> then\n if <(📒Idioma?) = [0]> then\n switch costume to (skins v)\n else\n switch costume to (skins esp v)\n end\n end\n if <(📱¿Interfaz?) = [2]> then\n if <(📒Idioma?) = [0]> then\n switch costume to (config v)\n else\n switch costume to (config 2 v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [inicio v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [12]>> then\n forever\n if <(📱¿Interfaz?) = [1]> then\n go to [front v] layer\n go [backward v] (3) layers\n show\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [X]> then\n forever\n if <not <(📱¿Interfaz?) = [0]>> then\n go to [front v] layer\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [📱¿interfaz? v] to [0]\n end\n else\n hide\n end\n end\nend\nif < (costume [name v]) contains [Switch]?> then\n forever\n if <(📱¿Interfaz?) = [2]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [check 1 v]\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [12]>> then\n Check / Nr: [1]\nend\n\ndefine Check / Nr: (nr)\nif <(nr) = [1]> then\n if <touching (selector1 v)?> then\n replace item ((costume [number v]) - (1)) of [report list v] with [1]\n else\n replace item ((costume [number v]) - (1)) of [report list v] with [0]\n end\nend\nif <(nr) = [2]> then\n if <touching (selector2 v)?> then\n replace item ((costume [number v]) - (1)) of [report list 2 v] with [1]\n else\n replace item ((costume [number v]) - (1)) of [report list 2 v] with [0]\n end\nend\n\nwhen I receive [finish v]\nif < (costume [name v]) contains [Skins]?> then\n if < (Report list) contains [1]?> then\n replace item (1) of [🎓hats v] with (item # of [1] in [report list v])\n else\n replace item (1) of [🎓hats v] with [0]\n end\nend\n\ndefine Load | Interf: (nrº)\nif <(nrº) = [1]> then\n switch costume to (1 v)\n if <(🆚versión) > [1.0]> then\n repeat (10)\n create clone of (_myself_ v)\n next costume\n end\n else\n repeat (8)\n create clone of (_myself_ v)\n next costume\n end\n end\n if <(📒Idioma?) = [0]> then\n switch costume to (skins v)\n else\n switch costume to (skins esp v)\n end\nend\nif <(nrº) = [2]> then\n switch costume to (switch off v)\n set [switch number v] to [1]\n repeat (4)\n create clone of (_myself_ v)\n change [switch number v] by (1)\n end\n if <(📒Idioma?) = [0]> then\n switch costume to (config v)\n else\n switch costume to (config 2 v)\n end\nend\n\nwhen I receive [title screen v]\ndelete all of [report list v]\nReport list: [1]\ndelete all of [report list 2 v]\nReport list: [2]\nforever\n wait until <not <(📱¿Interfaz?) = [0]>>\n switch costume to (x v)\n create clone of (_myself_ v)\n if <(📱¿Interfaz?) = [1]> then\n Load | Interf: [1]\n end\n if <(📱¿Interfaz?) = [2]> then\n Load | Interf: [2]\n end\n wait until <(📱¿Interfaz?) = [0]>\nend\n\nwhen I start as a clone\nforever\n wait until <(📱¿Interfaz?) = [0]>\n delete this clone\nend\n\nwhen I receive [check 2 v]\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [12]>> then\n Check / Nr: [2]\nend\n\nwhen I receive [finish 2 v]\nif < (costume [name v]) contains [Skins]?> then\n if < (Report list 2) contains [1]?> then\n replace item (2) of [🎓hats v] with (item # of [1] in [report list 2 v])\n else\n replace item (2) of [🎓hats v] with [0]\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [12]>> then\n forever\n if <(📱¿Interfaz?) = [1]> then\n if <touching (selector2 v)?> then\n start sound [y2mate v]\n broadcast (Check 2 v) and wait\n wait (0) seconds\n broadcast (finish 2 v)\n wait until <not <touching (selector2 v)?>>\n broadcast (Check 2 v) and wait\n wait (0) seconds\n broadcast (finish 2 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [12]>> then\n forever\n if <(📱¿Interfaz?) = [1]> then\n if <touching (selector1 v)?> then\n start sound [y2mate v]\n broadcast (Check 1 v) and wait\n wait (0) seconds\n broadcast (finish v)\n wait until <not <touching (selector1 v)?>>\n broadcast (Check 1 v) and wait\n wait (0) seconds\n broadcast (finish v)\n end\n end\n end\nend\n\ndefine Report list: (a)\nif <(a) = [1]> then\n repeat (10)\n add [] to [report list v]\n end\nend\nif <(a) = [2]> then\n repeat (10)\n add [] to [report list 2 v]\n end\nend\n\nwhen I start as a clone\nif <(Switch number) = [1]> then\n if <(🔊:) = [0]> then\n switch costume to (switch on v)\n else\n switch costume to (switch off v)\n end\nend\nif <(Switch number) = [2]> then\n if <(🏞 Fondo?) = [1]> then\n switch costume to (switch on v)\n else\n switch costume to (switch off v)\n end\nend\nif <(Switch number) = [3]> then\n if <(🚙TP) = [1]> then\n switch costume to (switch on v)\n else\n switch costume to (switch off v)\n end\nend\nif <(Switch number) = [4]> then\n if <(🦟Particulas?) = [1]> then\n switch costume to (switch on v)\n else\n switch costume to (switch off v)\n end\nend\nif < (costume [name v]) contains [Switch]?> then\n forever\n if <(📱¿Interfaz?) = [2]> then\n if <(Switch number) = [1]> then\n go to x: (-185) y: (57)\n end\n if <(Switch number) = [2]> then\n go to x: (-185) y: (17)\n end\n if <(Switch number) = [3]> then\n go to x: (-185) y: (-22)\n end\n if <(Switch number) = [4]> then\n go to x: (-185) y: (-60)\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if < (costume [name v]) contains [on]?> then\n switch costume to (switch on v)\n wait (0.02) seconds\n switch costume to (switch offon v)\n wait (0.02) seconds\n switch costume to (switch off v)\n if <(Switch number) = [1]> then\n set [🔊: v] to [100]\n end\n if <(Switch number) = [2]> then\n set [🏞 fondo? v] to [0]\n end\n if <(Switch number) = [3]> then\n set [🚙tp v] to [0]\n end\n if <(Switch number) = [4]> then\n set [🦟particulas? v] to [0]\n end\n else\n if < (costume [name v]) contains [off]?> then\n switch costume to (switch off v)\n wait (0.02) seconds\n switch costume to (switch offon v)\n wait (0.02) seconds\n switch costume to (switch on v)\n if <(Switch number) = [1]> then\n set [🔊: v] to [0]\n end\n if <(Switch number) = [2]> then\n set [🏞 fondo? v] to [1]\n end\n if <(Switch number) = [3]> then\n set [🚙tp v] to [1]\n end\n if <(Switch number) = [4]> then\n set [🦟particulas? v] to [1]\n end\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [🦟particulas? v] to [1]\nset [🏞 fondo? v] to [1]\nset [🔊: v] to [100]\nset [🚙tp v] to [0]\n\nset [📒idioma? v] to [0]\n\nset [📒idioma? v] to [1]\n\n@Selector1\n\nwhen I receive [title screen v]\ngo to x: (-182) y: (-108)\nforever\n if <(📱¿Interfaz?) = [1]> then\n set [brightness v] effect to (-10)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n end\n show\n go to [front v] layer\n set drag mode [draggable v]\n if <(y position) > [66]> then\n set y to (60)\n else\n if <(y position) < [-135]> then\n set y to (-130)\n end\n end\n if <(x position) > [205]> then\n set x to (200)\n else\n if <(x position) < [-205]> then\n set x to (-200)\n end\n end\n else\n hide\n set drag mode [not draggable v]\n end\nend\n\nwhen I receive [inicio v]\nstop [other scripts in sprite v]\nhide\n\n@Selector2\n\nwhen I receive [title screen v]\ngo to x: (-130) y: (-108)\nforever\n if <(📱¿Interfaz?) = [1]> then\n set [brightness v] effect to (-10)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n end\n show\n go to [front v] layer\n set drag mode [draggable v]\n if <(y position) > [66]> then\n set y to (60)\n else\n if <(y position) < [-135]> then\n set y to (-130)\n end\n end\n if <(x position) > [205]> then\n set x to (200)\n else\n if <(x position) < [-205]> then\n set x to (-200)\n end\n end\n else\n hide\n set drag mode [not draggable v]\n end\nend\n\nwhen I receive [inicio v]\nstop [other scripts in sprite v]\nhide\n\n@filtro\n\nwhen flag clicked\nforever\n if <<(🏠Level) > [4]> and <(🏠Level) < [10]>> then\n show\n else\n hide\n end\nend\n\n@Suelo\n\nwhen I receive [inicio v]\nforever\n switch costume to (🏠Level)\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [part2 v]\nwait (0) seconds\nset [🏠level v] to [19]\n\n@Fondo feo\n\nwhen I receive [inicio v]\nforever\n switch costume to (🏠Level)\n go to [back v] layer\n set [brightness v] effect to (-8)\n if <(🏞 Fondo?) = [1]> then\n show\n set [ghost v] effect to (0)\n else\n hide\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Particles\n\nwhen I start as a clone\nforever\n change x by (-6)\n turn right (1) degrees\n wait until <(⏸) = [0]>\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (70) to (120)) %\nif <<key (e v) pressed?> and <key (c v) pressed?>> then\n switch costume to (pick random (1) to (3))\n if <(costume [number v]) = [3]> then\n point in direction (60)\n end\nelse\n switch costume to (pick random (1) to (2))\nend\nset [brightness v] effect to (pick random (-5) to (5))\nif <(size) < [95]> then\n go to [back v] layer\nend\nforever\n change y by (x)\n change [x v] by (0.02)\n wait until <(⏸) = [0]>\n if <(x position) < [-230]> then\n repeat (2)\n wait until <(⏸) = [0]>\n change y by (x)\n end\n delete this clone\n end\n if <(y position) < [-179]> then\n delete this clone\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <<(🏠Level) > [9]> and <(🏠Level) < [17]>> then\n repeat (pick random (1) to (5))\n set [x v] to (pick random (0) to (-3))\n go to x: (240) y: (pick random (200) to (-150))\n create clone of (_myself_ v)\n wait until <(⏸) = [0]>\n wait (0) seconds\n end\n wait until <(⏸) = [0]>\n wait (0.3) seconds\n end\nend\n\nwhen I receive [next v]\nif <(🏠Level) > [16]> then\n delete this clone\nend\n\nwhen I receive [next p2 v]\nif <(🏠Level) > [16]> then\n delete this clone\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwait until <(⏸) = [0]>\n\n@Text\n\ndefine Tipo (texto)\ngo to x: (-200) y: (-100)\nset [x v] to [-200]\nset [y v] to [-100]\nset [limite v] to [200]\nset [🔢número v] to [0]\nset [🔢number move v] to [0]\nset [nivel asignado v] to (🏠Level)\nrepeat (length of (texto))\n if <(nivel asignado) = (🏠Level)> then\n change [🔢número v] by (1)\n set [asset v] to (letter (🔢Número) of (texto))\n if <not <(letter (🔢Número) of (texto)) = [´]>> then\n change [🔢number move v] by (1)\n end\n go to [front v] layer\n if <(asset) = [%]> then\n set [🔢number move v] to [0]\n go to x: (-200) y: (-100)\n change y by (-20)\n else\n create clone of (_myself_ v)\n go [forward v] (1) layers\n end\n else\n stop [this script v]\n end\nend\ngo to x: (0) y: (0)\n\ndefine * Texto *\nif <(🏠Level) = [1]> then\n if <(📒Idioma?) = [0]> then\n Tipo [go right to go to the next section]\n else\n Tipo [ve a la derecha para ir a la siguiente seccio´n]\n end\nend\nif <(🏠Level) = [2]> then\n if <(📒Idioma?) = [0]> then\n Tipo [jump above the slime to jump higher]\n else\n Tipo [salta encima del slime para saltar ma´s alto!]\n end\nend\nif <(🏠Level) = [4]> then\n if <(📒Idioma?) = [0]> then\n Tipo [crouch to go to small spaces \(use "s" or S \)]\n else\n Tipo [agachate para entrar en espacios peque- ños \(usa "s" o S \)]\n end\nend\nif <(🏠Level) = [5]> then\n if <(📒Idioma?) = [0]> then\n Tipo [use the brush with "q", or the mobile \( B \) button \(use it in the ª or º block\)]\n else\n Tipo [usa la brocha con "q", o el boto´n de celular \( B \), u´salo en los bloques: ª o º]\n end\nend\nif <(🏠Level) = [7]> then\n if <(📒Idioma?) = [0]> then\n Tipo [ancestral creature unknown, it seems like he loved the seeds...]\n else\n Tipo [criatura ancestral desconocida, parece que se dedicaba a buscar semillas...]\n end\nend\nif <(🏠Level) = [8]> then\n if <(📒Idioma?) = [0]> then\n Tipo [if you touch the slime in the side,%you'll bounce]\n else\n Tipo [si chocas con los slime de lado, rebota-ra´s]\n end\nend\nif <(🏠Level) = [9]> then\n Tipo [cherry blossom grove →%← birch forest]\nend\nif <(🏠Level) = [11]> then\n if <(📒Idioma?) = [0]> then\n Tipo [experiment n4761%sculk sensor calibrated to only hear bru-shes \(use your brush\)]\n else\n Tipo [experimento nro 4761%sensor sculk calibrado para solo detect-ar brochas \(usa tu brocha\)]\n end\nend\nif <(🏠Level) = [12]> then\n if <(📒Idioma?) = [0]> then\n Tipo [\(use your brush for the puzzles\)]\n else\n Tipo [\(usa tu brocha en los puzzles\)]\n end\nend\nif <(🏠Level) = [15]> then\n if <(📒Idioma?) = [0]> then\n Tipo [sniffers' protected area]\n else\n Tipo [a´rea protegida del sniffer]\n end\nend\nif <(🏠Level) = [16]> then\n if <(📒Idioma?) = [0]> then\n Tipo [trail ruins - in excavation]\n else\n Tipo [ruinas sendero - en excavacio´n]\n end\nend\nif <(🏠Level) = [17]> then\n if <(📒Idioma?) = [0]> then\n Tipo [desert →]\n else\n Tipo [desierto →]\n end\nend\nif <(🏠Level) = [19]> then\n Tipo [← cherry grove%→ desert]\nend\nif <(🏠Level) = [20]> then\n if <(📒Idioma?) = [0]> then\n Tipo [crouch while walking to dash or use D, %you could use to pass by very small pla-ces]\n else\n Tipo [agachate mientras caminas para hacer un dash o usa D , puedes usarlo para ir por lugares muy bajos]\n end\nend\nif <(🏠Level) = [26]> then\n if <(📒Idioma?) = [0]> then\n Tipo [the bottom exit is locked%exit from the top]\n else\n Tipo [la salida de abajo esta´ tapada%salga por arriba]\n end\nend\n\nwhen I receive [test v]\ndelete this clone\n\ndefine Instantxd\nset size to (100) %\ngo to (steve v)\nchange y by (55)\nswitch costume to (© v)\n\nwhen I receive [inicio v]\nhide\nforever\n if < (costume [name v]) contains [©]?> then\n if <<(☝Interact?) = [1]> and <(⏸) = [0]>> then\n repeat (5)\n Instantxd\n change [ghost v] effect by (-20)\n end\n repeat until <<(☝Interact?) = [0]> or <(⏸) = [1]>>\n show\n Instantxd\n set [ghost v] effect to (15)\n if <<key (e v) pressed?> or <(📱E) = [1]>> then\n set [💬texto? v] to [1]\n wait (0.05) seconds\n set [🚶‍♂️player 1 move? v] to [0]\n set [🚶‍♂️player 2 move? v] to [0]\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n * Texto *\n repeat until <<mouse down?> or <<key (any v) pressed?> and <not <key (e v) pressed?>>>>\n hide\n end\n show\n broadcast (test v)\n set [🚶‍♂️player 1 move? v] to [1]\n set [🚶‍♂️player 2 move? v] to [1]\n set [💬texto? v] to [0]\n end\n switch costume to (© v)\n end\n else\n repeat (5)\n Instantxd\n change [ghost v] effect by (20)\n end\n hide\n wait until <<(☝Interact?) = [1]> and <(⏸) = [0]>>\n end\n end\nend\n\nwhen I start as a clone\nset volume to (🔊:) %\n\nwhen I start as a clone\nSetup CLON\nchange y by (-10)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\n if <(costume [name v]) = [ ]> then\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\ndefine Setup CLON\ngo [forward v] (1) layers\nset size to (60) %\nswitch costume to (asset)\nrepeat (🔢Number Move)\n change x by (10)\n if <(x position) > (limite)> then\n set x to (x)\n change y by (-20)\n end\nend\nif <not <(costume [name v]) = [ ]>> then\n set [pitch v] effect to (pick random (0) to (10))\n start sound (pick random (2) to (3))\nend\n\nwhen I receive [select v]\nstop [other scripts in sprite v]\ndelete this clone\n\nset [pitch v] effect to (pick random (10) to (20))\nstart sound [Kenny tuneado v]\n\nwhen flag clicked\nhide\n\nwhen I receive [inicio v]\nhide\nforever\n if < (costume [name v]) contains [©]?> then\n if <(📒Idioma?) = [0]> then\n switch costume to (© v)\n else\n switch costume to (©2 v)\n end\n end\nend\n\nwhen I receive [a v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ngo to x: (-200) y: (-100)\n\n@Chat Box\n\nwhen I receive [inicio v]\nset [🏠level v] to [1]\nset [💬texto? v] to [0]\nhide\nforever\n if <(💬Texto?) = [1]> then\n if <<(🏠Level) > [9]> and <(🏠Level) < [17]>> then\n if <(📒Idioma?) = [0]> then\n switch costume to (chat box 2 v)\n else\n switch costume to (chat box 2b v)\n end\n else\n if <(📒Idioma?) = [0]> then\n switch costume to (chat box 1 v)\n else\n switch costume to (chat box 1b v)\n end\n end\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [⏸ v] to [0]\n wait until <(💬Texto?) = [0]>\n repeat (5)\n change [ghost v] effect by (20)\n end\n else\n hide\n end\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Interact\n\nwhen I receive [inicio v]\nforever\n switch costume to (🏠Level)\n go to [back v] layer\n go [forward v] (1) layers\n set [☝interact? v] to [0]\n if <touching (steve v)?> then\n set [☝interact? v] to [1]\n end\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [inicio v]\nset [ghost v] effect to (100)\nset [🛠debug v] to [0]\nforever\n if <(username) = [TadeoCreeper]> then\n if <key (0 v) pressed?> then\n if <(🛠Debug) = [1]> then\n set [🛠debug v] to [0]\n else\n set [🛠debug v] to [1]\n end\n if <(🛠Debug) = [1]> then\n show variable [🏃‍♂️velocidad x v]\n show variable [🏃‍♂️velocidad y v]\n show variable [🏃‍♂️velocidad x p2 v]\n show variable [🏃‍♂️velocidad y p2 v]\n show variable [🏠level v]\n show variable [🛠debug v]\n show variable [📒idioma? v]\n set [ghost v] effect to (50)\n else\n hide variable [🏃‍♂️velocidad x v]\n hide variable [🏃‍♂️velocidad y v]\n hide variable [🏃‍♂️velocidad x p2 v]\n hide variable [🏃‍♂️velocidad y p2 v]\n hide variable [🏠level v]\n hide variable [🛠debug v]\n hide variable [📒idioma? v]\n set [ghost v] effect to (100)\n end\n wait until <not <key (0 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [🛠debug v] to [0]\nhide variable [🏃‍♂️velocidad x v]\nhide variable [🏃‍♂️velocidad y v]\nhide variable [🏃‍♂️velocidad x p2 v]\nhide variable [🏃‍♂️velocidad y p2 v]\nhide variable [🏠level v]\nhide variable [🛠debug v]\nhide variable [📒idioma? v]\nset [ghost v] effect to (100)\n\n@Hats\n\nwhen I start as a clone\ngo to [back v] layer\nif <(Player?) = [1]> then\n go [forward v] (5) layers\nend\nif <(Player?) = [2]> then\n go [forward v] (5) layers\nend\nshow\nforever\n go to [back v] layer\n if <(Player?) = [1]> then\n go [forward v] (15) layers\n end\n if <(Player?) = [2]> then\n go [forward v] (11) layers\n end\n if <(Player?) = [1]> then\n go to (steve v)\n point in direction ([direction v] of [steve v])\n switch costume to (item (1) of [🎓hats v])\n if <<(⏩Dash P1) > [0.5]> and <not <(item (1) of [🎓hats v]) = [0]>>> then\n switch costume to ((item (1) of [🎓hats v]) + (12))\n else\n if <(🔽Agachar P1) = [1]> then\n change y by (-7)\n move (6) steps\n end\n end\n end\n if <(Player?) = [2]> then\n go to (alex v)\n point in direction ([direction v] of [alex v])\n switch costume to (item (2) of [🎓hats v])\n if <<(⏩Dash P2) > [0.5]> and <not <(item (2) of [🎓hats v]) = [0]>>> then\n switch costume to ((item (2) of [🎓hats v]) + (12))\n else\n if <(🔽Agachar P2) = [1]> then\n change y by (-7)\n move (6) steps\n end\n end\n end\nend\n\nwhen I receive [inicio v]\nwait (0) seconds\nset [player? v] to [1]\ncreate clone of (_myself_ v)\nif <(🙍‍♂️Multiplayer?) = [1]> then\n set [player? v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I receive [credits v]\ndelete this clone\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow list [special people v]\ndelete all of [🎓hats v]\nadd [0] to [🎓hats v]\nadd [0] to [🎓hats v]\nif <(username) = [Favila13_2]> then\n replace item (1) of [🎓hats v] with [12]\nend\nif <[special people v] contains (username)?> then\n replace item (1) of [🎓hats v] with [11]\nend\n\n@Steve\n\nwhen I receive [next v]\nset [⏩dash p1 v] to [0]\nset [previous y pos p1 v] to (y position)\nif <(🏠Level) = [17]> then\n go to x: (-186) y: (2000)\nelse\n go to x: (-220) y: (y position)\nend\n\ndefine Mover: (lado)\nif <<(⏸) = [0]> and <(🚶‍♂️Player 1 Move?) = [1]>> then\n if <(lado) = [izquierda]> then\n set [🚶‍♂️mov p1 v] to [1]\n if <(Ans Costume) = [5]> then\n change [🏃‍♂️velocidad x v] by (-0.5)\n else\n change [🏃‍♂️velocidad x v] by (-1)\n end\n end\n if <(lado) = [derecha]> then\n set [🚶‍♂️mov p1 v] to [1]\n if <(Ans Costume) = [5]> then\n change [🏃‍♂️velocidad x v] by (0.5)\n else\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n if <(lado) = [arriba]> then\n set [🚶‍♂️mov p1 v] to [2]\n change [🏃‍♂️velocidad y v] by (14.5)\n end\n if <(lado) = [dash1]> then\n set [🏃‍♂️velocidad x v] to [-15]\n end\n if <(lado) = [dash2]> then\n set [🏃‍♂️velocidad x v] to [15]\n end\nend\n\ndefine Gravedad <xd>\nset [ans costume v] to (costume [name v])\nif < (Ans Costume) contains [agachado]?> then\n switch costume to (hb2 v)\nelse\n switch costume to (hb1 v)\nend\nif <(⏸) = [0]> then\n if <(🚶‍♂️Player 1 Move?) = [1]> then\n set [🚶‍♂️mov p1 v] to [0]\n if <not <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>>> then\n if <(⏩Dash P1) < [1]> then\n if <<key (a v) pressed?> or <<(🕹Stick X) < [-0.5]> and <(📱Mobile?) = [1]>>> then\n Mover: [izquierda]\n end\n if <<key (d v) pressed?> or <<(🕹Stick X) > [0.5]> and <(📱Mobile?) = [1]>>> then\n Mover: [derecha]\n end\n else\n if <(⏩Dash P1) = [1]> then\n Mover: [dash1]\n end\n if <(⏩Dash P1) = [2]> then\n Mover: [dash2]\n end\n end\n switch costume to (hb3 v)\n if <<<key (w v) pressed?> or <<(🕹Stick Y) > [0.5]> and <(📱Mobile?) = [1]>>> and <<touching (suelo v)?> or <touching (suspicius sand v)?>>> then\n Mover: [arriba]\n end\n else\n set [🚶‍♂️mov p1 v] to [3]\n end\n if < (Ans Costume) contains [Dash]?> then\n switch costume to (hbd v)\n else\n if < (Ans Costume) contains [agachado]?> then\n switch costume to (hb2 v)\n else\n switch costume to (hb1 v)\n end\n end\n end\n if <not <<(🚶‍♂️Player 1 Move?) = [0]> and <(🏠Level) < [18]>>> then\n set [🏃‍♂️velocidad x v] to ((🏃‍♂️Velocidad X) * (0.9))\n change x by (🏃‍♂️Velocidad X)\n xd\n change [🏃‍♂️velocidad y v] by (-1)\n change y by (🏃‍♂️Velocidad Y)\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n change y by ((🏃‍♂️Velocidad Y) * (-1))\n set [🏃‍♂️velocidad y v] to [0]\n end\n change y by (-1)\n end\nend\nswitch costume to (Ans Costume)\n\nwhen I receive [inicio v]\nset [🚶‍♂️player 1 move? v] to [1]\nset [🚶‍♂️player 2 move? v] to [1]\nset [📱mobile agachar? v] to [0]\nset [🧹cepillar mobile v] to [0]\nset [🕹stick x v] to [0]\nset [🕹stick y v] to [0]\ncreate clone of (_myself_ v)\nforever\n if <<(⏸) = [0]> and <(🚶‍♂️Player 1 Move?) = [1]>> then\n if <<<<<key (d v) pressed?> or <key (a v) pressed?>> or <(⏩Dash P1) = [-1]>> or <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>>> or <<key (s v) pressed?> or <<<(🕹Stick Y) < [-0.5]> or <<(🕹Stick X) > [0.5]> or <<(🕹Stick X) < [-0.5]> or <(📱Mobile agachar?) = [1]>>>> and <(📱Mobile?) = [1]>>>> then\n if <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>> then\n repeat until <not <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>>>\n switch costume to (personaje brush 2 v)\n wait (0.04) seconds\n switch costume to (personaje brush 1 v)\n wait (0.04) seconds\n switch costume to (personaje brush 2 v)\n wait (0.04) seconds\n switch costume to (personaje brush 3 v)\n wait (0.04) seconds\n end\n else\n if <<<<(🕹Stick Y) < [-0.5]> or <(📱Mobile agachar?) = [1]>> or <<key (s v) pressed?> or <(↕Levantar? P1) = [0]>>> and <not <<<key (a v) pressed?> or <key (d v) pressed?>> and <(🏠Level) > [18]>>>> then\n switch costume to (personaje agachado v)\n repeat until <<not <<<(🕹Stick Y) < [-0.5]> or <(📱Mobile agachar?) = [1]>> or <key (s v) pressed?>>> and <(↕Levantar? P1) = [1]>>\n if <<<(🕹Stick X) < [-0.5]> or <key (a v) pressed?>> or <<<(🕹Stick X) > [0.5]> or <key (d v) pressed?>> or <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>>>> then\n if <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>> then\n repeat until <not <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>>>\n switch costume to (agachado brush 2 v)\n wait (0.04) seconds\n switch costume to (agachado brush 1 v)\n wait (0.04) seconds\n switch costume to (agachado brush 2 v)\n wait (0.04) seconds\n switch costume to (agachado brush 3 v)\n wait (0.04) seconds\n end\n else\n if <<(direction) = [-90]> and <<(🕹Stick X) < [-0.5]> or <key (a v) pressed?>>> then\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 1 v)\n wait (0.05) seconds\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 2 v)\n else\n if <<(direction) = [90]> and <<(🕹Stick X) > [0.5]> or <key (d v) pressed?>>> then\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 1 v)\n wait (0.05) seconds\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 2 v)\n else\n switch costume to (personaje agachado mirar v)\n wait (0.01) seconds\n switch costume to (personaje agachado v)\n turn right (180) degrees\n end\n end\n end\n else\n switch costume to (personaje agachado v)\n end\n end\n switch costume to (personaje agachado v)\n else\n if <<(direction) = [-90]> and <<<(🕹Stick X) < [-0.5]> or <key (a v) pressed?>> or <(⏩Dash P1) = [-1]>>> then\n if <<<<key (s v) pressed?> or <(⏩Dash P1) = [-1]>> and <(🏠Level) > [18]>> and <<(⏩Dash P1) < [0]> or <(⏩Dash P1) = [0]>>> then\n start sound (join [Dash//Dash] (pick random (1) to (2)))\n set [⏩dash p1 v] to [1]\n switch costume to (personaje dash v)\n wait (0.01) seconds\n switch costume to (personaje dash 2 v)\n wait (0.3) seconds\n wait until <(↕Levantar? P1) = [1]>\n set [⏩dash p1 v] to [0.5]\n else\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar v)\n wait (0.05) seconds\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar 2 v)\n end\n else\n if <<(direction) = [90]> and <<<(🕹Stick X) > [0.5]> or <key (d v) pressed?>> or <(⏩Dash P1) = [-1]>>> then\n if <<<<key (s v) pressed?> or <(⏩Dash P1) = [-1]>> and <(🏠Level) > [18]>> and <<(⏩Dash P1) < [0]> or <(⏩Dash P1) = [0]>>> then\n start sound (join [Dash//Dash] (pick random (1) to (2)))\n set [⏩dash p1 v] to [2]\n switch costume to (personaje dash v)\n wait (0.01) seconds\n switch costume to (personaje dash 2 v)\n wait (0.3) seconds\n wait until <(↕Levantar? P1) = [1]>\n set [⏩dash p1 v] to [0.5]\n else\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar v)\n wait (0.05) seconds\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar 2 v)\n end\n else\n switch costume to (personajemirar v)\n wait (0.01) seconds\n switch costume to (personaje neutral v)\n turn right (180) degrees\n end\n end\n end\n end\n else\n set [⏩dash p1 v] to [0]\n switch costume to (personaje neutral v)\n end\n set [pan left/right v] effect to ((x position) / (2.5))\n end\nend\n\nwhen I receive [inicio v]\nset rotation style [left-right v]\nset [🏃‍♂️velocidad y v] to [0]\nset [🏃‍♂️velocidad x v] to [0]\npoint in direction (90)\ngo to x: (-198) y: (-60)\nshow\nforever\n Gravedad <<touching (suelo v)?> or <touching (suspicius sand v)?>>\nend\n\nwhen I receive [inicio v]\nset [🚶‍♂️player 1 move? v] to [1]\nforever\n if <(y position) < [-182]> then\n if <(🏠Level) = [16]> then\n change [🏠level v] by (1)\n broadcast (next v)\n else\n if <(🏠Level) = [17]> then\n go to x: (-186) y: (2000)\n else\n go to x: (-240) y: (Previous Y pos P1)\n end\n change y by (5)\n if <touching (suelo v)?> then\n set [↕levantar? p1 v] to [0]\n switch costume to (personaje agachado v)\n end\n change y by (-5)\n wait (0) seconds\n end\n end\nend\n\nchange x by (10)\n\nwhen I start as a clone\nswitch costume to (detectador v)\nforever\n go to (steve v)\n set [ghost v] effect to (100)\n if <touching (suelo v)?> then\n set [↕levantar? p1 v] to [0]\n else\n set [↕levantar? p1 v] to [1]\n end\nend\n\nwhen I receive [inicio v]\nforever\n Slime [1]\n Slime [2]\nend\n\ndefine Slime (nr)\nif <(nr) = [1]> then\n if <touching (slime v)?> then\n set [ans costume v] to (costume [number v])\n switch costume to (n v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad y v] to [-5]\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (s v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad y v] to ((15) + (([abs v] of (🏃‍♂️Velocidad Y) ) / (3)))\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (l v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad x v] to [9]\n set [🏃‍♂️velocidad y v] to [7]\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (r v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad x v] to [-9]\n set [🏃‍♂️velocidad y v] to [7]\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (Ans Costume)\n end\nend\nif <(nr) = [2]> then\n if <(x position) > [230]> then\n broadcast (next v)\n change [🏠level v] by (1)\n end\nend\n\nwhen I receive [inicio v]\ncreate clone of (_myself_ v)\nforever\n if <<(⏸) = [0]> and <(🚶‍♂️Player 1 Move?) = [1]>> then\n repeat until <not <key (q v) pressed?>>\n set [pitch v] effect to (pick random (-20) to (20))\n start sound (join [Brush] (pick random (1) to (3)))\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [nextn't v]\ngo to x: (220) y: (y position)\n\ndefine xd\nrepeat (6)\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n change y by (1)\n else\n stop [this script v]\n end\nend\nif <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n change x by ((🏃‍♂️Velocidad X) * (-1))\n change y by (-5)\nend\n\nif <(🏠Level) > [1]> then\n if <(x position) < [-235]> then\n broadcast (nextn't v)\n change [🏠level v] by (-1)\n end\nend\n\nstop [this script v]\n\nwhen I receive [next p2 v]\nset [⏩dash p1 v] to [0]\nwait (0) seconds\nif <(🏠Level) = [17]> then\n go to x: (-186) y: (2000)\nelse\n go to x: (-220) y: (Previous Y pos P2)\nend\nset [previous y pos p1 v] to (y position)\n\nwhen I receive [inicio v]\nforever\n if <<(⏸) = [0]> and <(🚶‍♂️Player 1 Move?) = [1]>> then\n set [🔽agachar p1 v] to [0]\n if <<<(🕹Stick Y) < [-0.5]> or <(📱Mobile agachar?) = [1]>> or <<key (s v) pressed?> or <(↕Levantar? P1) = [0]>>> then\n set [🔽agachar p1 v] to [1]\n end\n end\nend\n\nwhen I receive [inicio v]\nforever\n set volume to (🔊:) %\nend\n\nwhen I receive [perl p1 v]\ngo to (ender perl p1 v)\n\nwhen I receive [next v]\nset [🏃‍♂️velocidad x v] to [0]\nif <(🏠Level) = [18]> then\n point in direction (90)\n wait (0.1) seconds\n go to x: (-220) y: (Previous Y pos P1)\n set [🚶‍♂️player 1 move? v] to [0]\n set [🚶‍♂️player 2 move? v] to [0]\n set [🏃‍♂️velocidad x v] to [0]\n wait (0.5) seconds\n broadcast (No sé lol v)\n repeat (25)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n set [🏃‍♂️velocidad y v] to [15]\n repeat (15)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n wait (0.5) seconds\n set [🏃‍♂️velocidad y v] to [15]\n repeat (5)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n wait (2) seconds\n stop [other scripts in sprite v]\n broadcast (credits v)\nend\n\nwhen I receive [no sé lol v]\nif <(🏠Level) = [29]> then\n repeat (8)\n switch costume to (personaje caminar v)\n wait (0) seconds\n switch costume to (personaje neutral v)\n wait (0) seconds\n switch costume to (personaje caminar 2 v)\n wait (0) seconds\n switch costume to (personaje neutral v)\n end\nelse\n repeat (8)\n switch costume to (personaje caminar v)\n wait (0) seconds\n switch costume to (personaje neutral v)\n wait (0) seconds\n switch costume to (personaje caminar 2 v)\n wait (0) seconds\n switch costume to (personaje neutral v)\n end\n wait (0.7) seconds\n repeat (3)\n switch costume to (personaje caminar v)\n wait (0) seconds\n switch costume to (personaje neutral v)\n wait (0) seconds\n switch costume to (personaje caminar 2 v)\n wait (0) seconds\n switch costume to (personaje neutral v)\n end\nend\n\nset [🏠level v] to [17]\nset [↕levantar? p1 v] to [1]\ngo to x: (-220) y: (Previous Y pos P1)\n\nwhen I receive [credits v]\ndelete this clone\n\nwhen I receive [next p2 v]\nset [🏃‍♂️velocidad x v] to [0]\nif <(🏠Level) = [18]> then\n wait (0.1) seconds\n go to x: (-220) y: (Previous Y pos P1)\n set [🚶‍♂️player 1 move? v] to [0]\n set [🚶‍♂️player 2 move? v] to [0]\n set [🏃‍♂️velocidad x v] to [0]\n wait (0.5) seconds\n broadcast (No sé lol v)\n repeat (25)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n set [🏃‍♂️velocidad y v] to [15]\n repeat (15)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n wait (0.5) seconds\n set [🏃‍♂️velocidad y v] to [15]\n repeat (5)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n wait (2) seconds\n stop [other scripts in sprite v]\n broadcast (credits v)\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [title screen v]\nset [📱mobile? v] to [0]\nset [🙍‍♂️multiplayer? v] to [0]\n\nwhen I receive [inicio v]\nforever\n if <(⏩Dash P1) = [0.5]> then\n wait (0.15) seconds\n start sound [Dash//Recover v]\n set [⏩dash p1 v] to [0]\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <<(item (1) of [🎓hats v]) = [7]> or <<(item (1) of [🎓hats v]) > [9]> and <(item (1) of [🎓hats v]) < [13]>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nset [🏃‍♂️velocidad x v] to [0]\nif <(🏠Level) = [29]> then\n point in direction (90)\n wait (0.1) seconds\n go to x: (-220) y: (Previous Y pos P1)\n set [🚶‍♂️player 1 move? v] to [0]\n set [🚶‍♂️player 2 move? v] to [0]\n set [🏃‍♂️velocidad x v] to [0]\n wait (0.5) seconds\n broadcast (No sé lol v)\n repeat (25)\n if <(🏃‍♂️Velocidad X) < [9]> then\n change [🏃‍♂️velocidad x v] by (1)\n end\n end\n wait (3) seconds\n stop [other scripts in sprite v]\n broadcast (credits v)\nend\n\n@Alex\n\ndefine Mover: (lado)\nif <<(⏸) = [0]> and <(🚶‍♂️Player 2 Move?) = [1]>> then\n if <(lado) = [izquierda]> then\n set [🚶‍♂️mov p2 v] to [1]\n if <(Ans Costume) = [5]> then\n change [🏃‍♂️velocidad x p2 v] by (-0.5)\n else\n change [🏃‍♂️velocidad x p2 v] by (-1)\n end\n end\n if <(lado) = [derecha]> then\n set [🚶‍♂️mov p2 v] to [1]\n if <(Ans Costume) = [5]> then\n change [🏃‍♂️velocidad x p2 v] by (0.5)\n else\n change [🏃‍♂️velocidad x p2 v] by (1)\n end\n end\n if <(lado) = [arriba]> then\n set [🚶‍♂️mov p2 v] to [2]\n change [🏃‍♂️velocidad y p2 v] by (14.5)\n end\n if <(lado) = [dash1]> then\n set [🏃‍♂️velocidad x p2 v] to [-15]\n end\n if <(lado) = [dash2]> then\n set [🏃‍♂️velocidad x p2 v] to [15]\n end\nend\n\ndefine Gravedad <xd>\nset [ans costume v] to (costume [name v])\nif < (Ans Costume) contains [Dash]?> then\n switch costume to (hbd v)\nelse\n if < (Ans Costume) contains [agachado]?> then\n switch costume to (hb2 v)\n else\n switch costume to (hb1 v)\n end\nend\nif <<(⏸) = [0]> and <(🚶‍♂️Player 2 Move?) = [1]>> then\n set [🚶‍♂️mov p2 v] to [0]\n if <not <key (m v) pressed?>> then\n if <(⏩Dash P2) < [1]> then\n if <<key (left arrow v) pressed?> or <<(🕹Stick X) < [-0.5]> and <(📱Mobile?) = [1]>>> then\n Mover: [izquierda]\n end\n if <<key (right arrow v) pressed?> or <<(🕹Stick X) > [0.5]> and <(📱Mobile?) = [1]>>> then\n Mover: [derecha]\n end\n else\n if <(⏩Dash P2) = [1]> then\n Mover: [dash1]\n end\n if <(⏩Dash P2) = [2]> then\n Mover: [dash2]\n end\n end\n switch costume to (hb3 v)\n if <<<key (up arrow v) pressed?> or <<(🕹Stick Y) > [0.5]> and <(📱Mobile?) = [1]>>> and <<touching (suelo v)?> or <touching (suspicius sand v)?>>> then\n Mover: [arriba]\n end\n else\n set [🚶‍♂️mov p2 v] to [3]\n end\n if < (Ans Costume) contains [Dash]?> then\n switch costume to (hbd v)\n else\n if < (Ans Costume) contains [agachado]?> then\n switch costume to (hb2 v)\n else\n switch costume to (hb1 v)\n end\n end\n set [🏃‍♂️velocidad x p2 v] to ((🏃‍♂️Velocidad X P2) * (0.9))\n change x by (🏃‍♂️Velocidad X P2)\n xd\n change [🏃‍♂️velocidad y p2 v] by (-1)\n change y by (🏃‍♂️Velocidad Y P2)\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n change y by ((🏃‍♂️Velocidad Y P2) * (-1))\n set [🏃‍♂️velocidad y p2 v] to [0]\n end\n change y by (-1)\nend\nswitch costume to (Ans Costume)\n\nwhen I receive [multiplayer v]\ncreate clone of (_myself_ v)\nforever\n if <<(⏸) = [0]> and <(🚶‍♂️Player 2 Move?) = [1]>> then\n if <<<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <(⏩Dash P1) = [-1]>> or <key (down arrow v) pressed?>> or <key (m v) pressed?>> then\n if <key (m v) pressed?> then\n repeat until <not <key (m v) pressed?>>\n switch costume to (personaje brush 2 v)\n wait (0.04) seconds\n switch costume to (personaje brush 1 v)\n wait (0.04) seconds\n switch costume to (personaje brush 2 v)\n wait (0.04) seconds\n switch costume to (personaje brush 3 v)\n wait (0.04) seconds\n end\n else\n if <<<key (down arrow v) pressed?> or <(↨Levantar P2) = [0]>> and <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(🏠Level) > [18]>>>> then\n switch costume to (personaje agachado v)\n repeat until <<not <key (down arrow v) pressed?>> and <(↨Levantar P2) = [1]>>\n if <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (m v) pressed?>>> then\n if <key (m v) pressed?> then\n repeat until <not <key (m v) pressed?>>\n switch costume to (agachado brush 2 v)\n wait (0.04) seconds\n switch costume to (agachado brush 1 v)\n wait (0.04) seconds\n switch costume to (agachado brush 2 v)\n wait (0.04) seconds\n switch costume to (agachado brush 3 v)\n wait (0.04) seconds\n end\n else\n if <<(direction) = [-90]> and <key (left arrow v) pressed?>> then\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 1 v)\n wait (0.05) seconds\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 2 v)\n else\n if <<(direction) = [90]> and <key (right arrow v) pressed?>> then\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 1 v)\n wait (0.05) seconds\n switch costume to (personaje agachado v)\n wait (0.05) seconds\n switch costume to (personaje agachado caminar 2 v)\n else\n switch costume to (personaje agachado mirar v)\n wait (0.01) seconds\n switch costume to (personaje agachado v)\n turn right (180) degrees\n end\n end\n end\n else\n switch costume to (personaje agachado v)\n end\n end\n switch costume to (personaje agachado v)\n else\n if <<(direction) = [-90]> and <<key (left arrow v) pressed?> or <(⏩Dash P2) = [-1]>>> then\n if <<<<key (down arrow v) pressed?> or <(⏩Dash P2) = [-1]>> and <(🏠Level) > [18]>> and <<(⏩Dash P2) < [0]> or <(⏩Dash P2) = [0]>>> then\n start sound (join [Dash//Dash] (pick random (1) to (2)))\n set [⏩dash p2 v] to [1]\n switch costume to (personaje dash v)\n wait (0.01) seconds\n switch costume to (personaje dash 2 v)\n wait (0.3) seconds\n wait until <(↨Levantar P2) = [1]>\n set [⏩dash p2 v] to [0.5]\n else\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar v)\n wait (0.05) seconds\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar 2 v)\n end\n else\n if <<(direction) = [90]> and <<key (right arrow v) pressed?> or <(⏩Dash P2) = [-1]>>> then\n if <<<<key (down arrow v) pressed?> or <(⏩Dash P2) = [-1]>> and <(🏠Level) > [18]>> and <<(⏩Dash P2) < [0]> or <(⏩Dash P2) = [0]>>> then\n start sound (join [Dash//Dash] (pick random (1) to (2)))\n set [⏩dash p2 v] to [2]\n switch costume to (personaje dash v)\n wait (0.01) seconds\n switch costume to (personaje dash 2 v)\n wait (0.3) seconds\n wait until <(↨Levantar P2) = [1]>\n set [⏩dash p2 v] to [0.5]\n else\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar v)\n wait (0.05) seconds\n switch costume to (personaje neutral v)\n wait (0.05) seconds\n switch costume to (personaje caminar 2 v)\n end\n else\n switch costume to (personajemirar v)\n wait (0.01) seconds\n switch costume to (personaje neutral v)\n turn right (180) degrees\n end\n end\n end\n end\n else\n set [⏩dash p2 v] to [0]\n switch costume to (personaje neutral v)\n end\n set [pan left/right v] effect to ((x position) / (2.5))\n end\nend\n\nwhen I receive [multiplayer v]\nset [🙍‍♂️multiplayer? v] to [1]\nset rotation style [left-right v]\nset [🏃‍♂️velocidad y p2 v] to [0]\nset [🏃‍♂️velocidad x p2 v] to [0]\npoint in direction (90)\ngo to x: (-198) y: (-60)\nshow\nforever\n Gravedad <<touching (suelo v)?> or <touching (suspicius sand v)?>>\nend\n\nwhen I receive [multiplayer v]\nset [🚶‍♂️player 2 move? v] to [1]\nforever\n if <(y position) < [-182]> then\n if <(🏠Level) = [16]> then\n change [🏠level v] by (1)\n broadcast (next v)\n else\n if <(🏠Level) = [17]> then\n go to x: (-186) y: (2000)\n else\n go to x: (-240) y: (Previous Y pos P2)\n end\n change y by (5)\n if <touching (suelo v)?> then\n set [↨levantar p2 v] to [0]\n switch costume to (personaje agachado v)\n end\n change y by (-5)\n wait (0) seconds\n end\n end\nend\n\nchange x by (10)\n\nwhen I start as a clone\nswitch costume to (detectador v)\nforever\n go to (alex v)\n set [ghost v] effect to (100)\n if <touching (suelo v)?> then\n set [↨levantar p2 v] to [0]\n else\n set [↨levantar p2 v] to [1]\n end\nend\n\nwhen I receive [multiplayer v]\nshow\nforever\n Slime [1]\n Slime [2]\nend\n\ndefine Slime (nr)\nif <(nr) = [1]> then\n if <touching (slime v)?> then\n set [ans costume v] to (costume [number v])\n switch costume to (n v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad y p2 v] to [-5]\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (s v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad y p2 v] to ((15) + (([abs v] of (🏃‍♂️Velocidad Y P2) ) / (3)))\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (l v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad x p2 v] to [9]\n set [🏃‍♂️velocidad y p2 v] to [7]\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (r v)\n if <touching (slime v)?> then\n start sound (join [Slime ] (pick random (1) to (3)))\n set [🏃‍♂️velocidad x p2 v] to [-9]\n set [🏃‍♂️velocidad y p2 v] to [7]\n switch costume to (Ans Costume)\n stop [this script v]\n end\n switch costume to (Ans Costume)\n end\nend\nif <(nr) = [2]> then\n if <(x position) > [230]> then\n broadcast (next p2 v)\n change [🏠level v] by (1)\n end\nend\n\nwhen I receive [multiplayer v]\ncreate clone of (_myself_ v)\nforever\n if <<(⏸) = [0]> and <(🚶‍♂️Player 2 Move?) = [1]>> then\n repeat until <not <key (q v) pressed?>>\n set [pitch v] effect to (pick random (-20) to (20))\n start sound (join [Brush] (pick random (1) to (3)))\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [nextn't v]\ngo to x: (220) y: (y position)\n\ndefine xd\nrepeat (6)\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n change y by (1)\n else\n stop [this script v]\n end\nend\nif <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n change x by ((🏃‍♂️Velocidad X P2) * (-1))\n change y by (-5)\nend\n\nif <(🏠Level) > [1]> then\n if <(x position) < [-235]> then\n broadcast (nextn't v)\n change [🏠level v] by (-1)\n end\nend\n\nwhen flag clicked\nset [🙍‍♂️multiplayer? v] to [0]\nhide\n\nwhen I receive [multiplayer v]\nforever\n if <<(⏸) = [0]> and <(🚶‍♂️Player 2 Move?) = [1]>> then\n set [🔽agachar p2 v] to [0]\n if <<key (down arrow v) pressed?> or <(↨Levantar P2) = [0]>> then\n set [🔽agachar p2 v] to [1]\n end\n end\nend\n\nwhen I receive [inicio v]\nforever\n set volume to (🔊:) %\nend\n\nwhen I receive [next v]\nset [⏩dash p2 v] to [0]\nwait (0) seconds\nif <(🏠Level) = [17]> then\n go to x: (-186) y: (2000)\nelse\n go to x: (-220) y: (Previous Y pos P1)\nend\nset [previous y pos p2 v] to (y position)\n\nwhen I receive [next p2 v]\nset [⏩dash p2 v] to [0]\nset [previous y pos p2 v] to (y position)\nif <(🏠Level) = [17]> then\n go to x: (-186) y: (2000)\nelse\n go to x: (-220) y: (Previous Y pos P2)\nend\n\nwhen I receive [credits v]\ndelete this clone\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [inicio v]\nif <(🙍‍♂️Multiplayer?) = [0]> then\n hide\nelse\n show\nend\n\nwhen I receive [inicio v]\nforever\n if <(⏩Dash P2) = [0.5]> then\n wait (0.15) seconds\n start sound [Dash//Recover v]\n set [⏩dash p2 v] to [0]\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <<(item (2) of [🎓hats v]) = [7]> or <<(item (2) of [🎓hats v]) > [9]> and <(item (2) of [🎓hats v]) < [13]>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Ender Perl P1\n\nwhen I receive [inicio v]\nforever\n if <(📱Mobile?) = [0]> then\n if <<key (1 v) pressed?> and <(🚙TP) = [1]>> then\n if <(🚶‍♂️Player 1 Move?) = [1]> then\n switch costume to (a v)\n broadcast (fisicas v)\n set volume to (🔊:) %\n start sound [Trow v]\n show\n go to (steve v)\n point towards (mouse-pointer v)\n set [vel x v] to ((([sin v] of (direction) ) * (18)) + ((🏃‍♂️Velocidad X) / (2)))\n set [vel y v] to ((([cos v] of (direction) ) * (18)) + ((🏃‍♂️Velocidad Y) / (2)))\n wait until <<<touching (suelo v)?> or <touching (suspicius sand v)?>> or <<(y position) < [-179]> or <(x position) > [235]>>>\n stop [other scripts in sprite v]\n if <(y position) < [-179]> then\n hide\n else\n Colocar\n start sound [Land v]\n hide\n end\n wait (0.5) seconds\n end\n end\n end\nend\n\nwhen I receive [fisicas v]\nforever\n change x by (Vel X)\n change y by (Vel Y)\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n set [vel y v] to [0]\n else\n if <(Vel Y) < [-25]> then\n end\n if <(Vel X) > [0]> then\n change [vel x v] by (-0.15)\n else\n if <(Vel X) < [0]> then\n change [vel x v] by (0.15)\n end\n end\nend\n\ndefine Colocar\nswitch costume to (a2 v)\nif <(x position) > [235]> then\n change x by (-20)\n broadcast (perl P1 v)\nelse\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n repeat (50)\n change x by (1)\n if <not <<touching (suelo v)?> or <touching (suspicius sand v)?>>> then\n broadcast (perl P1 v)\n stop [this script v]\n end\n end\n if <touching (suelo v)?> then\n repeat (100)\n change x by (-1)\n if <not <<touching (suelo v)?> or <touching (suspicius sand v)?>>> then\n broadcast (perl P1 v)\n stop [this script v]\n end\n end\n if <<touching (suelo v)?> or <touching (suspicius sand v)?>> then\n repeat (50)\n change y by (1)\n if <not <<touching (suelo v)?> or <touching (suspicius sand v)?>>> then\n broadcast (perl P1 v)\n stop [this script v]\n end\n end\n repeat (100)\n change y by (-1)\n if <not <<touching (suelo v)?> or <touching (suspicius sand v)?>>> then\n broadcast (perl P1 v)\n stop [this script v]\n end\n end\n if <(y position) > [179]> then\n broadcast (perl v)\n stop [this script v]\n end\n end\n end\n end\n broadcast (perl P1 v)\nend\n\nwhen I receive [ender perl v]\nif <not <(🚞Nivel?) = [11]>> then\n if <(🚶‍♂️Player 1 Move?) = [1]> then\n switch costume to (a v)\n broadcast (fisicas v)\n set volume to (🔊:) %\n start sound [Trow v]\n show\n go to (steve v)\n point towards (mouse-pointer v)\n if <([direction v] of [steve v]) > [0]> then\n set [vel x v] to ((pick random (6) to (12)) + ((🏃‍♂️Velocidad X) / (2)))\n set [vel y v] to ((pick random (13) to (15)) + ((🏃‍♂️Velocidad Y) / (2)))\n else\n set [vel x v] to (() - ((pick random (6) to (12)) + ([abs v] of ((🏃‍♂️Velocidad X) / (2)) )))\n set [vel y v] to ((pick random (13) to (15)) + ((🏃‍♂️Velocidad Y) / (2)))\n end\n wait until <<<touching (suelo v)?> or <touching (suspicius sand v)?>> or <<(y position) < [-179]> or <(x position) > [235]>>>\n stop [other scripts in sprite v]\n if <(y position) < [-179]> then\n hide\n else\n Colocar\n start sound [Land v]\n hide\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\nrepeat (10)\n change y by (1)\nend\n\nwhen I receive [next v]\nwait (0) seconds\ngo to (steve v)\n\n@Sniffer\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [particles v]\nif <(costume [number v]) < [19]> then\n wait until <(⏸) = [0]>\n repeat (90)\n check [2]\n wait until <(⏸) = [0]>\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [dirt]> then\n forever\n change x by (vx)\n change y by (vy)\n if <(vy) > [-25]> then\n change [vy v] by (-0.5)\n else\n set [vy v] to [-25]\n end\n change [vx v] by ((vx) * (-0.05))\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [dirt]> then\n change y by (-30)\n move (60) steps\n change x by (pick random (-10) to (10))\n go [forward v] (1) layers\n switch costume to (dirt v)\n show\n set [vx v] to (pick random (-6) to (6))\n set [vy v] to (pick random (2) to (5))\n set size to (pick random (70) to (100)) %\n repeat until <<touching (sí//piso feo v)?> or <(y position) < [-179]>>\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\ndefine check (2)\nif <(2) = [1]> then\n set [anterior v] to (costume [number v])\n switch costume to (hitbox v)\n move (5) steps\n if <not <<touching (suelo v)?> or <touching (_edge_ v)?>>> then\n move (5) steps\n switch costume to (anterior)\n stop [this script v]\n end\n move (-5) steps\n point in direction (() - (direction))\n move (5) steps\n switch costume to (anterior)\nend\nif <(2) = [2]> then\n set [anterior v] to (costume [number v])\n switch costume to (dirt v)\n create clone of (_myself_ v)\n switch costume to (anterior)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [21]> then\n show\n switch costume to (idle v)\n set [🚶‍♂️player 1 move? v] to [0]\n set [🚶‍♂️player 2 move? v] to [0]\n set x to (0)\n set y to (-79)\n Move: [3]\n set [🚶‍♂️player 1 move? v] to [1]\n set [🚶‍♂️player 2 move? v] to [1]\n forever\n switch costume to (idle v)\n wait (pick random (2) to (5)) seconds\n set [move v] to (pick random (1) to (7))\n if <(Move) < [6]> then\n Move: [1]\n end\n if <(Move) = [6]> then\n Move: [2]\n end\n if <(Move) = [7]> then\n Move: [3]\n end\n end\nend\n\nwhen I receive [next v]\nif <(🏠Level) = [15]> then\n create clone of (_myself_ v)\nend\n\ndefine Move: (number)\nif <(number) = [1]> then\n point in direction (pick random (-1) to (1))\n if <(direction) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat (pick random (1) to (3))\n switch costume to (idle v)\n repeat (pick random (1) to (6))\n wait (0) seconds\n check [1]\n next costume\n end\n end\n switch costume to (idle v)\nend\nif <(number) = [2]> then\n start sound [Snifff v]\n switch costume to (idle v)\n wait (0.06) seconds\n switch costume to (sniff v)\n wait (0.06) seconds\n switch costume to (sniff2 v)\n wait (1) seconds\n switch costume to (sniff v)\n wait (0.06) seconds\n switch costume to (idle v)\n wait (1) seconds\nend\nif <(number) = [3]> then\n start sound [Dig v]\n wait (0.05) seconds\n switch costume to (acostar2 v)\n repeat (3)\n change y by (-3)\n switch costume to (acostar v)\n end\n wait (1) seconds\n broadcast (particles v)\n switch costume to (excavar 1 v)\n wait (0.05) seconds\n repeat (2)\n switch costume to (excavar 3 v)\n wait (0.05) seconds\n switch costume to (excavar 4 v)\n wait (0.03) seconds\n switch costume to (excavar 5 v)\n wait (0.05) seconds\n switch costume to (excavar 4 v)\n wait (0.05) seconds\n repeat (3)\n switch costume to (excavar 2 v)\n wait (0.05) seconds\n switch costume to (excavar 3 v)\n wait (0.05) seconds\n switch costume to (excavar 4 v)\n wait (0.05) seconds\n switch costume to (excavar 3 v)\n wait (0.05) seconds\n switch costume to (excavar 2 v)\n wait (0.05) seconds\n end\n end\n switch costume to (excavar 3 v)\n wait (0.03) seconds\n switch costume to (excavar 4 v)\n wait (0.03) seconds\n switch costume to (excavar 5 v)\n wait (0.05) seconds\n switch costume to (excavar 4 v)\n wait (0.05) seconds\n switch costume to (acostar v)\n wait (3) seconds\n switch costume to (acostar2 v)\n repeat (3)\n change y by (3)\n end\n switch costume to (idle v)\n wait (1) seconds\n start sound (pick random (9) to (12))\n repeat (2)\n switch costume to (celebrate v)\n wait (0.06) seconds\n switch costume to (idle v)\n wait (0.06) seconds\n switch costume to (celebrate2 v)\n wait (0.06) seconds\n switch costume to (idle v)\n wait (0.06) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (xddfdsfdsf v)\n\nwhen I receive [next v]\nif <(🏠Level) = [16]> then\n delete this clone\nend\n\nwhen I receive [next p2 v]\nif <(🏠Level) = [16]> then\n delete this clone\nend\n\nwhen I receive [next p2 v]\nif <(🏠Level) = [15]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Suspicius sand\n\ndefine xd\nrepeat (4)\n repeat (20)\n broadcast (1 v)\n wait until <(⏸) = [0]>\n if <not <<<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>> or <key (m v) pressed?>>> then\n stop [this script v]\n end\n wait until <(⏸) = [0]>\n end\n next costume\nend\nset [🧹cepillar mobile v] to [0]\nbroadcast (2 v)\nstart sound [Sand v]\ndelete this clone\n\nParticulas [2]\n\nParticulas [1]\n\nwhen I start as a clone\nif <not <(letter (1) of (costume [name v])) = [c]>> then\n show\n forever\n if <(letter (1) of (costume [name v])) = [b]> then\n switch costume to (b1 v)\n else\n switch costume to (1 v)\n end\n if <(distance to [steve v]) < [80]> then\n if <<key (q v) pressed?> or <(🧹Cepillar mobile) = [1]>> then\n xd\n end\n end\n if <(distance to [alex v]) < [80]> then\n if <key (m v) pressed?> then\n xd\n end\n end\n end\nend\n\npoint in direction (90)\nshow\ngo [forward v] (5) layers\nrepeat until <touching (_edge_ v)?>\n change y by (vy)\n change x by (vx)\n change [vx v] by ((vx) * (-0.05))\n if <(vy) < [-25]> then\n wait until <(⏸) = [0]>\nend\nwait (0.02) seconds\ndelete this clone\n\ndefine Particulas (nr)\n\nset [ansxd v] to (costume [name v])\nif <(nr) = [1]> then\n if <(letter (1) of (AnsXD)) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n repeat (10)\n set [vx v] to (pick random (-6) to (6))\n set [vy v] to (pick random (5) to (10))\n if <(letter (1) of (AnsXD)) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n create clone of (_myself_ v)\n end\n switch costume to (AnsXD)\nelse\n if <(nr) = [2]> then\n if <(x position) > ([x position v] of [steve v])> then\n change x by (-32)\n if <(letter (1) of (AnsXD)) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n set [vx v] to (pick random (-6) to (0))\n set [vy v] to (pick random (3) to (7))\n if <(letter (1) of (AnsXD)) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n create clone of (_myself_ v)\n change x by (32)\n switch costume to (AnsXD)\n else\n change x by (32)\n if <(letter (1) of (AnsXD)) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n set [vx v] to (pick random (0) to (6))\n set [vy v] to (pick random (3) to (7))\n if <(letter (1) of (AnsXD)) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n create clone of (_myself_ v)\n change x by (-32)\n switch costume to (AnsXD)\n end\n end\nend\n\nwhen I receive [next v]\nhide\nif <(🏠Level) = [5]> then\n switch costume to (b1 v)\n point in direction (90)\n go to x: (150) y: (-101)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [7]> then\n switch costume to (1 v)\n point in direction (85)\n go to x: (30) y: (10)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [14]> then\n switch costume to (1 v)\n point in direction (90)\n go to x: (200) y: (-100)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [17]> then\n switch costume to (b1 v)\n point in direction (90)\n go to x: (210) y: (-100)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [26]> then\n switch costume to (1 v)\n point in direction (90)\n go to x: (0) y: (-100)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next p2 v]\nhide\nif <(🏠Level) = [5]> then\n switch costume to (b1 v)\n point in direction (90)\n go to x: (150) y: (-101)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [7]> then\n switch costume to (1 v)\n point in direction (85)\n go to x: (30) y: (10)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [14]> then\n switch costume to (1 v)\n point in direction (90)\n go to x: (200) y: (-100)\n create clone of (_myself_ v)\nend\nif <(🏠Level) = [17]> then\n switch costume to (b1 v)\n point in direction (90)\n go to x: (210) y: (-100)\n create clone of (_myself_ v)\nend\n\n@Sus particles\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\ngo [forward v] (5) layers\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (vy)\n change x by (vx)\n change [vx v] by ((vx) * (-0.05))\n if <(vy) < [-25]> then\n wait until <(⏸) = [0]>\nend\nwait (0.02) seconds\ndelete this clone\n\ndefine A (nr)\ngo to x: (item (🏠Level) of [suspicious x v]) y: (item (🏠Level) of [suspicious y v])\nif <(nr) = [1]> then\n if <(letter (1) of ([costume name v] of [suspicius sand v])) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n repeat (10)\n set [vx v] to (pick random (-6) to (6))\n set [vy v] to (pick random (5) to (10))\n if <(letter (1) of ([costume name v] of [suspicius sand v])) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n create clone of (_myself_ v)\n end\nelse\n if <(nr) = [2]> then\n if <(x position) > ([x position v] of [steve v])> then\n change x by (-32)\n if <(letter (1) of ([costume name v] of [suspicius sand v])) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n set [vx v] to (pick random (-6) to (0))\n set [vy v] to (pick random (3) to (7))\n if <(letter (1) of ([costume name v] of [suspicius sand v])) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n create clone of (_myself_ v)\n else\n change x by (0)\n if <(letter (1) of ([costume name v] of [suspicius sand v])) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n set [vx v] to (pick random (0) to (6))\n set [vy v] to (pick random (3) to (7))\n if <(letter (1) of ([costume name v] of [suspicius sand v])) = [b]> then\n switch costume to (c2 v)\n else\n switch costume to (c v)\n end\n create clone of (_myself_ v)\n change x by (-32)\n end\n end\nend\nswitch costume to (a v)\n\nwhen I receive [1 v]\nif <(costume [name v]) = [a]> then\n A [2]\nend\n\nwhen I receive [2 v]\nif <(costume [name v]) = [a]> then\n A [1]\nend\n\n@Calibrated Sculk\n\nwhen I start as a clone\nif <(🦟Particulas?) = [1]> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (100)\nend\nset [brightness v] effect to (25)\nswitch costume to (onda v)\nshow\nif <(Player?) = [1]> then\n go to (steve v)\nelse\n go to (alex v)\nend\npoint towards (calibrated sculk v)\nif <(🦟Particulas?) = [1]> then\n repeat until <touching (calibrated sculk v)?>\n wait until <(⏸) = [0]>\n move (20) steps\n end\nelse\n go to (calibrated sculk v)\nend\nset [sculk touch? v] to [1]\ngo to (calibrated sculk v)\nhide\ndelete this clone\n\ndefine Mov? (t/f)\nif <(t/f) = [t]> then\n switch costume to (sculk sensor2 v)\n if <(🏠Level) = [9]> then\n start sound [xd v]\n end\n play sound (pick random (1) to (2)) until done\n wait until <(⏸) = [0]>\n wait (0) seconds\n wait until <(⏸) = [0]>\n start sound [adios v]\n set [sculk touch? v] to [0]\n set [player? v] to [0]\nend\nif <(t/f) = [f]> then\n if <(amongas) = [0]> then\n switch costume to (sculk sensor v)\n end\n repeat (3)\n if <(amongas) = [0]> then\n wait (0.08) seconds\n wait until <(⏸) = [0]>\n next costume\n end\n end\nend\nif <(t/f) = [ft]> then\n switch costume to (sculk sensor v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen I start as a clone\nrepeat until <touching (calibrated sculk v)?>\n repeat (3)\n wait until <(⏸) = [0]>\n change size by (4)\n end\n repeat (3)\n wait until <(⏸) = [0]>\n change size by (-4)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reiniciar sculk v]\nhide\nstop [other scripts in sprite v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (sculk sensor v)\nset [amongas v] to [0]\nif <not <(item (🏠Level) of [posicion x v]) = []>> then\n show\n broadcast (sculk v)\nend\n\nwhen I receive [sculk v]\nforever\n if <(amongas) = [0]> then\n Mov? [f]\n wait until <(⏸) = [0]>\n end\nend\n\nwhen I receive [sculk v]\nforever\n set x to (item (🏠Level) of [posicion x v])\n set y to (item (🏠Level) of [posicion y v])\nend\n\nwhen I receive [sculk v]\nforever\n if <<<not <(🚶‍♂️Mov P1) = [0]>> and <not < ([costume name v] of [steve v]) contains [Agachado]?>>> and <(distance to [steve v]) < [210]>> then\n if <<(🚶‍♂️Mov P1) = [3]> and <not < ([costume name v] of [steve v]) contains [Agachado]?>>> then\n set [player? v] to [1]\n set [amongas v] to [1]\n wait (0) seconds\n create clone of (_myself_ v)\n repeat until <<(Sculk Touch?) = [1]> or <(amongas) = [0]>>\n Mov? [ft]\n end\n if <(amongas) = [1]> then\n Mov? [t]\n set [amongas v] to [0]\n end\n wait until <(⏸) = [0]>\n end\n else\n if <<<not <(🚶‍♂️Mov P2) = [0]>> and <not < ([costume name v] of [alex v]) contains [Agachado]?>>> and <(distance to [alex v]) < [210]>> then\n if <<(🚶‍♂️Mov P2) = [3]> and <not < ([costume name v] of [alex v]) contains [Agachado]?>>> then\n set [player? v] to [2]\n set [amongas v] to [1]\n wait (0) seconds\n create clone of (_myself_ v)\n repeat until <<(Sculk Touch?) = [1]> or <(amongas) = [0]>>\n Mov? [ft]\n end\n if <(amongas) = [1]> then\n Mov? [t]\n set [amongas v] to [0]\n end\n wait until <(⏸) = [0]>\n end\n end\n end\nend\n\nglide (0.5) secs to x: (item (🏠Level) of [posicion x v]) y: (item (🏠Level) of [posicion y v])\n\nwhen I receive [inicio v]\nbroadcast (reiniciar sculk v)\n\nwhen I receive [inicio v]\nif <(🏠Level) > [12]> then\n stop [other scripts in sprite v]\n switch costume to (sculk sensor v)\n set [amongas v] to [0]\n set [sculk touch? v] to [0]\n hide\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\nset [🚶‍♂️mov p1 v] to [1]\nset [🚶‍♂️mov p1 v] to [0]\n\nwhen I receive [next v]\nbroadcast (reiniciar sculk v)\n\nwhen I receive [inicio v]\nforever\n set volume to (🔊:) %\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next p2 v]\nbroadcast (reiniciar sculk v)\n\n@Slime\n\nwhen I receive [next v]\nLo mismo\n\nwhen I receive [inicio v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (🏠Level)\n set [ghost v] effect to (20)\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next p2 v]\nLo mismo\n\ndefine Lo mismo\ngo to x: (0) y: (0)\nset [sculk touch? v] to [0]\nif <<(🏠Level) > [11]> and <(🏠Level) < [19]>> then\n hide\n if <(🏠Level) = [14]> then\n show\n end\n set y to (-50)\n wait until <(Sculk Touch?) = [1]>\n show\n start sound [xd v]\n repeat (2)\n wait until <(⏸) = [0]>\n change y by (25)\n end\n if <(🏠Level) = [14]> then\n hide\n end\nend\n\n@Mobile\n\nwhen I start as a clone\ngo [forward v] (1) layers\nforever\n if <(costume [number v]) = [2]> then\n set [🕹poder del stick v] to []\n set [🕹stick x v] to [0]\n set [🕹stick y v] to [0]\n repeat until <mouse down?>\n set [ghost v] effect to (10)\n go [forward v] (1) layers\n go to (join [Mobile] [])\n end\n go to (join [Mobile] [])\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Agarrado B)\n else\n wait until <not <mouse down?>>\n end\n end\nend\n\ndefine Agarrado B)\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (join [Mobile] [])\n set rotation style [don't rotate v]\n turn right (180) degrees\n set [🕹direccion del stick v] to (direction)\n set [🕹poder del stick v] to (distance to [(join [Mobile] []) v])\n if <(🕹Poder del stick) > [45]> then\n move ((45) - (🕹Poder del stick)) steps\n set [🕹poder del stick v] to [45]\n end\n set [🕹poder del stick v] to ((🕹Poder del stick) / (45))\n set [🕹stick x v] to ((🕹Poder del stick) * ([sin v] of (🕹Direccion del stick) ))\n set [🕹stick y v] to ((🕹Poder del stick) * ([cos v] of (🕹Direccion del stick) ))\nend\n\nwhen I receive [ganado v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(📱Mobile?) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [inicio v]\nforever\n if <(📱Mobile?) = [1]> then\n show\n switch costume to (stick v)\n create clone of (_myself_ v)\n switch costume to (boton de agacharse v)\n create clone of (_myself_ v)\n switch costume to (boton de cepillar v)\n create clone of (_myself_ v)\n switch costume to (boton de e v)\n create clone of (_myself_ v)\n if <(🏠Level) > [18]> then\n switch costume to (dash v)\n create clone of (_myself_ v)\n end\n if <(🚙TP) = [1]> then\n switch costume to (boton de pearl v)\n create clone of (_myself_ v)\n end\n switch costume to (base v)\n repeat until <(📱Mobile?) = [0]>\n switch costume to (base v)\n set [brightness v] effect to (-10)\n set [ghost v] effect to (60)\n go to x: (-152) y: (-100)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n go to (mouse-pointer v)\n wait until <not <mouse down?>>\n end\n end\n if <(💬Texto?) = [1]> then\n hide\n else\n show\n end\n end\n else\n set [ghost v] effect to (0)\n hide\n end\nend\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(💬Texto?) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(📱Mobile agachar?) = [1]> then\n set [📱mobile agachar? v] to [0]\n else\n set [📱mobile agachar? v] to [1]\n end\n wait (0.05) seconds\n end\n else\n if <(📱Mobile agachar?) = [1]> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (50)\n end\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n set [🧹cepillar mobile v] to [0]\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n set [🧹cepillar mobile v] to [1]\n wait (0.05) seconds\n end\n else\n if <(🧹Cepillar mobile) = [1]> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (50)\n end\n end\n end\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n set [📱e v] to [1]\n wait (0.05) seconds\n set [📱e v] to [0]\n end\n end\n set [ghost v] effect to (50)\n end\n if <(costume [number v]) = [6]> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (ender perl v)\n wait until <not <mouse down?>>\n end\n else\n if <(🧹Cepillar mobile) = [1]> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (50)\n end\n end\n end\n if <(costume [number v]) = [7]> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n set [⏩dash p1 v] to [-1]\n wait (0.05) seconds\n wait until <not <mouse down?>>\n end\n end\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nset [📱mobile? v] to [0]\n\nwhen flag clicked\nset [📱mobile agachar? v] to [0]\nhide\n\nwhen I receive [next v]\nif <(🏠Level) = [18]> then\n set [📱mobile? v] to [0]\n wait (0.1) seconds\n stop [other scripts in sprite v]\n delete this clone\nend\nif <(📱Mobile?) = [1]> then\n wait (0) seconds\n if <<(🚶‍♂️Player 1 Move?) = [0]> and <(🚶‍♂️Player 2 Move?) = [0]>> then\n set [📱mobile? v] to [0]\n wait until <<(🚶‍♂️Player 1 Move?) = [1]> and <(🚶‍♂️Player 2 Move?) = [1]>>\n set [📱mobile? v] to [1]\n end\nend\n\nwhen I receive [credits v]\nset [📱mobile? v] to [0]\n\nwhen I receive [a v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Credits\n\nwhen I receive [credits v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nif <(📒Idioma?) = [0]> then\n switch costume to (eng v)\nelse\n switch costume to (esp v)\nend\nif <(🏠Level) = [29]> then\n if <(📒Idioma?) = [0]> then\n switch costume to (eng2 v)\n else\n switch costume to (esp2 v)\n end\nend\nwait (3.25) seconds\nset [🚶‍♂️player 1 move? v] to [1]\nset [🚶‍♂️player 2 move? v] to [1]\nrepeat (5)\n change [brightness v] effect by (25)\nend\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nforever\n switch costume to (2 v)\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (title screen v)\n end\nend\n\nwhen I receive [next v]\nhide\nif <(🏠Level) = [18]> then\n stop all sounds\n play sound [Relic2 v] until done\nend\nif <(🏠Level) = [29]> then\n stop all sounds\n play sound [Relic2 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (-400)\nswitch costume to (costume1 v)\nswitch costume to (text v)\nrepeat until <(y position) > [1925]>\n change y by (0.55)\nend\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nrepeat (100)\n change [brightness v] effect by (-1)\n change volume by (-1)\nend\nbroadcast (title screen v)\n\nwhen I receive [title screen v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [next p2 v]\nhide\nif <(🏠Level) = [18]> then\n stop all sounds\n play sound [Relic2 v] until done\nend\n\n@Bars\n\nwhen I receive [next v]\nwait (0.3) seconds\nif <<(🚶‍♂️Player 1 Move?) = [0]> and <(🚶‍♂️Player 2 Move?) = [0]>> then\n show\n switch costume to (1 v)\n repeat (4)\n next costume\n end\n wait until <<(🚶‍♂️Player 1 Move?) = [1]> and <(🚶‍♂️Player 2 Move?) = [1]>>\n repeat (4)\n next costume\n end\n hide\nend\n\nwhen I receive [next p2 v]\nwait (0.3) seconds\nif <<(🚶‍♂️Player 1 Move?) = [0]> and <(🚶‍♂️Player 2 Move?) = [0]>> then\n show\n switch costume to (1 v)\n repeat (4)\n next costume\n end\n wait until <<(🚶‍♂️Player 1 Move?) = [1]> and <(🚶‍♂️Player 2 Move?) = [1]>>\n repeat (4)\n next costume\n end\n hide\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\n@Pausa\n\nset [⏸ v] to [0]\n\nwhen I start as a clone\ngo [forward v] (1) layers\nforever\n if <(costume [name v]) = [⏸]> then\n if <<(🚶‍♂️Player 1 Move?) = [1]> and <(🚶‍♂️Player 2 Move?) = [1]>> then\n set [ghost v] effect to (40)\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n set [⏸ v] to [1]\n if <(📒Idioma?) = [0]> then\n switch costume to (continue v)\n else\n switch costume to (continue esp v)\n end\n go to [front v] layer\n repeat until <(⏸) = [0]>\n set [ghost v] effect to (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(📒Idioma?) = [0]> then\n switch costume to (continue2 v)\n else\n switch costume to (continue2 esp v)\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [⏸ v] to [0]\n end\n end\n switch costume to (⏸ v)\n end\n end\n else\n hide\n end\n else\n if < (costume [name v]) contains [Exit]?> then\n if <(⏸) = [1]> then\n show\n if <(📒Idioma?) = [0]> then\n switch costume to (exit v)\n else\n switch costume to (exit esp v)\n end\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n broadcast (title screen v)\n set [⏸ v] to [0]\n delete this clone\n end\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [inicio v]\ngo to [front v] layer\nset [⏸ v] to [0]\nswitch costume to (⏸ v)\ncreate clone of (_myself_ v)\nswitch costume to (exit v)\ncreate clone of (_myself_ v)\nforever\n if <(📒Idioma?) = [0]> then\n switch costume to (pause v)\n else\n switch costume to (pause esp v)\n end\n if <(⏸) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [credits v]\nhide\ndelete this clone\n\nwhen I receive [title screen v]\nif <[] = []> then\n delete this clone\nend\nbroadcast (a v)\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\n
Color || Platformer ~ Part 1 - The Forest
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start! v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start! v]\nwait (1) seconds\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen I receive [play v]\nforever\n if <<(level) = [12]> or <(level) > [18]>> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\nwait (1) seconds\nstart sound [Techno2 v]\nwait (.5) seconds\nset [id v] to [BG]\ncreate clone of (_myself_ v)\nwait (.7) seconds\nset [id v] to [Text]\nstart sound [Trap Beat v]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Bars]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nset [id v] to [Explosion]\nclear graphic effects\nset [my variable v] to [No]\nrepeat (7)\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n turn right (25) degrees\n set [brightness v] effect to (-50)\n create clone of (_myself_ v)\n turn right (25) degrees\nend\nset [my variable v] to [Yes]\nwait () seconds\nset [id v] to [SpinThing]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [No]\nset [id v] to [Circlesss]\ngo to x: (-200) y: (125)\nrepeat (4)\n repeat (6)\n create clone of (_myself_ v)\n change x by (81)\n end\n set x to (-200)\n change y by (-81)\nend\nset [my variable v] to [Yes]\nwait () seconds\ngo to x: (-217) y: (-255)\nset [id v] to [EGG]\npoint in direction (90)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (45)\nend\ngo to x: (217) y: (255)\nset [id v] to [EGG2]\npoint in direction (-90)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-45)\nend\nwait () seconds\npoint in direction (90)\nset [id v] to [Explosion]\nclear graphic effects\nset [my variable v] to [No]\nrepeat (35)\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n turn right (25) degrees\n set [brightness v] effect to (-50)\n create clone of (_myself_ v)\n turn right (25) degrees\nend\nset [my variable v] to [Yes]\nwait () seconds\nset [id v] to [Triangle!]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Squares?]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Squares?2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n point in direction (70)\n set [amt v] to [100]\n set [y v] to [0]\n set [direction v] to [0]\n repeat (50)\n set [amt v] to (((amt) * (.8)) + (((0) - (wob)) / (5)))\n change [wob v] by (amt)\n set y to (wob)\n set [bt v] to (((bt) * (.9)) + (((90) - (direction)) / (5)))\n turn right (bt) degrees\n end\n repeat (2)\n turn right (1) degrees\n end\n repeat (2)\n turn right (2) degrees\n end\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (15) degrees\n go to [front v] layer\n end\n repeat (4)\n turn right (35) degrees\n go to [front v] layer\n end\n repeat (3)\n turn right (28) degrees\n go to [front v] layer\n end\n repeat (3)\n turn right (23) degrees\n go to [front v] layer\n end\n repeat (28)\n go to [front v] layer\n point in direction ((([cos v] of ((timer) * (100)) ) * (6)) + (90))\n repeat until <(size) < [50]>\n change size by (-22)\n end\n hide\n end\n repeat (40)\n point in direction ((([cos v] of ((timer) * (100)) ) * (6)) + (90))\n repeat until <(size) < [50]>\n change size by (-22)\n end\n hide\n end\n repeat (50)\n turn right (Direction) degrees\n change y by (Y)\n change [y v] by (-.2)\n change [direction v] by (.028)\n end\n delete this clone\nelse\n if <(ID) = [BG]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (0) %\n show\n repeat (23)\n change size by ((size) * (.2))\n end\n repeat (100)\n switch costume to (costume3 v)\n change size by (((430) - (size)) / (6))\n switch costume to (costume2 v)\n end\n set size to (100) %\n set [size v] to [0]\n repeat (15)\n switch costume to (costume3 v)\n change size by (Size)\n switch costume to (costume66 v)\n change [size v] by (2)\n end\n repeat (90)\n switch costume to (costume3 v)\n change size by (((1215) - (size)) / (16))\n switch costume to (costume66 v)\n end\n broadcast (introend v)\n else\n if <(ID) = [Bars]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (146) %\n show\n repeat (50)\n go to [front v] layer\n change size by (((100) - (size)) / (6))\n end\n repeat (75)\n go to [front v] layer\n end\n repeat (40)\n change size by (((146) - (size)) / (15))\n end\n delete this clone\n else\n if <(ID) = [Explosion]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n set [step! v] to [6]\n set size to (0) %\n wait until <(my variable) = [Yes]>\n show\n repeat (5)\n change size by (((100) - (size)) / (7))\n move (Step!) steps\n turn left (3) degrees\n change [step! v] by (-.2)\n end\n repeat (25)\n next costume\n change size by (((100) - (size)) / (7))\n turn left (1) degrees\n move (Step!) steps\n change [step! v] by (-.2)\n end\n delete this clone\n else\n if <(ID) = [SpinThing]> then\n clear graphic effects\n set rotation style [all around v]\n switch costume to (costume43 v)\n go to x: (0) y: (0)\n set [turn! v] to [0]\n set [brightness v] effect to (100)\n point in direction (90)\n set size to (100) %\n show\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.3)\n end\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.8)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (2)\n end\n turn left (5) degrees\n repeat (8)\n turn left (Turn!) degrees\n change [turn! v] by (-1.9)\n end\n repeat (2)\n turn left (Turn!) degrees\n change [turn! v] by (-1)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (-.5)\n end\n set rotation style [left-right v]\n point in direction (-90)\n repeat (12)\n next costume\n end\n delete this clone\n else\n if <(ID) = [Circlesss]> then\n switch costume to (costume44 v)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n wait until <(my variable) = [Yes]>\n show\n repeat (3)\n change [fisheye v] effect by (25)\n end\n repeat (4)\n change [fisheye v] effect by (60)\n end\n repeat (4)\n change [fisheye v] effect by (150)\n end\n repeat (4)\n change [fisheye v] effect by (300)\n end\n repeat (4)\n change [fisheye v] effect by (800)\n change [ghost v] effect by (3)\n end\n repeat (4)\n change [fisheye v] effect by (3000)\n change [ghost v] effect by (7)\n end\n repeat (4)\n change [fisheye v] effect by (3000)\n change [ghost v] effect by (12)\n end\n delete this clone\n else\n if <(ID) = [EGG]> then\n clear graphic effects\n set size to (100) %\n set [brightness v] effect to (100)\n wait (.3) seconds\n show\n switch costume to (costume45 v)\n repeat (5)\n change y by (((-73) - (y position)) / (6))\n end\n repeat (17)\n next costume\n change y by (((-73) - (y position)) / (6))\n end\n delete this clone\n else\n if <(ID) = [EGG2]> then\n clear graphic effects\n set size to (100) %\n set [brightness v] effect to (100)\n show\n switch costume to (costume45 v)\n repeat (5)\n change y by (((95) - (y position)) / (6))\n end\n repeat (17)\n next costume\n change y by (((95) - (y position)) / (6))\n end\n delete this clone\n else\n if <(ID) = [Triangle!]> then\n switch costume to (costume63 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (0) %\n show\n repeat (12)\n change size by (((565) - (size)) / (15))\n end\n repeat (50)\n switch costume to (costume3 v)\n change size by (((565) - (size)) / (15))\n switch costume to (costume63 v)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset y to ((([log v] of ((timer) * (30)) ) * (6)) + (0))\nset y to ((([log v] of ((timer) * (30)) ) * (6)) + (0))\n\nwhen I start as a clone\nforever\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nset [color v] to [0]\nforever\n change [color v] by (6)\nend\n\nwhen I start as a clone\nif <(ID) = [Flash]> then\n switch costume to (costume64 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (10)\n go to [front v] layer\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (.1) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Squares?]> then\n switch costume to (costume65 v)\n go to x: (-205) y: (-240)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n set [brightness v] effect to (100)\n show\n glide (.5) secs to x: (-205) y: (240)\n clear graphic effects\n glide (.5) secs to x: (-205) y: (-240)\n delete this clone\nelse\n if <(ID) = [Squares?2]> then\n switch costume to (costume65 v)\n go to x: (205) y: (240)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n set [brightness v] effect to (100)\n show\n glide (.5) secs to x: (205) y: (-240)\n clear graphic effects\n glide (.5) secs to x: (205) y: (240)\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (START! v)\n\nwhen I receive [start! v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (360)\ngo to [front v] layer\nshow\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nclear graphic effects\nglide (0.25) secs to x: (0) y: (0)\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Playbutton\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Physics\nswitch costume to (player v)\ngo to x: (-202) y: (12)\nset size to (80) %\nset rotation style [left-right v]\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xvel v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by (-1.75)\n end\n set [xvel v] to ((xvel) * (0.8))\n change x by (xvel)\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 ((xvel) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yvel v] to [15]\n if <(direction) = [90]> then\n set [xvel v] to [-15]\n else\n set [xvel v] to [15]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (yvel)\n if <touching (level v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> and <touching (level v)?>> or <<touching (level v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <<(mouse y) > (y position)> and <touching (level v)?>>>>>> then\n change [yvel v] by (15)\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-202) y: (12)\n broadcast (nextlevel v)\n change [level v] by (1)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if then\n go to x: (-202) y: (12)\n broadcast (death v)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <touching (trampolines v)?> then\n set [yvel v] to [17.5]\n end\n if <(y position) < [-180]> then\n go to x: (-202) y: (12)\n set [xvel v] to [0]\n broadcast (death v)\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [play v]\ngo to x: (-195) y: (-18)\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [level v] to [1]\nforever\n Physics\nend\n\nwhen I receive [play v]\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (player-crouch v)\n else\n switch costume to (player v)\n end\nend\n\nwait (1) seconds\n\nwhen I receive [skippedlevel v]\ngo to x: (-202) y: (12)\nchange [level v] by (1)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (level)\n\nwhen I receive [skippedlevel v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (level)\n\nwhen I receive [skippedlevel v]\nnext costume\n\n@Fakeplatform\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [play v]\nforever\n if <(level) = [8]> then\n show\n go to x: (15) y: (-110)\n switch costume to (1 v)\n repeat until <not <(level) = [8]>>\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n clear graphic effects\n end\n end\n else\n if <(level) = [17]> then\n show\n go to x: (-24) y: (-107)\n switch costume to (2 v)\n repeat until <not <(level) = [17]>>\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n clear graphic effects\n end\n end\n else\n hide\n end\n end\nend\n\n@Forest gem\n\nwhen flag clicked\ngo to x: (59) y: (-34)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <not <(level) = [20]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play v]\nforever\n if <(level) = [20]> then\n show\n forever\n if <touching (player v)?> then\n stop [all v]\n end\n end\n end\nend\n\n@Timernumber\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nwhen I receive [play v]\nset [time v] to [0]\nforever\n repeat until <(level) = [20]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (230) y: (-300)\nset [multidigit??? v] to [no]\nrepeat (10)\n switch costume to (0 v)\nend\nforever\n if <[0] < (time)> then\n switch costume to ((time) mod (10))\n end\nend\n\n@Timenumber2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (210) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[9] < (time)> then\n switch costume to ((((time) - (5)) / (10)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [20]>\nend\n\n@Timenumber#3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (190) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[99] < (time)> then\n show\n end\n if <[1] < (time)> then\n switch costume to ((((time) - (50)) / (100)) mod (10))\n set [multidigit??? v] to [yes]\n end\nend\n\nif then\nend\n\n@Timenumber4\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (170) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[999] < (time)> then\n switch costume to ((((time) - (500)) / (1000)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\n@Timenumber5\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (150) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[9999] < (time)> then\n switch costume to ((((time) - (5000)) / (10000)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [9]> then\n go to x: (-52) y: (-103.5)\n show\n forever\n if <touching (player v)?> then\n repeat (11)\n next costume\n end\n end\n end\n end\nend\n\nrepeat (70)\n\nwhen I receive [play v]\nforever\n if <not <(level) = [9]>> then\n switch costume to (costume1 v)\n hide\n end\nend\n\n@Introskipbutton\n\nwhen flag clicked\ngo to x: (220) y: (-100)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\nwait (1.65) seconds\nset [ghost v] effect to (50)\nwait (4) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (START! v)\nhide\n\n@Blank\n\n@Levelskipbutton\n\nwhen flag clicked\ngo to x: (167) y: (-143)\nset [leveldeaths v] to [0]\nhide\n\nwhen I receive [play v]\nset [leveldeaths v] to [0]\nforever\n if <<(leveldeaths) > [9]> and <(level) < [20]>> then\n go to [front v] layer\n set [ghost v] effect to (35)\n show\n else\n hide\n end\nend\n\nwhen I receive [death v]\nchange [leveldeaths v] by (1)\n\nwhen I receive [nextlevel v]\nset [leveldeaths v] to [0]\n\nwhen this sprite clicked\nbroadcast (skippedlevel v)\nset [leveldeaths v] to [0]\nhide\n\n
~~~~~~~~~~~ COLOR -- A PLATFORMER ~~~~~~~~\n \n Welcome to Color -- A Platformer ~ Part 1! This simple, colorless, and generic platformer is a medium difficulty in which you must complete all 20 levels as fast as possible. 15 loves or 100 views, and I will make Part 2 early!!!!!! \n(Whoever gives the 100th love will get a free follow by me, as well)\n100 loves! And the free follow goes to......\n@mistake44!\n\nNEW GAME OUT!!!\nhttps://scratch.mit.edu/projects/931993602/\n\nPARTS:\nPart 2: https://scratch.mit.edu/projects/761062689/\nPart 3: https://scratch.mit.edu/projects/764015660/\nPart 4: https://scratch.mit.edu/projects/767616243/\nPart 5: https://scratch.mit.edu/projects/772220853/\n\nCOLOR 2 SERIES:\nPart 1: https://scratch.mit.edu/projects/823176480/\nPart 2: https://scratch.mit.edu/projects/921559305/\n\nWARNING: Intro may trigger seizures. If you are prone to these, then press the 'skip intro' button.\n\nSTORY :\nAt one point in time (just a few months ago), the Cube World was a peaceful and colorful land to live in. But, as November came, a dragon on the East Hills awoke, and immediately attacked the entire land, one city after another. When he reached and attacked Michelangelo City, he destroyed the Pillar of Color, making the world colorless. You must collect all the Color Gems to restore color to the land. Can you do it?\n\nINSTRUCTIONS :\nWASD, arrow keys, or touch screen to move\nS, down arrow, or touch screen below player to crouch\nAvoid colorless spikes and lava\nTouch the green gem at the end to win\nTry to finish as fast as possible\nLove, favorite, and follow for Part 2\nEnjoy\n\nNOTES :\nThere is a very rare bug where when you start the game, the time doesn't work, and doesn't activate at all. Please don't take advantage of this and finish the game, then comment that you got 0 seconds. Just restart.\nAlso, sometimes, the green gem appears on level 1. Just restart the game when this happens. It happens very rarely as well.\nComment 'Forest' for Part 2 ~ The Desert to come out early. If this game gets 15 loves before 10 days are up, then I will start Part 2 right away, so love and favorite as well.\n\nCREDITS :\nThanks to @kamakiri1023 for the player code and art\nThanks to @Pickleanimation99 for the intro\nThanks to @ArtemScrathMaster for the music\nI did everything else!!!!\n\nThis is my very first platformer I have ever made on this account, so please love, favorite, and follow. Comment 'Forest' for Part 2, and I hope you enjoy!!!!!!\n\n(822 blocks make up this game.)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYeet
Spanish Alphabet Lore Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@A\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [a v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <<(level) = [10]> and <(deaths) > [4]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@H\n\nwhen I receive [h v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\n@I\n\nwhen I receive [i v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\n@M\n\nwhen I receive [m v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [p v]\nhide\n\n@P\n\nwhen I receive [p v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (A v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite6\n\nwhen this sprite clicked\nbroadcast (H v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite7\n\nwhen this sprite clicked\nbroadcast (I v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite8\n\nwhen this sprite clicked\nbroadcast (M v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite9\n\nwhen this sprite clicked\nbroadcast (P v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@arriba\n\nwhen flag clicked\ngo to x: (191) y: (141)\nhide\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [do the movement v] to [up]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@abajo\n\nwhen flag clicked\nhide\n\nif <(mobile or not) = [1]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (191) y: (79)\n\nwhen I receive [a v]\n\nwhen I receive [h v]\n\nwhen I receive [i v]\n\nwhen I receive [m v]\n\nwhen I receive [p v]\n\n@derecha\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-142) y: (81)\n\nwhen this sprite clicked\nset [do the movement v] to [right]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@izquerda\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-201) y: (80)\n\nwhen this sprite clicked\nset [do the movement v] to [left]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@button \n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\ngo to x: (-200) y: (150)\nforever\n set [mobile or not v] to (costume [number v])\nend\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n
• Pixel | Adventure • #all #games #platformer #trending
@Stage\n\n@ \n\nwhen flag clicked\nhide list [turbowarp v]\nadd [triple click and ctrl + c to copy] to [turbowarp v]\nadd [https://turbowarp.org/757910837] to [turbowarp v]\nadd [] to [turbowarp v]\nadd [space to close] to [turbowarp v]\nwait until <key (space v) pressed?>\nshow list [turbowarp v]\n\n@Spike\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\nステージ配置 [960] [0] [3]\n\nステージ配置 [-480] [0] [0]\n\nwhen I receive [start v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Stage\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nステージ配置 [3680] [250] [9]\nステージ配置 [3680] [350] [10]\n\nwhen I receive [start v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [0] [-450] [10]\nステージ配置 [480] [-450] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@Player2\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 set rotation style [left-right v]\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n set rotation style [left-right v]\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage 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 start sound [Jump v]\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (stage 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 (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [Jump v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-550]> or <touching (spike v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage 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 (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage 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 (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-50]\nset [camera _y v] to [0]\nset [x v] to [-200]\nset [y v] to [0]\n\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-50]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\nset [volume v] to [50]\nforever\n set volume to (volume) %\nend\n\n@ \n\nwhen I receive [start v]\nforever\n show\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [camera x v] by (4)\n set y to ((-80) - ((Camera y) * (1)))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [camera x v] by (-4)\n set y to ((-80) - ((Camera y) * (1)))\n end\nend\n\n@Sprite3\n\nwhen I receive [begin v]\nforever\n set [ghost v] effect to (25)\n go to [back v] layer\n set [screen x v] to ((x) - ((Camera x) * (scroll speed)))\n set x to ((((screen x) + (480)) mod ((480) * (3))) - (480))\n set y to ((0) - ((Camera y) * (scroll speed)))\nend\n\nwhen I receive [start v]\nset [scroll speed v] to [0.1]\nswitch costume to (costume1 v)\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (480)\nbroadcast (begin v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen I receive [hide thumbnail v]\nhide\ngo [forward v] (1) layers\n\nwhen I receive [hide thumbnail v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [volume v] to [50]\nset volume to (50) %\nforever\n play sound [fuzzy-logic-classic-arcade-game-2 v] until done\nend\n\nwhen flag clicked\nset [volume v] to [50]\nforever\n set volume to (volume) %\nend\n\n
⚠️ TOO MUCH LAG? spam the flag OR use TurboWarp to reduce it, TurboWarp is not a virus it's just a page that plays scratch games with more fps\n\n⚠️ TurboWarp ⚠️ https://turbowarp.org/757910837\n\nWELCOME to....\n\n • Pixel | Adventure •\n\n➜ A game by: @-Takip-\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n ⚙️INSTRUCTIONS⚙️\n\n➜ Move with arrows or "A" & "D"\n\n➜ Jump with arrows or "W"\n\n➜ Don't touch the spikes\n\n\n-------------------------------------------------------------------------\n\nIf you liked it please ❤️ and ⭐️\n\nI made it in 1 week ⏱️\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n
Online HIKING PLATFORMER オンラインハイキングプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [♪楽しいハイキング♪ v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [音量 v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\nset rotation style [left-right v]\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 switch costume to (コスチューム1 v)\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 switch costume to (コスチューム3 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (round (x))\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change [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))\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [やられる 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)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (地面 v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [壁キック v]\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <<not <touching (地面 v)?>> or <touching (水 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 <not <touching (水 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [18]\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]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [y v] to [-0.1]\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [6]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (水 v)?>\n start sound [水に入る v]\n wait until <not <touching (水 v)?>>\nend\n\nwhen flag clicked\nforever\n if <<touching (水 v)?> 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 [泳ぐ v]\n wait until <not <<<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?>>>>\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [音量 v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset [houti v] to [0]\nforever\n change [houti v] by (1)\n wait (1) seconds\nend\n\nset [〜 v] to [0]\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>> then\n set [houti v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <[14] < (houti)> then\n stop [all v]\n end\nend\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\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 <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n hide\n set [ghost v] effect to (0)\n set size to (100) %\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\nset [monster coin? v] to [0]\n配置 [-170] [160] [1]\n配置 [-216] [160] [1]\n配置 [-200] [630] [2]\n配置 [300] [342] [1]\n配置 [280] [290] [1]\n配置 [332] [390] [1]\n配置 [385] [400] [1]\n配置 [810] [460] [1]\n配置 [860] [460] [1]\n配置 [670] [550] [1]\n配置 [510] [730] [1]\n配置 [730] [845] [1]\n配置 [780] [845] [1]\n配置 [1508] [845] [1]\n配置 [1462] [780] [1]\n配置 [1508] [715] [1]\n配置 [1462] [650] [1]\n配置 [2050] [480] [1]\n配置 [2100] [480] [1]\n配置 [2150] [480] [1]\n配置 [2750] [480] [1]\n配置 [2800] [480] [1]\n配置 [2850] [480] [1]\n配置 [4460] [250] [2]\n配置 [840] [-130] [2]\n配置 [400] [-60] [1]\n配置 [400] [-10] [1]\n配置 [355] [-60] [1]\n配置 [355] [-10] [1]\n配置 [310] [-60] [1]\n配置 [310] [-10] [1]\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(costume [number v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [coin v] by (0.1)\n else\n if <(costume [number v]) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [star coin v] by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nset [star coin v] to [0]\nset [coin v] to [0.0]\n\nwhen I receive [monster coin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin? v] to [1]\n 配置 (monster coin X) ((monster coin Y) + (10)) [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [音量 v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([costume # v] of [音量 v]) = [1]> then\n if <(costume [number v]) = [2]> then\n play sound [coin v] until done\n else\n if <(costume [number v]) = [3]> then\n play sound [galaxy chime v] until done\n end\n end\n end\n end\nend\n\n@中間\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]\n配置 [1675] [489] [1]\n配置 [4670] [554] [1]\n配置 [700] [1235] [3]\nhide\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\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\nwhen flag clicked\nforever\n if <([costume # v] of [音量 v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (プレイヤー v)?> and <(costume [number v]) = [2]>> then\n if <([costume # v] of [音量 v]) = [1]> then\n play sound [flag v] until done\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (プレイヤー v)?> and <(costume [number v]) = [4]>> then\n broadcast (GOAL v)\n if <([costume # v] of [音量 v]) = [1]> then\n play sound [GOAL v] until done\n stop [this script v]\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [400] [2]\n配置 [650] [550] [3]\n配置 [1200] [900] [4]\n配置 [1670] [525] [5]\n配置 [2157] [525] [6]\n配置 [2604] [525] [7]\n配置 [3061] [525] [8]\n配置 [3619] [525] [9]\n配置 [4178] [525] [10]\n配置 ((4178) + (569)) [525] [11]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@障害物\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [2000] [390] [2]\n配置 [2600] [500] [3]\n配置 [2900] [550] [4]\n配置 [3700] [700] [5]\n配置 [3290] [600] [6]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [10]>\n change y by ((() - (y position)) / (10))\nend\n\n@敵\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n point in direction ((90) + (monster X))\n go to x: (((1) + (+X)) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = (((1) + (+X)) - (scroll x))> and <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n if <[0] < (OK?)> then\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3))\n if <[0] < (monster X)> then\n switch costume to ((3) + (2))\n else\n switch costume to ((3) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [monster x v] to [0]\nforever\n repeat (+)\n change [monster x v] by (1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [monster x v] by (-1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (100) %\nset [ok? v] to [0]\nforever\n if <touching (プレイヤー v)?> then\n if <(y) < [0]> then\n set [y v] to [19]\n set [monster coin x v] to ((1) + (+X))\n set [monster coin y v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I receive [start v]\n配置 [3480] [475] [1] [30]\n配置 [4000] [475] [3] []\n配置 [4300] [475] [3] []\n配置 [4150] [475] [3] []\n配置 [3940] [910] [3] []\nhide\n\n@オンラインプレイヤー\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 set size to (55) %\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@オンライン\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 [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (6)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [プレイヤー v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [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@水\n\nwhen flag clicked\nhide\n配置 [800] [-200] [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 go to [front v] layer\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@チャットといろいろ\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]) = [2]> then\n forever\n if <(チャット表示してる?) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [チャット表示してる? v] to [1]\n ask [] and wait\n set [チャット表示してる? v] to [0]\n if <<[0] < (answer)> and <(answer) < [10]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nset [チャット表示してる? v] to [0]\nswitch costume to (チャットボタン v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (チャット一覧 v)\ncreate clone of (_myself_ v)\nswitch costume to (coin v)\ncreate clone of (_myself_ v)\nswitch costume to (star coin v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [3]> then\n forever\n go to [front v] layer\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [音量 v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <([costume # v] of [音量 v]) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [ポチッ v] until done\n wait until <not <(チャット表示してる?) = [1]>>\n end\n end\n end\nend\n\nstop [this script v]\n\n@コイン数\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n go to x: (33) y: (150)\n switch costume to (letter (3) of (coin))\nend\n\nwhen I start as a clone\nforever\n go to x: (11) y: (150)\n show\n switch costume to (letter (1) of (coin))\nend\n\n@スターコイン数\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n go to x: (167) y: (150)\n switch costume to (star coin)\nend\n\nwhen I start as a clone\nforever\n go to x: (145) y: (150)\n show\n switch costume to (0 v)\nend\n\n@タイム\n\nwhen flag clicked\nwait (0.3) seconds\nrepeat until <(GOALした?) = [YES]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [goalした? v] to [YES]\nshow\nshow variable [time v]\n\nwhen [timer v] > (0)\nhide variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nset [goalした? v] to [NO]\n\n@音量\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nforever\n go to x: (193) y: (-154)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nnext costume\nset size to (100) %\nrepeat (4)\n change size by (-10)\nend\nrepeat (4)\n change size by (10)\nend\nset size to (100) %\n\n
※日本語は下にスクロールするとあります。見ないと損します。\n\n⚡English⚡\nA scrolling platformer where you can climb mountains (online) with other players!!\n※New Scratchers can't be played online.\n\n◇How to operate◇\nYou can operate with the arrow keys! For mobile users, touch the direction you want to go! By the way, it can also be operated with WASD.\nClick the upper left button to chat! When entering, please enter the number of the word you want to convey in half-width characters.\n\n◇About coins◇\nThere are a total of 33 regular coins and a total of 3 star coins!\n___________________________________________\n Enjoy your hike!\n\n⚡日本語⚡\nほかのプレイヤーたちと一緒に(オンラインで)山を登れるスクロールプラットフォーマーです!!\n※ニュースクラッチャーはオンラインで遊べません。\n旗は必ず2回押してください。\n\n◇操作方法◇\n矢印キーで操作できます!モバイルの方は行きたい方向をタッチしてください!ちなみにWASDでも操作できます!左上のボタンを押すと、チャットができます!入力するときは伝えたい言葉の番号を半角で入力してください。ほかにもほしいチャットの文があったら教えてください。顔文字でもいいです(*'ω'*)\n\n◇コインについて◇\n普通のコインは全部で33枚、スターコインは全部で3枚あります!ぜひコンプリートしてみてください!\n________________________\n\nそれでは、ハイキングに行ってらっしゃい!\n________________________\n⚡クレジット⚡\n|| プログラム/@katsuo777様\n|| 地面/@-Hinomaru-様\n|| 背景/@hati32様\n|| 効果音/@ToadfanSchool様\n\n⚡tags⚡\n#platformer #online #hiking #rikkie7 #multiplayerplatformer #GAME #GAMES #multiplayer
Spanish Alphabet Lore Platformer all letters playable
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <<(level) = [10]> and <(deaths) > [4]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (A v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite10\n\nwhen this sprite clicked\nbroadcast (B v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite11\n\nwhen this sprite clicked\nbroadcast (C v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite12\n\nwhen this sprite clicked\nbroadcast (D v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite13\n\nwhen this sprite clicked\nbroadcast (E v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite14\n\nwhen this sprite clicked\nbroadcast (F v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite15\n\nwhen this sprite clicked\nbroadcast (G v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite6\n\nwhen this sprite clicked\nbroadcast (H v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite7\n\nwhen this sprite clicked\nbroadcast (I v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\n@Sprite16\n\nwhen this sprite clicked\nbroadcast (J v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [t v]\nhide\n\n@Sprite17\n\nwhen this sprite clicked\nbroadcast (K v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite18\n\nwhen this sprite clicked\nbroadcast (L v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite8\n\nwhen this sprite clicked\nbroadcast (M v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [x v]\nhide\n\n@Sprite19\n\nwhen this sprite clicked\nbroadcast (N v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite20\n\nwhen this sprite clicked\nbroadcast (Ñ v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite21\n\nwhen this sprite clicked\nbroadcast (O v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite9\n\nwhen this sprite clicked\nbroadcast (P v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite22\n\nwhen this sprite clicked\nbroadcast (Q v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite23\n\nwhen this sprite clicked\nbroadcast (R v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite24\n\nwhen this sprite clicked\nbroadcast (S v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite25\n\nwhen this sprite clicked\nbroadcast (T v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite26\n\nwhen this sprite clicked\nbroadcast (U v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite27\n\nwhen this sprite clicked\nbroadcast (V v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [x v]\nhide\n\n@Sprite28\n\nwhen this sprite clicked\nbroadcast (W v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Sprite29\n\nwhen this sprite clicked\nbroadcast (X v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [x v]\nhide\n\n@Sprite30\n\nwhen this sprite clicked\nbroadcast (Y v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [x v]\nhide\n\n@arriba\n\nwhen flag clicked\ngo to x: (191) y: (141)\nhide\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [do the movement v] to [up]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@abajo\n\nwhen flag clicked\nhide\n\nif <(mobile or not) = [1]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (191) y: (79)\n\nwhen I receive [a v]\n\nwhen I receive [h v]\n\nwhen I receive [i v]\n\nwhen I receive [m v]\n\nwhen I receive [p v]\n\n@derecha\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-142) y: (81)\n\nwhen this sprite clicked\nset [do the movement v] to [right]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@izquerda\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-201) y: (80)\n\nwhen this sprite clicked\nset [do the movement v] to [left]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@button \n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\ngo to x: (-200) y: (150)\nforever\n set [mobile or not v] to (costume [number v])\nend\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@A\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [a v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@B\n\nwhen I receive [b v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [b v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@C\n\nwhen I receive [c v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [c v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@D\n\nwhen I receive [d v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [d v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@E\n\nwhen I receive [e v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [e v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@F\n\nwhen I receive [f v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [f v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@G\n\nwhen I receive [g v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [g v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@H\n\nwhen I receive [h v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@I\n\nwhen I receive [i v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@J\n\nwhen I receive [j v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [j v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@K\n\nwhen I receive [k v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [k v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@L\n\nwhen I receive [l v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [l v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [y v]\nhide\n\n@M\n\nwhen I receive [m v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@N\n\nwhen I receive [n v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [n v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Ñ\n\nwhen I receive [ñ v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [ñ v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@O\n\nwhen I receive [o v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [o v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@P\n\nwhen I receive [p v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Q\n\nwhen I receive [q v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [q v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@R\n\nwhen I receive [r v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [r v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@S\n\nwhen I receive [s v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [s v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [c v]\nhide\n\n@T\n\nwhen I receive [t v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [t v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@U\n\nwhen I receive [u v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [u v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@V\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [v v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [v v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [a v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\n@W\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [w v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [w v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [a v]\nhide\n\nwhen I receive [x v]\nhide\n\nwhen I receive [y v]\nhide\n\nwhen I receive [v v]\nhide\n\n@X\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [x v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [x v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [a v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [y v]\nhide\n\n@Y\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [y v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [y v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\nwhen I receive [b v]\nhide\n\nwhen I receive [c v]\nhide\n\nwhen I receive [d v]\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [f v]\nhide\n\nwhen I receive [g v]\nhide\n\nwhen I receive [j v]\nhide\n\nwhen I receive [k v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [n v]\nhide\n\nwhen I receive [ñ v]\nhide\n\nwhen I receive [o v]\nhide\n\nwhen I receive [q v]\nhide\n\nwhen I receive [r v]\nhide\n\nwhen I receive [s v]\nhide\n\nwhen I receive [t v]\nhide\n\nwhen I receive [u v]\nhide\n\nwhen I receive [a v]\nhide\n\nwhen I receive [w v]\nhide\n\nwhen I receive [v v]\nhide\n\nwhen I receive [x v]\nhide\n\n
W.I.P\nadded B\nadded C\nadded D\nadded E\nadded F\nadded G\nadded J\nadded K\nadded L\nadded N\nadded Ñ\nadded O\nadded Q\nadded R\nadded S\nadded T\nadded U\nadded V\nadded W\nadded X\nadded Y
Storm Platformer! #all #games #trending #platformer
@Stage\n\[email protected]\n\nwhen I receive [frame v]\nset pen size to (5)\nchange [alpha v] by (-4)\nset pen color to (#eae341)\nchange [yv v] by (-0.5)\nset pen color to (((Alpha) * (52341)) + (((200) * (7624)) + (((pick random (220) to (240)) * (256)) + (255))))\nchange pen (color v) by (177)\ngo to x: ((x position) + (xv)) y: ((y position) + (yv))\n\nwhen flag clicked\nset [clone v] to [0]\n\ndefine make\npen up\nrepeat (25)\n create clone of (_myself_ v)\nend\n\nwhen I receive [bang v]\nset [clone v] to [0]\nmake\n\nwhen I start as a clone\nset pen color to (#eae341)\nset [alpha v] to [80]\nset [clone v] to [1]\ngo to (ground v)\nset pen color to (((Alpha) * (16777216)) + (((200) * (65536)) + (((pick random (220) to (240)) * (256)) + (255))))\nset pen color to (#eae341)\nset [yv v] to (pick random (-2) to (10))\nset [xv v] to (pick random (-6) to (6))\npen down\n\nwhen I receive [message1 v]\nerase all\ndelete this clone\n\n@Magic\n\ndefine Init\ndelete (all) of [list v]\ndelete (all) of [listy v]\nrepeat until <(distance to [ground v]) < [50]>\n add (x position) to [list v]\n add (y position) to [listy v]\n point towards (ground v)\n turn right (pick random (-90) to (90)) degrees\n repeat (pick random (1) to (5))\n move (10) steps\n end\n add (x position) to [list v]\n add (y position) to [listy v]\nend\ngo to (ground v)\nadd (x position) to [list v]\nadd (y position) to [listy v]\n\ndefine Draw\nset pen size to (10)\nset [alpha v] to [80]\nrepeat (5)\n change pen size by (-2)\n set pen color to (((Alpha) * (16777216)) + (((853) * (65536)) + (((200) * (256)) + (255))))\n set [i v] to [1]\n go to x: (item (i) of [list v]) y: (item (i) of [listy v])\n pen down\n repeat (length of [listy v])\n go to x: (item (i) of [list v]) y: (item (i) of [listy v])\n change [i v] by (1)\n end\n pen up\n change [alpha v] by (25)\nend\n\nwhen flag clicked\nwait until <(sTART) = [1]>\nif <[0] = [0]> then\n delete this clone\nend\nwait (1) seconds\nforever\n wait ((3) - (pick random (1) to (3))) seconds\n pen up\n erase all\n pen up\n set y to (180)\n set x to (pick random (-240) to (240))\n Init\n Draw\n broadcast (Bang v) and wait\n start sound [Explode v]\n wait (0.01) seconds\n repeat (19)\n erase all\n broadcast (Frame v) and wait\n end\n erase all\n broadcast (message1 v)\nend\n\n@Ground\n\nwhen I receive [change scene v]\nswitch costume to (join [Ground-] (SCENE #))\n\nset [scene # v] to [11]\nbroadcast (Change Scene v)\n\nwhen flag clicked\nshow variable [scene # v]\nshow\n\nif <[1] > (Spawn protection)> then\n\n@Player\n\nwhen flag clicked\nwait until <(sTART) = [1]>\nset [gravity v] to [-1]\nset [jump force v] to [13]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [jump duration v] to [6]\nReset and Begin Level\n\ndefine Move - in Steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n 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 (ground v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove - in Steps ([abs v] of (speed y) )\nSet Costume\n\ndefine Controls - Up and Down\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <(STICK Y) > [0.5]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nset [key x v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(STICK X) > [0.5]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <[-0.5] > (STICK X)>>)\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 Reset and Begin Level\nclear graphic effects\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [50]\nset [speed y v] to [0]\nset [lives v] to (round ((Mode) * (3)))\nset [spawn protection v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [player: temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (64)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (Player: 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]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [spawn protection v] to [5]\nchange [lives v] by (-1)\nstop [other scripts in sprite v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (25)\nend\nclear graphic effects\nif <(Lives) = [0]> then\n Reset and Begin Level\nelse\n Begin Scene # (SCENE #) go to x, y: [-150] [0]\nend\nrepeat (10)\n change [color v] effect by (25)\n wait (.3) seconds\nend\nset [spawn protection v] to [0]\nclear graphic effects\n\nwhen I receive [tick - player v]\nif <(SCENE #) = [1]> then\n set [scene rain y v] to [150]\n set [rain least x v] to [-150]\nelse\n if <(SCENE #) = [2]> then\n set [rain least x v] to [-220]\n set [scene rain y v] to [150]\n else\n if <(SCENE #) = [3]> then\n set [scene rain y v] to [150]\n set [rain least x v] to [-220]\n else\n if <(SCENE #) = [4]> then\n set [scene rain y v] to [150]\n set [rain least x v] to [-220]\n else\n if <(SCENE #) = [5]> then\n set [rain least x v] to [-280]\n set [scene rain y v] to [480]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait until <(sTART) = [1]>\nshow\n\nwhen flag clicked\nset [spawn protection v] to [0]\n\n@Rain\n\nwhen flag clicked\nhide\nwait until <(sTART) = [1]>\nforever\n wait (0.0061784596231) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (10) %\nswitch costume to (costume1 v)\ngo to x: (pick random (220) to (Rain least x)) y: (Scene rain y)\nrepeat until <<touching (ground v)?> or <touching (player v)?>>\n change y by (-25)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n set size to ((size) * (1.15427345)) %\n point in direction (pick random (direction) to (100))\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(sTART) = [1]>\nforever\n play sound [Rain v] until done\nend\n\n@Danger\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Ground-] (SCENE #))\n\nwhen flag clicked\nshow\n\nset [scene # v] to [10]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (2.4)\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait until <(sTART) = [1]>\nrepeat (100)\n if <(sTART) = [1]> then\n set y to ((y position) * (1.2))\n end\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > ((timer) + (0.01))\nhide variable [scene # v]\ngo to x: (0) y: (240)\nclear graphic effects\ngo to [front v] layer\nforever\n set y to ((y position) / (1.2))\nend\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\n@Keep It Up!\n\nwhen I receive [lose life v]\nswitch costume to (pick random (1) to (3))\nclear graphic effects\nshow\nset size to (100) %\nrepeat (10)\n wait (.1) seconds\n change [color v] effect by (25)\nend\nrepeat (15)\n change [mosaic v] effect by (2)\n set size to ((size) / (1.2)) %\n change [fisheye v] effect by (25)\n change [whirl v] effect by (10)\n change [color v] effect by (25)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Lives\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset size to (40) %\nforever\n if <(Lives) = [∞]> then\n switch costume to (∞ v)\n end\n if <(Lives) = [7]> then\n switch costume to (7 v)\n end\n if <(Lives) = [6]> then\n switch costume to (6 v)\n end\n if <(Lives) = [5]> then\n switch costume to (5 v)\n end\n if <(Lives) = [4]> then\n switch costume to (4 v)\n end\n if <(Lives) = [3]> then\n switch costume to (3 v)\n end\n if <(Lives) = [2]> then\n switch costume to (2 v)\n end\n if <(Lives) = [1]> then\n switch costume to (1 v)\n repeat (3)\n change [color v] effect by (25)\n wait (0.1) seconds\n change [color v] effect by (-25)\n wait (0.1) seconds\n end\n end\n if <(Lives) = [0]> then\n switch costume to (0 v)\n end\nend\n\nwhen [i v] key pressed\nset [lives v] to [∞]\n\n@Play\n\nwhen flag clicked\nset [start v] to [0]\nshow\ngo to [front v] layer\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\nbroadcast (Mode Choice v)\nhide\n\n@Sprite1\n\nwhen I receive [mode choice v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\nrepeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <(sTART) = [1]>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [2]\nend\nset [start v] to [1]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [mode choice v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\nrepeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <(sTART) = [1]>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [1]\nend\nset [start v] to [1]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [mode choice v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\nrepeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <(sTART) = [1]>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [0.3333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333]\nend\nset [start v] to [1]\nhide\n\nwhen flag clicked\nhide\n\n@Heart\n\nwhen I receive [change scene v]\nset size to (50) %\nif <(SCENE #) = [11]> then\n show\n repeat until <touching (player v)?>\n repeat (10)\n set size to ((size) * (1.1)) %\n end\n repeat (10)\n set size to ((size) / (1.1)) %\n end\n end\n change [lives v] by (1)\n hide\nelse\n hide\nend\n\n@Control Stick\n\nwhen flag clicked\nset [mobile freindly v] to [0]\nset [myself v] to [Control Stick]\nshow\nset size to (200) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\nforever\n if <(Mobile freindly) = [1]> then\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (stick v)\nshow\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 if <(Mobile freindly) = [1]> then\n hide\n end\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen [4 v] key pressed\nhide\n\nwhen [5 v] key pressed\nshow\n\n
ඞ --Hi!-- ඞ\n3 views thanks so much!\n#all #trending #games #platformer\nhttps://turbowarp.org/759229137 Might lag without turbowarp.\nPART 2 at 45 hearts or stars! Might have some fire.\n#248 on trending don’t ask why I went that far down, I was seeing how much of @Borkums338 ‘s projects were on trending. Lol
STORM PLATFORMER // #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [065 Doomsday Zone \(1\) v] until done\nend\n\n@thumb\n\nwhen flag clicked\nshow\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen this sprite clicked\nhide\n\n@Sprite\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <<(Mobile Left?) = [t]> or <key (left arrow v) pressed?>>> then\n if <key (space v) pressed?> then\n change [speed x v] by (-2.5)\n else\n change [speed x v] by (-2)\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <(Mobile Right?) = [t]>>> then\n if <key (space v) pressed?> then\n change [speed x v] by (2.5)\n else\n change [speed x v] by (2)\n end\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(Mobile Up?) = [t]>>> then\n start sound [Jump2 v]\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <<(Mobile Up?) = [t]> or <key (up arrow v) pressed?>>> and <touching (ground v)?>> then\n start sound [Jump v]\n set [speed y v] to [14]\nend\nchange y by (1)\n\nwhen flag clicked\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\nforever\n Run Game\nend\n\nwhen I receive [next v]\nchange [color v] effect by (10)\nset [speed x v] to [0]\nset [speed y v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <touching color (#ff3c3c)?> then\n broadcast (death v)\n end\nend\n\nchange [color v] effect by (10)\n\nwhen I receive [death v]\nstart sound [pop v]\nset [speed x v] to [0]\nset [speed y v] to [0]\ngo to x: (-200) y: (0)\n\n@Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nif <(costume [number v]) = [6]> then\n if <(☁ WR) > (timer)> then\n set [☁ wr v] to (timer)\n end\nend\n\n@Next\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite v)?> then\n start sound [Low Whoosh v]\n broadcast (next v)\n end\nend\n\n@danger\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@counter\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [timer v] to [10]\nforever\n if <(timer?) = [t]> then\n broadcast (timer v)\n wait (11) seconds\n else\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n if <(timer) = [9]> then\n switch costume to (costume1 v)\n end\n if <(timer) = [8]> then\n switch costume to (costume2 v)\n end\n if <(timer) = [7]> then\n switch costume to (costume4 v)\n end\n if <(timer) = [6]> then\n switch costume to (costume5 v)\n end\n if <(timer) = [5]> then\n switch costume to (costume6 v)\n end\n if <(timer) = [4]> then\n switch costume to (costume7 v)\n end\n if <(timer) = [3]> then\n switch costume to (costume8 v)\n end\n if <(timer) = [2]> then\n switch costume to (costume9 v)\n end\n if <(timer) = [1]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen I receive [timer v]\nif <(Hard?) = [t]> then\n repeat (10)\n wait (0.5) seconds\n start sound [Clock Ticking v]\n change [timer v] by (-1)\n end\n set [timer v] to [10]\n broadcast (death v)\nelse\n repeat (10)\n wait (1) seconds\n start sound [Clock Ticking v]\n change [timer v] by (-1)\n end\n set [timer v] to [10]\n broadcast (death v)\nend\n\n@rain_drops-01\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [back v] layer\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Thunder Storm v] until done\nend\n\n@AD\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow list [copy and paste this into the url v]\ndelete all of [copy and paste this into the url v]\nforever\n wait (10) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <touching (sprite v)?> then\n hide\n else\n show\n end\nend\n\ngo [backward v] (1) layers\n\nwhen this sprite clicked\nhide list [copy and paste this into the url v]\nif <(costume [number v]) = [1]> then\n add [https://scratch.mit.edu/projects/743239899] to [copy and paste this into the url v]\nend\nif <(costume [number v]) = [2]> then\n add [https://scratch.mit.edu/projects/757211387] to [copy and paste this into the url v]\nend\nif <(costume [number v]) = [3]> then\n add [https://scratch.mit.edu/projects/759235031] to [copy and paste this into the url v]\nend\nif <(costume [number v]) = [4]> then\n add [https://scratch.mit.edu/projects/767804472] to [copy and paste this into the url v]\nend\nif <(costume [number v]) = [5]> then\n add [https://scratch.mit.edu/projects/766966610] to [copy and paste this into the url v]\nend\nif <(costume [number v]) = [6]> then\n add [https://scratch.mit.edu/projects/769812768] to [copy and paste this into the url v]\nend\n\nswitch costume to (costume5 v)\n\n@timer button\n\nwhen flag clicked\nset [timer? v] to [t]\nshow\n\nwhen this sprite clicked\nbroadcast (ez v)\nstart sound [pop v]\nset [timer? v] to [f]\nhide\n\nwhen I receive [next v]\nhide\n\nwhen I receive [death v]\n\nwhen I receive [hrd v]\nhide\n\n@hard button\n\nwhen flag clicked\nset [hard? v] to [f]\nshow\n\nwhen this sprite clicked\nbroadcast (hrd v)\nset [hard? v] to [t]\nstart sound [pop v]\nhide\n\nwhen I receive [ez v]\nhide\n\nwhen I receive [next v]\nhide\n\n@enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [next v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n point towards (sprite v)\n if <(Hard?) = [t]> then\n move (4) steps\n else\n move (2) steps\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <not <touching color (#00c72f)?>> then\n change y by (-10)\n end\n if <<touching color (#ff3c3c)?> or <touching (ad v)?>> then\n start sound [pop v]\n delete this clone\n end\nend\n\nwhen I receive [death v]\ngo to x: (80) y: (0)\n\n@Mobile Button Right\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile right? v] to [t]\n else\n set [mobile right? v] to [f]\n end\nend\n\nwhen [any v] key pressed\nhide\n\n@Mobile Button Left\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile left? v] to [t]\n else\n set [mobile left? v] to [f]\n end\nend\n\nwhen [any v] key pressed\nhide\n\n@Mobile Button Up\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile up? v] to [t]\n else\n set [mobile up? v] to [f]\n end\nend\n\nwhen [any v] key pressed\nhide\n\n@Trail\n\nwhen flag clicked\nforever\n go to (sprite v)\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\ngo [forward v] (1) layers\n\nwhen I receive [next v]\nchange [color v] effect by (10)\n\n
Use the arrow keys to move your character!\nLead enemies into lava to eliminate them!\n\nThis is a harder version of Simple Platformer. Link in game!\nNO ADVERTISING ALLOWED!!!
Blast Raccoon 3_ a platformer V.1.2 #all #trending #popular #games #music #animation
@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 I receive [changebackdrop v]\nif <(LEVEL) = [1]> then\n switch backdrop to (tranquil resort v)\nend\nif <(LEVEL) = [4]> then\n switch backdrop to (radical coaster v)\nend\nif <(LEVEL) = [7]> then\n switch backdrop to (melody mountain v)\nend\nif <(LEVEL) = [10]> then\n switch backdrop to (tranquil resort v)\nend\nif <(LEVEL) = [13]> then\n switch backdrop to (radical coaster v)\nend\nif <(LEVEL) = [16]> then\n switch backdrop to (saphire mines v)\nend\nif <(LEVEL) = [19]> then\n switch backdrop to (disaster city v)\nend\nif <(LEVEL) = [22]> then\n switch backdrop to (asteroid factory v)\nend\n\nwhen flag clicked\n\nwhen I receive [play game v]\nset [level v] to [1]\nswitch backdrop to (tranquil resort v)\n\n@Laggy\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 [150]\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 switch costume to (costume2 v)\n change [sx v] by (-2.2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [sx v] by (2.2)\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\nif <key (r v) pressed?> then\n broadcast (Player Die v)\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\nif <touching (exit v)?> then\n switch costume to (new piskel-3 v)\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 change [ghost v] effect by (0)\nend\nhide\nchange [level v] by (1)\nset [activate rock trap v] to [N]\nwait (1) seconds\nbroadcast (changeBackdrop v) and wait\n\nchange size by (-1)\n\nmove ((distance to [exit v]) / (2)) steps\nturn right (65) degrees\npoint towards (exit v)\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]\npoint in direction (90)\nset rotation style [all around 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)\nrepeat (8)\n wait (0.05) seconds\n turn right (45) degrees\nend\n\nwhen I receive [reset v]\npoint in direction (90)\n\nwhen I receive [boost v]\nchange [sx v] by (50)\n\nchange [sx v] by (-2.2)\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n if <<touching (exit v)?> and <(RUBYS) = [7]>> then\n broadcast (All Collected! v) and wait\n end\nend\n\nask [Got em' all!] and wait\n\nforever\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]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [590] y: [0]\n Clone at x: [590] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [590] y: [0]\n Clone at x: [590] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 8 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [9]> then\n switch costume to (level 9 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [50]\n Clone at x: [480] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [600] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [10]> then\n switch costume to (level 10 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [11]> then\n switch costume to (level 11 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [12]> then\n switch costume to (level 12 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [13]> then\n switch costume to (level 13 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [14]> then\n switch costume to (level 14 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [15]> then\n switch costume to (level 15 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [16]> then\n switch costume to (level 16 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [17]> then\n switch costume to (level 17 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [18]> then\n switch costume to (level 18 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [19]> then\n switch costume to (level 19 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [20]> then\n switch costume to (level 20 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [21]> then\n switch costume to (level 21 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [22]> then\n switch costume to (level 22 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [23]> then\n switch costume to (level 23 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [24]> then\n switch costume to (level 24 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nClone at x: [150] y: [200]\nClone at x: [360] y: [100]\n\nClone at x: [590] y: [0]\nClone at x: [590] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [590] y: [-50]\nClone at x: [590] y: [-50]\nClone at x: [500] y: [-50]\nClone at x: [500] y: [-50]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [145]\nClone at x: [360] y: [200]\nClone at x: [360] y: [100]\nClone at x: [360] y: [50]\n\nClone at x: [590] y: [-50]\nClone at x: [590] y: [-50]\nClone at x: [500] y: [-50]\nClone at x: [500] y: [-50]\nClone at x: [500] y: [-50]\nClone at x: [500] y: [-50]\nClone at x: [500] y: [-50]\n\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\n@Platforms2\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]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [590] y: [0]\n Clone at x: [590] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [590] y: [0]\n Clone at x: [590] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 8 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [590] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [9]> then\n switch costume to (level 9 1 v)\n Clone at x: [590] y: [-50]\n Clone at x: [480] y: [50]\n Clone at x: [480] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [600] y: [-50]\n Clone at x: [500] y: [-50]\n Clone at x: [500] y: [-50]\nend\nif <(LEVEL) = [10]> then\n switch costume to (level 10 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [11]> then\n switch costume to (level 11 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [12]> then\n switch costume to (level 12 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [13]> then\n switch costume to (level 13 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [14]> then\n switch costume to (level 14 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [15]> then\n switch costume to (level 15 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [16]> then\n switch costume to (level 16 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [17]> then\n switch costume to (level 17 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [18]> then\n switch costume to (level 18 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [19]> then\n switch costume to (level 19 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [20]> then\n switch costume to (level 20 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [21]> then\n switch costume to (level 21 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [22]> then\n switch costume to (level 22 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [23]> then\n switch costume to (level 23 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nif <(LEVEL) = [24]> then\n switch costume to (level 24 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\ngo to [back v] layer\n\nforever\n\nClone at x: [150] y: [200]\nClone at x: [360] y: [100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nswitch costume to (level 1 1 v)\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [145]\nClone at x: [360] y: [200]\nClone at x: [360] y: [100]\nClone at x: [360] y: [50]\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]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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]\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: [1175] y: [-160]\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\nif <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [1175] y: [-160]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [-100]\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 8 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [9]> then\n switch costume to (level 9 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [2200] y: [0]\nend\nif <(LEVEL) = [10]> then\n switch costume to (level 10 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [11]> then\n switch costume to (level 11 1 v)\n Clone at x: [2000] y: [0]\n Clone at x: [1000] y: [-100]\nend\nif <(LEVEL) = [12]> then\n switch costume to (level 12 1 v)\n Clone at x: [2000] y: [0]\n Clone at x: [1000] y: [-100]\nend\nif <(LEVEL) = [13]> then\n switch costume to (level 13 1 v)\n Clone at x: [1000] y: [-100]\n Clone at x: [500] y: [0]\n Clone at x: [1000] y: [100]\nend\nif <(LEVEL) = [14]> then\n switch costume to (level 14 1 v)\n Clone at x: [1000] y: [-100]\n Clone at x: [500] y: [0]\n Clone at x: [1000] y: [100]\nend\nif <(LEVEL) = [15]> then\n switch costume to (level 15 1 v)\n Clone at x: [1000] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [900] y: [100]\nend\nif <(LEVEL) = [16]> then\n switch costume to (level 16 1 v)\n Clone at x: [1000] y: [0]\n Clone at x: [1500] y: [200]\nend\nif <(LEVEL) = [17]> then\n switch costume to (level 17 1 v)\n Clone at x: [1000] y: [0]\n Clone at x: [500] y: [0]\nend\nif <(LEVEL) = [18]> then\n switch costume to (level 18 1 v)\n Clone at x: [2000] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\nend\nif <(LEVEL) = [23]> then\n switch costume to (level 23 1 v)\n Clone at x: [2000] y: [-100]\n Clone at x: [2000] y: [0]\n Clone at x: [500] y: [0]\nend\nset [x v] to [-99999999999]\n\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [150] y: [200]\nClone at x: [360] y: [100]\n\nClone at x: [360] y: [50]\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\nswitch costume to (level 9 1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [2200] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [500] y: [0]\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 [rubys v] by (1)\n start sound [collect v]\n if <(RUBYS) = (COINS)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [rubys 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: [800] y: [200]\n Clone at x: [200] y: [-10]\n Clone at x: [525] y: [-15]\n Clone at x: [650] y: [100]\n Clone at x: [700] y: [150]\n Clone at x: [875] y: [150]\n Clone at x: [1200] y: [75]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [580] y: [200]\n Clone at x: [220] y: [-10]\n Clone at x: [1733] y: [350]\n Clone at x: [1300] y: [-30]\n Clone at x: [2000] y: [150]\n Clone at x: [1500] y: [150]\n Clone at x: [1200] y: [75]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [100] y: [-15]\n Clone at x: [300] y: [0]\n Clone at x: [500] y: [-15]\n Clone at x: [1150] y: [0]\n Clone at x: [1515] y: [-50]\n Clone at x: [1610] y: [25]\n Clone at x: [2000] y: [125]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [100] y: [-5]\n Clone at x: [200] y: [-5]\n Clone at x: [400] y: [125]\n Clone at x: [550] y: [-5]\n Clone at x: [1800] y: [-100]\n Clone at x: [1250] y: [75]\n Clone at x: [2100] y: [-5]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [100] y: [-5]\n Clone at x: [250] y: [150]\n Clone at x: [400] y: [100]\n Clone at x: [1525] y: [10]\n Clone at x: [1850] y: [150]\n Clone at x: [1250] y: [75]\n Clone at x: [2925] y: [-5]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [-200] y: [-5]\n Clone at x: [200] y: [-5]\n Clone at x: [2600] y: [-10]\n Clone at x: [550] y: [0]\n Clone at x: [1800] y: [50]\n Clone at x: [1465] y: [75]\n Clone at x: [2250] y: [90]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [200] y: [20]\n Clone at x: [2600] y: [10]\n Clone at x: [2000] y: [90]\n Clone at x: [550] y: [-20]\n Clone at x: [1500] y: [100]\n Clone at x: [1250] y: [75]\n Clone at x: [2250] y: [10]\nend\nif <(LEVEL) = [8]> then\n Clone at x: [200] y: [20]\n Clone at x: [1200] y: [175]\n Clone at x: [1700] y: [-80]\n Clone at x: [550] y: [0]\n Clone at x: [1700] y: [100]\n Clone at x: [640] y: [0]\n Clone at x: [900] y: [125]\nend\nif <(LEVEL) = [9]> then\n Clone at x: [350] y: [20]\n Clone at x: [1200] y: [175]\n Clone at x: [1360] y: [0]\n Clone at x: [2240] y: [50]\n Clone at x: [1400] y: [0]\n Clone at x: [2730] y: [50]\n Clone at x: [900] y: [125]\nend\nif <(LEVEL) = [10]> then\n Clone at x: [176] y: [-25]\n Clone at x: [600] y: [-135]\n Clone at x: [650] y: [-135]\n Clone at x: [700] y: [200]\n Clone at x: [800] y: [200]\n Clone at x: [1675] y: [150]\n Clone at x: [1250] y: [-25]\nend\nif <(LEVEL) = [11]> then\n Clone at x: [500] y: [-50]\n Clone at x: [950] y: [-50]\n Clone at x: [890] y: [-50]\n Clone at x: [825] y: [-50]\n Clone at x: [2000] y: [150]\n Clone at x: [1250] y: [0]\n Clone at x: [3300] y: [-30]\nend\nif <(LEVEL) = [12]> then\n Clone at x: [500] y: [100]\n Clone at x: [1450] y: [0]\n Clone at x: [1575] y: [125]\n Clone at x: [825] y: [0]\n Clone at x: [1955] y: [115]\n Clone at x: [1250] y: [0]\n Clone at x: [2800] y: [250]\nend\nif <(LEVEL) = [13]> then\n Clone at x: [975] y: [225]\n Clone at x: [2800] y: [325]\n Clone at x: [1575] y: [-75]\n Clone at x: [840] y: [125]\n Clone at x: [1575] y: [100]\n Clone at x: [1365] y: [0]\n Clone at x: [1150] y: [345]\nend\nif <(LEVEL) = [14]> then\n Clone at x: [935] y: [100]\n Clone at x: [2700] y: [100]\n Clone at x: [1800] y: [100]\n Clone at x: [840] y: [100]\n Clone at x: [2300] y: [100]\n Clone at x: [2500] y: [100]\n Clone at x: [1150] y: [100]\nend\nif <(LEVEL) = [15]> then\n Clone at x: [1100] y: [30]\n Clone at x: [2700] y: [225]\n Clone at x: [1800] y: [30]\n Clone at x: [840] y: [30]\n Clone at x: [2275] y: [200]\n Clone at x: [2550] y: [200]\n Clone at x: [1250] y: [250]\nend\nif <(LEVEL) = [16]> then\n Clone at x: [965] y: [-50]\n Clone at x: [2700] y: [125]\n Clone at x: [1900] y: [100]\n Clone at x: [-200] y: [250]\n Clone at x: [2275] y: [100]\n Clone at x: [2550] y: [125]\n Clone at x: [1250] y: [150]\nend\nif <(LEVEL) = [17]> then\n Clone at x: [-100] y: [50]\n Clone at x: [950] y: [100]\n Clone at x: [1350] y: [150]\n Clone at x: [1900] y: [280]\n Clone at x: [2275] y: [280]\n Clone at x: [2345] y: [280]\n Clone at x: [2800] y: [280]\nend\nif <(LEVEL) = [18]> then\n Clone at x: [-200] y: [0]\n Clone at x: [950] y: [-15]\n Clone at x: [1350] y: [35]\n Clone at x: [1900] y: [280]\n Clone at x: [2400] y: [205]\n Clone at x: [2400] y: [100]\n Clone at x: [2800] y: [115]\nend\nif <(LEVEL) = [19]> then\n Clone at x: [-200] y: [100]\n Clone at x: [1050] y: [-75]\n Clone at x: [1350] y: [100]\n Clone at x: [1975] y: [-75]\n Clone at x: [2400] y: [100]\n Clone at x: [2400] y: [50]\n Clone at x: [2800] y: [115]\nend\nif <(LEVEL) = [20]> then\n Clone at x: [-200] y: [100]\n Clone at x: [1050] y: [100]\n Clone at x: [1350] y: [100]\n Clone at x: [1975] y: [180]\n Clone at x: [2500] y: [75]\n Clone at x: [2600] y: [75]\n Clone at x: [2815] y: [-75]\nend\nif <(LEVEL) = [21]> then\n Clone at x: [-200] y: [-80]\n Clone at x: [1050] y: [375]\n Clone at x: [1350] y: [150]\n Clone at x: [1975] y: [0]\n Clone at x: [2500] y: [-45]\n Clone at x: [2700] y: [-45]\n Clone at x: [3000] y: [-45]\nend\nif <(LEVEL) = [22]> then\n Clone at x: [-200] y: [0]\n Clone at x: [1050] y: [100]\n Clone at x: [1600] y: [100]\n Clone at x: [1975] y: [0]\n Clone at x: [2500] y: [0]\n Clone at x: [2700] y: [0]\n Clone at x: [3000] y: [0]\nend\nif <(LEVEL) = [23]> then\n Clone at x: [-200] y: [0]\n Clone at x: [500] y: [150]\n Clone at x: [3700] y: [100]\n Clone at x: [1975] y: [0]\n Clone at x: [2850] y: [250]\n Clone at x: [2700] y: [0]\n Clone at x: [3000] y: [0]\nend\nif <(LEVEL) = [24]> then\n Clone at x: [-200] y: [0]\n Clone at x: [965] y: [300]\n Clone at x: [3700] y: [100]\n Clone at x: [1700] y: [-100]\n Clone at x: [5750] y: [250]\n Clone at x: [2700] y: [0]\n Clone at x: [3000] y: [0]\nend\nset [x v] to [-999999999]\n\nset [x v] to [-999999999]\n\nClone at x: [-200] y: [-5]\nClone at x: [200] y: [-5]\nClone at x: [2600] y: [-10]\nClone at x: [550] y: [0]\nClone at x: [1800] y: [50]\nClone at x: [1465] y: [75]\nClone at x: [2250] y: [90]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset size to (10) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n next costume\nelse\n hide\nend\n\nwait (0.00001) seconds\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\nClone at x: [-79] y: [-76]\nClone at x: [166] y: [232]\nClone at x: [226] y: [232]\nClone at x: [191] y: [270]\nClone at x: [428] y: [339]\nClone at x: [543] y: [396]\nClone at x: [635] y: [481]\n\nClone at x: [500] y: [200]\nClone at x: [175] y: [-10]\nClone at x: [575] y: [-15]\nClone at x: [600] y: [100]\nClone at x: [700] y: [150]\nClone at x: [875] y: [150]\nClone at x: [1200] y: [75]\n\nClone at x: [-90] y: [0]\nClone at x: [370] y: [220]\nClone at x: [340] y: [-35]\nClone at x: [810] y: [130]\nClone at x: [1470] y: [460]\nClone at x: [1920] y: [530]\nClone at x: [2295] y: [480]\n\nClone at x: [100] y: [-5]\nClone at x: [250] y: [150]\nClone at x: [400] y: [100]\nClone at x: [1525] y: [10]\nClone at x: [1850] y: [150]\nClone at x: [1250] y: [75]\nClone at x: [2925] y: [-5]\n\nset [x v] to [-999999999]\n\nif <(LEVEL) = [11]> then\n Clone at x: [500] y: [-50]\n Clone at x: [950] y: [-50]\n Clone at x: [890] y: [-50]\n Clone at x: [825] y: [-50]\n Clone at x: [2000] y: [150]\n Clone at x: [1250] y: [0]\n Clone at x: [3300] y: [-30]\nend\n\nwhen I receive [play game v]\n\nif <(RUBYS) = [7]> then\n broadcast (All Collected! v) and wait\nend\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 [rubys v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [30]> then\n if <(LEVEL) = [1]> then\n switch costume to (open portal v)\n Clone at x: [1990] y: [-12]\n end\n if <(LEVEL) = [2]> then\n switch costume to (open portal v)\n Clone at x: [2500] y: [150]\n end\n if <(LEVEL) = [3]> then\n switch costume to (open portal v)\n Clone at x: [2500] y: [90]\n end\n if <(LEVEL) = [4]> then\n switch costume to (open portal v)\n Clone at x: [2350] y: [0]\n end\n if <(LEVEL) = [5]> then\n switch costume to (open portal v)\n Clone at x: [3400] y: [-30]\n end\n if <(LEVEL) = [6]> then\n switch costume to (open portal v)\n Clone at x: [2850] y: [-30]\n end\n if <(LEVEL) = [7]> then\n switch costume to (open portal v)\n Clone at x: [3100] y: [20]\n end\n if <(LEVEL) = [8]> then\n switch costume to (open portal v)\n Clone at x: [2800] y: [-65]\n end\n if <(LEVEL) = [9]> then\n switch costume to (open portal v)\n Clone at x: [3200] y: [100]\n end\n if <(LEVEL) = [10]> then\n switch costume to (open portal v)\n Clone at x: [2500] y: [120]\n end\n if <(LEVEL) = [11]> then\n switch costume to (open portal v)\n Clone at x: [3500] y: [-5]\n end\n if <(LEVEL) = [12]> then\n switch costume to (open portal v)\n Clone at x: [3500] y: [220]\n end\n if <(LEVEL) = [13]> then\n switch costume to (open portal v)\n Clone at x: [3000] y: [80]\n end\n if <(LEVEL) = [14]> then\n switch costume to (open portal v)\n Clone at x: [3050] y: [90]\n end\n if <(LEVEL) = [15]> then\n switch costume to (open portal v)\n Clone at x: [3050] y: [225]\n end\n if <(LEVEL) = [16]> then\n switch costume to (open portal v)\n Clone at x: [3050] y: [120]\n end\n if <(LEVEL) = [17]> then\n switch costume to (open portal v)\n Clone at x: [3500] y: [275]\n end\n if <(LEVEL) = [18]> then\n switch costume to (open portal v)\n Clone at x: [3000] y: [90]\n end\n if <(LEVEL) = [19]> then\n switch costume to (open portal v)\n Clone at x: [3575] y: [10]\n end\n if <(LEVEL) = [20]> then\n switch costume to (open portal v)\n Clone at x: [4500] y: [-50]\n end\n if <(LEVEL) = [21]> then\n switch costume to (open portal v)\n Clone at x: [4000] y: [50]\n end\n if <(LEVEL) = [22]> then\n switch costume to (open portal v)\n Clone at x: [4150] y: [70]\n end\n if <(LEVEL) = [23]> then\n switch costume to (open portal v)\n Clone at x: [4850] y: [15]\n end\n if <(LEVEL) = [24]> then\n switch costume to (open portal v)\n Clone at x: [7400] y: [15]\n end\n if <(LEVEL) = [25]> then\n switch costume to (open portal v)\n Clone at x: [7400] y: [15]\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\nClone at x: [709] y: [541]\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 [front 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 (download \(3\) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [pixelate v] effect to (60)\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 (download \(3\) v)\n Clone at x: [1735] y: [260]\nend\nif <(LEVEL) = [3]> then\n switch costume to (download \(3\) v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (download \(3\) v)\n Clone at x: [1250] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (download \(3\) v)\n Clone at x: [2925] y: [-70]\nend\nif <(LEVEL) = [6]> then\n switch costume to (download \(3\) v)\n Clone at x: [1465] y: [-20]\n Clone at x: [1465] y: [170]\nend\nif <(LEVEL) = [9]> then\n switch costume to (download \(3\) v)\n Clone at x: [2240] y: [-55]\nend\nif <(LEVEL) = [17]> then\n switch costume to (download \(3\) v)\n Clone at x: [2090] y: [375]\n Clone at x: [2300] y: [340]\n Clone at x: [2375] y: [340]\n Clone at x: [2450] y: [340]\nend\nif <(LEVEL) = [22]> then\n switch costume to (download \(3\) v)\n Clone at x: [180] y: [135]\n Clone at x: [370] y: [135]\n Clone at x: [2860] y: [135]\n Clone at x: [3700] y: [-175]\nend\nif <(LEVEL) = [23]> then\n switch costume to (download \(3\) v)\n Clone at x: [585] y: [100]\n Clone at x: [635] y: [100]\n Clone at x: [2860] y: [135]\n Clone at x: [2900] y: [95]\nend\nif <(LEVEL) = [24]> then\n switch costume to (download \(3\) v)\n Clone at x: [4070] y: [85]\n Clone at x: [1176] y: [-25]\n Clone at x: [1475] y: [25]\n Clone at x: [2850] y: [45]\n Clone at x: [5665] y: [275]\n Clone at x: [5920] y: [275]\nend\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\n\nClone at x: [2075] y: [-25]\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\n@Saw2\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 next costume\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))\nset [pixelate v] effect to (30)\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)\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: [700] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw v)\n Clone at x: [830] y: [-50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (saw v)\n Clone at x: [875] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (saw v)\n Clone at x: [-3000] y: [0]\nend\nif <(LEVEL) = [12]> then\n Clone at x: [1800] y: [125]\n Clone at x: [2100] y: [125]\nend\nif <(LEVEL) = [21]> then\n Clone at x: [3600] y: [-50]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nset [player dying v] to [Y]\nbroadcast (Player Die v) and wait\nset [player dying v] to [N]\n\nClone at x: [0] y: [130]\n\nturn right (1) degrees\n\nwait (1) seconds\n\nswitch costume to (saw v)\n\nif <(LEVEL) = [17]> then\n\nClone at x: [2700] y: [280]\n\n@Play\n\nwhen flag clicked\nhide\nset size to (0) %\ngo to x: (0) y: (-90)\nwait (7) seconds\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 (Intro v)\n\nwait (70) seconds\n\nbroadcast (Start Game v)\n\nstop [this script v]\n\n@Words\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to [back v] layer\nset size to (100) %\ngo to x: (-6) y: (70)\nshow\nwait (2) seconds\nrepeat (10)\n next costume\n wait (0.12) seconds\nend\nwait (2) seconds\nnext costume\nwait (0.25) seconds\nnext costume\nwait (0.25) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\n\nwait (1) seconds\nnext costume\n\nwhen I receive [start game v]\nhide\nset [ghost v] effect to (0)\n\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\nnext costume\n\nwhen I receive [play game v]\nhide\nset [ghost v] effect to (0)\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]\nhide variable [control menu v]\nhide variable [rubys 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 [level v]\nshow variable [control menu v]\nshow variable [rubys v]\n\nshow variable [deaths v]\n\nwhen flag clicked\nforever\n set [control menu v] to [Z]\nend\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: [600] y: [-35]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [580] y: [-35]\n Clone at x: [1350] y: [-35]\n Clone at x: [1650] y: [125]\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: [1850] y: [-50]\n Clone at x: [1075] y: [220]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [2180] y: [-60]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [1400] y: [-110]\n Clone at x: [1950] y: [-170]\nend\nif <(LEVEL) = [8]> then\n Clone at x: [875] y: [-115]\n Clone at x: [975] y: [20]\nend\nif <(LEVEL) = [9]> then\n Clone at x: [2725] y: [-35]\nend\nif <(LEVEL) = [10]> then\n Clone at x: [100] y: [-52]\n Clone at x: [1600] y: [-52]\nend\nif <(LEVEL) = [11]> then\n Clone at x: [1976] y: [-35]\n Clone at x: [2715] y: [-32]\nend\nif <(LEVEL) = [12]> then\n Clone at x: [1580] y: [-103]\n Clone at x: [1400] y: [-103]\n Clone at x: [1200] y: [-103]\n Clone at x: [2715] y: [-32]\nend\nif <(LEVEL) = [13]> then\n Clone at x: [795] y: [-15]\n Clone at x: [930] y: [45]\n Clone at x: [1070] y: [126]\n Clone at x: [2800] y: [65]\nend\nif <(LEVEL) = [14]> then\n Clone at x: [200] y: [0]\nend\nif <(LEVEL) = [15]> then\n Clone at x: [1900] y: [5]\n Clone at x: [2200] y: [5]\n Clone at x: [2475] y: [5]\nend\nif <(LEVEL) = [16]> then\n Clone at x: [-210] y: [10]\nend\nif <(LEVEL) = [17]> then\n Clone at x: [125] y: [0]\n Clone at x: [450] y: [6]\n Clone at x: [1210] y: [10]\n Clone at x: [1650] y: [30]\n Clone at x: [2000] y: [243]\nend\nif <(LEVEL) = [18]> then\n Clone at x: [1760] y: [60]\nend\nif <(LEVEL) = [19]> then\n Clone at x: [375] y: [-13]\n Clone at x: [1125] y: [-13]\nend\nif <(LEVEL) = [21]> then\n Clone at x: [320] y: [55]\nend\nif <(LEVEL) = [22]> then\n Clone at x: [100] y: [-10]\n Clone at x: [3775] y: [-140]\n Clone at x: [275] y: [-10]\n Clone at x: [2760] y: [-10]\nend\nif <(LEVEL) = [23]> then\n Clone at x: [750] y: [-10]\n Clone at x: [3775] y: [-50]\n Clone at x: [475] y: [-10]\n Clone at x: [2760] y: [-10]\n Clone at x: [2120] y: [-155]\nend\nif <(LEVEL) = [24]> then\n Clone at x: [3825] y: [88]\n Clone at x: [2750] y: [-110]\n Clone at x: [2310] y: [-130]\n Clone at x: [1250] y: [160]\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 (springboardup 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\nClone at x: [250] y: [-50]\nClone at x: [1075] y: [220]\n\nClone at x: [930] y: [45]\n\nif <(LEVEL) = [13]> then\n Clone at x: [795] y: [-15]\n Clone at x: [930] y: [45]\n Clone at x: [1070] y: [126]\n Clone at x: [2800] y: [65]\nend\n\nClone at x: [450] y: [6]\nClone at x: [1210] y: [10]\n\nClone at x: [2000] y: [243]\n\nClone at x: [1125] y: [-13]\n\n@Trampoline2\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: [450] y: [-45]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [650] y: [30]\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: [400] y: [-90]\n Clone at x: [1075] y: [220]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [2100] y: [-15]\nend\nif <(LEVEL) = [8]> then\n Clone at x: [1900] y: [-115]\n Clone at x: [1950] y: [-115]\nend\nif <(LEVEL) = [11]> then\n Clone at x: [780] y: [-70]\n Clone at x: [3150] y: [-40]\nend\nif <(LEVEL) = [12]> then\n Clone at x: [900] y: [-112]\n Clone at x: [1200] y: [-100]\n Clone at x: [1400] y: [-100]\nend\nif <(LEVEL) = [13]> then\n Clone at x: [400] y: [-25]\n Clone at x: [1320] y: [-105]\n Clone at x: [2000] y: [15]\nend\nif <(LEVEL) = [14]> then\n Clone at x: [750] y: [75]\n Clone at x: [2000] y: [15]\nend\nif <(LEVEL) = [15]> then\n Clone at x: [1700] y: [-7]\nend\nif <(LEVEL) = [17]> then\n Clone at x: [275] y: [5]\n Clone at x: [2200] y: [250]\nend\nif <(LEVEL) = [18]> then\n Clone at x: [800] y: [-75]\n Clone at x: [1350] y: [10]\n Clone at x: [1170] y: [-19]\n Clone at x: [970] y: [-50]\nend\nif <(LEVEL) = [22]> then\n Clone at x: [500] y: [-19]\n Clone at x: [2600] y: [-19]\n Clone at x: [1170] y: [-19]\n Clone at x: [2900] y: [-19]\nend\nif <(LEVEL) = [24]> then\n Clone at x: [-75] y: [-19]\n Clone at x: [2600] y: [-19]\n Clone at x: [5000] y: [-19]\n Clone at x: [5585] y: [-19]\n Clone at x: [5825] y: [-19]\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 (dash up 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 (Boost v)\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n switch costume to (dash up v)\n end\nend\n\nstart sound [boing v]\n\nClone at x: [400] y: [-25]\n\n@Rule sheet\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [play game v]\nforever\n if <key (z v) pressed?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nwhen I receive [play game v]\nset [control menu v] to [Z]\nforever\n if <key (z v) pressed?> then\n set [control menu v] to [open]\n else\n set [control menu v] to [Z]\n end\nend\n\n@Saw3\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n turn right (5) degrees\n set size to (200) %\n go to [front v] layer\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))\nset [pixelate v] effect to (30)\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)\nend\nif <(LEVEL) = [3]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [6]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [7]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [9]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [10]> then\n switch costume to (saw v)\n Clone at x: [472] y: [10]\n Clone at x: [942] y: [25]\n Clone at x: [2035] y: [260]\n Clone at x: [2275] y: [260]\nend\nif <(LEVEL) = [11]> then\n switch costume to (saw v)\n Clone at x: [53] y: [125]\n Clone at x: [453] y: [125]\n Clone at x: [925] y: [125]\n Clone at x: [2375] y: [-25]\nend\nif <(LEVEL) = [12]> then\n switch costume to (saw v)\n Clone at x: [-80] y: [160]\n Clone at x: [460] y: [160]\n Clone at x: [1900] y: [-50]\n Clone at x: [2340] y: [-50]\n Clone at x: [3235] y: [375]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nset [player dying v] to [Y]\nbroadcast (Player Die v) and wait\nset [player dying v] to [N]\n\nClone at x: [0] y: [130]\n\nwait (1) seconds\n\nClone at x: [700] y: [0]\n\nClone at x: [830] y: [-50]\n\nClone at x: [-3000] y: [0]\n\nnext costume\n\nif <(LEVEL) = [19]> then\n switch costume to (saw v)\n Clone at x: [-80] y: [160]\n Clone at x: [460] y: [160]\n Clone at x: [1900] y: [-50]\n Clone at x: [2340] y: [-50]\n Clone at x: [3235] y: [375]\nend\n\n@Water\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 (100) %\n go to [front v] layer\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))\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 (download \(3\) 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) = [13]> then\n switch costume to (download \(3\) v)\n Clone at x: [1500] y: [100]\nend\nset [x v] to [-999999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\n\nClone at x: [-63] y: [-85]\n\nClone at x: [2075] y: [-25]\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\nforever\n next costume\n wait (0.05) seconds\nend\n\n@Water2\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 (100) %\n go to [front v] layer\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))\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 (download \(3\) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [brightness v] effect to (10)\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [16]> then\n switch costume to (new piskel \(12\)4 v)\n Clone at x: [1500] y: [100]\nend\nif <(LEVEL) = [18]> then\n switch costume to (new piskel \(12\)4 v)\n Clone at x: [-100] y: [25]\n Clone at x: [500] y: [25]\n Clone at x: [200] y: [25]\nend\nset [x v] to [-999999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\n\nClone at x: [-63] y: [-85]\n\nClone at x: [2075] y: [-25]\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\nforever\n next costume\n wait (0.05) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nforever\nend\n\nif then\nelse\nend\n\nwait (1) seconds\n\nwhen I receive [all collected! v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [color v] effect by (5)\nend\nwait (1) seconds\nhide\n\n@Saw4\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 [front v] layer\n turn left (2) 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 (download \(3\) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [pixelate v] effect to (60)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [18]> then\n switch costume to (download \(3\) v)\n Clone at x: [2400] y: [75]\nend\nif <(LEVEL) = [19]> then\n switch costume to (download \(3\) v)\nend\nif <(LEVEL) = [24]> then\n switch costume to (download \(3\) v)\n Clone at x: [5050] y: [0]\n Clone at x: [4850] y: [0]\n Clone at x: [5250] y: [0]\n Clone at x: [6200] y: [0]\n Clone at x: [6500] y: [0]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\nif <(LEVEL) = [3]> then\n switch costume to (download \(3\) v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (download \(3\) v)\n Clone at x: [1250] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (download \(3\) v)\n Clone at x: [2925] y: [-70]\nend\nif <(LEVEL) = [6]> then\n switch costume to (download \(3\) v)\n Clone at x: [1465] y: [-20]\n Clone at x: [1465] y: [170]\nend\nif <(LEVEL) = [9]> then\n switch costume to (download \(3\) v)\n Clone at x: [2240] y: [-55]\nend\nif <(LEVEL) = [17]> then\n switch costume to (download \(3\) v)\n Clone at x: [2090] y: [375]\n Clone at x: [2300] y: [340]\n Clone at x: [2375] y: [340]\n Clone at x: [2450] y: [340]\nend\n\n@Saw6\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 (60) %\n go to [back v] layer\n next costume\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 (download \(3\) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [pixelate v] effect to (60)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [19]> then\n switch costume to (download \(3\) v)\n Clone at x: [525] y: [-100]\n Clone at x: [1000] y: [-100]\n Clone at x: [800] y: [-100]\n Clone at x: [1900] y: [-100]\n Clone at x: [3650] y: [-100]\nend\nif <(LEVEL) = [20]> then\n switch costume to (download \(3\) v)\n Clone at x: [1500] y: [-100]\n Clone at x: [1300] y: [-100]\n Clone at x: [1800] y: [-100]\n Clone at x: [2000] y: [-100]\n Clone at x: [2900] y: [-100]\n Clone at x: [4600] y: [-100]\n Clone at x: [3850] y: [-100]\nend\nif <(LEVEL) = [21]> then\n switch costume to (download \(3\) v)\n Clone at x: [800] y: [200]\n Clone at x: [1500] y: [-100]\n Clone at x: [1300] y: [-100]\n Clone at x: [1800] y: [-100]\n Clone at x: [2000] y: [-100]\n Clone at x: [2900] y: [-100]\n Clone at x: [4600] y: [-100]\n Clone at x: [3850] y: [-100]\nend\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\n\nClone at x: [2075] y: [-25]\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\nif <(LEVEL) = [17]> then\n switch costume to (download \(3\) v)\n Clone at x: [2090] y: [375]\n Clone at x: [2300] y: [340]\n Clone at x: [2375] y: [340]\n Clone at x: [2450] y: [340]\nend\nset [x v] to [-999999999]\n\nturn right (12) degrees\n\nif <(LEVEL) = [3]> then\n switch costume to (download \(3\) v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (download \(3\) v)\n Clone at x: [1250] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (download \(3\) v)\n Clone at x: [2925] y: [-70]\nend\nif <(LEVEL) = [6]> then\n switch costume to (download \(3\) v)\n Clone at x: [1465] y: [-20]\n Clone at x: [1465] y: [170]\nend\nif <(LEVEL) = [9]> then\n switch costume to (download \(3\) v)\n Clone at x: [2240] y: [-55]\nend\nif <(LEVEL) = [17]> then\n switch costume to (download \(3\) v)\n Clone at x: [2090] y: [375]\n Clone at x: [2300] y: [340]\n Clone at x: [2375] y: [340]\n Clone at x: [2450] y: [340]\nend\n\n@Water3\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 (100) %\n go to [front v] layer\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))\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 (download \(3\) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [brightness v] effect to (20)\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [19]> then\n switch costume to (new piskel \(12\)4 v)\n Clone at x: [2075] y: [-25]\nend\nif <(LEVEL) = [20]> then\n switch costume to (new piskel \(12\)4 v)\n Clone at x: [4000] y: [-85]\nend\nif <(LEVEL) = [21]> then\n switch costume to (new piskel \(12\)4 v)\n Clone at x: [3200] y: [-90]\nend\nset [x v] to [-999999999999]\n\nClone at x: [-100] y: [25]\nClone at x: [500] y: [25]\nClone at x: [200] y: [25]\nClone at x: [-63] y: [-85]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\nforever\n next costume\n wait (0.05) seconds\nend\n\n@Saw5\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n turn right (1) degrees\n set size to (200) %\n go to [front v] layer\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))\nset [pixelate v] effect to (30)\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) = [22]> then\n switch costume to (saw v)\n Clone at x: [2000] y: [-50]\n Clone at x: [1100] y: [250]\n Clone at x: [-200] y: [-50]\nend\nif <(LEVEL) = [23]> then\n switch costume to (saw v)\n Clone at x: [3800] y: [175]\n Clone at x: [1350] y: [157]\n Clone at x: [3200] y: [-50]\nend\nif <(LEVEL) = [24]> then\n switch costume to (saw v)\n Clone at x: [3500] y: [325]\n Clone at x: [1800] y: [325]\n Clone at x: [-250] y: [-50]\n Clone at x: [3400] y: [-50]\nend\nset [x v] to [-999999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nset [player dying v] to [Y]\nbroadcast (Player Die v) and wait\nset [player dying v] to [N]\n\nClone at x: [0] y: [130]\n\nwait (1) seconds\n\nClone at x: [-3000] y: [0]\n\nnext costume\n\nif <(LEVEL) = [19]> then\n switch costume to (saw v)\n Clone at x: [-80] y: [160]\n Clone at x: [460] y: [160]\n Clone at x: [1900] y: [-50]\n Clone at x: [2340] y: [-50]\n Clone at x: [3235] y: [375]\nend\n\n@Saw7\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [front v] layer\n set size to (50) %\n next costume\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))\nset [pixelate v] effect to (30)\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) = [22]> then\n switch costume to (saw v)\n Clone at x: [1700] y: [-12]\n Clone at x: [1800] y: [-12]\n Clone at x: [1600] y: [-12]\nend\nif <(LEVEL) = [24]> then\n switch costume to (saw v)\n Clone at x: [7000] y: [-10]\n Clone at x: [7100] y: [-10]\n Clone at x: [7200] y: [-10]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nset [player dying v] to [Y]\nbroadcast (Player Die v) and wait\nset [player dying v] to [N]\n\nturn right (1) degrees\n\nwait (1) seconds\n\nswitch costume to (saw v)\n\nif <(LEVEL) = [17]> then\n\nClone at x: [2700] y: [280]\n\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: [700] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw v)\n Clone at x: [830] y: [-50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (saw v)\n Clone at x: [875] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (saw v)\n Clone at x: [-3000] y: [0]\nend\nif <(LEVEL) = [12]> then\n Clone at x: [1800] y: [125]\n Clone at x: [2100] y: [125]\nend\nif <(LEVEL) = [21]> then\n Clone at x: [3600] y: [-50]\nend\n\n@Saw9\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 (60) %\n go to [back v] layer\n next costume\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 (download \(3\) v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [pixelate v] effect to (60)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [19]> then\n switch costume to (download \(3\) v)\n Clone at x: [525] y: [-100]\n Clone at x: [1000] y: [-100]\n Clone at x: [800] y: [-100]\n Clone at x: [1900] y: [-100]\n Clone at x: [3650] y: [-100]\nend\nif <(LEVEL) = [20]> then\n switch costume to (download \(3\) v)\n Clone at x: [1500] y: [-100]\n Clone at x: [1300] y: [-100]\n Clone at x: [1800] y: [-100]\n Clone at x: [2000] y: [-100]\n Clone at x: [2900] y: [-100]\n Clone at x: [4600] y: [-100]\n Clone at x: [3850] y: [-100]\nend\nif <(LEVEL) = [21]> then\n switch costume to (download \(3\) v)\n Clone at x: [800] y: [200]\n Clone at x: [1500] y: [-100]\n Clone at x: [1300] y: [-100]\n Clone at x: [1800] y: [-100]\n Clone at x: [2000] y: [-100]\n Clone at x: [2900] y: [-100]\n Clone at x: [4600] y: [-100]\n Clone at x: [3850] y: [-100]\nend\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\n\nClone at x: [2075] y: [-25]\n\nwhen I receive [play game v]\n\nClone at x: [1465] y: [-20]\n\nif <(LEVEL) = [17]> then\n switch costume to (download \(3\) v)\n Clone at x: [2090] y: [375]\n Clone at x: [2300] y: [340]\n Clone at x: [2375] y: [340]\n Clone at x: [2450] y: [340]\nend\nset [x v] to [-999999999]\n\nturn right (12) degrees\n\nif <(LEVEL) = [3]> then\n switch costume to (download \(3\) v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (download \(3\) v)\n Clone at x: [1250] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (download \(3\) v)\n Clone at x: [2925] y: [-70]\nend\nif <(LEVEL) = [6]> then\n switch costume to (download \(3\) v)\n Clone at x: [1465] y: [-20]\n Clone at x: [1465] y: [170]\nend\nif <(LEVEL) = [9]> then\n switch costume to (download \(3\) v)\n Clone at x: [2240] y: [-55]\nend\nif <(LEVEL) = [17]> then\n switch costume to (download \(3\) v)\n Clone at x: [2090] y: [375]\n Clone at x: [2300] y: [340]\n Clone at x: [2375] y: [340]\n Clone at x: [2450] y: [340]\nend\n\n@Sprite2\n\nwhen I receive [intro v]\nswitch costume to (new piskel \(22\)7 v)\ngo to [front v] layer\nshow\nrepeat (7)\n wait (10) seconds\n next costume\nend\nbroadcast (Start Game v)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [intro v]\nforever\n if <key (1 v) pressed?> then\n hide\n broadcast (Start Game v)\n broadcast (Play Game v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@You Win2\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nwait (2) seconds\nwait until <(LEVEL) = [25]>\nwait (1) seconds\nshow\nhide variable [level v]\nhide variable [rubys v]\nhide variable [control menu 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]\nswitch costume to (new piskel \(23\)2 v)\ngo to [front v] layer\nwait (10) seconds\nrepeat (11)\n next costume\n wait (10) seconds\nend\n\nwhen flag clicked\nhide\nhide variable [timer v]\nhide variable [deaths v]\nhide variable [fps v]\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <(LEVEL) = [3]>>> then\n play sound [Tranquil Resort BR3 v] until done\n end\nend\n\nwhen I receive [reset v]\nstop all sounds\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [4]> or <<(LEVEL) = [5]> or <(LEVEL) = [6]>>> then\n play sound [Radical Coaster BR3 v] until done\n end\n if <<(LEVEL) = [7]> or <<(LEVEL) = [8]> or <(LEVEL) = [9]>>> then\n play sound [Melody Mountain BR3 v] until done\n end\n if <<(LEVEL) = [10]> or <<(LEVEL) = [11]> or <(LEVEL) = [12]>>> then\n play sound [Sky Port BR3 v] until done\n end\n if <<(LEVEL) = [13]> or <<(LEVEL) = [14]> or <(LEVEL) = [15]>>> then\n play sound [Mossy Ruin BR3 v] until done\n end\n if <<(LEVEL) = [16]> or <<(LEVEL) = [17]> or <(LEVEL) = [18]>>> then\n play sound [Saphire Mines BR3 v] until done\n end\n if <<(LEVEL) = [19]> or <<(LEVEL) = [20]> or <(LEVEL) = [21]>>> then\n play sound [Disaster City BR3 v] until done\n end\n if <<(LEVEL) = [22]> or <<(LEVEL) = [23]> or <(LEVEL) = [24]>>> then\n play sound [Asteroid Factory BR3 v] until done\n end\n if <(LEVEL) = [25]> then\n play sound [Ending Scene and Credits BR3 v] until done\n end\nend\n\n
<Glitches may occur><Warning to those with epilepsy>\nGAME STILL BEING UPDATED!!!\n1.Skippable intro is now in! \n2.Working on make the game entirely pixelated!\n3.add a hoverboard animation when moving left/right!\n4.unique sound effects!\n5.Any suggestions? Any rude comments will be ignored!\nI really hope you enjoy and thanks for checking it out!\n\nBlast Raccoon is back in an epic journey that is filled with all kinds of unique levels while feeling like a retro 16-bit video game! COntrols are in game and I hope you have fun! who knows, it may be a top loved!THANKS FOR ALL THE SUPPORT!!!\n\n\n\n\n\nDid you know that Blast Raccoon is a raccoon? I didn't know either. XD
platformer
@Stage\n\n@tiles\n\ndefine render\nset pen size to (16)\nset size to (300) %\nset [tile x v] to [0]\nrepeat (22)\n set [tile y v] to [0]\n set x to (((-252) - ((x scroll) mod (24))) + ((tile x) * (24)))\n repeat (17)\n set y to (((-180) - ((y scroll) mod (24))) + ((tile y) * (24)))\n render tile\n change [tile y v] by (1)\n end\n change [tile x v] by (1)\nend\n\ndefine @tile (x) (y)\nset [@tile v] to ((([floor v] of (((x) + (x scroll)) / (24)) ) * (level height)) + ([floor v] of (((y) + (y scroll)) / (24)) ))\n\nwhen flag clicked\nsetUp\n\ndefine rand\ndelete all of [level v]\nrepeat ((level height) * (100))\n add [0] to [level v]\nend\n\ndefine set up clones\nset [clone tile v] to [1]\nrepeat (28)\n switch costume to (clone tile)\n create clone of (_myself_ v)\n change [clone tile v] by (1)\nend\nswitch costume to (clone tile)\n\ndefine setUp\ndelete all of [set up render v]\nset [tile x v] to [0]\nrepeat ((100) * (level height))\n change [tile x v] by (1)\n add (item (tile x) of [level v]) to [set up render v]\nend\ndelete all of [render v]\nset [tile x v] to [0]\nrepeat ((100) * (level height))\n change [tile x v] by (1)\n add (item (tile x) of [level v]) to [render v]\nend\ndelete all of [attatch? v]\nadd [1] to [attatch? v]\ntile [1]\ndelete all of [attatch? v]\nadd [1] to [attatch? v]\nadd [2] to [attatch? v]\ntile [2]\ndelete all of [attatch? v]\nadd [1] to [attatch? v]\nadd [3] to [attatch? v]\ntile [3]\ndelete all of [attatch? v]\nadd [4] to [attatch? v]\ntile [4]\n\ndefine tiling (tile type) (tile#)\nif <[attatch? v] contains (item ((tile#) + (1)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) + (-1)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) + (level height)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n if <<<not <[attatch? v] contains (item (((tile#) + (level height)) + (1)) of [level v])?>> or <not <[attatch? v] contains (item (((tile#) + (level height)) + (-1)) of [level v])?>>> or <<not <[attatch? v] contains (item (((tile#) - (level height)) + (1)) of [level v])?>> or <not <[attatch? v] contains (item (((tile#) - (level height)) + (-1)) of [level v])?>>>> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (37)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (13)) of [tiling v])\n end\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (11)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (11)) of [tiling v])\n end\n else\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (15)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (15)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (28)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (28)) of [tiling v])\n end\n end\n else\n if <[attatch? v] contains (item ((tile#) + (level height)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (23)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (23)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (21)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (21)) of [tiling v])\n end\n else\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (25)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (25)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (30)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (30)) of [tiling v])\n end\n end\n end\nelse\n if <[attatch? v] contains (item ((tile#) + (-1)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) + (level height)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (3)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (3)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (1)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (1)) of [tiling v])\n end\n else\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (5)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (5)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (26)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (26)) of [tiling v])\n end\n end\n else\n if <[attatch? v] contains (item ((tile#) + (level height)) of [level v])?> then\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (33)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (33)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (31)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (31)) of [tiling v])\n end\n else\n if <[attatch? v] contains (item ((tile#) - (level height)) of [level v])?> then\n replace item (tile#) of [set up render v] with (item ((tiling i) + (35)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (35)) of [tiling v])\n else\n replace item (tile#) of [set up render v] with (item ((tiling i) + (36)) of [tiling v])\n replace item (tile#) of [render v] with (item ((tiling i) + (36)) of [tiling v])\n end\n end\n end\nend\n\ndefine tile (tile type)\nset [tiling i v] to [0]\nset [tiling id v] to [0]\nrepeat until <(tile type) = (tiling id)>\n change [tiling i v] by (1)\n if <(item (tiling i) of [tiling v]) = [-]> then\n change [tiling id v] by (1)\n end\nend\nset [tile x v] to [0]\nrepeat (100)\n set [tile y v] to [0]\n repeat (level height)\n change [tile y v] by (1)\n if <(item (((tile x) * (level height)) + (tile y)) of [level v]) = (tile type)> then\n tiling (tile type) (((tile x) * (level height)) + (tile y))\n end\n end\n change [tile x v] by (1)\nend\nset [tile x v] to [0]\nrepeat (100)\n set [tile y v] to [0]\n repeat (level height)\n change [tile y v] by (1)\n if <(item (((tile x) * (level height)) + (tile y)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n tiling 2nd (tile type) (((tile x) * (level height)) + (tile y))\n end\n end\n change [tile x v] by (1)\nend\n\ndefine tiling 2nd (tile type) (tile#)\nif <(item ((tile#) + (1)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) + (-1)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) + (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (13)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (12)) of [tiling v])\n end\n else\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (14)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (14)) of [tiling v])\n end\n end\n else\n if <(item ((tile#) + (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (18)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (17)) of [tiling v])\n end\n else\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (19)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (18)) of [tiling v])\n end\n end\n end\nelse\n if <(item ((tile#) + (-1)) of [level v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) + (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (13)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (13)) of [tiling v])\n end\n else\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (13)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (13)) of [tiling v])\n end\n end\n else\n if <(item ((tile#) + (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (8)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (7)) of [tiling v])\n end\n else\n if <(item ((tile#) - (level height)) of [set up render v]) = (item ((tiling i) + (13)) of [tiling v])> then\n replace item (tile#) of [render v] with (item ((tiling i) + (9)) of [tiling v])\n else\n replace item (tile#) of [render v] with (item ((tiling i) + (8)) of [tiling v])\n end\n end\n end\nend\n\nadd [49] to [tiling v]\n\ndefine render tile\n@tile (x position) (y position)\nif <(editing?) = [1]> then\n if <not <(item (@tile) of [render v]) = [0]>> then\n clear graphic effects\n switch costume to (item (@tile) of [render v])\n stamp\n end\nelse\n clear graphic effects\n if <not <<(item (@tile) of [render v]) = [0]> or <(letter (1) of (item (@tile) of [render v])) = [e]>>> then\n switch costume to (item (@tile) of [render v])\n if <(item (@tile) of [level v]) = [2]> then\n set [color v] effect to (([sin v] of ((tick) * (5)) ) * (10))\n else\n if <(item (@tile) of [level v]) = [3]> then\n set [whirl v] effect to ((([sqrt v] of ([abs v] of ([sin v] of ((tick) * (5)) ) ) ) * (8)) * (([abs v] of ([sin v] of ((tick) * (5)) ) ) / ([sin v] of ((tick) * (5)) )))\n end\n end\n stamp\n end\nend\n\nwhen I receive [render v]\nrender\n@tile (mouse x) (mouse y)\nif <(editing?) = [1]> then\n if <mouse down?> then\n if <not <(item (@tile) of [level v]) = (tile edit)>> then\n replace item (@tile) of [level v] with (tile edit)\n setUp\n end\n end\n show\n go to x: (mouse x) y: (mouse y)\n if <(tile edit) = [0]> then\n switch costume to (0 v)\n else\n if <(tile edit) = [1]> then\n switch costume to (1 v)\n else\n if <(tile edit) = [2]> then\n switch costume to (16 v)\n else\n if <(tile edit) = [3]> then\n switch costume to (33 v)\n else\n if <(tile edit) = [4]> then\n switch costume to (50 v)\n else\n switch costume to (tile edit)\n end\n end\n end\n end\n end\nelse\n hide\nend\n\nset [@tile v] to [0]\n\nreplace item (1) of [level v] with [thing]\n\nif <key (9 v) pressed?> then\n set [tile edit v] to [e01]\nend\n\nwhen [9 v] key pressed\nif <(editing?) = [1]> then\n if <(tile edit) = [e01]> then\n set [tile edit v] to [e02]\n else\n if <(tile edit) = [e02]> then\n set [tile edit v] to [e03]\n else\n if <(tile edit) = [e03]> then\n set [tile edit v] to [e04]\n else\n if <(tile edit) = [e04]> then\n set [tile edit v] to [e05]\n else\n if <(tile edit) = [e05]> then\n set [tile edit v] to [e06]\n else\n if <(tile edit) = [e06]> then\n set [tile edit v] to [e07]\n else\n set [tile edit v] to [e01]\n end\n end\n end\n end\n end\n end\nend\n\nrepeat (5)\n add [50] to [tiling v]\nend\n\nset [editing? v] to [1]\n\nwhen [1 v] key pressed\nif <(editing?) = [1]> then\n if <(tile edit) = [0]> then\n set [tile edit v] to [1]\n else\n if <(tile edit) = [1]> then\n set [tile edit v] to [4]\n else\n set [tile edit v] to [0]\n end\n end\nend\n\nwhen [2 v] key pressed\nif <(editing?) = [1]> then\n if <(tile edit) = [2]> then\n set [tile edit v] to [3]\n else\n set [tile edit v] to [2]\n end\nend\n\nset [editing? v] to [0]\n\nset [editing? v] to [0]\n\nadd [3] to [attatch? v]\n\nwhen [e v] key pressed\nif <(editing?) = [1]> then\n set [editing? v] to [0]\nelse\n set [editing? v] to [1]\nend\n\n@playerSprite2\n\ndefine touching ground? (x) (y)\nset [@tile v] to (item ((([floor v] of ((x) / (24)) ) * (level height)) + ([floor v] of ((y) / (24)) )) of [level v])\n\nwhen flag clicked\nset [player x v] to [256]\nset [player y v] to [200]\nchange [editing? v] by (0)\nforever\n reset timer\n set [fps v] to (frames)\n set [frames v] to [0]\n repeat until <(timer) > [1]>\n set [respawn? v] to [0]\n delete all of [e dir v]\n delete all of [e type v]\n delete all of [e x v]\n delete all of [e y v]\n change [frames v] by (1)\n erase all\n if <(editing?) = [1]> then\n switch costume to (air1 v)\n if <key (w v) pressed?> then\n change [player y v] by (10)\n end\n if <key (s v) pressed?> then\n change [player y v] by (-10)\n end\n if <key (a v) pressed?> then\n change [player x v] by (-10)\n end\n if <key (d v) pressed?> then\n change [player x v] by (10)\n end\n cam\n broadcast (back v)\n broadcast (render v)\n else\n broadcast (y moving platforms v)\n broadcast (y phys v)\n broadcast (x moving platforms v)\n broadcast (x phys v)\n cam\n broadcast (back v)\n broadcast (par v)\n broadcast (render v)\n change [tick v] by (1)\n render player\n respawn check\n end\n end\nend\n\ndefine y phys\nset [touching floor? v] to [0]\nchange [player y vel v] by (-1.5)\nrepeat (5)\n change [player y v] by ((player y vel) / (5))\n if <(player y vel) < [0]> then\n if <([floor v] of (((player y) - (player y vel)) / (24)) ) > ([floor v] of ((player y) / (24)) )> then\n touching ground? (player x) ((player y) - (24))\n if <<(@tile) = [1]> or <(@tile) = [4]>> then\n set [player y vel v] to [0]\n change [player y v] by ((24) - ((player y) mod (24)))\n set [touching floor? v] to [1]\n end\n end\n if <([floor v] of (((player y) - (player y vel)) / (24)) ) > ([floor v] of ((player y) / (24)) )> then\n touching ground? ((player x) - (24)) ((player y) - (24))\n if <<(@tile) = [1]> or <(@tile) = [4]>> then\n set [player y vel v] to [0]\n change [player y v] by ((24) - ((player y) mod (24)))\n set [touching floor? v] to [1]\n end\n end\n if <([floor v] of (((player y) - (player y vel)) / (24)) ) > ([floor v] of ((player y) / (24)) )> then\n touching ground? ((player x) + (24)) ((player y) - (24))\n if <<(@tile) = [1]> or <(@tile) = [4]>> then\n set [player y vel v] to [0]\n change [player y v] by ((24) - ((player y) mod (24)))\n set [touching floor? v] to [1]\n end\n end\n else\n touching ground? (player x) ((player y) + (48))\n if <(@tile) = [1]> then\n set [player y vel v] to [0]\n change [player y v] by ((-.01) - ((player y) mod (24)))\n end\n touching ground? ((player x) - (24)) ((player y) + (48))\n if <(@tile) = [1]> then\n set [player y vel v] to [0]\n change [player y v] by ((-.01) - ((player y) mod (24)))\n end\n touching ground? ((player x) + (24)) ((player y) + (48))\n if <(@tile) = [1]> then\n set [player y vel v] to [0]\n change [player y v] by ((-.01) - ((player y) mod (24)))\n end\n end\nend\n\ndefine x phys\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [player x vel v] by (-1.8)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [player x vel v] by (1.8)\nend\nset [player x vel v] to ((player x vel) * (.82))\nchange [player x v] by (player x vel)\ntouching ground? ((player x) - (24)) (player y)\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((24) - ((player x) mod (24)))\nend\ntouching ground? ((player x) - (24)) ((player y) - (24))\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((24) - ((player x) mod (24)))\nend\ntouching ground? ((player x) - (24)) ((player y) + (24))\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((24) - ((player x) mod (24)))\nend\ntouching ground? ((player x) - (24)) ((player y) + (48))\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((24) - ((player x) mod (24)))\nend\ntouching ground? ((player x) + (24)) (player y)\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((-.01) - ((player x) mod (24)))\nend\ntouching ground? ((player x) + (24)) ((player y) - (24))\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((-.01) - ((player x) mod (24)))\nend\ntouching ground? ((player x) + (24)) ((player y) + (24))\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((-.01) - ((player x) mod (24)))\nend\ntouching ground? ((player x) + (24)) ((player y) + (48))\nif <(@tile) = [1]> then\n set [player x vel v] to [0]\n change [player x v] by ((-.01) - ((player x) mod (24)))\nend\n\ndefine cam\nset [x scroll v] to (((((x scroll) * (4)) + (player x)) / (5)) + ((player x vel) * (2)))\nset [y scroll v] to (((((y scroll) * (4)) + (player y)) / (5)) + ((player y vel) * (1)))\nif <(x scroll) < [264]> then\n set [x scroll v] to [264]\nend\nif <[2160] < (x scroll)> then\n set [x scroll v] to [2159.9]\nend\nif <(y scroll) < [180]> then\n set [y scroll v] to [180]\nend\nif <[1224] < (y scroll)> then\n set [y scroll v] to [1224]\nend\ngo to x: ((player x) - (x scroll)) y: ((player y) - (y scroll))\n\nset [editing? v] to [1]\n\ndefine moving platforms x\nset [tile i v] to [0]\nrepeat (length of [e type v])\n change [tile i v] by (1)\n if <(item (tile i) of [e type v]) = [1]> then\n obj collide x [36] [12] [0]\n end\n if <(item (tile i) of [e type v]) = [2]> then\n obj collide x [36] [12] [0]\n end\n if <(item (tile i) of [e type v]) = [6]> then\n obj collide x [36] [12] [0]\n end\n if <(item (tile i) of [e type v]) = [7]> then\n if <(item (tile i) of [e dir v]) = [0]> then\n obj collide x [36] [12] [-4]\n else\n obj collide x [36] [12] [0]\n end\n end\nend\n\ndefine moving platforms y\nset [tile i v] to [0]\nrepeat (length of [e type v])\n change [tile i v] by (1)\n if <(item (tile i) of [e type v]) = [1]> then\n if <(item (tile i) of [e dir v]) = [0]> then\n obj collide y [36] [12] [2]\n else\n obj collide y [36] [12] [-2]\n end\n end\n if <(item (tile i) of [e type v]) = [2]> then\n obj collide y [36] [12] [0]\n end\n if <(item (tile i) of [e type v]) = [6]> then\n obj collide y [36] [12] [0]\n end\n if <(item (tile i) of [e type v]) = [7]> then\n obj collide y [36] [12] [0]\n end\nend\n\nwhen I receive [x phys v]\nx phys\nmoving platforms x\n\nwhen I receive [y phys v]\ny phys\nmoving platforms y\nset [stuck? v] to [0]\ntouching ground? ((player x) - (24)) ((player y) - (23))\nif <(@tile) = [3]> then\n set [stuck? v] to [1]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(touching floor?) = [1]> then\n set [player y vel v] to [6]\n end\n end\nelse\n touching ground? ((player x) + (24)) ((player y) - (23))\n if <(@tile) = [3]> then\n set [stuck? v] to [1]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(touching floor?) = [1]> then\n set [player y vel v] to [6 ]\n end\n end\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(touching floor?) = [1]> then\n set [player y vel v] to [23]\n end\n end\n end\nend\n\ndefine obj collide x (x size) (y size) (y shift)\nif <<(item (tile i) of [e x v]) < ((player x) + ((24) + (x size)))> and <((player x) - ((24) + (x size))) < (item (tile i) of [e x v])>> then\n if <<(item (tile i) of [e y v]) < ((player y) + ((48) + (y size)))> and <((player y) - ((24) + (y size))) < (item (tile i) of [e y v])>> then\n if <(player x) < (item (tile i) of [e x v])> then\n change [player x v] by (((item (tile i) of [e x v]) - (player x)) - ((24) + (x size)))\n if <(player x vel) > [0]> then\n set [player x vel v] to [0]\n end\n else\n change [player x v] by (((item (tile i) of [e x v]) - (player x)) + ((24) + (x size)))\n if <[0] > (player x vel)> then\n set [player x vel v] to [0]\n end\n end\n end\n if <((player y) - ((24) + (y size))) = (item (tile i) of [e y v])> then\n change [player y v] by (y shift)\n change [player y vel v] by (y shift)\n end\nend\n\ndefine obj collide y (x size) (y size) (x shift)\nif <<(item (tile i) of [e x v]) < ((player x) + ((24) + (x size)))> and <((player x) - ((24) + (x size))) < (item (tile i) of [e x v])>> then\n if <<(item (tile i) of [e y v]) < ((player y) + ((48) + (y size)))> and <((player y) - ((24) + (y size))) < (item (tile i) of [e y v])>> then\n if <(player y) < (item (tile i) of [e y v])> then\n change [player y v] by (((item (tile i) of [e y v]) - (player y)) - ((48) + (y size)))\n if <(player y vel) > [0]> then\n set [player y vel v] to [0]\n end\n else\n change [player y v] by (((item (tile i) of [e y v]) - (player y)) + ((24) + (y size)))\n set [touching floor? v] to [1]\n set [player y vel v] to [0]\n end\n end\n if <<(item (tile i) of [e y v]) < ((player y) + ((48) + (y size)))> and <((player y) - ((26) + (y size))) < (item (tile i) of [e y v])>> then\n if <(item (tile i) of [e y v]) < (player y)> then\n set [touching floor? v] to [1]\n change [player x v] by (x shift)\n end\n end\nend\n\nset [editing? v] to [0]\n\nset [editing? v] to [1]\n\nif <(item (tile i) of [e type v]) = [6]> then\n obj collide x [12] [12] []\nend\n\ndefine render player\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <(player x vel) > [1]> then\n point in direction (90)\n else\n if <[-1] > (player x vel)> then\n point in direction (-90)\n end\n end\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n end\nend\nif <(touching floor?) = [1]> then\n if <(stuck?) = [1]> then\n switch costume to (join [stuckidle] ((([floor v] of ((tick) / (3)) ) mod (4)) + (1)))\n if <(player x vel) > [2]> then\n switch costume to (join [stuckrun] ((([floor v] of ((tick) / (3)) ) mod (6)) + (1)))\n end\n if <[-2] > (player x vel)> then\n switch costume to (join [stuckrun] ((([floor v] of ((tick) / (3)) ) mod (6)) + (1)))\n end\n else\n switch costume to (join [idle] ((([floor v] of ((tick) / (3)) ) mod (4)) + (1)))\n if <(player x vel) > [2]> then\n switch costume to (join [run] ((([floor v] of ((tick) / (3)) ) mod (6)) + (1)))\n end\n if <[-2] > (player x vel)> then\n switch costume to (join [run] ((([floor v] of ((tick) / (3)) ) mod (6)) + (1)))\n end\n end\nelse\n if <(stuck?) = [1]> then\n if <[2] > ([abs v] of (player y vel) )> then\n switch costume to (join [stuckair] ((([floor v] of ((tick) / (3)) ) mod (3)) + (1)))\n else\n if <(player y vel) > [0]> then\n switch costume to (join [stuckjump] ((([floor v] of ((tick) / (3)) ) mod (3)) + (1)))\n else\n switch costume to (join [stuckfall] ((([floor v] of ((tick) / (3)) ) mod (3)) + (1)))\n end\n end\n else\n if <[2] > ([abs v] of (player y vel) )> then\n switch costume to (join [air] ((([floor v] of ((tick) / (3)) ) mod (3)) + (1)))\n else\n if <(player y vel) > [0]> then\n switch costume to (join [jump] ((([floor v] of ((tick) / (3)) ) mod (3)) + (1)))\n else\n switch costume to (join [fall] ((([floor v] of ((tick) / (3)) ) mod (3)) + (1)))\n end\n end\n end\nend\n\ndefine respawn check\ntouching ground? ((player x) - (24)) ((player y) + (48))\nif <(@tile) = [1]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) + (24)) ((player y) + (48))\nif <(@tile) = [1]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) - (24)) ((player y) + (24))\nif <(@tile) = [1]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) + (24)) ((player y) + (24))\nif <(@tile) = [1]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) - (24)) ((player y) - (16))\nif <(@tile) = [1]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) + (24)) ((player y) - (16))\nif <(@tile) = [1]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) - (24)) ((player y) + (40))\nif <(@tile) = [2]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) + (24)) ((player y) + (40))\nif <(@tile) = [2]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) - (24)) ((player y) + (24))\nif <(@tile) = [2]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) + (24)) ((player y) + (24))\nif <(@tile) = [2]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) - (24)) ((player y) - (24))\nif <(@tile) = [2]> then\n set [respawn? v] to [1]\nend\ntouching ground? ((player x) + (24)) ((player y) - (24))\nif <(@tile) = [2]> then\n set [respawn? v] to [1]\nend\nif <(respawn?) = [1]> then\n broadcast (respawn v)\n repeat (3)\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n set [player x v] to [256]\n set [player y v] to [200]\nend\n\nset [player x v] to [256]\nset [player x v] to [200]\n\nswitch costume to (air1 v)\n\n@Sprite1\n\nwhen I receive [back v]\ngo to x: (() - (((x scroll) / (1.5)) mod (24))) y: (() - (((y scroll) / (1.5)) mod (24)))\nstamp\n\nwhen flag clicked\nset [brightness v] effect to (-30)\nswitch costume to (costume1 v)\nset size to (300) %\nswitch costume to (back v)\n\n@entities\n\ndefine scan for entities\ndelete all of [e x v]\ndelete all of [e y v]\ndelete all of [e type v]\ndelete all of [e dir v]\nset [tile x v] to [0]\nrepeat (100)\n set [tile y v] to [0]\n repeat (level height)\n change [tile y v] by (1)\n if <(letter (1) of (item (((tile x) * (level height)) + (tile y)) of [level v])) = [e]> then\n if <not <(item (((tile x) * (level height)) + (tile y)) of [level v]) = [e05]>> then\n set [obj x v] to (((tile x) * (24)) + (12))\n set [obj y v] to (((tile y) * (24)) + (12))\n set [obj type v] to (join (letter (2) of (item (((tile x) * (level height)) + (tile y)) of [level v])) (letter (3) of (item (((tile x) * (level height)) + (tile y)) of [level v])))\n set [obj id v] to [1]\n create clone of (_myself_ v)\n end\n end\n end\n change [tile x v] by (1)\nend\nset [obj id v] to [0]\n\nwhen I receive [x moving platforms v]\nif <not <(obj id) = [0]>> then\n if <(obj type) = [1]> then\n switch costume to (1 v)\n if <(obj dir) = [0]> then\n change [obj x v] by (2)\n tile@ ((obj x) + (37)) (obj y)\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [1]\n end\n else\n change [obj x v] by (-2)\n tile@ ((obj x) + (-37)) (obj y)\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [0]\n end\n end\n add (obj x) to [e x v]\n add (obj y) to [e y v]\n add (obj dir) to [e dir v]\n add (obj type) to [e type v]\n end\n if <(obj type) = [3]> then\n switch costume to (3 v)\n if <(obj dir) = [0]> then\n turn right (15) degrees\n change [obj x v] by (3)\n tile@ ((obj x) + (13)) (obj y)\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [1]\n end\n else\n turn left (15) degrees\n change [obj x v] by (-3)\n tile@ ((obj x) + (-13)) (obj y)\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nscan for entities\nhide\n\ndefine tile@ (x) (y)\nset [@tile v] to ((([floor v] of ((x) / (24)) ) * (level height)) + ([floor v] of ((y) / (24)) ))\n\nwhen I receive [y moving platforms v]\nif <not <(obj id) = [0]>> then\n if <(obj type) = [1]> then\n add (obj x) to [e x v]\n add (obj y) to [e y v]\n add (obj dir) to [e dir v]\n add (obj type) to [e type v]\n end\n if <(obj type) = [2]> then\n switch costume to (2 v)\n if <(obj dir) = [0]> then\n change [obj y v] by (2)\n tile@ (obj x) ((obj y) + (13))\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [1]\n end\n else\n change [obj y v] by (-2)\n tile@ (obj x) ((obj y) + (-13))\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [0]\n end\n end\n add (obj x) to [e x v]\n add (obj y) to [e y v]\n add (obj dir) to [e dir v]\n add (obj type) to [e type v]\n end\n if <(obj type) = [4]> then\n switch costume to (3 v)\n if <(obj dir) = [0]> then\n turn right (15) degrees\n change [obj y v] by (3)\n tile@ (obj x) ((obj y) + (13))\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [1]\n end\n else\n turn left (15) degrees\n change [obj y v] by (-3)\n tile@ (obj x) ((obj y) + (-13))\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n set [obj dir v] to [0]\n end\n end\n end\n if <(obj type) = [6]> then\n switch costume to (4 v)\n if <(obj dir) < [18]> then\n add (obj x) to [e x v]\n add (obj y) to [e y v]\n add [0] to [e dir v]\n add (obj type) to [e type v]\n end\n if <(obj dir) = [0]> then\n if <((obj y) + (36)) = (player y)> then\n if <<(player x) > ((obj x) - (60))> and <((obj x) - (-60)) > (player x)>> then\n set [obj dir v] to [1]\n end\n end\n else\n change [obj dir v] by (1)\n end\n if <(obj dir) > [90]> then\n if <not <<(player x) > ((obj x) + (24))> and <(obj x) > ((player x) - (48))>>> then\n if <not <<(player x) > ((obj x) - (60))> and <((obj x) - (-60)) > (player x)>>> then\n set [obj dir v] to [0]\n end\n end\n end\n end\n if <(obj type) = [7]> then\n switch costume to (5 v)\n add (obj x) to [e x v]\n add (obj y) to [e y v]\n add (obj type) to [e type v]\n if <<<((obj y) + (36.01)) > (player y)> and <(player y) > ((obj y) + (28))>> and <<(player x) > ((obj x) - (60))> and <((obj x) - (-60)) > (player x)>>> then\n tile@ (obj x) ((obj y) + (-17))\n if <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>> then\n add [1] to [e dir v]\n else\n add [0] to [e dir v]\n change [obj y v] by (-4)\n end\n else\n add [1] to [e dir v]\n tile@ (obj x) ((obj y) + (15))\n if <not <<(item (@tile) of [level v]) = [1]> or <(item (@tile) of [level v]) = [e05]>>> then\n change [obj y v] by (2)\n end\n end\n end\nend\n\nwhen I receive [render v]\nif <not <(obj id) = [0]>> then\n go to x: ((obj x) - (x scroll)) y: ((obj y) - (y scroll))\n set size to (300) %\n if <(obj type) = [6]> then\n if <not <(obj dir) = [0]>> then\n go to x: (((obj x) - (x scroll)) + (pick random (-2) to (2))) y: (((obj y) - (y scroll)) + (pick random (-2) to (2)))\n end\n clear graphic effects\n if <(obj dir) > [10]> then\n set [ghost v] effect to (((obj dir) - (10)) * (10))\n end\n if <(obj dir) > [15]> then\n change y by (((obj dir) - (15)) * (-20))\n end\n end\nend\n\nwhen I start as a clone\nif <(obj type) = [1]> then\n switch costume to (1 v)\nend\nif <(obj type) = [2]> then\n switch costume to (2 v)\nend\nif <(obj type) = [3]> then\n switch costume to (3 v)\nend\nif <(obj type) = [4]> then\n switch costume to (3 v)\nend\nif <(obj type) = [6]> then\n switch costume to (4 v)\nend\nif <(obj type) = [7]> then\n switch costume to (5 v)\nend\n\nset [editing? v] to [0]\n\nset [@tile v] to [0]\n\n
wasd or arrow keys\njust a demo of an upcoming game\nill release catacloud after this game comes out\n\nmain @coder_d6
Adventure - A Platformer | #all #games
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Alone For Now v] until done\nend\n\n@Time\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\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nforever\n switch costume to (letter ((((x position) - (X of time)) / (Width)) + (1)) of (Time))\n if <(letter ((((x position) - (X of time)) / (Width)) + (1)) of (Time)) = []> then\n hide\n else\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nset [time yes/no v] to [Yes]\nforever\n if <(Time yes/no) = [Yes]> then\n change [time v] by (1)\n set [brightness v] effect to (25)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [green flag clicked v]\nset [time v] to [0]\nset [x of time v] to [0]\nset [the time v] to [1]\nset [maximum length v] to [5]\nset [width v] to [22]\ngo to x: (X of time) y: (140)\nrepeat (Maximum length)\n set [the time v] to (Time)\n create clone of (_myself_ v)\n change x by (Width)\nend\n\nwhen flag clicked\nwait (2.5) seconds\nbroadcast (Green Flag clicked v)\n\nwhen I receive [green flag clicked v]\nset [the time v] to [0]\nset [time v] to [0]\n\nwhen I receive [yay! v]\nset [time yes/no v] to [No]\nset [brightness v] effect to (100)\n\nwhen I receive [end of levels v]\nstop [other scripts in sprite v]\n\n@Water\n\nwhen I receive [position v]\nposition (round ((Water: x) - (SCROLLX))) (round (((y) - (SCROLLY)) + (([cos v] of ((timer) * (40)) ) * (20))))\ngo to [back v] layer\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\ndefine clone at (x) (y) (type)\nset [water: x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nswitch costume to (costume4 v)\nclone at [-350] [-200] [1]\nclone at [550] [-100] [1]\nclone at [550] [-200] [2]\nclone at [670] [-100] [1]\nclone at [670] [-200] [2]\nclone at [2250] [0] [1]\nclone at [2250] [-100] [2]\nclone at [2373] [0] [1]\nclone at [2373] [-100] [2]\nclone at [2850] [0] [1]\nclone at [2850] [-100] [2]\nclone at [2972] [0] [1]\nclone at [2972] [-100] [2]\nclone at [3140] [0] [1]\nclone at [3140] [-100] [2]\nclone at [3260] [0] [1]\nclone at [3260] [-100] [2]\nclone at [3800] [0] [1]\nclone at [3800] [-100] [2]\nclone at [3900] [0] [1]\nclone at [3900] [-100] [2]\nclone at [4160] [0] [1]\nclone at [4160] [-100] [2]\nclone at [4280] [0] [1]\nclone at [4280] [-100] [2]\nclone at [4400] [0] [1]\nclone at [4400] [-100] [2]\nclone at [4520] [0] [1]\nclone at [4520] [-100] [2]\nclone at [4638] [0] [1]\nclone at [4638] [-100] [2]\nclone at [4757] [0] [1]\nclone at [4757] [-100] [2]\nclone at [4875] [0] [1]\nclone at [4875] [-100] [2]\nclone at [4993] [0] [1]\nclone at [4993] [-100] [2]\nclone at [5112] [0] [1]\nclone at [5112] [-100] [2]\nset [water: x v] to [-9999999999999999]\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Stairs\n\nwhen flag clicked\nhide\nclone at [4080] [1300]\nclone at [4080] [1420]\nclone at [4380] [1600]\nclone at [4380] [1720]\nset [stairs: x v] to [-99999999999999]\n\ndefine clone at (x) (y)\nset [stairs: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nshow\nset size to (400) %\ngo to x: ((Stairs: x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (100) %\ngo to [back v] layer\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Platform\n\nwhen I receive [position v]\nposition (round ((Platform: x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nset [platform: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\nclone at [-527] [20]\nclone at [0] [0]\nclone at [500] [0]\nclone at [970] [0]\nclone at [1450] [0]\nclone at [1952] [0]\nclone at [2600] [0]\nclone at [3600] [0]\nclone at [4200] [0]\nclone at [5298] [0]\nclone at [4353] [400]\nset [platform: x v] to [-9999999999999999]\n\n@Thum\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\n reset timer\nend\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\nset size to (150) %\ngo to [front v] layer\nrepeat until <(size) < [100.3]>\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-15)\nend\n\n@Platform Art\n\nwhen I receive [position v]\nposition (round ((Platform Art: x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nset [platform art: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume4 v)\nclone at [-527] [20]\nclone at [0] [0]\nclone at [500] [0]\nclone at [970] [0]\nclone at [1450] [0]\nclone at [1952] [0]\nclone at [2600] [0]\nclone at [3600] [0]\nclone at [4200] [0]\nclone at [5298] [0]\nset [platform art: x v] to [-9999999999999999]\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Notifacation\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (50)\nhide\nwait (pick random (5) to (10)) 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 switch costume to (pick random (1) to (7))\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\n@Moving Platforms\n\nwhen flag clicked\nhide\nclone at [3050] [181] [1]\nset [moving platforms: x v] to [-99999999999999999999]\n\nwhen I receive [position v]\nshow\nif <(costume [number v]) = [1]> then\n set size to (400) %\n go to x: (round (((Moving Platforms: x) - (SCROLLX)) + (([sin v] of ((days since 2000) * (6000000)) ) * (150)))) y: (round ((y) - (SCROLLY)))\n set size to (100) %\nend\nif <(costume [number v]) = [2]> then\n set size to (400) %\n go to x: (round ((Moving Platforms: x) - (SCROLLX))) y: (round (((y) - (SCROLLY)) + (([sin v] of ((days since 2000) * (6000000)) ) * (300))))\n set size to (100) %\n if <touching (player v)?> then\n broadcast (moving platform detection v)\n end\nend\n\ndefine clone at (x) (y) (type)\nset [moving platforms: x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@messages\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [conneecting v]\ngo to [front v] layer\nswitch costume to (connecting v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [connected v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (connected v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nbroadcast (lf v)\n\nwhen I receive [fail v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (fail v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [lf v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (lf v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [win v]\nhide variable [collected v]\ngo to [front v] layer\nswitch costume to (won v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [continue v]\nhide variable [@time@ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (lf v)\n\n@player\n\nwhen flag clicked\nshow\nset [res.x v] to [-141]\nset [res.y v] to [0]\ninit\nforever\n game tick\nend\n\ndefine init\nset [in air? v] to [1]\nset [playerx v] to (RES.X)\nset [playery v] to (RES.Y)\nset [scrollx v] to ((playerX) + (100))\nset [scrolly v] to (playerY)\nset [sx v] to [0]\nset [sy v] to [0]\nposition player\nbroadcast (POSITION v)\n\ndefine change player x by (val)\nchange [playerx v] by (val)\nposition player\nif <<touching (platform v)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [playery v] by (1)\n position player\n if <not <<touching (platform v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [playery v] by (-12)\n repeat (200)\n if <(val) < [0]> then\n change [playerx v] by (1)\n position player\n else\n change [playerx v] by (-1)\n position player\n end\n set [sx v] to [0]\n if <not <<touching (platform v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n start sound [Low Squeak2 v]\n broadcast (die v)\n init\n end\nend\n\ndefine change player y by (val)\nchange [playery v] by (val)\nposition player\nif <<touching (platform v)?> or <touching (moving platforms v)?>> then\n repeat (200)\n if <(val) > [0]> then\n change [playery v] by (-1)\n position player\n set [in air? v] to [1]\n else\n change [playery v] by (1)\n position player\n set [in air? v] to [0]\n end\n set [sy v] to [0]\n if <not <<touching (platform v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n if <<touching (platform v)?> or <touching (moving platforms v)?>> then\n start sound [Low Squeak2 v]\n broadcast (die v)\n init\n end\nelse\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [sy v] by (1)\n else\n change [sy v] by (-0.1)\n end\n else\n change [sy v] by (-1.2)\n end\n position player\n set [in air? v] to [1]\nend\n\ndefine position player\ngo to x: ((playerX) - (SCROLLX)) y: ((playerY) - (SCROLLY))\n\ndefine game tick\nmanager mode\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1.4)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (1.4)\nend\nchange player x by (round (sx))\nposition player\nif <touching (water v)?> then\n set [sx v] to ((sx) * (0.5))\nelse\n set [sx v] to ((sx) * (0.75))\nend\nif <touching (bouncy v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [25]\n set [in air? v] to [1]\n else\n set [sy v] to [15]\n set [in air? v] to [1]\n end\n broadcast (boing v)\nelse\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (stairs v)?> then\n set [sy v] to [5]\n set [in air? v] to [1]\n else\n if <(in air?) = [0]> then\n set [sy v] to [15]\n set [in air? v] to [1]\n end\n end\n end\nend\nif <(sy) < [-30]> then\n set [sy v] to [-30]\nend\nif <(sy) > [30]> then\n set [sy v] to [30]\nend\nchange player y by (round (sy))\nposition player\nchange [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\nchange [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\nif <(SCROLLX) < [-400]> then\n set [scrollx v] to [-400]\nend\nif <(SCROLLX) > [5118]> then\n set [scrollx v] to [5118]\nend\nif <(SCROLLY) < [-40]> then\n set [scrolly v] to [-40]\nend\nposition player\nbroadcast (POSITION v)\nif <<(playerY) < [-220]> or <touching (danger v)?>> then\n start sound [Low Boing v]\n broadcast (die v)\n init\nend\ncostume\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset volume to (100) %\nforever\n if <touching (water v)?> then\n start sound [Small_Splash_Audio v]\n wait until <not <touching (water v)?>>\n end\nend\n\ndefine manager mode\nif <(username) = [Mahdi-Animations]> then\n if <key (0 v) pressed?> then\n wait until <not <key (0 v) pressed?>>\n repeat until <key (0 v) pressed?>\n if <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n if <key (up arrow v) pressed?> then\n set [sy v] to [50]\n end\n if <key (down arrow v) pressed?> then\n set [sy v] to [-50]\n end\n else\n set [sy v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (left arrow v) pressed?> then\n set [sx v] to [-50]\n end\n if <key (right arrow v) pressed?> then\n set [sx v] to [50]\n end\n else\n set [sx v] to [0]\n end\n change [playerx v] by (round (sx))\n change [playery v] by (round (sy))\n change [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\n change [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\n if <(SCROLLX) < [-400]> then\n set [scrollx v] to [-400]\n end\n if <(SCROLLX) > [5118]> then\n set [scrollx v] to [5118]\n end\n if <(SCROLLY) < [-40]> then\n set [scrolly v] to [-40]\n end\n position player\n broadcast (POSITION v)\n end\n wait until <not <key (0 v) pressed?>>\n set [sx v] to [0]\n set [sy v] to [0]\n end\nend\n\nwhen I receive [kill enemy v]\nset [sy v] to [15]\n\nwhen I receive [touched enemy v]\nstart sound [Low Squeak2 v]\nbroadcast (die v)\ninit\n\nwhen I receive [moving platform detection v]\nswitch costume to (hitbox v)\nif <(sy) > [0]> then\n change player y by [10]\nelse\n change player y by [-10]\nend\ncostume\n\nwhen I receive [talk v]\nthink (@USERNAME@) for (4.5) seconds\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (t v) pressed?>> then\n wait until <not <<mouse down?> or <key (t v) pressed?>>>\n broadcast (chat v) and wait\n end\nend\n\ndefine costume\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (player_up v)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player_left v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (player_right v)\n else\n switch costume to (player_center v)\n end\n end\nend\n\n@Enemies\n\nwhen I receive [position v]\nshow\nset size to (400) %\ngo to x: (((Enemies: x) - (SCROLLX)) + (([cos v] of ((timer) * (100)) ) * (100))) y: ((y) - (SCROLLY))\nset size to (100) %\n\ndefine clone at (x) (y)\nset [enemies: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nclone at [3584] [138]\nset [enemies: x v] to [-99999999999999]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([sy v] of [player v]) < [-5]> then\n broadcast (kill enemy v)\n start sound [Low Whoosh v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n broadcast (touched enemy v)\n end\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Danger\n\nwhen flag clicked\nhide\nset [clone# v] to [1]\nclone at [0] [-70] [3]\nclone at [410] [-60] [1]\nclone at [906] [-30] [1]\nclone at [1100] [-30] [3]\nclone at [1479] [90] [1]\nclone at [1710] [140] [1]\nclone at [2249] [-220] [1]\nclone at [2368] [142] [3]\nclone at [2891] [-130] [1]\nclone at [3073] [-130] [1]\nclone at [3256] [-130] [1]\nclone at [5255] [240] [2]\nset [danger: x v] to [-999999999999]\n\ndefine clone at (x) (y) (type)\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (type)\nset [danger: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen I receive [position v]\nposition (round ((Danger: x) - (SCROLLX))) (round ((y) - (SCROLLY)))\nif <(costume [number v]) = [1]> then\n point in direction ((90) - (([sin v] of ((timer) * (150)) ) * (40)))\nelse\n point in direction (90)\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@buttons\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n switch costume to (yes v)\n go to x: (-104) y: (-144)\n end\n if <(clone#) = [2]> then\n switch costume to (no v)\n go to x: (104) y: (-144)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (110) %\n if <mouse down?> then\n if <(clone#) = [1]> then\n broadcast (continue v)\n broadcast (del clones v) and wait\n else\n set [@my player #@ v] to [0]\n hide variable [@time@ v]\n hide variable [☁ @highscore@ v]\n broadcast (stop v)\n broadcast (del clones v) and wait\n end\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\ndefine set up clones\nset [clone# v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\nwhen I receive [win v]\nset up clones\n\nwhen I receive [del clones v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Tap Conga v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen I receive [stop v]\nwait (0.1) seconds\nstop [all v]\n\n@bouncy\n\nwhen flag clicked\nhide\nclone at [320] [-57]\nclone at [1397] [-25]\nclone at [4102] [143]\nset [bouncy: x v] to [-99999999999999]\n\ndefine clone at (x) (y)\nswitch costume to (bouncy1 v)\nset [bouncy: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nposition (round ((bouncy: x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen I receive [boing v]\nstart sound [Basketball Bounce v]\nswitch costume to (bouncy2 v)\nwait (0.08) seconds\nswitch costume to (bouncy1 v)\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Checkpoints\n\ndefine clone at (x) (y) (type)\nset [checkpoints: x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nposition (round ((Checkpoints: x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nshow\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nset [@time@ v] to []\nhide\nclone at [1155] [20] [1]\nclone at [2750] [175] [1]\nclone at [3761] [175] [1]\nclone at [5220] [265] [3]\nset [checkpoints: x v] to [-99999999999]\nhide variable [@time@ v]\nhide variable [checkpoints: ☁ @highscore@ v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nreset timer\n\nwhen I start as a clone\nforever\n if <(type) = [1]> then\n if <touching (player v)?> then\n switch costume to (checkpoint2 v)\n set [res.x v] to (Checkpoints: x)\n set [res.y v] to (y)\n start sound [Tennis Hit v]\n broadcast (die v)\n stop [this script v]\n end\n end\n if <(type) = [3]> then\n if <touching (player v)?> then\n set [@time@ v] to (timer)\n switch costume to (checkpoint2 v)\n set [res.x v] to (Checkpoints: x)\n set [res.y v] to (y)\n start sound [win sound 1-3 v]\n broadcast (die v)\n wait (3) seconds\n broadcast (win v) and wait\n show variable [@time@ v]\n show variable [checkpoints: ☁ @highscore@ v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [win v]\nif <(@TIME@) < (Checkpoints: ☁ @HIGHSCORE@)> then\n repeat (10)\n set [checkpoints: ☁ @highscore@ v] to (@TIME@)\n end\nend\n\ndefine reset highscore to (val) <lock>\nif <lock> then\n set [checkpoints: ☁ @highscore@ v] to (val)\nend\n\n
Hello Guys, I Finally Present My First Platformer For The Adventure Series\n\n\nINSTRUCTIONS :-\n* [Arrow Keys/Tap] move player\n* Bounce On Trampolines\n* Avoid Obstacles\n* Kill Enemies\n* Have Fun Watching The Peace Grassland!\n* Like And Star This Project : D\n\nSHOUTOUTS:-\nCool Person @-LightCode--\n\nCREDITS:-\nThanks @GravityV for engine\n@GravityV For Some Game Art\nThe Rest Is By Me
Troll Platformer 2
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (join [Level ] (#️⃣))\nend\n\n@Box person\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (0.8)\n switch costume to (looking right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-0.8)\n switch costume to (looking left v)\n end\n set [x vel v] to ((X vel) * (0.89))\n change x by (X vel)\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 ((X vel) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n 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 set [y vel 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?>> then\n set [y vel v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-150)\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-150)\n\nwhen flag clicked\nforever\n if <touching (kill part v)?> then\n broadcast (Death v)\n go to x: (-200) y: (-150)\n else\n if <touching (moving kill part v)?> then\n broadcast (Death v)\n go to x: (-200) y: (-150)\n else\n if <(y position) < [-178]> then\n broadcast (Death v)\n go to x: (-200) y: (-150)\n end\n end\n end\nend\n\nwhen flag clicked\nset [#️⃣ v] to [1]\nset [☠️ v] to [0]\n\nif <(#️⃣) = [1]> then\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next Level v)\n change [#️⃣ v] by (1)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-150)\n\nwhen flag clicked\nforever\n play sound [230 Yusuf Alev - Yoros v] until done\n play sound [Summertime v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (wall v)?> then\n change x by ((X vel) * (-1))\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nwait until <<key (up arrow v) pressed?> or <<<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (s v) pressed?> or <key (d v) pressed?>>>>>>\nforever\n repeat until <(#️⃣) = [7]>\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\nend\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen [t v] key pressed\nshow variable [☁ world record time v]\nwait until <not <key (t v) pressed?>>\nwait until <key (t v) pressed?>\nhide variable [☁ world record time v]\n\nwhen I receive [next level v]\n\n\nwhen backdrop switches to [level 7 v]\nif <(Timer) < (☁ World record time)> then\n set [☁ world record time v] to (Timer)\n say [CONGRATS U GOT THE WORLD RECORD] for (2) seconds\nend\nstop [this script v]\n\n@Kill part\n\nwhen flag clicked\nswitch costume to (join [Level ] (#️⃣))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nswitch costume to (join [Level ] (#️⃣))\n\n@Moving kill part\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (#️⃣))\n\nwhen I receive [next level v]\nswitch costume to (join [Level ] (#️⃣))\n\nwhen I receive [next level v]\nforever\n if <(#️⃣) = [5]> then\n repeat (10)\n wait (0.1) seconds\n change y by (-40)\n end\n repeat (10)\n wait (0.1) seconds\n change y by (40)\n end\n end\nend\n\n@Platform\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (join [Level ] (#️⃣))\n\nwhen I receive [next level v]\nswitch costume to (join [Level ] (#️⃣))\n\nwhen I receive [troll part v]\nif <(costume [name v]) = [Level 4]> then\n switch costume to (level 4 part 2 v)\nelse\n if <(costume [name v]) = [Level 4 Part 2]> then\n switch costume to (level 4 part 3 v)\n else\n if <(costume [name v]) = [Level 4 Part 3]> then\n switch costume to (level 4 part 4 v)\n end\n end\nend\n\n@Kill animation\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nchange [☠️ v] by (1)\nshow\ngo to x: (0) y: (0)\nswitch costume to (troll-face-creepy-smile v)\nset size to (100) %\nrepeat (30)\n next costume\nend\nhide\n\nwhen I receive [next level v]\nif <(#️⃣) = [7]> then\n set size to (100) %\n show\n switch costume to (troll-face-creepy-smile v)\n repeat (30)\n change size by (10)\n next costume\n end\n hide\nend\n\n@Senser block\n\nwhen flag clicked\nforever\n if <touching (box person v)?> then\n broadcast (Troll part v)\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (join [Level ] (#️⃣))\n\nwhen flag clicked\nswitch costume to (join [Level ] (#️⃣))\nset [ghost v] effect to (100)\n\nwhen I receive [troll part v]\nif <(costume [name v]) = [Level 4]> then\n switch costume to (level 4 part 2 v)\nelse\n if <(costume [name v]) = [Level 4 Part 2]> then\n switch costume to (level 4 part 3 v)\n end\nend\n\n@Fake Moving kill part\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (#️⃣))\n\nwhen I receive [next level v]\nswitch costume to (join [Level ] (#️⃣))\n\nwhen I receive [next level v]\nforever\n if <(#️⃣) = [5]> then\n repeat (10)\n wait (0.1) seconds\n change y by (-40)\n end\n repeat (10)\n wait (0.1) seconds\n change y by (40)\n end\n end\nend\n\n@Wall\n\nwhen I receive [next level v]\nswitch costume to (join [Level ] (#️⃣))\n\nwhen flag clicked\nswitch costume to (join [Level ] (#️⃣))\n\n@Ending thing\n\n
Use WASD or Arrow keys to play. Your goal is to beat the game in the quickest time possible. Every level is possible! Have FUN! I will put the world record in the notes and credits.\n\nComment #trolled if you were trolled!\nMake sure to star and heart if you want more stuff like this!\n\nTROLL PLATFORMER 3 IS COMING SOON!!
White || A Minimal Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\n\nwhen I receive [intro end v]\nforever\n play sound [Relaxing Synth Instrumental v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-210) y: (-99)\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Stick X) > [.5]>> then\n change [x velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Stick X) < [-.5]>> then\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Stick Y) > [.5]>>> then\n set [y velocity v] to (jump height)\n broadcast (jumpingsfx v)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nif <touching (trampoline v)?> then\n set [y velocity v] to ((jump height) + (4))\nend\nif <touching (trampolinerightleft v)?> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-100]\n end\n if <(X Velocity) < [0]> then\n set [x velocity v] to [100]\n end\nend\n\nwhen I start as a clone\nbroadcast (nodisappear v)\nrepeat (10)\n go to x: (x position) y: ((y position) + (5))\n change [ghost v] effect by (10)\n turn right (5) degrees\n wait (.01) seconds\nend\nbroadcast (spikedone v)\ndelete this clone\n\nwhen I receive [spikedone v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [spiked v] by (-1)\n\nwhen I start as a clone\nplay sound [Crumbling - Sound effect v] until done\n\nwhen I receive [jumpingsfx v]\nplay sound [FALL GUYS Jump Woo Sound Effects Pack3 v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n set [level v] to [6]\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n broadcast (PC v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (finish v)?> then\n broadcast (Swich to black v) and wait\n change [level v] by (1)\n if <(Level) = [2]> then\n go to x: (210) y: (-99)\n end\n if <(Level) = [3]> then\n go to x: (210) y: (109)\n end\n if <(Level) = [4]> then\n go to x: (210) y: (-99)\n end\n if <(Level) = [5]> then\n go to x: (210) y: (-99)\n end\n if <(Level) = [6]> then\n go to x: (0) y: (0)\n end\n end\n wait until <not <touching (finish v)?>>\nend\n\nwhen I receive [start game v]\nforever\n if <touching (spikes v)?> then\n create clone of (_myself_ v)\n change [spiked v] by (1)\n set [ghost v] effect to (100)\n hide\n if <(Level) = [2]> then\n repeat until <(spiked) = [0]>\n go to x: (210) y: (-99)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n if <(Level) = [3]> then\n repeat until <(spiked) = [0]>\n go to x: (210) y: (109)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n if <(Level) = [4]> then\n repeat until <(spiked) = [0]>\n go to x: (210) y: (-99)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n if <(Level) = [5]> then\n repeat until <(spiked) = [0]>\n go to x: (210) y: (-99)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n if <(Level) = [6]> then\n repeat until <(spiked) = [0]>\n go to x: (0) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n end\nend\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [spiked v] to [0]\nforever\n Platform [12] [-1] [0.7] [2]\nend\n\nwhen flag clicked\nbroadcast (Intro End v)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\n\n\n@Finish\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (1 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (4 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n point in direction (90)\n go to x: (200) y: (-117)\n wait until <(Level) = [2]>\n end\n if <(Level) = [2]> then\n point in direction (90)\n go to x: (200) y: (93)\n wait until <(Level) = [3]>\n end\n if <(Level) = [3]> then\n point in direction (-90)\n go to x: (155) y: (-117)\n wait until <(Level) = [4]>\n end\n if <(Level) = [4]> then\n point in direction (90)\n go to x: (200) y: (93)\n wait until <(Level) = [5]>\n end\n if <(Level) = [5]> then\n point in direction (-90)\n go to x: (68) y: (-15)\n wait until <(Level) = [6]>\n end\n if <(Level) = [6]> then\n point in direction (-90)\n go to x: (68) y: (-15)\n wait until <(Level) = [6]>\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-130) y: (-43)\n hide\n end\n if <(Level) = [2]> then\n go to x: (-95) y: (-44)\n show\n end\n if <(Level) = [3]> then\n go to x: (-120) y: (-43)\n hide\n end\n if <(Level) = [4]> then\n go to x: (-135) y: (-44)\n show\n end\n if <(Level) = [5]> then\n go to x: (-135) y: (-44)\n show\n end\n if <(Level) = [6]> then\n go to x: (0) y: (-101)\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nforever\n if <touching (player v)?> then\n start sound [pop v]\n repeat (4)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume5 v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@TrampolineRightLEFT\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n if <(Level) = [1]> then\n go to x: (-232) y: (120)\n hide\n end\n if <(Level) = [2]> then\n go to x: (-248) y: (107)\n show\n end\n if <(Level) = [3]> then\n go to x: (20) y: (35)\n show\n end\n if <(Level) = [4]> then\n go to x: (-250) y: (107)\n show\n end\n if <(Level) = [5]> then\n go to x: (-250) y: (80)\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n if <touching (player v)?> then\n start sound [pop v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\ngo to [back v] layer\nforever\n wait (.7) seconds\n switch costume to (2 v)\n set [brightness v] effect to (-10)\n wait (.7) seconds\n switch costume to (3 v)\n set [brightness v] effect to (-5)\n wait (.7) seconds\n switch costume to (4 v)\n set [brightness v] effect to (0)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@PlayersVFB2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (95)\nshow\nforever\n go to x: (0) y: (0)\n next costume\n wait (pick random (.1) to (.001)) seconds\nend\n\n@transition\n\nwhen I receive [swich to black v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nstart sound [Ticking Clock Reverb v]\nrepeat (16)\n next costume\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\n@Disappearing LVL\n\nwhen flag clicked\nset [no dis v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(no dis) = [0]> then\n if <touching (player v)?> then\n repeat (5)\n change [ghost v] effect by (15)\n end\n end\n wait until <not <touching (player v)?>>\n repeat (5)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I receive [nodisappear v]\nset [no dis v] to [1]\nwait (1) seconds\nset [no dis v] to [0]\n\n@Beginning screen\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Play button\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (0) y: (0)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nforever\n show\n if <touching (mouse-pointer v)?> then\n set size to ((65) + ((size) / (3))) %\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (2)))\n set [brightness v] effect to (10)\n else\n set size to ((55) + ((size) / (3))) %\n set [brightness v] effect to (0)\n point in direction (90)\n end\nend\n\nwhen I receive [intro end v]\nforever\n if <touching (mouse-pointer v)?> then\n play sound [Hover v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Click v]\n broadcast (start game v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (2 v)\n hide\n stop [this script v]\n end\nend\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (3) 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 (Centre)\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 (Centre)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(Centre) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (186.5) y: (-126)\ngo to [front v] layer\nset [centre v] to [Control Stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nforever\n if <(Song) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [intro end v]\nforever\n if <(Song) = [1]> then\n play sound [Coconut Mall - Naz3nt Future Funk Remix v] until done\n end\nend\n\nwhen I receive [pc v]\nrepeat (10)\n change [ghost v] effect by (4)\nend\ngo to [back v] layer\nhide\nstop [other scripts in sprite v]\n\n
ㅤ ㅤㅤ|| White ||\nㅤMinimal Platformerㅤ\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ ㅤ ㅤControls \nㅤㅤㅤㅤ→ ↑ ←\nㅤ ㅤ ㅤ w a s d\nㅤ ㅤ ㅤ*mobile*\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nThis game took me two\ndays to start and finish..\nㅤ( that's pretty good )\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\n*All levels are possible*\n*there are secret holes*\nㅤㅤ*in some walls*\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ ㅤ ㅤ ♡ + ☆ \nㅤ ㅤ For Updates!\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ 11/13/22 - Shared!\nㅤ 11/20/22 - 1k Views!\nㅤ 12/04/22 - Bug Fix!\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ #Games #All #Art \nㅤ #Music #Tutorials \n#Animations #Tutorials \nㅤ#Trending #Popular \nㅤ#Recent #Featured \nㅤ #New #November \nㅤ #Loveㅤ#Favorite \nㅤ#Lol ㅤ#Desperate
City | Scrolling Platformer #Games #all
@Stage\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [play game v]\nforever\n play sound [Treenan v] until done\nend\n\n@g\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n start game\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n repeat until <(EXIT) > []>\n tick\n broadcast (TICK v) and wait\n end\n Game-death\nend\n\ndefine start game\npoint in direction (90)\nset [sx v] to [0]\nset [x v] to [-50]\nset [y v] to [20]\nset [sy v] to [0]\nset [scroll y v] to [100]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [-50]\nclear graphic effects\nshow\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [3]> then\n change [sy v] by (9)\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-death?\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by ((round (((y) - (SCROLL Y)) / (5))) + (0))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [f]\n play sound [Oops v] until done\nend\nif <touching (end v)?> then\n broadcast (WIN v)\nend\nif <touching (fan v)?> then\n change [sy v] by (7)\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platform v)?> or <touching (lift v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platform v)?> or <touching (lift v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<touching (platform v)?> or <touching (lift v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platform v)?> or <touching (lift 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-death\nset [exit v] to []\nset [lift \(animation\) v] to [10]\nrepeat (20)\n change y by (lift \(animation\))\n turn right (18) degrees\n change [lift \(animation\) v] by (-1)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\n\ndefine test-death?\nif <touching (danger v)?> then\n set [exit v] to [ow]\n start sound [ow v]\nend\n\nset [exit v] to [0]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nwait (0.1) seconds\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 2 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 3 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 4 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 5 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@deco\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(costume [number v]) = [3]> then\n set [y v] to ((lift y) + (35))\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nset [x v] to [-40]\nset [y v] to [30]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (476)\nchange [y v] by (50)\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nchange [y v] by (300)\nchange [x v] by (200)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nset [x v] to [2268]\nset [y v] to [40]\nturn right (15) degrees\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nchange [x v] by (800)\nchange [y v] by (-30)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nset [x v] to [2155]\nset [y v] to [370]\nswitch costume to (costume4 v)\n\n@Sprite3\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@danger\n\nwhen I receive [setup v]\nshow\nset [x v] to [90]\nset [y v] to [150]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [1650]\nset [y v] to [23]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\nset [x v] to [775]\nset [y v] to [17]\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nset [x v] to [1526]\nset [y v] to [260]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset [x v] to [1756]\nset [y v] to [365]\nswitch costume to (3 v)\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nchange [x v] by (481)\nnext costume\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@W\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nwait (0.3) seconds\ngo to [front v] layer\nshow\nset [shake v] to (pick random (-50) to (50))\nset [shake y v] to (pick random (-50) to (50))\nstart sound [Win v]\nrepeat (20)\n go to x: (shake) y: (shake y)\n set [shake v] to ((shake) / (-1.2))\n set [shake y v] to ((shake y) / (-1.2))\nend\n\n@End\n\nwhen I receive [setup v]\nset [x v] to [2396]\nset [y v] to [85]\nshow\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [play game v]\nshow\n\n@lift\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(lift y) < [220]> then\n change y by (1)\n if <touching (g v)?> then\n change [lift y v] by (5)\n end\n change y by (-1)\nend\nif <(x) = [670]> then\n set [debug v] to (distance to [g v])\nend\nif <(debug) > [75]> then\n if <(lift y) > [38]> then\n change [lift y v] by (-2)\n end\nend\n\nwhen I receive [setup v]\nset [x v] to [670]\nset [lift y v] to [38]\nswitch costume to (level 1 1 v)\nshow\n\ncreate clone of (_myself_ v)\n\nset [x v] to [99999999999]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((lift y) - (SCROLL Y))\n\nswitch costume to (level 1 2 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 3 v)\nchange [y v] by (165)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\n@intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\npoint in direction (90)\nhide\nset [id v] to [0]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (costume1 v)\nbroadcast (Green Flag v) and wait\n\nwhen I start as a clone\nif <(id) = [0]> then\n show\n switch costume to (costume2 v)\n go to [back v] layer\nelse\n show\n switch costume to (costume3 v)\n set [ghost v] effect to (30)\n go to [front v] layer\n go to x: (-200) y: (0)\n turn right (50) degrees\n start sound [Low Whoosh v]\n repeat (25)\n change x by (20)\n end\n hide\n broadcast (Play Game v) and wait\nend\n\nwhen I receive [play game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@fan\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [x v] to [1171]\nset [y v] to [38]\nswitch costume to (level 1 1 v)\nshow\n\ncreate clone of (_myself_ v)\nhide\n\nset [x v] to [99999999999]\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nswitch costume to (level 1 2 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 3 v)\nchange [y v] by (165)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\n
City\n\n#15 in games! thank you so much <3 (trending unfroze???)\n#14 in tutorials tysm!\nWhat the community is loving? Wow!\nSince this is getting alot of negative comments, if you have something important to say, comment on my profile.\n➤ many hours \n\n➤ inspired by Megapolis by @Alolex1\n\n➤ A lil teaser, it's not meant to be difficult.\n\nUpdate log:\n15th Nov 2022 \nreleased & added an Easter egg (play in full screen to find it)\n\n don't scroll down\n\n\n\n\n\nif you scroll down you have to do something...\n\n\n\n\n\n\n\n\n\n\n\ncan't say I didn't warn you..\n\n\n\n\n\n\n\n\n\nYou have to like and favourite now hehe >:)
No Jumping Platformer #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [enable backdrop v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\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 (danger 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 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 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\nwhen flag clicked\nforever\n if <touching (jump pad v)?> then\n change [y vel v] by (15)\n end\nend\n\nwhen I receive [move to start v]\ngo to x: (-210) y: (-55)\n\nwait (3) seconds\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Enable Backdrop v)\n stop [this script v]\n end\nend\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Jump Pad\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Skip Button\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nbroadcast (Move To Start v)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-12) y: (2)\nforever\n change [color v] effect by (1)\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (-8) y: (4)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n
Arrow Keys To Move. Story: After Your Last Adventure You Doze Off Into Deep Sleep. Then, You Suddenly Wake Up. "Where Am I?" You Say. You Seem To Be In Another Dimension. You Suddenly Realize You Are Not Far From Your Village. You Have Been To This Area Before. There Was Only A Few Obstacles To Pass...
過去最高クオリティー!探検プラットフォーマー EXPLORATION PLATFORMER
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [Alan Walker, K-391, Tungevaag, Mangoo - Play \[Xaf Remix\] v] until done\nend\n\n@プレイヤー\n\nwhen I start as a clone\nif <(timer) < [0.1]> then\n switch costume to (黒 v)\n forever\n go to [front v] layer\n go to (プレイヤー v)\n point in direction ([direction v] of [プレイヤー v])\n hide\n if <(持ち物) = [かぎ]> then\n switch costume to (かぎ v)\n show\n end\n if <<(item (4) of [能力 v]) = [銃]> and <(選択) = [4]>> then\n switch costume to (銃 v)\n show\n end\n end\nelse\n go to [back v] layer\n if <(重力) = [0]> then\n switch costume to (黒 v)\n else\n switch costume to (逆黒 v)\n end\n repeat (8)\n change size by (-8)\n change [ghost v] effect by (12.5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [time v] to [0]\nreset timer\ncreate clone of (_myself_ v)\nset [重力 v] to [0]\nswitch costume to (通常 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-219) y: (0)\nset [stage v] to [1]\nforever\n go to [front v] layer\n go [backward v] (1) layers\n create clone of (_myself_ v)\n if <(重力) = [0]> then\n switch costume to (通常 v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1.5)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n start sound [jump01 v]\n if <<(item (3) of [能力 v]) = [ジャンプ]> and <(選択) = [3]>> then\n change [y v] by (20)\n else\n change [y v] by (14)\n end\n end\n change y by (1)\n if <<<touching (とげ v)?> or <touching (敵 v)?>> or <(y position) = [-185]>> then\n start sound [Crunch v]\n wait (0.05) seconds\n broadcast (死 v)\n 初期位置\n wait (0.2) seconds\n end\n if <not <(stage) = [16]>> then\n if <(x position) = [246]> then\n change [stage v] by (1)\n set [持ち物 v] to [なし]\n broadcast (次! v)\n start sound [Coin v]\n wait (1) seconds\n 初期位置\n end\n end\n else\n switch costume to (逆 v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1.75)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (-1)\n if <touching (ステージ v)?> then\n change y by (-1)\n if <touching (ステージ v)?> then\n change y by (-1)\n if <touching (ステージ v)?> then\n change y by (-1)\n if <touching (ステージ v)?> then\n change y by (-1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (5)\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [-14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <<touching (ステージ v)?> and <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n start sound [Jump v]\n if <<(item (3) of [能力 v]) = [ジャンプ]> and <(選択) = [3]>> then\n change [y v] by (-20)\n else\n change [y v] by (-14)\n end\n end\n change y by (-1)\n if <<<touching (とげ v)?> or <touching (敵 v)?>> or <(y position) = [185]>> then\n start sound [Crunch v]\n wait (0.05) seconds\n 初期位置\n wait (0.2) seconds\n end\n if <not <(stage) = [16]>> then\n if <(x position) = [246]> then\n change [stage v] by (1)\n set [持ち物 v] to [なし]\n broadcast (次! v)\n start sound [Coin v]\n wait (1) seconds\n 初期位置\n end\n end\n end\nend\n\ndefine 初期位置\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-220) y: (-32)\n\nwhen I receive [初期位置 v]\nif <(costume [number v]) = [1]> then\n 初期位置\nend\n\nwhen I receive [後退 v]\nmove (-5) steps\nif <(costume [number v]) = [4]> then\n switch costume to (銃2 v)\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> or <key (space v) pressed?>> and <<(item (4) of [能力 v]) = [銃]> and <(選択) = [4]>>> then\n create clone of (弾 v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(join (ハートB) (星B)) = [yesyes]> then\n say []\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@ステージ\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (stage)\nend\n\nwhen flag clicked\nif <(stage) = [16]> then\n stop [other scripts in sprite v]\nend\n\n@とげ\n\nwhen flag clicked\nforever\n switch costume to (stage)\n if <<<(stage) = [4]> or <(stage) = [5]>> and <(持ち物) = [かぎ]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nif <(stage) = [16]> then\n stop [other scripts in sprite v]\nend\n\n@アイテム\n\nwhen flag clicked\ndelete all of [能力 v]\nset [持ち物 v] to [なし]\nforever\n switch costume to (かぎ v)\n point in direction (90)\n hide\n if <(stage) = [4]> then\n set [向き v] to [0]\n go to x: (180) y: (150)\n show\n repeat until <touching (プレイヤー v)?>\n turn right (([cos v] of (向き) ) * (5)) degrees\n change [向き v] by (10)\n end\n set [持ち物 v] to [かぎ]\n hide\n wait until <(stage) = [5]>\n set [向き v] to [0]\n go to x: (-200) y: (50)\n show\n repeat until <touching (プレイヤー v)?>\n turn right (([cos v] of (向き) ) * (5)) degrees\n change [向き v] by (10)\n end\n set [持ち物 v] to [かぎ]\n hide\n wait until <(stage) = [6]>\n switch costume to (重力 v)\n set [向き v] to [0]\n go to x: (0) y: (-60)\n show\n repeat until <touching (プレイヤー v)?>\n turn right (([cos v] of (向き) ) * (5)) degrees\n change [向き v] by (10)\n end\n add [重力反転] to [能力 v]\n hide\n wait until <(stage) = [9]>\n point in direction (90)\n switch costume to (ジャンプ v)\n set [向き v] to [0]\n go to x: (0) y: (-60)\n show\n repeat until <touching (プレイヤー v)?>\n turn right (([cos v] of (向き) ) * (5)) degrees\n change [向き v] by (10)\n end\n add [ジャンプ] to [能力 v]\n hide\n wait until <(stage) = [12]>\n point in direction (90)\n switch costume to (銃 v)\n set [向き v] to [0]\n go to x: (0) y: (-60)\n show\n repeat until <touching (プレイヤー v)?>\n turn right (([cos v] of (向き) ) * (5)) degrees\n change [向き v] by (10)\n end\n add [銃] to [能力 v]\n hide\n wait until <(stage) = [15]>\n point in direction (90)\n set [向き v] to [0]\n switch costume to (伝説の鍵 v)\n go to x: (0) y: (-40)\n show\n repeat until <touching (プレイヤー v)?>\n turn right (([cos v] of (向き) ) * (5)) degrees\n change [向き v] by (10)\n end\n add [鍵] to [能力 v]\n hide\n stop [this script v]\n end\nend\n\n@アイテムリスト\n\nwhen flag clicked\nhide\ngo to x: (0) y: (150)\nswitch costume to (通常 v)\nrepeat (5)\n go to [front v] layer\n create clone of (_myself_ v)\n next costume\n change x by (50)\nend\ncreate clone of (_myself_ v)\nadd [通常] to [能力 v]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [6]> then\n go to [front v] layer\n set [選択 v] to [1]\n set x to (0)\n forever\n if <key (1 v) pressed?> then\n set [選択 v] to [1]\n end\n if <key (2 v) pressed?> then\n set [選択 v] to [2]\n end\n if <key (3 v) pressed?> then\n set [選択 v] to [3]\n end\n if <key (4 v) pressed?> then\n set [選択 v] to [4]\n end\n if <key (5 v) pressed?> then\n set [選択 v] to [5]\n end\n end\nelse\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [選択 v] to (costume [number v])\n end\n if <(item (costume [number v]) of [能力 v]) = []> then\n set [brightness v] effect to (-50)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n forever\n if <(選択) = [1]> then\n set x to (0)\n end\n if <(選択) = [2]> then\n set x to (50)\n end\n if <(選択) = [3]> then\n set x to (100)\n end\n if <(選択) = [4]> then\n set x to (150)\n end\n if <(選択) = [5]> then\n set x to (200)\n end\n end\nend\n\n@太陽\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n change size by ([sin v] of (nunber) )\n change [nunber v] by (10)\n go to [back v] layer\nend\n\n@next\n\nwhen flag clicked\n\nwhen I start as a clone\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\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 [次! v]\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nwait (0.7) seconds\nbroadcast (初期位置 v)\n\nmove (10) steps\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@影\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\nend\n\n@弾\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nbroadcast (後退 v)\nshow\npoint in direction ([direction v] of [プレイヤー v])\ngo to (プレイヤー v)\nrepeat until <<touching (_edge_ v)?> or <touching (敵 v)?>>\n 進む\nend\ndelete this clone\n\ndefine 進む\nrepeat (30)\n move (1) steps\nend\n\n@敵\n\nwhen flag clicked\nhide\nforever\n if <(stage) = [13]> then\n wait (1) seconds\n repeat (5)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n wait until <(stage) = [14]>\n switch costume to (ボス v)\n create clone of (_myself_ v)\n end\nend\n\ndefine 初期位置\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (220) y: (-32)\n\nwhen I receive [次! v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [hp v] to [1]\nelse\n set [hp v] to [10]\nend\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (219) y: (0)\nforever\n if <touching (弾 v)?> then\n change [hp v] by (-1)\n set [向き v] to [左]\n if <(HP) < [1]> then\n delete this clone\n end\n end\n point towards (プレイヤー v)\n if < (direction) contains [-]?> then\n set [向き v] to [左]\n else\n set [向き v] to [右]\n end\n go to [front v] layer\n go [backward v] (1) layers\n if <(向き) = [右]> then\n change [x v] by (pick random (0.5) to (1))\n end\n if <(向き) = [左]> then\n change [x v] by (pick random (-0.5) to (-1))\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <(pick random (1) to (10)) = [1]>> then\n change [y v] by (14)\n end\n change y by (1)\nend\n\nwhen I receive [死 v]\nif <<(stage) = [13]> or <(stage) = [14]>> then\n 初期位置\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(重力) = [1]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\nend\n\n@宝箱\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (-50)\nset size to (60) %\nhide\nforever\n if <(stage) = [16]> then\n show\n if <touching (プレイヤー v)?> then\n repeat (20)\n go to x: (pick random (10) to (-10)) y: (pick random (-60) to (-40))\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n repeat (100)\n create clone of (_myself_ v)\n end\n broadcast (clear v)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (コスチューム3 v)\nset size to (pick random (150) to (70)) %\ngo to x: (pick random (200) to (-220)) y: (990)\nset [speed v] to (pick random (-5) to (-15))\nrepeat until <not <touching (_edge_ v)?>>\n change y by (speed)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (speed)\nend\ndelete this clone\n\n@さむね\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@検知\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [星b v] to [No]\nforever\n set [星a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nset [ハートb v] to [No]\nforever\n set [ハートa v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ハートb v] to [Yes]\n end\nend\n\n@くりあ\n\nwhen flag clicked\nhide\n\nwhen I receive [clear v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nforever\n go to [front v] layer\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n if <(join (ハートB) (星B)) = [yesyes]> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n@アイテム使用\n\nwhen flag clicked\ngo to x: (-60) y: (150)\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\nend\n\nwhen flag clicked\nforever\n if <<(item (2) of [能力 v]) = [重力反転]> and <(選択) = [2]>> then\n if <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n if <(重力) = [0]> then\n set [重力 v] to [1]\n else\n set [重力 v] to [0]\n end\n wait until <not <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>>\n wait (0.5) seconds\n end\n end\nend\n\n
プログラミング初心者が初めて本気で作った作品なんです。あまり面白くないと思いますが、おねがいだから星とハートをお願いします。星とハートが1個増えるだけで、作者はとても嬉しいです。なので、お願いだから星とハートをお願いします!!!!!\nENGLISH\nOperate with the arrow keys. Abilities are selected with the number keys and activated with the space key. However, jump power up can be activated just by selecting it. Feel free to comment if you have any questions.\n日本語\n矢印キーで操作します。能力は、数字キーで選択し、スペースキーで発動します。しかし、ジャンプ力アップは、選択しているだけで発動できます。何かわからないことがあったら、気軽にコメントしてください。
【拡散希望】モバイル対応!!プラットフォーマー  Mobile compatible!!PLATFORMER#all#game#games#platformer
@Stage\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide variable [☁ 最高スコア highest score v]\nhide variable [next終わり v]\nhide variable [x v]\nhide variable [y v]\nhide variable [ステージ v]\nhide variable [影の大きさ v]\nhide variable [鍵 v]\nhide variable [太陽の大きさ v]\nhide variable [表示 v]\nhide variable [タイム time v]\n\nwhen flag clicked\nplay sound [Alan Walker, K-391, Tungevaag, Mangoo - Play \[Xaf Remix\] v] until done\n\nshow variable [タイム time v]\n\n@プレイヤー\n\nwhen I start as a clone\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <<mouse down?> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (down arrow v) pressed?>>>> then\n set [影の大きさ v] to [1]\n switch costume to (普通 v)\n end\nend\n\nwhen I receive [プディング v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [3]> and <<(y position) > [20]> and <(x position) > [180]>>> then\n broadcast (隠しステージ v)\n 初期設定\n end\nend\n\ndefine 初期設定\nclear graphic effects\nshow\nset [y v] to [0]\nset [x v] to [0]\nset size to (100) %\ngo to x: (-201) y: (50)\n\nwhen I receive [start v]\nshow variable [タイム time v]\nset [タイム time v] to [0]\nhide\ngo to x: (-201) y: (-50)\nshow\nset size to (100) %\nset drag mode [not draggable v]\nif <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n go to x: (-201) y: (50)\nend\npoint in direction (90)\nforever\n if <<<mouse down?> and <[20] > (mouse x)>> or <key (left arrow v) pressed?>> then\n switch costume to (左 v)\n change [x v] by (-1)\n create clone of (土と草 v)\n point in direction (90)\n end\n if <<<mouse down?> and <[20] < (mouse x)>> or <key (right arrow v) pressed?>> then\n switch costume to (右 v)\n change [x v] by (1)\n create clone of (土と草 v)\n point in direction (90)\n end\n if <<<mouse down?> and <[20] > (mouse y)>> or <key (down arrow v) pressed?>> then\n set [影の大きさ v] to [2]\n switch costume to (しゃがむ v)\n create clone of (土と草 v)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <[20] < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 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 (メッセージ1 v)\n change [ステージ v] by (1)\n hide\n wait (1) seconds\n 初期設定\n end\n if <(y position) < [-170]> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n show\n 初期設定\n end\n if <touching (とげ v)?> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n show\n 初期設定\n end\n if <touching (ばね v)?> then\n set [y v] to [20]\n broadcast (ボヨン v)\n end\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (ステージ)\n\nwhen flag clicked\nrepeat until <<(ステージ) = [12]> or <(ステージ) = [13]>>\n wait (1) seconds\n change [タイム time v] by (1)\nend\nbroadcast (金 v)\n\nwhen flag clicked\nset [タイム time v] to [0]\nforever\n if <<(ステージ) = [12]> and <(タイム time) < (☁ 最高スコア highest score)>> then\n set [☁ 最高スコア highest score v] to (タイム time)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n show variable [☁ 最高スコア highest score v]\n end\nend\n\nwhen I receive [隠しステージ v]\nswitch costume to (コスチューム13 v)\nset [ステージ v] to [13]\n\nwhen I receive [start v]\nshow\n\n@土と草\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\npoint in direction (pick random (-90) to (90))\ngo to (プレイヤー v)\nchange y by (pick random (-17) to (-5))\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\nif <(x) > [-1]> then\n change x by (-28)\n set [土ぼこりx v] to (pick random (-3) to (-1))\n set [土ぼこりy v] to (pick random (2) to (5))\nelse\n change x by (28)\n set [土ぼこりx v] to (pick random (1) to (3))\n set [土ぼこりy v] to (pick random (2) to (5))\nend\nset [brightness v] effect to (pick random (-10) to (10))\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (土ぼこりx)\n change y by (土ぼこりy)\n if <(x) > [0]> then\n turn right (15) degrees\n change [土ぼこりx v] by (-0.5)\n change [土ぼこりy v] by (-0.8)\n else\n turn left (15) degrees\n change [土ぼこりx v] by (0.5)\n change [土ぼこりy v] by (-0.8)\n end\nend\ndelete this clone\n\n@影\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [死んだ v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (影の大きさ)\n go to (プレイヤー v)\n point towards (太陽 v)\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (100) %\nset [太陽の大きさ v] to [0]\nforever\n go to [back v] layer\n change [太陽の大きさ v] by (3)\n change size by ([cos v] of (太陽の大きさ) )\nend\n\n@NEXT\n\nwhen flag clicked\nhide\nset [next終わり v] to [0]\n\nwhen I receive [メッセージ1 v]\nset [nextx v] to [-155]\nset [next終わり v] to [0]\nrepeat (3)\n switch costume to (コスチューム1 v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n end\n change [nextx v] by (174)\nend\nset [nextx v] to [0]\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <not <(costume [number v]) = [5]>> then\n go to [front v] layer\n go to x: (NEXTx) y: (345)\n set [nexty v] to [-86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [1]\n set [nexty v] to [86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n delete this clone\nelse\n go to [front v] layer\n go to x: (0) y: (345)\n set [nexty v] to [-60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n wait (0.1) seconds\n set [nexty v] to [60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [2]\n broadcast (メッセージ3 v)\n delete this clone\nend\n\nbroadcast (メッセージ1 v)\n\n@とげ\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (-60)\nforever\n switch costume to (ステージ)\nend\n\n@ハートと星とフォロー\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (187)\nglide (1) secs to x: (0) y: (150)\nwait (1) seconds\nglide (1) secs to x: (0) y: (187)\nhide\n\n@Key\n\nwhen flag clicked\ngo to x: (170) y: (90)\nset [鍵 v] to [0]\nhide\nforever\n if <(ステージ) = [10]> then\n show\n else\n hide\n end\n if <touching (プレイヤー v)?> then\n set [鍵 v] to [1]\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [鍵 v] to [0]\nforever\n if <(鍵) = [1]> then\n go to (プレイヤー v)\n change x by (-50)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (28)\nhide\nforever\n if <<(鍵) = [1]> and <<([x position v] of [プレイヤー v]) > [110]> and <([y position v] of [プレイヤー v]) < [20]>>> then\n hide\n end\n if <(表示) = [1]> then\n if <(ステージ) = [10]> then\n show\n change [表示 v] by (-1)\n else\n hide\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [表示 v] to [1]\n\n@題名\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@ばね\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ボヨン v]\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\nwait (0.01) seconds\nswitch costume to (コスチューム4 v)\nwait (0.01) seconds\nswitch costume to (コスチューム5 v)\nwait (0.01) seconds\nswitch costume to (コスチューム6 v)\nwait (0.01) seconds\nswitch costume to (コスチューム7 v)\nwait (0.01) seconds\nswitch costume to (コスチューム8 v)\nwait (0.01) seconds\nswitch costume to (コスチューム9 v)\nwait (0.01) seconds\nswitch costume to (コスチューム8 v)\nwait (0.01) seconds\nswitch costume to (コスチューム7 v)\nwait (0.01) seconds\nswitch costume to (コスチューム6 v)\nwait (0.01) seconds\nswitch costume to (コスチューム5 v)\nwait (0.01) seconds\nswitch costume to (コスチューム4 v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nswitch costume to (コスチューム1 v)\nwait until <not <touching (プレイヤー v)?>>\n\nwhen flag clicked\nforever\n if <(ステージ) = [4]> then\n show\n else\n hide\n end\nend\n\n@隠し\n\nwhen flag clicked\ngo to x: (36) y: (27)\nforever\n if <(ステージ) = [3]> then\n show\n else\n hide\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (183)\n\nwhen I start as a clone\nshow\nrepeat (36)\n turn right (10) degrees\n change y by (-10)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [金 v]\nforever\n set x to (pick random (240) to (-240))\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (14) seconds\nbroadcast (start v)\n\n
旗2回押し推奨\n拡 散 手 伝 っ て く だ さ い\n拡散してくれたら発狂しながら1万回転します\nハートと星を押さないと全財産消えています。(多分)\nこれも見て https://scratch.mit.edu/projects/760913972/\n\nDouble push flag recommended\nPlease help spread the word。\nIf it spreads, it will rotate 10,000 times while going crazy.\nSee also this https://scratch.mit.edu/projects/760913972/\n\nIf you don't press the heart and star, all your property will disappear. (perhaps)\n日本語は下\n【English】\n〈PC〉\nright key to move right\nleft key to move left\njump with up key\nCrouch with the down key\n<mobile>\nTap right to move right\nTap left to move left\nTap the top to jump\nCrouch by tapping the bottom\n\n【日本語】\n〈PC〉\n右キーで右に動く\n左キーで左に動く\n上キーでジャンプ\n下キーでしゃがむ\n〈モバイル〉\n右側をタップで右に移動\n左側をタップで左に移動\n上側をタップでジャンプ\n下側をタップでしゃがむ
Color || Platformer ~ Part 2 - The Desert
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start! v]\nwait (1) seconds\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\nforever\n if <<(level) > [6]> and <(level) < [9]>> then\n switch backdrop to (backdrop3 v)\n else\n if <<(level) > [14]> and <(level) < [17]>> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\nwait (1) seconds\nstart sound [Techno2 v]\nwait (.5) seconds\nset [id v] to [BG]\ncreate clone of (_myself_ v)\nwait (.7) seconds\nset [id v] to [Text]\nstart sound [Trap Beat v]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Bars]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nset [id v] to [Explosion]\nclear graphic effects\nset [my variable v] to [No]\nrepeat (7)\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n turn right (25) degrees\n set [brightness v] effect to (-50)\n create clone of (_myself_ v)\n turn right (25) degrees\nend\nset [my variable v] to [Yes]\nwait () seconds\nset [id v] to [SpinThing]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [No]\nset [id v] to [Circlesss]\ngo to x: (-200) y: (125)\nrepeat (4)\n repeat (6)\n create clone of (_myself_ v)\n change x by (81)\n end\n set x to (-200)\n change y by (-81)\nend\nset [my variable v] to [Yes]\nwait () seconds\ngo to x: (-217) y: (-255)\nset [id v] to [EGG]\npoint in direction (90)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (45)\nend\ngo to x: (217) y: (255)\nset [id v] to [EGG2]\npoint in direction (-90)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-45)\nend\nwait () seconds\npoint in direction (90)\nset [id v] to [Explosion]\nclear graphic effects\nset [my variable v] to [No]\nrepeat (35)\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n turn right (25) degrees\n set [brightness v] effect to (-50)\n create clone of (_myself_ v)\n turn right (25) degrees\nend\nset [my variable v] to [Yes]\nwait () seconds\nset [id v] to [Triangle!]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Squares?]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Squares?2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n point in direction (70)\n set [amt v] to [100]\n set [y v] to [0]\n set [direction v] to [0]\n repeat (50)\n set [amt v] to (((amt) * (.8)) + (((0) - (wob)) / (5)))\n change [wob v] by (amt)\n set y to (wob)\n set [bt v] to (((bt) * (.9)) + (((90) - (direction)) / (5)))\n turn right (bt) degrees\n end\n repeat (2)\n turn right (1) degrees\n end\n repeat (2)\n turn right (2) degrees\n end\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (15) degrees\n go to [front v] layer\n end\n repeat (4)\n turn right (35) degrees\n go to [front v] layer\n end\n repeat (3)\n turn right (28) degrees\n go to [front v] layer\n end\n repeat (3)\n turn right (23) degrees\n go to [front v] layer\n end\n repeat (28)\n go to [front v] layer\n point in direction ((([cos v] of ((timer) * (100)) ) * (6)) + (90))\n repeat until <(size) < [35]>\n change size by (-22)\n end\n hide\n end\n repeat (40)\n point in direction ((([cos v] of ((timer) * (100)) ) * (6)) + (90))\n repeat until <(size) < [35]>\n change size by (-22)\n end\n hide\n end\n repeat (50)\n turn right (Direction) degrees\n change y by (Y)\n change [y v] by (-.2)\n change [direction v] by (.028)\n end\n delete this clone\nelse\n if <(ID) = [BG]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (0) %\n show\n repeat (23)\n change size by ((size) * (.2))\n end\n repeat (100)\n switch costume to (costume3 v)\n change size by (((430) - (size)) / (6))\n switch costume to (costume2 v)\n end\n set size to (100) %\n set [size v] to [0]\n repeat (15)\n switch costume to (costume3 v)\n change size by (Size)\n switch costume to (costume66 v)\n change [size v] by (2)\n end\n repeat (90)\n switch costume to (costume3 v)\n change size by (((1215) - (size)) / (16))\n switch costume to (costume66 v)\n end\n broadcast (introend v)\n else\n if <(ID) = [Bars]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (146) %\n show\n repeat (50)\n go to [front v] layer\n change size by (((100) - (size)) / (6))\n end\n repeat (75)\n go to [front v] layer\n end\n repeat (40)\n change size by (((146) - (size)) / (15))\n end\n delete this clone\n else\n if <(ID) = [Explosion]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n set [step! v] to [6]\n set size to (0) %\n wait until <(my variable) = [Yes]>\n show\n repeat (5)\n change size by (((100) - (size)) / (7))\n move (Step!) steps\n turn left (3) degrees\n change [step! v] by (-.2)\n end\n repeat (25)\n next costume\n change size by (((100) - (size)) / (7))\n turn left (1) degrees\n move (Step!) steps\n change [step! v] by (-.2)\n end\n delete this clone\n else\n if <(ID) = [SpinThing]> then\n clear graphic effects\n set rotation style [all around v]\n switch costume to (costume43 v)\n go to x: (0) y: (0)\n set [turn! v] to [0]\n set [brightness v] effect to (100)\n point in direction (90)\n set size to (100) %\n show\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.3)\n end\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.8)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (2)\n end\n turn left (5) degrees\n repeat (8)\n turn left (Turn!) degrees\n change [turn! v] by (-1.9)\n end\n repeat (2)\n turn left (Turn!) degrees\n change [turn! v] by (-1)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (-.5)\n end\n set rotation style [left-right v]\n point in direction (-90)\n repeat (12)\n next costume\n end\n delete this clone\n else\n if <(ID) = [Circlesss]> then\n switch costume to (costume44 v)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n wait until <(my variable) = [Yes]>\n show\n repeat (3)\n change [fisheye v] effect by (25)\n end\n repeat (4)\n change [fisheye v] effect by (60)\n end\n repeat (4)\n change [fisheye v] effect by (150)\n end\n repeat (4)\n change [fisheye v] effect by (300)\n end\n repeat (4)\n change [fisheye v] effect by (800)\n change [ghost v] effect by (3)\n end\n repeat (4)\n change [fisheye v] effect by (3000)\n change [ghost v] effect by (7)\n end\n repeat (4)\n change [fisheye v] effect by (3000)\n change [ghost v] effect by (12)\n end\n delete this clone\n else\n if <(ID) = [EGG]> then\n clear graphic effects\n set size to (100) %\n set [brightness v] effect to (100)\n wait (.3) seconds\n show\n switch costume to (costume45 v)\n repeat (5)\n change y by (((-73) - (y position)) / (6))\n end\n repeat (17)\n next costume\n change y by (((-73) - (y position)) / (6))\n end\n delete this clone\n else\n if <(ID) = [EGG2]> then\n clear graphic effects\n set size to (100) %\n set [brightness v] effect to (100)\n show\n switch costume to (costume45 v)\n repeat (5)\n change y by (((95) - (y position)) / (6))\n end\n repeat (17)\n next costume\n change y by (((95) - (y position)) / (6))\n end\n delete this clone\n else\n if <(ID) = [Triangle!]> then\n switch costume to (costume63 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (0) %\n show\n repeat (12)\n change size by (((565) - (size)) / (15))\n end\n repeat (50)\n switch costume to (costume3 v)\n change size by (((565) - (size)) / (15))\n switch costume to (costume63 v)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset y to ((([cos v] of ((timer) * (390)) ) * (6)) + (0))\nset y to ((([cos v] of ((timer) * (390)) ) * (6)) + (0))\n\nwhen I start as a clone\nforever\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nset [color v] to [0]\nforever\n change [color v] by (6)\nend\n\nwhen I start as a clone\nif <(ID) = [Flash]> then\n switch costume to (costume64 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (10)\n go to [front v] layer\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (.1) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Squares?]> then\n switch costume to (costume65 v)\n go to x: (-205) y: (-240)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n set [brightness v] effect to (100)\n show\n glide (.5) secs to x: (-205) y: (240)\n clear graphic effects\n glide (.5) secs to x: (-205) y: (-240)\n delete this clone\nelse\n if <(ID) = [Squares?2]> then\n switch costume to (costume65 v)\n go to x: (205) y: (240)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n set [brightness v] effect to (100)\n show\n glide (.5) secs to x: (205) y: (-240)\n clear graphic effects\n glide (.5) secs to x: (205) y: (240)\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (START! v)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (360)\ngo to [front v] layer\nshow\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nclear graphic effects\nglide (0.25) secs to x: (0) y: (0)\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Playbutton\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Physics\nswitch costume to (player v)\ngo to x: (-202) y: (12)\nset size to (80) %\nset rotation style [left-right v]\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xvel v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by (-1.75)\n end\n set [xvel v] to ((xvel) * (0.8))\n change x by (xvel)\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 ((xvel) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yvel v] to [15]\n if <(direction) = [90]> then\n set [xvel v] to [-15]\n else\n set [xvel v] to [15]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (yvel)\n if <touching (level v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> and <touching (level v)?>> or <<touching (level v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <<(mouse y) > (y position)> and <touching (level v)?>>>>>> then\n change [yvel v] by (15)\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-202) y: (12)\n broadcast (nextlevel v)\n change [level v] by (1)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if then\n go to x: (-202) y: (12)\n set [xvel v] to [0]\n broadcast (death v)\n set [yvel v] to [0]\n end\n if <touching (trampolines v)?> then\n set [yvel v] to [17.5]\n end\n if <(y position) < [-180]> then\n go to x: (-202) y: (12)\n broadcast (death v)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [play v]\ngo to x: (-195) y: (-18)\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [level v] to [1]\nforever\n Physics\nend\n\nwhen I receive [play v]\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (player-crouch v)\n else\n switch costume to (player v)\n end\nend\n\nwait (1) seconds\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (level)\n\nwhen I receive [skippedlevel v]\nswitch costume to (level)\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\ngo to [back v] layer\nswitch costume to (level)\n\nwhen I receive [skippedlevel v]\ngo to [back v] layer\nswitch costume to (level)\n\n@Trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [8]> then\n go to x: (-5) y: (-89)\n repeat until <not <(level) = [8]>>\n show\n if <touching (player v)?> then\n repeat (11)\n next costume\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\nforever\n if <not <(level) = [8]>> then\n switch costume to (costume1 v)\n hide\n end\nend\n\n@Fake platform\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [play v]\nclear graphic effects\nforever\n if <(level) = [12]> then\n show\n repeat until <not <(level) = [12]>>\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n clear graphic effects\n end\n end\n else\n clear graphic effects\n hide\n end\nend\n\n@Timernumber\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nwhen I receive [play v]\nset [time v] to [0]\nforever\n repeat until <(level) = [16]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (230) y: (-300)\nset [multidigit??? v] to [no]\nrepeat (10)\n switch costume to (0 v)\nend\nforever\n if <[0] < (time)> then\n switch costume to ((time) mod (10))\n end\nend\n\n@Timenumber2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (210) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[9] < (time)> then\n switch costume to ((((time) - (5)) / (10)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [16]>\nend\n\n@Timenumber3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (190) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[99] < (time)> then\n switch costume to ((((time) - (50)) / (100)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [16]>\nend\n\n@Timenumber4\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (170) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[999] < (time)> then\n switch costume to ((((time) - (500)) / (1000)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [16]>\nend\n\n@Timenumber5\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (150) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[9999] < (time)> then\n switch costume to ((((time) - (5000)) / (10000)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [16]>\nend\n\n@Crystal\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to x: (69) y: (-29)\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(level) = [16]> then\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n stop [all v]\n end\n end\n else\n hide\n end\nend\n\n@Blank\n\n@Levelskipbutton\n\nwhen flag clicked\ngo to x: (167) y: (-143)\nset [leveldeaths v] to [0]\nhide\n\nwhen I receive [play v]\nset [leveldeaths v] to [0]\nforever\n if <<(leveldeaths) > [9]> and <(level) < [16]>> then\n go to [front v] layer\n set [ghost v] effect to (35)\n show\n else\n hide\n end\nend\n\nwhen I receive [death v]\nchange [leveldeaths v] by (1)\n\nwhen I receive [nextlevel v]\nset [leveldeaths v] to [0]\n\nwhen this sprite clicked\nbroadcast (skippedlevel v)\nset [leveldeaths v] to [0]\nchange [level v] by (1)\nhide\n\n
~~~~~~~~~~~ COLOR -- A PLATFORMER ~~~~~~~~\n \n Welcome to Color -- A Platformer ~ Part 2! This simple, colorless, and generic platformer is a medium difficulty in which you must complete all 16 levels as fast as possible. 15 loves or 100 views, and I will make Part 3 early!!!!!!!!\n\nNEW GAME OUT!!!\nhttps://scratch.mit.edu/projects/931993602/\n\n100th love gets a free follow from me!!!!!\n\nI have a poll open on whether you want a sequel series to come out: https://scratch.mit.edu/projects/808979267/\n\nDec. 6: 500 views! (Let's get to 1000 quickly!!!!)\n\n100 views in 2 days? Thank you guys so much!!! :D\n\nPARTS:\nPart 1: https://scratch.mit.edu/projects/757620781/\nPart 3: https://scratch.mit.edu/projects/764015660/\nPart 4: https://scratch.mit.edu/projects/767616243/\nPart 5: https://scratch.mit.edu/projects/772220853/\n\nCOLOR 2 SERIES:\nPart 1: https://scratch.mit.edu/projects/823176480/\nPart 2: https://scratch.mit.edu/projects/921559305/\n\nWARNING: Intro may trigger seizures. If you are prone to these, then press the 'skip intro' button.\n\nINSTRUCTIONS :\nWASD, arrow keys, or touch screen to move\nS, down arrow, or touch screen below player to crouch\nAvoid colorless spikes, lava, and cacti\nTouch the yellow gem at the end to win\nTry to finish as fast as possible\nLove, favorite, and follow for Part 3\nEnjoy\n\nNOTES :\nThere is a very rare bug where when you start the game, the time doesn't work, and doesn't activate at all. Please don't take advantage of this and finish the game, then comment that you got 0 seconds. Just restart.\nComment 'Desert' for Part 3 ~ The Ocean to come out early. If this game gets 15 loves before 10 days are up, then I will start Part 3 right away, so love and favorite as well.\n\nCREDITS :\nThanks to @kamakiri1023 for the player code and art\nThanks to @Pickleanimation99 for the intro\nThanks to @ArtemScrathMaster for the music\nThanks to @warfame for the cactus art\nI did everything else!!!!\n\nComment 'Desert' for Part 3, and I hope you enjoy!!!!!!\n\n(819 blocks make up this game.)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYeet
Blue - 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\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [12]> 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 (18) (10) (143) 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 (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [Everything here is blue!]\n end\n if <(LEVEL) = [3]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [Even the spikes!]\n end\n if <(LEVEL) = [4]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [Even the lava!]\n end\n if <(LEVEL) = [5]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [Even the trampolines!]\n end\n if <(LEVEL) = [6]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [A freebie!]\n end\n if <(LEVEL) = [7]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [Saws!]\n end\n if <(LEVEL) = [8]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [A giant saw!]\n end\n if <(LEVEL) = [9]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [Yes, this level is possible.]\n end\n if <(LEVEL) = [10]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (18) (10) (143) WSU (1) (0) (0) CSpace (1) Align [l] Text [A m-miracle?!]\n end\n if <(LEVEL) = [12]> then\n Print | Pos (-200) (75) Size (18) Width (1) RGB (18) (10) (143) 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@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@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
(Dec 01, 2022)\n#3 on Trending - Games!!!!! OMG!!!!\n27k views!!!!!\n\n(Dec 03, 2022)\n#15 on trending - games!\n30k views!\n\nBlue - A Platformer\nWASD or arrow keys to move\nAvoid blue spikes, blue saws and blue lava.\nUse the blue trampolines!\n\nA love, a favorite and a follow would be very appreciated!
neon 2 #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset size to (150) %\ngo to x: (-220) y: (-56)\nforever\n Respawn program\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\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 (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) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\ndefine Respawn program\nif <[230] < (x position)> then\n go to x: (-220) y: (-56)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v)\nend\nif <(y position) < [-160]> then\n go to x: (-220) y: (-56)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <<touching (spike v)?> or <touching (lava v)?>> then\n go to x: (-220) y: (-56)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen [timer v] > (0)\ngo to x: (-168) y: (-56)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n reset timer\n if <(costume [number v]) = [10]> then\n broadcast (goal v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (1 v)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (1 v)\n\n@cooltext422707736044956\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nshow\n\nwhen [timer v] > (0)\nhide\n\n@cooltext422708184659163\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen [timer v] > (0)\nhide\n\n
新作!https://scratch.mit.edu/projects/775527501/\n使い方\n矢印キー、wasdキーで動かす\nUsage\nMove with arrow keys and wasd keys
The Ink Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (xy-grid-20px v)\n\nwhen I receive [défaite v]\nswitch backdrop to (mort v)\n\nwhen flag clicked\nset [brightness v] effect to (10)\nforever\n if <(Pause?) = [0]> then\n set volume to (100) %\n play sound [Electroman Adventures v] until done\n else\n stop all sounds\n end\nend\n\n@Blank\n\n@Perso\n\nwhen flag clicked\nswitch costume to (player v)\nset [x v] to [0]\nset [y v] to [2]\nset [checkpoint v] to [100]\nset [niveau v] to [1]\nshow variable [ink show v]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-215) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n if <(Pause?) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [x v] by (0.2)\n point in direction (90)\n else\n change [x v] by (0.8)\n point in direction (90)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [x v] by (-0.2)\n point in direction (-90)\n else\n change [x v] by (-0.8)\n point in direction (-90)\n end\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching color (#404040)?> or <touching color (#808080)?>> then\n change x by ((X) * (-1))\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching color (#404040)?> or <touching color (#808080)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#404040)?> or <touching color (#808080)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n change [niveau v] by (1)\n broadcast (Next v)\n go to x: (-230) y: (y position)\n set [checkpoint v] to (y position)\n end\n if <<<touching (spike v)?> or <touching (unactive spike v)?>> or <touching (ennemi v)?>> then\n broadcast (Mort v) and wait\n end\n if <key (n v) pressed?> then\n change [niveau v] by (1)\n go to x: (-230) y: (CheckPoint)\n wait (0.1) seconds\n repeat (15)\n change [ink v] by (-1)\n end\n end\n end\n if <key (r v) pressed?> then\n hide\n broadcast (Restart v) and wait\n go to x: (-230) y: (CheckPoint)\n erase all\n show\n end\n if <(Ink) < [0]> then\n broadcast (Défaite v) and wait\n end\nend\n\nwhen I receive [mort v]\nhide\nrepeat (10)\n change [ink v] by (-0.5)\nend\nerase all\nwait (1.5) seconds\ngo to x: (-230) y: (CheckPoint)\nshow\n\nwhen I receive [défaite v]\nhide\n\nwhen flag clicked\nforever\n if <(Pause?) = [0]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (sneak v)\n else\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n if <(Lag) = [no]> then\n switch costume to (run v)\n else\n switch costume to (player v)\n end\n end\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (player v)\n end\n end\n end\n set [ink show v] to (join (round (Ink)) [ %])\nend\n\nwhen flag clicked\nset [ink v] to [100]\nset [ink show v] to [100 %]\n\nwhen flag clicked\nforever\n if <(letter (1) of (Ink show)) = [0]> then\n set [ink v] to [0]\n end\nend\n\n@Particules\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [mort v]\nif <(Lag) = [no]> then\n if <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\n end\nend\nplay sound [Clang v] until done\n\nwhen I start as a clone\ngo to (perso v)\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching color (#404040)?>>\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 color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<touching (spike v)?> or <touching (unactive spike v)?>> then\n delete this clone\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [défaite v]\nhide\n\nwhen I receive [restart v]\nif <(Lag) = [no]> then\n if <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\n end\nend\nplay sound [Clang v] until done\n\n@Plateforme\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Niveau)\n Niveau visité\nend\n\nwhen I receive [défaite v]\nhide\n\ndefine Niveau visité\nif <not <[niveau visité v] contains (costume [number v])?>> then\n wait (0.01) seconds\n add (costume [number v]) to [niveau visité v]\nend\n\nset [niveau v] to [10]\n\n@Spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Niveau)\nend\n\nwhen I receive [défaite v]\nhide\n\nwhen flag clicked\nshow\nforever\n if <(Pause?) = [0]> then\n if <(Lag) = [no]> then\n glide (1) secs to x: (0) y: (-10)\n wait (0.1) seconds\n glide (1) secs to x: (0) y: (0)\n wait (0.3) seconds\n else\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen flag clicked\nset [lag v] to [no]\nforever\n if <key (l v) pressed?> then\n if <(Lag) = [no]> then\n set [lag v] to [yes]\n wait until <not <key (l v) pressed?>>\n else\n set [lag v] to [no]\n wait until <not <key (l v) pressed?>>\n end\n end\nend\n\n@Unactive Spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\n switch costume to (Niveau)\nend\n\nwhen I receive [défaite v]\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Niveau)\n go to [front v] layer\n if <(Pause?) = [0]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [défaite v]\nhide\n\n@Chain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Niveau)\n go to [back v] layer\nend\n\nwhen I receive [défaite v]\nhide\n\ngo to [back v] layer\n\n@Pen\n\nwhen flag clicked\nset [ink v] to [100]\ngo to [front v] layer\nshow\nforever\n if <(Pause?) = [0]> then\n go to (mouse-pointer v)\n end\nend\n\nwhen I receive [next v]\nerase all\n\nwhen flag clicked\nset pen color to (#404040)\nset pen size to (4)\nerase all\nforever\n if <(Pause?) = [0]> then\n if <(Ink) > [0]> then\n if <<mouse down?> and <not <<(x position) < [24]> and <(y position) > [137]>>>> then\n if <(Ink) > [-0.1]> then\n pen down\n set [pen? v] to [1]\n end\n else\n pen up\n set [pen? v] to [0]\n end\n else\n pen up\n set [pen? v] to [0]\n end\n end\n if <(Ink) < [1]> then\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <(Ink) < [1]> then\n pen up\n set [pen? v] to [0]\n end\nend\n\nwhen I receive [défaite v]\nhide\n\nwhen flag clicked\nforever\n if <(Pen?) = [1]> then\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n set [différence v] to [0]\n wait (0.05) seconds\n Calcul différence\n change [ink v] by ((0) - ((différence) / (70)))\n end\nend\n\ndefine Calcul différence\nif <[0] > ((x) - (mouse x))> then\n set [différence v] to (((x) - (mouse x)) * (-1))\nelse\n set [différence v] to ((x) - (mouse x))\nend\nif <[0] > ((y) - (mouse y))> then\n set [différence v] to ((différence) + (((y) - (mouse y)) * (-1)))\nelse\n set [différence v] to ((différence) + ((y) - (mouse y)))\nend\n\nwhen flag clicked\nforever\n if <<(Pause?) = [0]> and <mouse down?>> then\n if <(Ink) > [0]> then\n change [ink v] by (-0.75)\n wait until <(Pen?) = [0]>\n end\n end\nend\n\n@Ink\n\nwhen flag clicked\ndelete all of [niveau visité v]\nhide\n\nwhen flag clicked\nset [lag v] to [no]\nforever\n if <(Lag) = [no]> then\n next costume\n wait (0.1) seconds\n else\n repeat until <(Lag) = [no]>\n switch costume to (new piskel \(8\) v)\n end\n end\nend\n\nwhen I receive [défaite v]\nhide\n\ndefine Niveau (niveau) X (x) Y (y) Taille (taille)\nif <<([costume # v] of [plateforme v]) = (niveau)> and <not <[niveau visité v] contains (niveau)?>>> then\n set [xink v] to (x)\n set [yink v] to (y)\n if <(taille) = [1]> then\n set size to (150) %\n set [taille v] to [150]\n else\n if <(taille) = [2]> then\n set size to (200) %\n set [taille v] to [200]\n end\n end\n go to x: (xink) y: (yink)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <touching (perso v)?> then\n hide\n if <(Ink) > [95]> then\n if <(Taille) = [150]> then\n repeat (((100) - (Ink)) / (0.5))\n change [ink v] by ((100) - (Ink))\n end\n play sound [Glug v] until done\n delete this clone\n end\n else\n if <(Taille) = [200]> then\n repeat (((100) - (Ink)) / (0.5))\n change [ink v] by ((100) - (Ink))\n end\n play sound [Glug v] until done\n delete this clone\n end\n end\n if <(Taille) = [150]> then\n repeat (10)\n change [ink v] by (0.5)\n end\n play sound [Glug v] until done\n delete this clone\n end\n if <(Taille) = [200]> then\n repeat (30)\n change [ink v] by (0.5)\n end\n play sound [Glug v] until done\n delete this clone\n end\n end\nend\n\nwhen I receive [next v]\nNiveau [4] X [212] Y [149] Taille [1]\nNiveau [5] X [64] Y [154] Taille [1]\nNiveau [6] X [53] Y [148] Taille [1]\nNiveau [10] X [73] Y [-33] Taille [2]\nNiveau [12] X [-50] Y [-80] Taille [1]\nNiveau [12] X [50] Y [-80] Taille [1]\nNiveau [13] X [-141] Y [73] Taille [1]\nNiveau [13] X [-46] Y [-14] Taille [1]\nNiveau [13] X [94] Y [155] Taille [1]\nNiveau [13] X [140] Y [87] Taille [1]\nNiveau [13] X [213] Y [-5] Taille [1]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Pause?) = [0]> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@Ink bar\n\nwhen flag clicked\nshow\nshow variable [ink show v]\ngo to x: (-107) y: (169)\nforever\n if <(Ink) < [1]> then\n switch costume to (new piskel \(8\) v)\n set [color v] effect to (70)\n set [brightness v] effect to (-30)\n set [ink v] to [0]\n else\n if <(Ink) > [0]> then\n switch costume to (round (Ink))\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [défaite v]\nhide\n\nwhen flag clicked\nforever\n if <(Pause) = [0]> then\n go to [front v] layer\n show variable [ink show v]\n else\n go [backward v] (1) layers\n hide variable [ink show v]\n end\nend\n\n@Pause screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (15)\nset [brightness v] effect to (-50)\nset [pause? v] to [0]\nforever\n if <key (p v) pressed?> then\n if <(backdrop [number v]) = [1]> then\n if <(Pause?) = [0]> then\n set [pause? v] to [1]\n show\n go to [front v] layer\n wait (0.5) seconds\n else\n set [pause? v] to [0]\n hide\n go to [back v] layer\n wait (0.5) seconds\n end\n if <key (m v) pressed?> then\n hide\n go to [back v] layer\n wait (0.5) seconds\n end\n end\n end\nend\n\n@Ennemi\n\nwhen flag clicked\nforever\n if <(Pause?) = [0]> then\n if <<<touching (spike v)?> or <touching (unactive spike v)?>> or <key (r v) pressed?>> then\n go to x: (item (Niveau) of [niveau x v]) y: (item (Niveau) of [niveau y v])\n end\n end\nend\n\ndefine Niveau (level) X: (x) Y: (y)\nreplace item (level) of [niveau x v] with (x)\nreplace item (level) of [niveau y v] with (y)\nif <(Niveau) = (level)> then\n go to x: (x) y: (y)\n show\nend\nwait until <not <(Niveau) = (level)>>\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ndelete all of [niveau x v]\ndelete all of [niveau y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(Pause?) = [0]> then\n show\n if <touching (_edge_ v)?> then\n set [mouvement v] to (pick random (1) to (2))\n end\n if <(Mouvement) = [1]> then\n set [x v] to [4]\n point in direction (90)\n end\n if <(Mouvement) = [2]> then\n set [x v] to [-4]\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(Jump) = [1]> then\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n if <(Jump) = [1]> then\n set [y v] to [10]\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nrepeat (100)\n add [] to [niveau x v]\n add [] to [niveau y v]\nend\nforever\n if <(Pause?) = [0]> then\n if <<(Move) = [3]> or <(Move) = [1]>> then\n if <(y position) < ([y position v] of [perso v])> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n if <(x position) < ([x position v] of [perso v])> then\n set [mouvement v] to [1]\n else\n set [mouvement v] to [2]\n end\n else\n set [mouvement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n set [move v] to (pick random (1) to (3))\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n Niveau [12] X: [0] Y: [0]\n Niveau [14] X: [125] Y: [-94]\nend\n\nwhen I receive [défaite v]\nhide\n\n@Ennemi2\n\nwhen flag clicked\nforever\n if <(Pause?) = [0]> then\n if <<<touching (spike v)?> or <touching (unactive spike v)?>> or <key (r v) pressed?>> then\n go to x: (item (Niveau) of [niveau x v]) y: (item (Niveau) of [niveau y v])\n end\n end\nend\n\ndefine Niveau (level) X: (x) Y: (y)\nreplace item (level) of [niveau x v] with (x)\nreplace item (level) of [niveau y v] with (y)\nif <(Niveau) = (level)> then\n go to x: (x) y: (y)\n show\nend\nwait until <not <(Niveau) = (level)>>\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ndelete all of [niveau x v]\ndelete all of [niveau y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(Pause?) = [0]> then\n show\n if <touching (_edge_ v)?> then\n set [mouvement v] to (pick random (1) to (2))\n end\n if <(Mouvement) = [1]> then\n set [x v] to [4]\n point in direction (90)\n end\n if <(Mouvement) = [2]> then\n set [x v] to [-4]\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(Jump) = [1]> then\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n if <(Jump) = [1]> then\n set [y v] to [10]\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nrepeat (100)\n add [] to [niveau x v]\n add [] to [niveau y v]\nend\nforever\n if <(Pause?) = [0]> then\n if <<(Move) = [3]> or <(Move) = [1]>> then\n if <(y position) < ([y position v] of [perso v])> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n if <(x position) < ([x position v] of [perso v])> then\n set [mouvement v] to [1]\n else\n set [mouvement v] to [2]\n end\n else\n set [mouvement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n set [move v] to (pick random (1) to (3))\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n Niveau [14] X: [156] Y: [-94]\nend\n\nwhen I receive [défaite v]\nhide\n\n@Ennemi3\n\nwhen flag clicked\nforever\n if <(Pause?) = [0]> then\n if <<<touching (spike v)?> or <touching (unactive spike v)?>> or <key (r v) pressed?>> then\n go to x: (item (Niveau) of [niveau x v]) y: (item (Niveau) of [niveau y v])\n end\n end\nend\n\ndefine Niveau (level) X: (x) Y: (y)\nreplace item (level) of [niveau x v] with (x)\nreplace item (level) of [niveau y v] with (y)\nif <(Niveau) = (level)> then\n go to x: (x) y: (y)\n show\nend\nwait until <not <(Niveau) = (level)>>\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ndelete all of [niveau x v]\ndelete all of [niveau y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(Pause?) = [0]> then\n show\n if <touching (_edge_ v)?> then\n set [mouvement v] to (pick random (1) to (2))\n end\n if <(Mouvement) = [1]> then\n set [x v] to [4]\n point in direction (90)\n end\n if <(Mouvement) = [2]> then\n set [x v] to [-4]\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(Jump) = [1]> then\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n if <(Jump) = [1]> then\n set [y v] to [10]\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nrepeat (100)\n add [] to [niveau x v]\n add [] to [niveau y v]\nend\nforever\n if <(Pause?) = [0]> then\n if <<(Move) = [3]> or <(Move) = [1]>> then\n if <(y position) < ([y position v] of [perso v])> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n if <(x position) < ([x position v] of [perso v])> then\n set [mouvement v] to [1]\n else\n set [mouvement v] to [2]\n end\n else\n set [mouvement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n set [move v] to (pick random (1) to (3))\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n Niveau [14] X: [175] Y: [-94]\nend\n\nwhen I receive [défaite v]\nhide\n\n@Ennemi4\n\nwhen flag clicked\nforever\n if <(Pause?) = [0]> then\n if <<<touching (spike v)?> or <touching (unactive spike v)?>> or <key (r v) pressed?>> then\n go to x: (item (Niveau) of [niveau x v]) y: (item (Niveau) of [niveau y v])\n end\n end\nend\n\ndefine Niveau (level) X: (x) Y: (y)\nreplace item (level) of [niveau x v] with (x)\nreplace item (level) of [niveau y v] with (y)\nif <(Niveau) = (level)> then\n go to x: (x) y: (y)\n show\nend\nwait until <not <(Niveau) = (level)>>\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ndelete all of [niveau x v]\ndelete all of [niveau y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(Pause?) = [0]> then\n show\n if <touching (_edge_ v)?> then\n set [mouvement v] to (pick random (1) to (2))\n end\n if <(Mouvement) = [1]> then\n set [x v] to [4]\n point in direction (90)\n end\n if <(Mouvement) = [2]> then\n set [x v] to [-4]\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(Jump) = [1]> then\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#808080)?> or <touching color (#404040)?>> then\n if <(Jump) = [1]> then\n set [y v] to [10]\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nrepeat (100)\n add [] to [niveau x v]\n add [] to [niveau y v]\nend\nforever\n if <(Pause?) = [0]> then\n if <<(Move) = [3]> or <(Move) = [1]>> then\n if <(y position) < ([y position v] of [perso v])> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n if <(x position) < ([x position v] of [perso v])> then\n set [mouvement v] to [1]\n else\n set [mouvement v] to [2]\n end\n else\n set [mouvement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\n set [move v] to (pick random (1) to (3))\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n Niveau [14] X: [100] Y: [-94]\nend\n\nwhen I receive [défaite v]\nhide\n\n@Game Over Pixel\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <(Ink) < [0]> then\n broadcast (Défaite v) and wait\n end\nend\n\nwhen I receive [défaite v]\nhide variable [ink show v]\nerase all\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
MINECRAFTっぽい!?PLATFORMER!!
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [SUMMER_TRIANGLE_2 \(1\) v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(45\) v)\nset size to (50) %\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [hfeg v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (-7) y: (-25)\nset rotation style [left-right v]\nset volume to (100) %\nforever\n 動き\nend\n\ndefine 動き\nif <(動き) = [0]> then\n if <touching (コスチューム1 \(2\)2 v)?> then\n set [hfeg v] to [50]\n end\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <<touching (地面 v)?> or <touching (スプライト4 v)?>> then\n change y by (1)\n end\n end\nend\nif <<touching (地面 v)?> or <touching (スプライト4 v)?>> then\n 壁\nend\nset [重力 v] to [-1]\nchange [y v] by (重力)\nchange y by (y)\nif <<touching (地面 v)?> or <touching (スプライト4 v)?>> then\n 床\nend\nchange y by (重力)\nif <<touching (地面 v)?> or <touching (スプライト4 v)?>> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\nend\nchange y by (() - (重力))\nif <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n start sound [ちゃんちゃん♪2 v]\n broadcast (もう一回 v)\nend\nif <<touching (コスチューム1 \(6\) v)?> or <touching (コスチューム1 \(4\) v)?>> then\n start sound [ちゃんちゃん♪2 v]\n broadcast (もう一回 v)\nend\nif <touching (コスチューム1 \(7\) v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n broadcast (4 v)\n set [y v] to [0]\n set [y v] to [19]\n end\nend\nif <touching (コスチューム1 \(2\) v)?> then\n switch costume to (コスチューム1 \(1\) v)\n broadcast (1 v)\nend\n\nset [y v] to [20]\n\ndefine 床\nrepeat until <not <<touching (スプライト4 v)?> or <touching (地面 v)?>>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <<touching (地面 v)?> or <touching (スプライト4 v)?>>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (-7) y: (-25)\nset rotation style [left-right v]\nstop [this script v]\n\nswitch costume to (コスチューム1 \(45\) v)\n\nwhen flag clicked\nforever\n if <touching (コスチューム2 \(2\) v)?> then\n start sound [Car Vroom v]\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (2)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-2)\n end\n end\nend\n\nwhen flag clicked\n\nchange [y v] by (1)\n\n\n\nswitch costume to (cat-a \(1\) v)\n\nbroadcast (3 v)\n\nset [↓ v] to [0]\n\nwhen I receive [4 v]\nrepeat (1)\n start sound [Coin v]\nend\n\nwhen I receive [なんでやねん v]\nswitch costume to (a1 v)\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [100] [3]\n配置 [1500] [100] [4]\n配置 [2000] [200] [5]\n配置 [2500] [300] [6]\n配置 [3000] [400] [7]\n配置 [3500] [500] [8]\n配置 [4000] [600] [9]\n配置 [4500] [700] [10]\n配置 [5000] [800] [11]\n配置 [6000] [900] [12]\n配置 [7000] [1000] [13]\n配置 [8000] [1100] [14]\n配置 [9000] [1200] [15]\n配置 [8000] [1300] [16]\n配置 [8000] [1000] [17]\n配置 [9000] [1300] [18]\nhide\n\nhide\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n配置 [7000] [] []\n\n@コスチューム1 (2)\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [0] [0] [2]\nhide\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\n\nforever\n if <touching (プレイヤー v)?> then\nend\n\nhide\n\nwhen I receive [1 v]\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\n配置 [5700] [800] [1]\nhide\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\n@スプライト1\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\n\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [4600] [1000] [1]\nhide\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\n\nforever\n ブロック名\nend\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\n@スプライト3\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)\n show\nend\n\n@数字表示システム2\n\nforever\n\nwhen flag clicked\nset [ナンバー v] to [0]\nset [クローン数 v] to [5]\nセット\nforever\n wait until <(クローン数) < (length of (↓))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-10)\nend\n\nwhen I start as a clone\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (↓))> then\n hide\n else\n show\n switch costume to (letter ((length of (↓)) - ((ナンバー保存用) - (1))) of (↓))\n end\nend\n\ndefine セット\nset size to (100) %\nset [ナンバー v] to [0]\ngo to x: (125) y: (150)\nrepeat (5)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nwhen flag clicked\nhide\nset [↓ v] to [0]\nforever\n if <(xx) = [99]> then\n change [↓ v] by (1)\n end\nend\n\nwait (1) seconds\n\n@数字表示システム3\n\nwhen I receive [3 v]\n\nforever\nend\n\nset [hfeg v] to [50]\n\nforever\n\nwhen flag clicked\nset [yy v] to [0]\nset [wxy v] to [5]\nセット\nforever\n wait until <(wxy) < (length of (xx))>\n change [yy v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-10)\nend\n\nwhen I start as a clone\nset [ナンバー保存用 v] to (yy)\nshow\nforever\n if <(ナンバー保存用) > (length of (xx))> then\n hide\n else\n show\n switch costume to (letter ((length of (xx)) - ((ナンバー保存用) - (1))) of (xx))\n end\nend\n\ndefine セット\nset size to (100) %\nset [yy v] to [0]\ngo to x: (200) y: (150)\nrepeat (5)\n change [yy v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\nforever\n if <(xx) = [99]> then\n set [xx v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [xx v] to [0]\nforever\n change [xx v] by (1)\n change [xx v] by (2)\n if <(hfeg) = [50]> then\n stop [this script v]\n end\nend\n\n@スプライト5\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\n@コスチューム1 (2)2\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [9000] [910] [1]\nhide\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\n\nhide\n\nwhen I receive [1 v]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n end\nend\n\nforever\n switch costume to (コスチューム1 v)\nend\n\n@♡と☆判定\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [♡ v] to [1]\n if <(☆) = [0]> then\n broadcast (止める v)\n end\n stop [this script v]\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [☆ v] to [1]\n if <(♡) = [0]> then\n broadcast (止める v)\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (♡ v)\ncreate clone of (_myself_ v)\nswitch costume to (☆ v)\ncreate clone of (_myself_ v)\nswitch costume to (透明 v)\n\nwhen flag clicked\n\nwhen I receive [押した v]\nbroadcast (なんでやねん v)\n\nwhen flag clicked\nset [☆ v] to [0]\nset [♡ v] to [0]\n\nwhen I receive [止める v]\nstop [other scripts in sprite v]\nbroadcast (判定 v)\n\nwhen I receive [判定 v]\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [♡ v] to [1]\n if <<(☆) = [0]> and <(♡) = [0]>> then\n broadcast (止める v)\n end\n stop [this script v]\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [☆ v] to [1]\n if <<(♡) = [0]> and <(☆) = [0]>> then\n broadcast (止める v)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [判定 v]\nif <(costume [number v]) = [3]> then\n wait until <<(☆) = [1]> and <(♡) = [1]>>\n broadcast (押した v)\nend\n\n
スクラッチっぽい!?プラットフォマー2!\nhttps://scratch.mit.edu/projects/733636874/\n\nEnglish more down↓\n<日本語>\n世代遅れかな?みんな作ってるのに今更出す人←\nはい、マインクラフトっぽいプラットフォーマーです。\n結構簡単めになっていますので、気軽にやってください\nたまに、数字の標識がおかしくなるので、そのときは再度、旗を押してください。ゴール見つけられた人はすごいです!!\n補足 ゴールは一つしかないです。\nやり方\nWASD操作、矢印操作どっちか以上!\n\n<English>\nYes, it's a platformer like Minecraft.\nIt's very easy, so feel free to try it\nOccasionally, the number recognition may become strange, so please press the flag again in that case.\n\nmanners\nEither WASD or arrow operation!
Long Gimmick Platformer ロングギミックプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (サムネ v)\n\nwhen flag clicked\nwait (3) seconds\nbroadcast (k v)\nswitch backdrop to (空 v)\n\nwhen I receive [k v]\nforever\n play sound [看板猫は今日も歩く v] until done\n wait (1) seconds\nend\n\nwhen I receive [i v]\nswitch backdrop to (サムネ v)\n\nwhen I receive [i v]\nstop all sounds\n\n@ステージ\n\nwhen I receive [s v]\nhide\nchange [ステージのコスチューム番号 v] by (1)\nnext costume\nshow\n\nwhen I receive [n v]\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to [front v] layer\nset [ステージのコスチューム番号 v] to [1]\ngo to x: (-2) y: (9)\nswitch costume to (1 v)\nshow\nforever\n if <(ステージのコスチューム番号) = [36]> then\n switch costume to (1 v)\n end\nend\n\n@NEXT\n\nwhen I receive [s v]\nwait (0.011) seconds\ngo to [front v] layer\ngo to x: (7) y: (-43)\nshow\nwait (1.2) seconds\nbroadcast (a v)\nhide\n\nwhen flag clicked\nhide\n\n@プラット君\n\ndefine 初期位置\ngo to x: (-231) y: (-60)\n\nwhen I receive [i v]\nhide\n\nwhen backdrop switches to [空 v]\nshow\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse x)>>> then\n switch costume to (↓ v)\n else\n switch costume to (通常 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (← v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (→ v)\n end\n if <<<<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (s v) pressed?> and <key (a v) pressed?>>> or <<<mouse down?> and <(y position) > (mouse y)>> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (↓ v)\n end\n if <<<<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (s v) pressed?> and <key (d v) pressed?>>> or <<<mouse down?> and <(y position) > (mouse y)>> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (↓ v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (↑ v)\n end\n if <<<<key (down arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (s v) pressed?> and <key (w v) pressed?>>> or <<<mouse down?> and <(y position) > (mouse y)>> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (↓ v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (←↑ v)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (→↑ v)\n end\n if <<<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> or <<key (w v) pressed?> and <key (s v) pressed?>>> then\n switch costume to (↓ v)\n end\n if <<<<<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> and <key (left arrow v) pressed?>> or <<<key (w v) pressed?> and <key (s v) pressed?>> and <key (a v) pressed?>>> or <<<<mouse down?> and <(x position) > (mouse x)>> and <(mouse y) > (y position)>> and <(y position) > (mouse y)>>> then\n switch costume to (↓ v)\n end\n if <<<<<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> and <key (right arrow v) pressed?>> or <<<key (w v) pressed?> and <key (s v) pressed?>> and <key (d v) pressed?>>> or <<<<mouse down?> and <(mouse x) > (x position)>> and <(mouse y) > (y position)>> and <(y position) > (mouse y)>>> then\n switch costume to (↓ v)\n end\nend\n\nwhen backdrop switches to [空 v]\nforever\n if <<<[0.0000000000001] < (X)> or <(X) < [0.0000000000001]>> or <<[0] < (Y)> or <(Y) < [0]>>> then\n if <<(死亡) = [0]> and <not <(ステージのコスチューム番号) = [36]>>> then\n create clone of (_myself_ v)\n if <(スタート) = [0]> then\n switch costume to (→↑ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(スタート) = [1]> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (↓クローン v)\n else\n switch costume to (クローン v)\n end\n set [ghost v] effect to (0)\n repeat (8)\n change [ghost v] effect by (12.5)\n change size by (-10)\n end\n delete this clone\nend\n\nwhen I receive [s v]\nwait (1.2) seconds\n初期位置\n\nwhen I receive [s v]\nrepeat (9)\n 初期位置\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [空 v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen backdrop switches to [空 v]\nset [死亡 v] to [0]\ngo to [front v] layer\nforever\n if <<(y position) < [-197]> or <touching (スパイク v)?>> then\n set [死亡 v] to [1]\n set [x座標死んだ場所 v] to (x position)\n set [y座標死んだ場所 v] to (y position)\n start sound [死音 v]\n set [x v] to [0]\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n wait (0.1) seconds\n 初期位置\n set [死亡 v] to [0]\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [i v]\nstop [all v]\n\nwhen flag clicked\nwait (3) seconds\nclear graphic effects\n\nwhen flag clicked\nshow\nset [スタート v] to [0]\ngo to [front v] layer\nforever\n if <(スタート) = [1]> then\n set size to (100) %\n 初期位置\n set rotation style [left-right v]\n forever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1.75)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1.75)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((0) - (X))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [18]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <touching (水 v)?> then\n change [y v] by (-0.15)\n if <[182] < [50]> then\n change [y v] by (-1)\n end\n else\n change [y v] by (-1)\n end\n change y by (Y)\n if <<touching (ステージ v)?> or <touching color (#029800)?>> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n if <(Y) < [0.1]> then\n set [y v] to [0]\n end\n change [y v] by (0.5)\n else\n if <<touching (ステージ v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n set [y v] to [17]\n start sound [ジャンプ音 v]\n end\n end\n end\n else\n repeat until <(スタート) = [1]>\n set size to (125) %\n go to x: (-119) y: (-65)\n end\n end\nend\n\nwhen backdrop switches to [空 v]\nforever\n if <(死亡) = [1]> then\n repeat until <(死亡) = [0]>\n set [x v] to [0]\n switch costume to (通常 v)\n go to x: (X座標死んだ場所) y: (Y座標死んだ場所)\n set [y v] to [0]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [あ v] to [0]\nwait (3) seconds\nset [スタート v] to [1]\n\nwhen I start as a clone\nif <(スタート) = [0]> then\n switch costume to (クローン v)\n set [ghost v] effect to (0)\n repeat (8)\n change [ghost v] effect by (12.5)\n change size by (-10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <[210] < (x position)> then\n set [あ v] to [1]\n broadcast (s v)\n end\nend\n\nwhen flag clicked\nforever\n set [プラット君のx座標 v] to (x position)\n set [プラット君のy座標 v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <touching (ザ・ワールド! v)?> then\n broadcast (i v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ステージ v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n start sound [ジャンプ音 v]\n end\n if <<touching (水 v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\nend\n\nwhen I receive [a v]\n初期位置\n\nwhen I receive [s v]\nrepeat until <(あ) = [0]>\n 初期位置\n set [y v] to [0]\nend\n\nwhen I receive [a v]\nset [あ v] to [0]\n\nwhen flag clicked\nforever\n if <<touching (ばね v)?> and <(死亡) = [0]>> then\n set [y v] to [35]\n start sound [ジャンプ音 v]\n broadcast (ピコん v)\n end\nend\n\nwhen flag clicked\nset [死亡 v] to [0]\nwait (3) seconds\ngo to [back v] layer\nforever\n if <touching (コイン v)?> then\n broadcast (チャリン v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(ステージのコスチューム番号) = [2]> or <(ステージのコスチューム番号) = [5]>> or <(ステージのコスチューム番号) = [14]>> or <(ステージのコスチューム番号) = [27]>> then\n if <[-121] > (y position)> then\n set y to (-121)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (加速 v)?> then\n set [x v] to ((X) + (1.5))\n end\n if <touching (鈍足 v)?> then\n set [x v] to ((X) - (1))\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージのコスチューム番号) = [32]> then\n if <[-121] > (y position)> then\n set y to (-121)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージのコスチューム番号) = [36]> then\n 初期位置\n end\nend\n\n@スプライト1\n\nwhen backdrop switches to [空 v]\nwait (0.01) seconds\ngo to [back v] layer\nshow\nforever\n change size by ([cos v] of (太陽cos) )\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [空 v]\ngo to x: (220) y: (171)\nset size to (100) %\nforever\n change [太陽cos v] by (5)\nend\n\nwhen I receive [i v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [空 v]\ngo to [back v] layer\nshow\nforever\n change size by ([cos v] of (太陽cos) )\nend\n\nwhen backdrop switches to [空 v]\ngo to x: (200) y: (165)\nset size to (100) %\nforever\n change [太陽cos v] by (5)\nend\n\nwhen flag clicked\nhide\n\n@太陽拳\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\nwhen I receive [i v]\nhide\n\n@Cool Text - code platformer 422437019278991\n\nwhen flag clicked\nwait (0.01) seconds\nshow\ngo to [front v] layer\nwait (2.99) seconds\nhide\n\nwhen flag clicked\nhide variable [☁ 世界記録(world record\) v]\nhide variable [☁ 自分の記録(my record\) v]\nhide\nset [☁ 自分の記録(my record\) v] to [0]\nset [自分の記録(my record\) v] to [0]\nwait (3) seconds\nforever\n repeat until <(ステージのコスチューム番号) = [36]>\n wait (0.1) seconds\n change [自分の記録(my record\) v] by (0.1)\n end\n if <(ステージのコスチューム番号) = [37]> then\n set [☁ 自分の記録(my record\) v] to (自分の記録(my record\))\n if <(☁ 世界記録(world record\)) < (☁ 自分の記録(my record\))> then\n set [☁ 世界記録(world record\) v] to (☁ 自分の記録(my record\))\n end\n show variable [コイン(coin\) v]\n show variable [☁ 世界記録(world record\) v]\n show variable [☁ 自分の記録(my record\) v]\n show\n end\nend\n\nwhen I receive [i v]\nchange [☁ miss v] by (1)\n\n@スパイク\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nwait (3) seconds\ngo to [back v] layer\nhide\nforever\n if <(ステージのコスチューム番号) = [4]> then\n point in direction (90)\n switch costume to (コスチューム1 v)\n go to x: (-13) y: (22)\n show\n end\n if <(ステージのコスチューム番号) = [5]> then\n hide\n end\n if <(ステージのコスチューム番号) = [8]> then\n switch costume to (コスチューム2 v)\n go to x: (-13) y: (-50)\n show\n end\n if <(ステージのコスチューム番号) = [9]> then\n hide\n end\n if <(ステージのコスチューム番号) = [11]> then\n point in direction (90)\n switch costume to (コスチューム3 v)\n show\n end\n if <(ステージのコスチューム番号) = [12]> then\n point in direction (90)\n switch costume to (コスチューム4 v)\n end\n if <(ステージのコスチューム番号) = [13]> then\n hide\n end\n if <(ステージのコスチューム番号) = [16]> then\n point in direction (90)\n switch costume to (コスチューム5 v)\n show\n end\n if <(ステージのコスチューム番号) = [17]> then\n hide\n end\n if <(ステージのコスチューム番号) = [18]> then\n point in direction (90)\n switch costume to (コスチューム6 v)\n show\n end\n if <(ステージのコスチューム番号) = [19]> then\n hide\n end\n if <(ステージのコスチューム番号) = [20]> then\n point in direction (90)\n switch costume to (コスチューム7 v)\n show\n end\n if <(ステージのコスチューム番号) = [21]> then\n point in direction (90)\n switch costume to (コスチューム8 v)\n end\n if <(ステージのコスチューム番号) = [22]> then\n point in direction (90)\n switch costume to (コスチューム9 v)\n end\n if <(ステージのコスチューム番号) = [23]> then\n hide\n end\n if <(ステージのコスチューム番号) = [25]> then\n point in direction (90)\n switch costume to (コスチューム10 v)\n show\n end\n if <(ステージのコスチューム番号) = [26]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージのコスチューム番号) = [27]> then\n hide\n end\n if <(ステージのコスチューム番号) = [29]> then\n switch costume to (コスチューム12 v)\n show\n end\n if <(ステージのコスチューム番号) = [30]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージのコスチューム番号) = [31]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージのコスチューム番号) = [32]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージのコスチューム番号) = [33]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージのコスチューム番号) = [34]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージのコスチューム番号) = [35]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージのコスチューム番号) = [36]> then\n hide\n end\nend\n\nswitch costume to (コスチューム16 v)\ngo to x: (-13) y: (-50)\n\nset [ステージのコスチューム番号 v] to [22]\n\nwhen flag clicked\nforever\n if <(死亡) = [1]> then\n repeat until <(死亡) = [0]>\n set [y v] to [0]\n set [x v] to [0]\n end\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\nforever\n if <(ステージのコスチューム番号) = [14]> then\n go to x: (36) y: (28)\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージのコスチューム番号) = [15]> then\n go to x: (36) y: (28)\n switch costume to (コスチューム2 v)\n show\n end\n if <(ステージのコスチューム番号) = [19]> then\n hide\n end\n if <(ステージのコスチューム番号) = [27]> then\n go to x: (36) y: (28)\n switch costume to (コスチューム3 v)\n show\n end\n if <(ステージのコスチューム番号) = [28]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (プラット君 v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@水\n\nwhen flag clicked\nset [ステージのコスチューム番号 v] to [1]\nhide\nforever\n if <touching (プラット君 v)?> then\n if <(X) > [6]> then\n set [x v] to [6]\n end\n if <(Y) > [8]> then\n set [y v] to [8]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージのコスチューム番号) = [9]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (50) y: (-15)\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [10]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-11) y: (42)\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [11]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-11) y: (42)\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [12]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-11) y: (42)\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [13]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-11) y: (42)\n switch costume to (コスチューム3 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [14]> then\n hide\n end\n if <(ステージのコスチューム番号) = [21]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-17) y: (-36)\n switch costume to (コスチューム4 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [22]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [23]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (55)\n show\n end\n if <(ステージのコスチューム番号) = [24]> then\n hide\n end\nend\n\n@クリア\n\nwhen flag clicked\nset [ステージのコスチューム番号 v] to [1]\nhide\nforever\n if <(ステージのコスチューム番号) = [14]> then\n go to x: (-14) y: (107)\n show\n switch costume to (クリア? v)\n end\n if <(ステージのコスチューム番号) = [15]> then\n hide\n end\n if <(ステージのコスチューム番号) = [36]> then\n go to [front v] layer\n show\n switch costume to (クリア! v)\n end\nend\n\n@コスチューム2\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\n@空の雲\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nhide\nwait (3) seconds\nforever\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (20) to (50))\n wait (0.2) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (140) to (180))\nend\n\n@ハート星フォロー\n\nwhen flag clicked\nhide\nwait (3) seconds\nforever\n wait (pick random (20) to (30)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (50) %\nshow\ngo to x: (-119) y: (113)\nrepeat (27)\n change y by (-1)\nend\nwait (2) seconds\nrepeat (27)\n change y by (1)\nend\nhide\n\n@コイン\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (3) seconds\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [s v]\nhide\nnext costume\nwait (1.2) seconds\nshow\n\nwhen I receive [チャリン v]\nchange [コイン(coin\) v] by (1)\nset [自分の記録(my record\) v] to ((自分の記録(my record\)) - (0.1))\nstart sound [Coin v]\nhide\n\nwhen flag clicked\nhide variable [コイン(coin\) v]\nset [コイン(coin\) v] to [0]\n\nwhen flag clicked\nforever\n if <(ステージのコスチューム番号) = [27]> then\n hide\n end\nend\n\n@コイン2\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\n@加速\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (コスチューム7 v)\nshow\nwait (3) seconds\nhide\nforever\n if <(ステージのコスチューム番号) = [6]> then\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージのコスチューム番号) = [7]> then\n hide\n end\n if <(ステージのコスチューム番号) = [12]> then\n switch costume to (コスチューム2 v)\n show\n end\n if <(ステージのコスチューム番号) = [13]> then\n hide\n end\n if <(ステージのコスチューム番号) = [16]> then\n switch costume to (コスチューム3 v)\n show\n end\n if <(ステージのコスチューム番号) = [17]> then\n hide\n end\n if <(ステージのコスチューム番号) = [20]> then\n switch costume to (コスチューム4 v)\n show\n end\n if <(ステージのコスチューム番号) = [21]> then\n hide\n end\n if <(ステージのコスチューム番号) = [26]> then\n switch costume to (コスチューム5 v)\n show\n end\n if <(ステージのコスチューム番号) = [27]> then\n hide\n end\n if <(ステージのコスチューム番号) = [35]> then\n switch costume to (コスチューム6 v)\n show\n end\n if <(ステージのコスチューム番号) = [36]> then\n hide\n end\nend\n\n@鈍足\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (コスチューム1 v)\nshow\nwait (3) seconds\nhide\nforever\n if <(ステージのコスチューム番号) = [6]> then\n show\n end\n if <(ステージのコスチューム番号) = [7]> then\n hide\n end\n if <(ステージのコスチューム番号) = [12]> then\n switch costume to (コスチューム2 v)\n show\n end\n if <(ステージのコスチューム番号) = [13]> then\n hide\n end\n if <(ステージのコスチューム番号) = [18]> then\n switch costume to (コスチューム3 v)\n show\n end\n if <(ステージのコスチューム番号) = [19]> then\n hide\n end\n if <(ステージのコスチューム番号) = [35]> then\n switch costume to (コスチューム4 v)\n show\n end\n if <(ステージのコスチューム番号) = [36]> then\n hide\n end\nend\n\n@ばね\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\nforever\n if <(ステージのコスチューム番号) = [22]> then\n switch costume to (コスチューム2 v)\n go to x: (-40) y: (125)\n show\n end\n if <(ステージのコスチューム番号) = [23]> then\n hide\n end\n if <(ステージのコスチューム番号) = [25]> then\n switch costume to (コスチューム2 v)\n go to x: (10) y: (-28)\n show\n end\n if <(ステージのコスチューム番号) = [26]> then\n switch costume to (コスチューム2 v)\n go to x: (10) y: (-28)\n show\n end\n if <(ステージのコスチューム番号) = [27]> then\n hide\n end\n if <(ステージのコスチューム番号) = [33]> then\n switch costume to (コスチューム2 v)\n go to x: (10) y: (-28)\n show\n end\n if <(ステージのコスチューム番号) = [34]> then\n hide\n end\nend\n\nwhen I receive [ピコん v]\nswitch costume to (コスチューム1 v)\nwait (0.2) seconds\nswitch costume to (コスチューム2 v)\n\n@スプライト4\n\nwhen flag clicked\nforever\n if <(ステージのコスチューム番号) = [28]> then\n show\n else\n hide\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\n@スプライト5\n\nwhen flag clicked\nwait (3) seconds\nhide\n\n
WASD〇→↑↓←〇touch〇\n全部で35ステージあります!\nThere are a total of 35 stages!\n結構前作から素材を持ってきてます()\nI brought materials from the previous work ()\nF4F〇☆♡〇\n
Sunset || A mobile platformer #games #art #all
@Stage\n\nwhen I receive [green flag v]\nbroadcast (Start Sound v)\n\nwhen I receive [next soundtrack v]\nif <(song) = [0]> then\n set [song v] to [1]\nelse\n set [song v] to [0]\nend\nstop all sounds\nbroadcast (Start Sound v)\n\nwhen I receive [start sound v]\nforever\n play sound ((song) + (1)) until done\nend\n\n@blank\n\n@Player\n\ndefine engine\nif <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1.2)\n point in direction (-90)\nend\nif <<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1.2)\n point in direction (90)\nend\nset [xv v] to ((xv) * (0.83))\nif <([abs v] of (xv) ) < [0.75]> then\n set [xv v] to [0]\nend\nchange x by (xv)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <touching (level v)?> then\n change x by (() - (xv))\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\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\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (level v)?> then\n if <(yv) > [0]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n set [yv v] to [0]\n else\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n set [yv v] to [0]\n end\nend\nchange y by (-1)\nif <touching (level v)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\nif <(x position) > [239]> then\n broadcast (Skip v)\nend\nset [previouscostume v] to (costume [number v])\nswitch costume to (hitbox v)\nif <<touching (danger v)?> or <(y position) < [-175]>> then\n broadcast (Restart v)\nend\nswitch costume to (previousCostume)\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\nwhen I receive [restart v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-113)\n\nwhen I receive [green flag v]\nset rotation style [left-right v]\nshow\nforever\n engine\nend\n\nwhen I receive [skip v]\nset size to (100) %\nchange [level v] by (1)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-113)\n\nwhen I receive [mini v]\nset size to (100) %\nrepeat (3)\n change size by (8)\nend\nrepeat (5)\n change size by (-15)\nend\nrepeat (3)\n change size by (6)\nend\nrepeat (3)\n change size by (-3)\nend\nset size to (50) %\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart to beginning v]\nhide\nset [coins v] to [0]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (default v)\nset [level v] to [1]\nbroadcast (Start v)\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [next colour v]\nnext costume\nif <(costume [name v]) = [hitbox]> then\n next costume\nend\n\n@Level\n\nsay [Love and favourite this project!!!]\n\nwhen I receive [skip v]\nswitch costume to (level)\n\nwhen I receive [start v]\nswitch costume to (level)\n\n@Danger\n\nsay [Follow @Yoshi_Coder please :\)]\n\nwhen I receive [skip v]\nswitch costume to (level)\n\nwhen I receive [start v]\nswitch costume to (level)\n\n@Deco\n\nwhen I receive [skip v]\nswitch costume to (level)\n\nwhen I receive [start v]\nswitch costume to (level)\n\n@Water\n\nwhen I receive [green flag v]\nset [ghost v] effect to (45)\ngo to [back v] layer\nhide\nswitch costume to (7 v)\nwait until <(level) = [7]>\nshow\nwait until <(level) > [8]>\nhide\n\nwhen I receive [switch ldm v]\nif <(LDM) = [0]> then\n forever\n go to x: (0) y: (([sin v] of ((timer) * (100)) ) * (10))\n end\nelse\n hide\n stop [other scripts in sprite v]\nend\n\n@Clones\n\nwhen I receive [green flag v]\nhide\nrepeat (1)\n delete this clone\nend\ndelete all of [keys collected v]\ncreate clone type [6] x [94] y [15] on level [3] and set key [0] and set hidden []\ncreate clone type [7] x [215] y [-85] on level [3] and set key [0] and set hidden []\ncreate clone type [7] x [215] y [150] on level [5] and set key [0] and set hidden []\ncreate clone type [6] x [137] y [-88] on level [5] and set key [0] and set hidden []\ncreate clone type [8] x [-178] y [90] on level [6] and set key [1] and set hidden [1]\ncreate clone type [9] x [75] y [80] on level [7] and set key [1] and set hidden [1]\ncreate clone type [7] x [115] y [-158] on level [7] and set key [0] and set hidden [0]\ncreate clone type [1] x [135] y [-113] on level [9] and set key [0] and set hidden []\nrepeat (2)\n create clone type [3] x (pick random (0) to (210)) y (pick random (-50) to (35)) on level [10] and set key [0] and set hidden []\nend\ncreate clone type [2] x [20] y [-113] on level [10] and set key [0] and set hidden []\ncreate clone type [8] x [90] y [145] on level [10] and set key [2] and set hidden [1]\ncreate clone type [9] x [-89] y [-50] on level [11] and set key [0] and set hidden []\ncreate clone type [7] x [165] y [100] on level [11] and set key [2] and set hidden [1]\ncreate clone type [4] x [-185] y [-112] on level [15] and set key [0] and set hidden [0]\ncreate clone type [8] x [211] y [153] on level [1] and set key [3] and set hidden [1]\ncreate clone type [4] x [105] y [55] on level [15] and set key [0] and set hidden [0]\ncreate clone type [4] x [-110] y [-33] on level [18] and set key [0] and set hidden [0]\ncreate clone type [7] x [-2] y [34] on level [21] and set key [3] and set hidden [1]\nhide\n\ndefine create clone type (type) x (x) y (y) on level (level) and set key (key) and set hidden (hidden)\nswitch costume to (type)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone level v] to (level)\nset [key req v] to (key)\nset [ghost v] effect to ((96) * (hidden))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nset size to (100) %\nset drag mode [not draggable v]\nset [color v] effect to (0)\nset rotation style [left-right v]\ngo to x: (clone x) y: (clone y)\nif <<(costume [number v]) = [8]> or <(key req) = [0]>> then\n wait until <(level) = (clone level)>\nelse\n wait until <<(level) = (clone level)> and <[keys collected v] contains (key req)?>>\nend\nshow\nwait (0) seconds\nif <(costume [number v]) < [3]> then\n forever\n point in direction (90)\n repeat until <touching (level v)?>\n change x by (3)\n end\n change x by (-3)\n point in direction (-90)\n repeat until <touching (level v)?>\n change x by (-3)\n end\n change x by (3)\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n point towards (player v)\n move (2) steps\n end\nend\nif <(costume [number v]) < [4]> then\n forever\n if <touching (player v)?> then\n if <(costume [number v]) = [2]> then\n broadcast (Restart v)\n else\n if <(yv) < [0]> then\n hide\n set [yv v] to [10]\n else\n broadcast (Restart v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n if <<touching (player v)?> and <(yv) < [0]>> then\n set [yv v] to [17]\n switch costume to (mushroom-bounce v)\n wait (0.1) seconds\n switch costume to (mushroom v)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n set [ghost v] effect to (25)\n forever\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change size by (-10)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n change y by (0.5)\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n broadcast (Coin v)\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat (10)\n change [brightness v] effect by (-1)\n change y by (-0.5)\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n broadcast (Coin v)\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\nif <(costume [number v]) = [8]> then\n set rotation style [all around v]\n wait (0.1) seconds\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n change y by (0.5)\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n point in direction (105)\n add (key req) to [keys collected v]\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat (10)\n change [brightness v] effect by (-1)\n change y by (-0.5)\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n point in direction (105)\n add (key req) to [keys collected v]\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\nif <(costume [number v]) = [9]> then\n wait (0.1) seconds\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n change y by (0.5)\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n broadcast (Mini v)\n delete this clone\n end\n end\n repeat (10)\n change [brightness v] effect by (-1)\n change y by (-0.5)\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n broadcast (Mini v)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [xv v] to [0]\nset [enemy yv v] to [0]\ngo to x: (clone x) y: (clone y)\n\nwhen I start as a clone\nforever\n change y by (enemy yv)\nend\n\nwhen I start as a clone\nwait until <(level) > (clone level)>\ndelete this clone\n\nwhen I start as a clone\nwait (0) seconds\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n forever\n if <touching (player v)?> then\n if <(yv) < [0]> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [16]\n else\n set [yv v] to [10]\n end\n delete this clone\n else\n broadcast (Restart v)\n end\n end\n end\nend\nif <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> then\n forever\n if <touching (player v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n end\nend\n\nwhen I receive [switch ldm v]\nif <(costume [number v]) = [6]> then\n if <(LDM) = [1]> then\n hide\n else\n wait until <(clone level) = (level)>\n show\n end\nend\n\n@glow\n\nwhen I receive [green flag v]\nswitch costume to ([costume # v] of [player v])\ngo to [front v] layer\ngo [backward v] (12) layers\n\nwhen I receive [next colour v]\nswitch costume to ([costume # v] of [player v])\n\nwhen I receive [switch ldm v]\nif <(LDM) = [0]> then\n show\n forever\n go to (player v)\n set size to (100) %\n set [ghost v] effect to ([abs v] of (([sin v] of ((timer) * (50)) ) * (10)) )\n set size to (((50) + ([abs v] of (([sin v] of ((timer) * (50)) ) * (100)) )) * (([size v] of [player v]) / (100))) %\n end\nelse\n hide\nend\n\n@Sprites\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.16) to (0.55)) seconds\n if <(LDM) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [clonespeed v] to (pick random (0.8) to (2))\nset [ghost v] effect to (100)\nshow\nset size to (pick random (80) to (160)) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nrepeat (100)\n turn right (pick random (-1.0) to (1.0)) degrees\n move (cloneSpeed) steps\n if <touching (_edge_ v)?> then\n create clone of (_myself_ v)\n delete this clone\n end\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [switch ldm v]\ndelete this clone\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Coin Message\n\nwhen I receive [coin v]\nset [ghost v] effect to (25)\nshow\nchange [coins v] by (1)\nshow variable [coins v]\ngo to x: (0) y: (-195)\nrepeat (10)\n change y by (6)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (0.4) seconds\nrepeat (3)\n change [brightness v] effect by (3)\nend\nrepeat (3)\n change [brightness v] effect by (-3)\nend\nwait (1.4) seconds\nrepeat (10)\n change y by (-7)\nend\nhide variable [coins v]\nhide\n\nwhen I receive [green flag v]\nhide\nhide variable [coins v]\ngo to [front v] layer\ngo to x: (0) y: (-195)\n\n@Thumbnail\n\nwhen I receive [green flag v]\nif <(costume [number v]) = [1]> then\n switch costume to (thumbnail v)\n show\n repeat (15)\n go to [front v] layer\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n switch costume to (stopped v)\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nswitch costume to (thumbnail v)\nshow\nrepeat (15)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (Green Flag v)\nend\n\nwhen flag clicked\nif <(username) = [Yoshi_Coder]> then\n hide\nelse\n show\nend\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (100)\nend\n\n@Message\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (10)\nwait (15) seconds\nshow\ngo to x: (-150) y: (201)\nset [messageyv v] to [0]\nrepeat (60)\n change [messageyv v] by (-1)\n change y by (messageYv)\n if <(y position) < [130]> then\n set y to (130)\n set [messageyv v] to (() - ((messageYv) * (0.7)))\n end\nend\nset [messageyv v] to [0]\nwait (5) seconds\nrepeat (20)\n change [messageyv v] by (1)\n change y by (messageYv)\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\nwait (17) seconds\nswitch costume to (2 v)\nwait (1.5) seconds\nswitch costume to (3 v)\nwait (1.5) seconds\nswitch costume to (4 v)\n\n@Skip\n\nwhen I receive [green flag v]\ngo to x: (215) y: (-155)\nset [ghost v] effect to (50)\n\nwhen this sprite clicked\nrepeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (5))\nend\nif <touching (mouse-pointer v)?> then\n if <not <([costume name v] of [level v]) = [final]>> then\n broadcast (Skip v)\n end\nend\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (5))\nend\n\n@mouse\n\nwhen I receive [green flag v]\nshow\nset [ghost v] effect to (100)\ngo to x: (-200) y: (114)\nwait (16) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nglide (1) secs to x: (-159) y: (113)\nwait (0.6) seconds\nglide (0.8) secs to x: (-118) y: (116)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Back to beginning\n\nwhen I receive [green flag v]\ngo to x: (-215) y: (-155)\nset [ghost v] effect to (50)\n\nwhen this sprite clicked\nrepeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (5))\nend\nif <touching (mouse-pointer v)?> then\n ask [This will restart you to the very beginning — are you sure? Type Yes or No.] and wait\n if <(answer) = [Yes]> then\n broadcast (Green Flag v)\n broadcast (Restart to beginning v)\n end\nend\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (5))\nend\n\n@Next icon\n\nwhen I receive [green flag v]\ngo to x: (170) y: (-155)\nset [ghost v] effect to (50)\n\nwhen this sprite clicked\nrepeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (5))\nend\nif <touching (mouse-pointer v)?> then\n broadcast (Next Colour v)\nend\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (5))\nend\n\n@Next music\n\nwhen I receive [green flag v]\ngo to x: (125) y: (-155)\nset [ghost v] effect to (50)\n\nwhen this sprite clicked\nrepeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (5))\nend\nif <touching (mouse-pointer v)?> then\n broadcast (Next Soundtrack v)\nend\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (5))\nend\n\n@Low detail mode\n\nwhen I receive [green flag v]\nset [ldm v] to [0]\nbroadcast (Switch LDM v)\ngo to x: (125) y: (-155)\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\n\nwhen this sprite clicked\nrepeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (5))\nend\nif <touching (mouse-pointer v)?> then\n if <(LDM) = [1]> then\n set [ldm v] to [0]\n else\n set [ldm v] to [1]\n end\n next costume\n broadcast (Switch LDM v)\nend\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (5))\nend\n\n@Sprite1\n\n
Welcome to Sunset, a mobile platformer!\nThere are 5 secret blue coins — some are very hidden!\nIf you enjoyed it, why not love, favourite, and follow?\n▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚▚\n-[How to Play]-\nUse the arrow keys on PC, or use mobile controls on mobile devices.\nAvoid danger, like spikes.\nYou do NOT have to collect the blue coins - they are just a bonus for players who find this game too easy.\nAll levels and blue coins are possible (yes, ALL the blue coins are possible!) because they have been tested by me.\n___________________________________________________\n- Yoshi_Coder
Sandstorm | Scrolling Platformer #Games #All
@Stage\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [play game v]\nforever\n play sound [Treenan v] until done\nend\n\n@g\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n start game\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n repeat until <(EXIT) > []>\n tick\n broadcast (TICK v) and wait\n end\n Game-death\nend\n\ndefine start game\npoint in direction (90)\nset [sx v] to [0]\nset [x v] to (item (Czeckpoint) of [checkpoint x v])\nset [y v] to (item (Czeckpoint) of [checkpoint u v])\nset [sy v] to [0]\nset [scroll y v] to (item (Czeckpoint) of [checkpoint u v])\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (item (Czeckpoint) of [checkpoint x v])\nset size to (90) %\nclear graphic effects\nshow\n\ndefine tick\nchange [sx v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [3]> then\n change [sy v] by (9)\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-death?\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[3750] < (SCROLL X)> then\n set [scroll x v] to [3750]\nend\nchange [scroll y v] by ((round (((y) - (SCROLL Y)) / (5))) + (0))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [f]\n play sound [Oops v] until done\nend\nif <touching (end v)?> then\n broadcast (WIN v)\nend\nif <touching (fan v)?> then\n change [sy v] by (7)\nend\nif <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n switch costume to (p2 v)\nelse\n switch costume to (costume3 v)\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platform v)?> or <touching (lift v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platform v)?> or <touching (lift v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<touching (platform v)?> or <touching (lift v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platform v)?> or <touching (lift 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-death\nset [exit v] to []\nset [lift \(animation\) v] to [10]\nrepeat (20)\n change y by (lift \(animation\))\n turn right (18) degrees\n change [lift \(animation\) v] by (-1)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\n\ndefine test-death?\nif <touching (danger v)?> then\n set [exit v] to [ow]\n start sound [ow v]\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n\n\nwait (0.1) seconds\n\nwhen I receive [play game v]\nset [timer v] to [0]\nforever\n change [timer v] by (0.1)\n wait (0.1) seconds\nend\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nwait (0.1) seconds\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 2 v)\nchange [x v] by (480)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nswitch costume to (level 1 3 v)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nswitch costume to (level 1 5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nchange [y v] by (100)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@deco\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(costume [number v]) = [3]> then\n set [y v] to ((lift y) + (35))\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nset [x v] to [-40]\nset [y v] to [30]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [x v] to [830]\nset [y v] to [30]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [x v] to [2430]\nset [y v] to [70]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nset [x v] to [3030]\nset [y v] to [129]\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nchange [x v] by (800)\nchange [y v] by (-30)\nswitch costume to (costume3 v)\n\n@Sprite3\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [☁ wr v] to [99999]\n\n@danger\n\nwhen I receive [setup v]\nhide\nset [x v] to [90]\nset [y v] to [45]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [403]\nset [y v] to [27]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset [x v] to [895]\nset [y v] to [120]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nset [x v] to [965]\nset [y v] to [46]\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nset [x v] to [1800]\nset [y v] to [46]\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nset [x v] to [3150]\nset [y v] to [127]\nswitch costume to (6 v)\ncreate clone of (_myself_ v)\nset [x v] to [3550]\nset [y v] to [145]\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nshow\n\n@W\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nwait (0.3) seconds\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [shake v] to (pick random (-50) to (50))\nset [shake y v] to (pick random (-50) to (50))\nstart sound [Win v]\nrepeat (20)\n go to x: (shake) y: (shake y)\n set [shake v] to ((shake) / (-1.2))\n set [shake y v] to ((shake y) / (-1.2))\nend\n\nwhen I receive [wr v]\nswitch costume to (wr v)\n\nset [☁ wr v] to [9999]\n\n@End\n\nwhen I receive [setup v]\nset [x v] to [3900]\nset [y v] to [215]\nshow\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\npoint in direction (90)\nhide\nset [id v] to [0]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (costume1 v)\nbroadcast (Green Flag v) and wait\n\nwhen I start as a clone\nif <(id) = [0]> then\n show\n switch costume to (costume2 v)\n go to [back v] layer\nelse\n show\n switch costume to (costume3 v)\n set [ghost v] effect to (30)\n go to [front v] layer\n go to x: (-200) y: (0)\n turn right (50) degrees\n start sound [Low Whoosh v]\n repeat (25)\n change x by (20)\n end\n hide\n broadcast (Play Game v) and wait\nend\n\nwhen I receive [play game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@overlay\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen I receive [play game v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\nset [ghost v] to [30]\nset [p v] to [1]\nforever\n if <(p) = [1]> then\n change [ghost v] by (pick random (3) to (-3))\n set [ghost v] effect to (ghost)\n go to [front v] layer\n if <(ghost) < [10]> then\n set [ghost v] to [10]\n end\n if <[50] < (ghost)> then\n set [ghost v] to [50]\n end\n wait (0.1) seconds\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen [timer v] > (0.1)\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\nforever\n reset timer\nend\n\n@Czechpoint\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [green flag v]\nset [czeckpoint v] to [1]\nhide\n\nwhen I receive [play game v]\nset [czeckpoint v] to [1]\nshow\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine postion (x) (y)\nif <<(id) = (Czeckpoint)> or <(Czeckpoint) > (id)>> then\n switch costume to (y v)\nend\nif <touching (g v)?> then\n if <(costume [number v]) = [1]> then\n start sound [pixabay v]\n switch costume to (y v)\n change [czeckpoint v] by (1)\n end\nend\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]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (n v)\nset [id v] to [2]\nset [x v] to [1180]\nset [y v] to [85]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nset [x v] to [2800]\nset [y v] to [185]\ncreate clone of (_myself_ v)\nset [x v] to [99999]\n\nshow\n\n@detector\n\nwhen flag clicked\nset [lock v] to [0]\nforever\n if <not <<(Loved?) = [1]> and <(Stared?) = [1]>>> then\n switch costume to (costume1 v)\n hide\n wait (15) seconds\n start sound [Pop v]\n hide\n go to x: (150) y: (250)\n show\n repeat (10)\n change y by (-3)\n end\n wait (5) seconds\n repeat (10)\n change y by (3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Loved?) = [1]> and <(Stared?) = [1]>> and <(lock) = [0]>> then\n stop [other scripts in sprite v]\n set [lock v] to [1]\n switch costume to (costume2 v)\n clear graphic effects\n go to x: (150) y: (250)\n show\n repeat (10)\n change y by (-3)\n end\n wait (5) seconds\n repeat (10)\n change y by (3)\n end\n hide\n stop [this script v]\n end\nend\n\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\n\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n else\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@text\n\ndefine coordination (#)\nrepeat (#)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [win v]\nwait (0.3) seconds\ngo to x: (-115) y: (-150)\nhide\nset [id v] to [1]\nset [timer v] to ((round ((timer) * (100))) / (100))\nif <(☁ WR) > (timer)> then\n set [☁ wr v] to (timer)\n broadcast (wr v)\nend\ncoordination (length of (timer))\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nchange x by ((id) * (25))\nswitch costume to (letter (id) of (timer))\n\nbroadcast (WIN v)\n\n
Sandstorm\n\n#93 on trending (games) can we go up?! (just kidding :) trending is frozen)\n#27 in tutorials\n➤ heart + fave for a skin!\n\n➤ there is an overlay to represent the sand pushing you backwards\n\n➤ five comments to find!\n\n➤ difficulty scale 8/10\n\n➤ community cloud speedrun record (currently held by @startingcoder with a score of 26.2) Mine is 19.5 :P\n\n\n don't scroll down\n\n\n\n\n\n\n\ncomment: "I read the description"
Minecraft A Platformer (Mobile Friendly) Part 2 #Games #All #Minecraft
@Stage\n\nwhen flag clicked\nforever\n if <<(LEVEL) > [10]> and <(LEVEL) < [15]>> then\n switch backdrop to (backdrop4 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\nset [y v] to [-8]\n\n@level\n\nwhen flag clicked\ngo to [back v] layer\nwait (0.01) seconds\nrepeat (10)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Steve\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n wait (time) seconds\n next costume\n if <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n switch costume to (jump v)\n end\n end\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n switch costume to (costume1 v)\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [d v] key pressed\nswitch costume to (costume3 v)\n\nwhen [a v] key pressed\nswitch costume to (costume3 v)\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\nrepeat (25)\n change y by (10)\n change [ghost v] effect by (4)\n turn right (15) degrees\nend\ndelete this clone\n\nbroadcast (not touching v)\nbroadcast (touching v)\n\nwhen I receive [died v]\nrepeat (6)\n set [brightness v] effect to (100)\n wait (0.09) seconds\n set [brightness v] effect to (0)\n wait (0.09) seconds\nend\n\n@Health\n\nwhen flag clicked\nshow\nforever\n switch costume to (health)\n go to [front v] layer\nend\n\nwhen I receive [died v]\nrepeat (10)\n go to x: ((pick random (-5) to (5)) - (148)) y: ((pick random (-5) to (5)) + (-157))\nend\ngo to x: (-148) y: (-157)\n\n@Counts\n\ndefine text: (text) at x: (x) y: (y)\nset [text index v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n change x by (15)\n change [text index v] by (1)\n switch costume to (letter (text index) of (text))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n text: (LEVEL) at x: [-185] y: [167]\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n set y to (() - ((([sin v] of ((timer) * (100)) ) * (5)) + (5)))\n go to [back v] layer\nend\n\n@Mobs\n\nwhen flag clicked\nhide\n\nwhen I receive [level up v]\nif <(LEVEL) = [2]> then\n go to x: (120) y: (-70)\n show\n repeat until <not <(LEVEL) = [2]>>\n switch costume to (zombie1 v)\n repeat (6)\n point in direction (90)\n next costume\n change x by (10)\n if <not <(LEVEL) = [2]>> then\n hide\n stop [this script v]\n end\n wait (0.1) seconds\n end\n repeat (6)\n point in direction (-90)\n change x by (-10)\n switch costume to ((costume [number v]) - (1))\n if <not <(LEVEL) = [2]>> then\n hide\n stop [this script v]\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [level up v]\nif <<<(LEVEL) = [3]> or <(LEVEL) = [8]>> or <(LEVEL) = [11]>> then\n hide\nend\n\nwhen I receive [level up v]\nif <(LEVEL) = [7]> then\n go to x: (-130) y: (-66)\n show\n repeat until <not <(LEVEL) = [7]>>\n switch costume to (zombie1 v)\n repeat (8)\n point in direction (90)\n next costume\n change x by (10)\n if <not <(LEVEL) = [7]>> then\n hide\n stop [this script v]\n end\n wait (0.1) seconds\n end\n repeat (8)\n point in direction (-90)\n change x by (-10)\n switch costume to ((costume [number v]) - (1))\n if <not <(LEVEL) = [7]>> then\n hide\n stop [this script v]\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [level up v]\nif <(LEVEL) = [10]> then\n go to x: (-229) y: (35)\n show\n repeat until <not <(LEVEL) = [10]>>\n switch costume to (zombie1 v)\n repeat (16)\n point in direction (90)\n next costume\n change x by (5)\n if <not <(LEVEL) = [10]>> then\n hide\n stop [this script v]\n end\n wait (0.1) seconds\n end\n repeat (16)\n point in direction (-90)\n change x by (-5)\n switch costume to ((costume [number v]) - (1))\n if <not <(LEVEL) = [10]>> then\n hide\n stop [this script v]\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@water\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@O2\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (70))\n switch costume to (air)\n go to [front v] layer\nend\n\nwhen I receive [touching v]\nshow\n\nwhen I receive [not touching v]\nhide\n\n@Background objects\n\nwhen flag clicked\nwait (0) seconds\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\n set y to (() - ([abs v] of (([sin v] of ((timer) * (300)) ) * (5)) ))\nend\n\n@Snow\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (200)\ngo to [back v] layer\nset size to (pick random (100) to (400)) %\nset [yvel v] to (pick random (5) to (20))\nset [xvel v] to (pick random (-5) to (5))\nif <<(LEVEL) = [2]> or <<(LEVEL) = [6]> or <(LEVEL) = [10]>>> then\n show\nelse\n hide\n delete this clone\nend\nrepeat until <(y position) < [-179]>\n if <<(LEVEL) = [2]> or <<(LEVEL) = [6]> or <(LEVEL) = [10]>>> then\n show\n else\n hide\n delete this clone\n end\n change y by ((0) - (yvel))\n change x by ((xvel) + (x))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@end peral\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <[when to spawn portals v] contains (LEVEL)?> then\n show\n go to x: (item (LEVEL) of [where to spaw portals x v]) y: (item (LEVEL) of [where to spawn portals y v])\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [where to spawn portals y v]\ndelete all of [where to spaw portals x v]\ndelete all of [when to spawn portals v]\nset [how much levels v] to [10]\nrepeat (how much levels)\n add [] to [when to spawn portals v]\n add [] to [where to spaw portals x v]\n add [] to [where to spawn portals y v]\nend\ninsert [1] at (1) of [when to spawn portals v] \ninsert [-98] at (1) of [where to spaw portals x v] \ninsert [58] at (1) of [where to spawn portals y v] \ninsert [4] at (4) of [when to spawn portals v] \ninsert [-111] at (4) of [where to spaw portals x v] \ninsert [-8] at (4) of [where to spawn portals y v] \ninsert [10] at (10) of [when to spawn portals v] \ninsert [-169] at (10) of [where to spaw portals x v] \ninsert [29] at (10) of [where to spawn portals y v] \n\nset [level v] to [8]\n\n@AIM\n\nwhen I receive [show v]\nshow\nset [teleport v] to [1]\nrepeat until <not <mouse down?>>\n go to [front v] layer\n go to (mouse-pointer v)\n if <<<(Level) = [4]> and <(round (x position)) > [22]>> or <<touching (level v)?> or <<(Level) = [10]> and <(round (x position)) > [57]>>>> then\n switch costume to (bad v)\n else\n switch costume to (good v)\n end\nend\nset [teleport v] to [0]\nhide\n\nwhen flag clicked\nset [teleport v] to [0]\nhide\n\n@BRRRRRRRRRRRRRRRRRRUH\n\nwhen I receive [yes v]\ngo to (end peral v)\nshow\n\nwhen I receive [no v]\nhide\n\n@Water Mark\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (50)\nend\n\n@Bee\n\nwhen flag clicked\nforever\n\n\n set x to (([sin v] of ((timer) * (270)) ) * (50))\nend\n\ndefine Nice\n\nwhen flag clicked\ndelete all of [when to spawn bee v]\ndelete all of [where to spawn bees x v]\ndelete all of [where to spawn bee x limit v]\ndelete all of [where to spawn bees y v]\nadd [3] to [when to spawn bee v]\nadd [-110] to [where to spawn bees x v]\nadd [100] to [where to spawn bee x limit v]\nadd [-44] to [where to spawn bees y v]\nadd [9] to [when to spawn bee v]\nadd [-110] to [where to spawn bees x v]\nadd [3] to [where to spawn bee x limit v]\nadd [-75] to [where to spawn bees y v]\n\nwhen flag clicked\nforever\n if <[when to spawn bee v] contains (round (LEVEL))?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait until <[when to spawn bee v] contains (round (LEVEL))?>\n go to x: (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees x v]) y: (item (item # of (round (Level)) in [when to spawn bee v]) of [where to spawn bees y v])\n repeat until <(round (LEVEL)) > ((item (item # of (LEVEL) in [when to spawn bee v]) of [when to spawn bee v]) + (1))>\n set rotation style [left-right v]\n point in direction (-90)\n set y to (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees y v])\n repeat until <(x position) > (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bee x limit v])>\n change x by (5)\n end\n point in direction (90)\n set y to (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees y v])\n repeat until <(x position) < (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees x v])>\n change x by (-5)\n end\n end\nend\n\n@BG\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (-10)\nset [brightness v] effect to (10)\nforever\n go to x: (() - (([x position v] of [steve v]) / (20))) y: (8)\nend\n\n@HITBOX\n\ndefine Jump\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yvel v] to [15]\n repeat until <touching (level v)?>\n set [old y v] to (y position)\n change [yvel v] by (() - (Gravity))\n change y by (Yvel)\n if <touching (level v)?> then\n set [cool checkkkker v] to (Yvel)\n set y to (Old Y)\n set [yvel v] to [0]\n if <(cool checkkkker) > [0]> then\n repeat until <touching (level v)?>\n set [old y v] to (y position)\n change [yvel v] by (() - (Gravity))\n change y by (Yvel)\n if <touching (level v)?> then\n set y to (Old Y)\n set [yvel v] to [0]\n end\n set [cool checkkkker v] to [0]\n if <(Yvel) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n Jump\n end\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n Jump\n end\n end\n end\n end\nend\n\nwhen flag clicked\nJump\n\ndefine Move x (joystickx)\nif <(teleport) = [0]> then\n change [speed x v] by ((joystickx) * (resistance))\n set [speed x v] to ((Speed X) * (resistance))\n change x by (Speed X)\nend\n\nwhen flag clicked\nforever\n Move x (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>)\nend\n\ndefine Collisions\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n forever\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((0) - (Speed X))\n set [speed x v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nCollisions\n\nwhen flag clicked\ngo to x: (-242) y: (-105)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nRespawn\nforever\n if <(x position) > [230]> then\n change [level v] by (1)\n Respawn\n broadcast (level up v)\n end\nend\n\ndefine Respawn\npoint in direction (90)\nif <(LEVEL) = [8]> then\n go to x: (-242) y: (68)\nend\nif <<(LEVEL) = [9]> or <<(LEVEL) = [12]> or <(LEVEL) = [13]>>> then\n go to x: (-242) y: (-131)\nend\nif <not <<(LEVEL) = [8]> or <<(LEVEL) = [9]> or <<(LEVEL) = [12]> or <(LEVEL) = [13]>>>>> then\n go to x: (-242) y: (-90)\nend\n\ndefine GROUND\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [touching v] to <touching (level v)?>\nend\n\nwhen flag clicked\nforever\n if <<<(LEVEL) = [7]> or <(LEVEL) = [12]>> and <<touching (nether portal v)?> or <touching (end portal v)?>>> then\n change [level v] by (1)\n Respawn\n if <touching (nether portal v)?> then\n broadcast (NETHER v)\n end\n end\nend\n\nwhen I receive [die v]\nrepeat (5)\n set [brightness v] effect to (100)\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait (0.05) seconds\nend\n\nrepeat (4)\n go to (nether portal v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (a1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <(Y) > [0]>> then\n repeat until <(Yvel) = [0]>\n if <touching (level v)?> then\n set [y vel2 v] to [0]\n repeat until <touching (level v)?>\n set [old y 2 v] to (y position)\n change y by (y vel2)\n change [y vel2 v] by (-1)\n if <touching (level v)?> then\n set [yvel v] to [0]\n set y to (old y 2)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <<touching (water v)?> and <not <(air) = [1]>>> then\n wait (0.5) seconds\n change [air v] by (-1)\n else\n if <not <(air) = [1]>> then\n set [air v] to [22]\n end\n end\nend\n\nwhen I receive [wait v]\nset [seconds v] to [0]\nrepeat until <(Seconds) = [0.5]>\n set [previous health v] to (health)\n wait (0.01) seconds\n change [seconds v] by (0.1)\nend\n\nwhen flag clicked\nset [gravity v] to [0.5]\nforever\n if <touching (water v)?> then\n set [resistance v] to [0.6]\n set [time v] to [0.25]\n set [gravity v] to [0.5]\n broadcast (touching v)\n else\n set [gravity v] to [1]\n set [resistance v] to [0.9]\n set [time v] to [0.05]\n change y by (0)\n broadcast (not touching v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [health v] to [21]\nforever\n if <touching (water v)?> then\n wait until <not <touching (water v)?>>\n set [air v] to [22]\n end\nend\n\nwhen flag clicked\nRespawn\nset [air v] to [22]\nforever\n if <(air) = [1]> then\n repeat until <<(health) = [1]> or <not <touching (water v)?>>>\n set [previous health v] to (health)\n broadcast (wait v) and wait\n change [health v] by (-1)\n set [previous health v] to (health)\n end\n set [health v] to (Previous health)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (end peral v)?> and <mouse down?>> then\n broadcast (show v) and wait\n if <<not <mouse down?>> and <not <([costume # v] of [aim v]) = [2]>>> then\n go to (aim v)\n start sound [Pop_new.mp3 download v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end peral v)?> then\n broadcast (yes v) and wait\n else\n broadcast (no v) and wait\n end\nend\n\nwhen flag clicked\nset [health v] to [21]\nforever\n if <<touching (mobs v)?> or <<touching (danger v)?> or <touching (bee v)?>>> then\n change [health v] by (-1)\n broadcast (died v)\n start sound [hurt v]\n Respawn\n end\nend\n\nif <<<touching (mob v)?> or <<touching (danger v)?> or <<touching (ender man v)?> or <touching (bomb v)?>>>> or <<touching (fireball v)?> and <<(LEVEL) = [8]> or <(LEVEL) = [10]>>>> then\n change [hp v] by (-1)\n Respawn\n broadcast (die v)\nend\n\nGROUND\n\n@Thingamirinkydinkydink\n\ndefine Jump\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yvel v] to [15]\n repeat until <touching (level v)?>\n set [old y v] to (y position)\n change [yvel v] by (() - (Gravity))\n change y by (Yvel)\n if <touching (level v)?> then\n set [cool checkkkker v] to (Yvel)\n set y to (Old Y)\n set [yvel v] to [0]\n if <(cool checkkkker) > [0]> then\n repeat until <touching (level v)?>\n set [old y v] to (y position)\n change [yvel v] by (() - (Gravity))\n change y by (Yvel)\n if <touching (level v)?> then\n set y to (Old Y)\n set [yvel v] to [0]\n end\n set [cool checkkkker v] to [0]\n if <(Yvel) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n Jump\n end\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n Jump\n end\n end\n end\n end\nend\n\n@you died\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [health v] to [22]\nhide\nforever\n go to [front v] layer\n if <(health) = [1]> then\n show\n switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\n@Thumbnail\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Death Screen\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (174) y: (200)\nhide\nforever\n wait (pick random (5) to (10)) seconds\n start sound [pop v]\n show\n repeat (10)\n change y by (-4)\n end\n repeat (3)\n change y by (3)\n end\n repeat (2)\n change y by (-4.5)\n end\n wait (1) seconds\n repeat until <(y position) > [190]>\n change y by (4)\n end\n hide\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(HP) = [0]> then\n show\n switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(HP) = [0]> then\n show\n switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n create clone of (_myself_ v)\n stop [all v]\n end\nend\n\n
https://scratch.mit.edu/projects/658836147/\nMove With WASD Or Arrow Keys Or Mobile Controls.\nFull Title: Minecraft A Platformer (Mobile Friendly) Part 2 #Games #All #Minecraft\n\n(Yes It's Mobile Friendly)\n#Games Scroll down more to see how to use end perals\n#All\n#Minecraft\n\nHow to Use End Perals\n\n1- Go to the end peral!\n2- Click the end peral!\n3- drag the targetwhere ever you want \n4- at last let go of your mouse\n\nTags:\n#all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all\n#stories #stories #stories #stories #stories #stories #stories #stories #stories #stories #stories #stories\nse view my friend's game
Minecraft Online Platformer/マインクラフト オンライン プラットフォーマ
@Stage\n\nwhen flag clicked\nforever\n set [time2 v] to (timer)\nend\n\nwhen flag clicked\nstart sound [c418-sweden-minecraft-volume-alpha v]\nstart sound [c418-sweden-minecraft-volume-alpha v]\nstart sound [c418-sweden-minecraft-volume-alpha v]\nstart sound [c418-sweden-minecraft-volume-alpha v]\nforever\n if <(くりァ) = [1]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(音量) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nset [くりァ v] to [1]\n\n@オンライン\n\nwhen flag clicked\nbroadcast (言う v)\nforever\n 復元1\nend\n\nwhen I receive [start v]\nset [オンライン v] to [1]\nwait (1) seconds\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 else\n broadcast (上限 v)\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\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\nmove (10) steps\n\n@キャラ\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [チャットか? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点y v] to [100]\nset [x v] to [-200]\nset [y v] to [100]\nset [復活x v] to [-200]\nset [復活y v] to [100]\n\ndefine 動作\nbroadcast (プログラム v)\nif <(!) = [0]> then\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\n if <touching (水 v)?> then\n change [y v] by (-0.1)\n else\n change [y v] by (-1)\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 set rotation style [left-right v]\n point in direction (1)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-1)\n change [x v] by (-1)\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 set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\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 <touching (背景 v)?> then\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 <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\n play sound [う v] until done\n end\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\nend\n\nwhen I receive [プログラム v]\nif <<(start) = [1]> and <(くりァ) = [0]>> then\n 動作\nend\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\nshow\nset size to (40) %\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]\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\nset [くりァ v] to [0]\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\nset [動いていい? v] to [1]\nforever\n reset timer\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nforever\n if <(くりァ) = [0]> then\n if <key (any v) pressed?> then\n broadcast (プログラム v)\n end\n else\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n if <<<<(y) < [1]> and <(y) > [-1]>> and <(視点x) < [1658]>> and <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n play sound (pick random (2) to (3)) until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<<(y) < [1]> and <(y) > [-1]>> and <<(視点x) > [1658]> and <(視点x) < [3120]>>> and <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n play sound (pick random (9) to (12)) until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<<(y) < [1]> and <(y) > [-1]>> and <<(視点x) > [3120]> and <(視点x) < [4058]>>> and <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n play sound (pick random (5) to (8)) until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<<(y) < [1]> and <(y) > [-1]>> and <<(視点x) > [4058]> and <(視点x) < [5356]>>> and <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\nend\n\nwhen I receive [start v]\nforever\n if <<<<(y) < [1]> and <(y) > [-1]>> and <<(視点x) > [5356]> and <(視点x) < [5488]>>> and <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n play sound (pick random (2) to (3)) until done\n end\nend\n\nwhen flag clicked\nforever\n if <(音量) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\n\nwhen I receive [クリア v]\nset [くりァ v] to [1]\n\nwhen flag clicked\nforever\n switch costume to (Skin)\nend\n\n@地面\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 (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\nset [x v] to [1000]\nset [y v] to [50]\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\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)) + (480)) [0] [7]\nステージ配置 (((1440) + (480)) + (960)) [0] [8]\nステージ配置 (((1440) + (960)) + (960)) [0] [9]\nステージ配置 (((1440) + (1330)) + (1060)) [0] [10]\nステージ配置 (((1440) + (1460)) + (1420)) [0] [11]\nステージ配置 (((1440) + (1810)) + (1420)) [0] [12]\nステージ配置 (((1440) + (1810)) + (1890)) [0] [13]\nステージ配置 (((1920) + (1810)) + (1890)) [0] [14]\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\nwhen flag clicked\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\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\n if <(item (costume [number v]) of [ユーザー v]) = (username)> then\n delete this clone\n end\nend\n\nwhen [timer v] > (time2)\nhide\n\nwhen I start as a clone\n\n@caht\n\ndefine 配置\nset size to (100) %\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\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <(くりァ) = [1]>\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?) = [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 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 end\n end\nend\n\nwhen [timer v] > (time2)\nforever\n hide\n delete this clone\nend\n\nwhen I receive [start v]\nset [動いていい? v] to [1]\nset [しゃべる言葉 v] to [0]\nset [チャット? v] to [0]\nset [チャットか? v] to [0]\nhide\n配置\n\nwhen I receive [/xp 10000l @s v]\nforever\n hide\n switch costume to (コスチューム12 v)\n delete this clone\nend\n\n@スプライト5\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\nshow\nset [動いていい? v] to [1]\ngo to x: (-90) y: (150)\ngo to [front v] layer\nshow list [ユーザー v]\nrepeat until <(くりァ) = [1]>\n go to [front v] layer\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\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow list [ユーザー v]\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 ((1580) - (視点x)) ((-55) - (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 [1580]\n set [復活y v] to [50]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\n\nwhen [timer v] > (time2)\nhide\n\nhide\n\n@障害物\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (0) seconds\ngo to [back v] layer\npoint in direction (90)\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\nwhen I start as a clone\nshow\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\nステージ配置 [2000] [0] [2]\nステージ配置 [2700] [0] [3]\nステージ配置 [3700] [0] [4]\nステージ配置 [4500] [0] [5]\nステージ配置 [4610] [0] [6]\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 ((4110) - (視点x)) ((-28) - (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 [4130]\n set [復活y v] to [-28]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\n\nwhen [timer v] > (time2)\nhide\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 ((5293) - (視点x)) ((-28) - (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 [5293]\n set [復活y v] to [-28]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [クリア v]\nhide\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 (コスチューム1 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((5626) - (視点x)) ((28) - (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 set [くりァ v] to [1]\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\nset [x v] to [50000]\n\nwhen I receive [start v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n wait (10) seconds\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n wait (10) seconds\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (265) y: (0)\nglide (15) secs to x: (-265) y: (0)\ndelete this clone\n\nwhen [timer v] > (time2)\nhide\n\nwhen I start as a clone\nforever\n if <(くりァ) = [1]> then\n hide\n else\n if <(start) = [0]> then\n go to [back v] layer\n else\n if <<<<(視点x) > [4058]> and <(視点x) < [5035]>> or <<(視点x) > [1658]> and <(視点x) < [3120]>>> or <<(視点x) > [3800]> and <(視点x) < [5350]>>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(くりァ) = [1]> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [brightness v] effect to (40)\ngo to [back v] layer\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\nforever\n if <(くりァ) = [1]> then\n hide\n else\n if <<<(視点x) > [1474]> and <(視点x) < [2967]>> or <<(視点x) > [3800]> and <(視点x) < [5224]>>> then\n go to [back v] layer\n show\n else\n go to [front v] layer\n show\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen [timer v] > (time2)\nset [brightness v] effect to (100)\ngo to x: (100) y: (100)\nrepeat (10)\n change x by (-30)\n change y by (-4)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-3)\nend\nrepeat (10)\n change x by (20)\n change y by (-6)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-7)\nend\n\nforever\n\n@Menu\n\nwhen flag clicked\nset [start v] to [0]\nbroadcast (戻る v)\n\nwhen I start as a clone\nif <(a) = [1]> then\n go to [front v] layer\n go to x: (0) y: (-10)\n set size to (100) %\n switch costume to (タイトル v)\n show\nend\n\nwhen I start as a clone\nif <(a) = [2]> then\n go to [front v] layer\n go to x: (0) y: (-10)\n set size to (100) %\n switch costume to (ロゴ v)\n show\n forever\n repeat (10)\n change size by (((90) - (size)) / (5))\n end\n repeat (10)\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(a) = [3]> then\n go to x: (0) y: (-50)\n set size to (100) %\n switch costume to (play v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n repeat until <(size) = [100]>\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(a) = [4]> then\n go to x: (-1) y: (-117)\n go to [front v] layer\n set size to (100) %\n switch costume to (select world v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n repeat until <(size) = [100]>\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [3]>> then\n if <mouse down?> then\n broadcast (クローン消去 v)\n broadcast (start v)\n broadcast (オンライン! v)\n set [start v] to [1]\n play sound [Click v] until done\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [4]>> then\n if <mouse down?> then\n broadcast (説明 v)\n broadcast (クローン消去 v)\n play sound [Click v] until done\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [説明 v]\ndelete this clone\n\nwhen I receive [戻る v]\nhide\nset [a v] to [0]\nchange [a v] by (1)\ncreate clone of (_myself_ v)\nchange [a v] by (1)\ncreate clone of (_myself_ v)\nchange [a v] by (1)\ncreate clone of (_myself_ v)\nchange [a v] by (1)\ncreate clone of (_myself_ v)\nchange [a v] by (1)\ncreate clone of (_myself_ v)\nchange [a v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(a) = [5]> then\n go to x: (-1) y: (-168)\n go to [front v] layer\n set size to (100) %\n switch costume to (seting v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n repeat until <(size) = [100]>\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [5]>> then\n if <mouse down?> then\n broadcast (setting v)\n broadcast (クローン消去 v)\n play sound [Click v] until done\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [setting v]\ndelete this clone\n\nwhen I start as a clone\nif <(a) = [6]> then\n go to [back v] layer\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (ステージ v)\n show\nend\n\nerase all\n\nwhen I receive [クローン消去 v]\ndelete this clone\n\n@説明\n\nwhen flag clicked\nhide\n\nwhen I receive [説明 v]\nstop [other scripts in sprite v]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset size to (5) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nrepeat (8)\n change size by (((size) + (5)) / (4))\nend\nrepeat (25)\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [戻る v]\nstop [other scripts in sprite v]\nhide\nif <(costume [name v]) = [3]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n repeat (10)\n change size by ((((0) - (size)) + (-5)) / (4))\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (3 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n start sound [次 v]\nend\nif <not <(costume [number v]) = [3]>> then\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n set [なめらか v] to [0]\n set size to (80) %\n set [なめらか v] to ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n repeat (20)\n change size by (なめらか)\n change [なめらか v] by ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n end\n set size to (100) %\nend\n\n@戻るボタン\n\nwhen I receive [説明 v]\nwait (0.1) seconds\ngo to x: (-200) y: (-189)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nbroadcast (大きさ v)\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\nend\n\nwhen this sprite clicked\nstart sound [くりっく v]\nwait until <not <mouse down?>>\nbroadcast (戻る v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [大きさ v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nrepeat (20)\n change y by (((-210) - (y position)) / (4))\nend\n\nwhen I receive [setting v]\nwait (0.1) seconds\ngo to x: (-200) y: (-189)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nbroadcast (大きさ v)\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (on v)\nset volume to (100) %\nset [c v] to [0]\nhide\n\nwhen I receive [setting v]\ngo to x: (0) y: (30)\nchange [c v] by (1)\ncreate clone of (_myself_ v)\nchange [c v] by (1)\ncreate clone of (_myself_ v)\nset size to (5) %\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (8)\n change size by (((size) + (5)) / (4))\nend\nrepeat (25)\n change size by (((100) - (size)) / (4))\nend\n\nwhen I start as a clone\nif <(c) = [1]> then\n go to [back v] layer\n go [backward v] (2) layers\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (3 v)\n show\n repeat (10)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen flag clicked\nset [音量 v] to [ON]\ndelete this clone\n\nwhen I receive [戻る v]\nset [c v] to [0]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <(音量) = [ON]> then\n set volume to (100) %\n else\n if <(音量) = [OFF]> then\n set volume to (100) %\n end\n end\nend\n\nwhen this sprite clicked\nif <not <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (on v)\n set [音量 v] to [ON]\n set volume to (100) %\n play sound [クリック v] until done\n else\n switch costume to (off v)\n set [音量 v] to [OFF]\n set volume to (0) %\n end\n set [なめらか v] to [0]\n set size to (80) %\n set [なめらか v] to ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n repeat (20)\n change size by (なめらか)\n change [なめらか v] by ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n end\n set size to (100) %\nend\n\nwhen I start as a clone\nif <(c) = [2]> then\n go to [back v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (0)\n set size to (5) %\n set [brightness v] effect to (0)\n go to x: (0) y: (0)\n switch costume to (コスチューム1 v)\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\nend\n\n@スプライト11\n\nwhen I receive [/xp 10000l @s v]\nswitch costume to (コスチューム1 v)\nif <(スプライト11: y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (13) seconds\nswitch costume to (コスチューム2 v)\nif <(スプライト11: y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (20) seconds\nswitch costume to (コスチューム3 v)\nif <(スプライト11: y) = [0]> then\n create clone of (_myself_ v)\nend\nwait (12) seconds\nbroadcast (エンドロールend v)\nrepeat (80)\n wait (0.3) seconds\n change volume by (-2)\nend\nbroadcast (owari v)\n\nwhen I start as a clone\nset [スプライト11: y v] to [1]\ngo to x: (0) y: (-1000)\nshow\nrepeat until <(y position) = [434]>\n go to [front v] layer\n change y by (1)\nend\ndelete this clone\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.1) seconds\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nset volume to (0) %\n\nwhen I receive [/xp 10000l @s v]\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ39 v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト6\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-345)\nrepeat until <[0] = (round (y position))>\n change y by (0.3)\nend\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\ndelete this clone\n\nwhen I receive [/effect @s health_boost 100 10 true v]\ncreate clone of (_myself_ v)\n\nwhen I receive [/xp 10000l @s v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nbroadcast (/effect @s health_boost 100 10 true v)\nrepeat until <[345] = (round (y position))>\n change y by (0.3)\nend\nhide\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (80)\n wait (0.3) seconds\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [エンドロールend-end v]\ndelete this clone\n\nwhen I receive [エンドロールend-end v]\nhide\n\nwhen I receive [エンドロールend v]\nrepeat (30)\n wait (0.3) seconds\nend\nbroadcast (エンドロールend-end v)\n\nwhen I receive [/xp 10000l @s v]\nforever\n go to [front v] layer\nend\n\nbroadcast (/xp 10000L @s v)\n\nwhen I receive [エンドロールend v]\nwait (8) seconds\nbroadcast (終りょう v)\n\n@スプライト7\n\nwhen I receive [クリア v]\ngo to [front v] layer\nshow\nshow variable [記録 v]\nwait (1) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\nhide variable [記録 v]\nbroadcast (/xp 10000L @s v)\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nhide variable [記録 v]\nset [記録 v] to [0]\n\nwhen I receive [start v]\nforever\n repeat until <(くりァ) = [1]>\n wait (1) seconds\n change [記録 v] by (1)\n end\nend\n\n@はい景\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 (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\nwhen I start as a clone\ngo to [back v] layer\nchange [brightness v] effect by (-18)\nshow\n\nwhen flag clicked\nhide\n\nset [x v] to [1000]\nset [y v] to [50]\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\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)) + (480)) [0] [7]\nステージ配置 (((1440) + (480)) + (960)) [0] [8]\nステージ配置 (((1440) + (960)) + (960)) [0] [9]\nステージ配置 (((1440) + (1330)) + (1060)) [0] [10]\nステージ配置 (((1440) + (1460)) + (1420)) [0] [11]\nステージ配置 (((1440) + (1810)) + (1420)) [0] [12]\nステージ配置 (((1440) + (1810)) + (1890)) [0] [13]\nステージ配置 (((1920) + (1810)) + (1890)) [0] [14]\nswitch costume to (なし v)\n\nbroadcast (プログラム v)\n\n@はい景2\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 (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\nwhen I start as a clone\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\n\nset [x v] to [1000]\nset [y v] to [50]\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [start v]\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)) + (480)) [0] [7]\nステージ配置 (((1440) + (480)) + (960)) [0] [8]\nステージ配置 (((1440) + (960)) + (960)) [0] [9]\nステージ配置 (((1440) + (1330)) + (1060)) [0] [10]\nステージ配置 (((1440) + (1460)) + (1420)) [0] [11]\nステージ配置 (((1440) + (1810)) + (1420)) [0] [12]\nステージ配置 (((1440) + (1810)) + (1890)) [0] [13]\nステージ配置 (((1920) + (1810)) + (1890)) [0] [14]\nswitch costume to (なし v)\n\n@スキン\n\nwhen flag clicked\nset [skin v] to [スティーブ]\nswitch costume to (スティーブ v)\nhide\n\nwhen I receive [setting v]\ngo to x: (0) y: (-60)\nset size to (5) %\ngo to [front v] layer\nshow\nrepeat (8)\n change size by (((size) + (5)) / (4))\nend\nrepeat (25)\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [戻る v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (アレックス v)\n set [skin v] to [アレックス]\n play sound [クリック v] until done\nelse\n switch costume to (スティーブ v)\n set [skin v] to [スティーブ]\n play sound [クリック v] until done\nend\nset [なめらか v] to [0]\nset size to (80) %\nset [なめらか v] to ((((100) - (size)) / (4)) - ((なめらか) / (3)))\nrepeat (20)\n change size by (なめらか)\n change [なめらか v] by ((((100) - (size)) / (4)) - ((なめらか) / (3)))\nend\nset size to (100) %\n\n@スプライト10\n\n@スプライト12\n\n@スプライト9\n\n@サムネ2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [終りょう v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <(くりァ) = [1]> then\n wait (2) seconds\n show\n end\nend\n\ngo to [front v] layer\n\n@スプライト13\n\n@スプライト18\n\n@スプライト8\n\nwhen I receive [上限 v]\nforever\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\n\n
https://scratch.mit.edu/projects/812924389/\n新作ですぜひ見てください(((((
Christmas Platformer (100% pen)
@Stage\n\n@спрайт 1\n\ndefine рисовка (буква) x: (x) y: (y)\ngo to x: (x) y: (y)\npen down\nif <(буква) = [d]> then\n go to x: (x position) y: ((y position) - (25))\n go to x: (x position) y: ((y position) + (25))\n go to x: ((x position) + (11)) y: (y position)\n go to x: ((x position) - (11)) y: (y position)\n go to x: (x position) y: ((y position) - (25))\n go to x: ((x position) + (11)) y: (y position)\n pen up\n go to x: ((x position) + (1.5)) y: (y position)\n go to x: (x position) y: ((y position) + (1))\n pen down\n go to x: (x position) y: ((y position) + (23))\nend\nif <(буква) = [e]> then\n go to x: (x position) y: ((y position) - (25))\n go to x: (x position) y: ((y position) + (25))\n go to x: ((x position) + (12.5)) y: (y position)\n go to x: ((x position) - (12.5)) y: (y position)\n go to x: (x position) y: ((y position) - (12.5))\n go to x: ((x position) + (9)) y: (y position)\n go to x: ((x position) - (9)) y: (y position)\n go to x: (x position) y: ((y position) - (12.5))\n go to x: ((x position) + (11.5)) y: (y position)\nend\nif <(буква) = [h]> then\n go to x: (x position) y: ((y position) - (25))\n go to x: (x position) y: ((y position) + (25))\n go to x: (x position) y: ((y position) - (25))\n go to x: (x position) y: ((y position) + (12.5))\n go to x: ((x position) + (12.5)) y: (y position)\n go to x: (x position) y: ((y position) + (12.5))\n go to x: (x position) y: ((y position) - (25))\nend\nif <(буква) = [n]> then\n go to x: (x position) y: ((y position) - (25))\n go to x: (x position) y: ((y position) + (25))\n go to x: ((x position) + (6.25)) y: (y position)\n go to x: ((x position) + (6.25)) y: (y position)\n go to x: (x position) y: ((y position) - (25))\n go to x: (x position) y: ((y position) + (25))\nend\nif <(буква) = [t]> then\n go to x: ((x position) + (12.5)) y: (y position)\n go to x: ((x position) - (6.25)) y: (y position)\n go to x: (x position) y: ((y position) - (25))\nend\npen up\n\ndefine рендер падения снега\npen up\nset pen color to (#ffffff)\nset pen size to (20)\nset [элемент +6 v] to [0]\nrepeat (length of [у снега v])\n change [элемент +6 v] by (1)\n go to x: ((item (элемент +6) of [х снега v]) - (скроллинг Х)) y: (item (элемент +6) of [у снега v])\n if <((item (элемент +6) of [х снега v]) - (скроллинг Х)) < [-480]> then\n replace item (элемент +6) of [х снега v] with ((item (элемент +6) of [х снега v]) + (960))\n end\n if <((item (элемент +6) of [х снега v]) - (скроллинг Х)) > [480]> then\n replace item (элемент +6) of [х снега v] with ((item (элемент +6) of [х снега v]) - (960))\n end\n set pen size to (25)\n set pen (transparency v) to (50)\n pen down\n pen up\n set pen size to (20)\n set pen (transparency v) to (0)\n pen down\n pen up\n if <(item (элемент +6) of [син или кос падения снега v]) = [1]> then\n replace item (элемент +6) of [х снега v] with ((item (элемент +6) of [х снега v]) + (([sin v] of (item (элемент +6) of [у снега v]) ) * (item (элемент +6) of [синус снега v])))\n else\n replace item (элемент +6) of [х снега v] with ((item (элемент +6) of [х снега v]) + (([cos v] of (item (элемент +6) of [у снега v]) ) * (item (элемент +6) of [синус снега v])))\n end\n if <(item (элемент +6) of [у снега v]) < [-190]> then\n delete (элемент +6) of [у снега v]\n delete (элемент +6) of [х снега v]\n delete (элемент +6) of [синус снега v]\n delete (элемент +6) of [син или кос падения снега v]\n change [элемент +6 v] by (-1)\n end\n replace item (элемент +6) of [у снега v] with ((item (элемент +6) of [у снега v]) - (2))\nend\n\ndefine шапочка в (х) (у)\nset pen size to (10)\nset pen color to (#ff0000)\npen up\ngo to x: ((х) + (15)) y: ((у) + (20))\npen down\ngo to x: (х) y: ((у) + (40))\ngo to x: ((х) - (15)) y: ((у) + (20))\ngo to x: (х) y: ((у) + (25))\nset pen size to (15)\npen down\npen up\nset pen color to (#ffffff)\nset pen size to (11)\ngo to x: ((х) - (20)) y: ((у) + (20))\npen down\nset x to ((х) + (20))\npen down\nset pen size to (15)\npen up\ngo to x: (х) y: ((у) + (40))\npen down\npen up\n\ndefine рендер\nрендер фона\nсоздание карты\nрендер игрока [20] (скорость Х игрока) (скорость У игрока)\n\nwhen flag clicked\nset [№ уровня v] to [1]\nset [элемент +5 v] to [0]\ndelete all of [синус снега v]\ndelete all of [син или кос падения снега v]\ndelete all of [у снега v]\ndelete all of [х снега v]\nset [скорость х направления игрока v] to [0]\nset [скорость у направления игрока v] to [0]\nset [скроллинг х v] to [0]\nset [скроллинг у v] to [0]\nрестарт\nforever\n erase all\n рендер\n параметры платформера\n if <(pick random (1) to (20)) = [20]> then\n add [190] to [у снега v]\n add (pick random (1) to (2)) to [син или кос падения снега v]\n add ((pick random (-240) to (240)) + (скроллинг Х)) to [х снега v]\n add (pick random (0.9) to (1.6)) to [синус снега v]\n end\n рендер падения снега\nend\n\ndefine рендер игрока (размер) (x) (y)\npen up\nset pen (transparency v) to (0)\nset pen (brightness v) to (100)\nset pen (saturation v) to (100)\nset pen color to (#e57521)\nset pen size to (20)\ngo to x: (x) y: (y)\nchange x by ((размер) / (-2))\nchange y by ((размер) / (2))\npen down\nchange x by ((размер) / (1))\nchange y by ((размер) / (-1))\nchange x by ((размер) / (-1))\nchange y by ((размер) / (1))\npen up\nchange pen size by (размер)\ngo to x: (x) y: (y)\npen up\nset pen size to (10)\nset pen color to (#ffffff)\npen up\ngo to x: (((x) + ((скорость Х направления игрока) / (2))) + (5)) y: ((y) + ((скорость У направления игрока) / (2)))\npen down\npen up\ngo to x: (((x) + ((скорость Х направления игрока) / (2))) + (-5)) y: ((y) + ((скорость У направления игрока) / (2)))\npen down\npen up\nset pen size to (10)\nset pen color to (#ffffff)\npen down\ngo to x: (((x) + ((скорость Х направления игрока) / (2))) + (-5)) y: ((y) + ((скорость У направления игрока) / (2)))\npen up\nset pen size to (5)\nset pen color to (#757575)\ngo to x: (((x) + ((скорость Х направления игрока) / (1.5))) + (-5)) y: ((y) + ((скорость У направления игрока) / (1.4)))\npen down\npen up\nset pen size to (5)\nset pen color to (#757575)\ngo to x: (((x) + ((скорость Х направления игрока) / (1.5))) + (5)) y: ((y) + ((скорость У направления игрока) / (1.4)))\npen down\npen up\nшапочка в (скорость Х игрока) ((скорость У игрока) - (5))\n\ndefine создание карты\ndelete all of [уровень v]\nset [линия# v] to [0]\nif <(№ уровня) = [1]> then\n елка в ((0) - (скроллинг Х)) ((-15) - (скроллинг У)) [18]\n елка в ((200) - (скроллинг Х)) ((40) - (скроллинг У)) [13]\n рендер поверхности [200] [20] [100] [-100]\n линия снега в ((70) - (скроллинг Х)) ((-65) - (скроллинг У)) [1] [180] [20]\n линия снега в ((220) - (скроллинг Х)) ((-30) - (скроллинг У)) [2] [60] [20]\n рендер поверхности [20] [20] [190] [-40]\n линия снега в ((190) - (скроллинг Х)) ((0) - (скроллинг У)) [1] [60] [20]\n рендер поверхности [200] [20] [400] [-100]\n елка в ((400) - (скроллинг Х)) ((0) - (скроллинг У)) [23]\n пушинка в ((300) - (скроллинг Х)) ((-100) - (скроллинг У)) [40]\n пушинка в ((320) - (скроллинг Х)) ((-85) - (скроллинг У)) [30]\n линия снега в ((400) - (скроллинг Х)) ((-60) - (скроллинг У)) [1] [250] [20]\n рендер поверхности [300] [50] [698] [-85]\n линия снега в ((500) - (скроллинг Х)) ((-100) - (скроллинг У)) [1] [140] [25]\n линия снега в ((700) - (скроллинг Х)) ((-65) - (скроллинг У)) [1] [200] [25]\n линия снега в ((698) - (скроллинг Х)) ((-35) - (скроллинг У)) [1] [340] [20]\n линия снега в ((975) - (скроллинг Х)) ((-50) - (скроллинг У)) [2] [40] [30]\n рендер поверхности [200] [50] [1100] [-85]\n подарок в ((700) - (скроллинг Х)) ((-10) - (скроллинг У)) [15] [красный]\n подарок в ((780) - (скроллинг Х)) ((0) - (скроллинг У)) [19] [синий]\n елка в ((1100) - (скроллинг Х)) ((30) - (скроллинг У)) [23]\n рендер поверхности [20] [120] [1320] [-65]\n пушинка в ((1150) - (скроллинг Х)) ((-80) - (скроллинг У)) [40]\n пушинка в ((1050) - (скроллинг Х)) ((-80) - (скроллинг У)) [50]\n рендер поверхности [20] [200] [1450] [-50]\n линия снега в ((1100) - (скроллинг Х)) ((-30) - (скроллинг У)) [1] [240] [30]\n рендер поверхности [200] [20] [1600] [40]\n линия снега в ((1320) - (скроллинг Х)) ((20) - (скроллинг У)) [1] [50] [30]\n линия снега в ((1350) - (скроллинг Х)) ((-10) - (скроллинг У)) [2] [60] [30]\n пушинка в ((1300) - (скроллинг Х)) ((-80) - (скроллинг У)) [40]\n линия снега в ((1770) - (скроллинг Х)) ((-10) - (скроллинг У)) [2] [100] [20]\n рендер поверхности [100] [20] [1850] [0]\n елка в ((1500) - (скроллинг Х)) ((130) - (скроллинг У)) [23]\n линия снега в ((1470) - (скроллинг Х)) ((70) - (скроллинг У)) [1] [100] [30]\n линия снега в ((1650) - (скроллинг Х)) ((70) - (скроллинг У)) [1] [150] [30]\n пушинка в ((1480) - (скроллинг Х)) ((0) - (скроллинг У)) [70]\n рендер портала [1900] [70] [35]\n линия снега в ((1850) - (скроллинг Х)) ((40) - (скроллинг У)) [1] [150] [20]\nelse\n if <(№ уровня) = [2]> then\n елка в ((-50) - (скроллинг Х)) ((-20) - (скроллинг У)) [18]\n рендер поверхности [200] [10] [0] [-100]\n линия снега в ((0) - (скроллинг Х)) ((-70) - (скроллинг У)) [1] [250] [20]\n линия снега в ((125) - (скроллинг Х)) ((-100) - (скроллинг У)) [2] [60] [20]\n линия снега в ((170) - (скроллинг Х)) ((-61) - (скроллинг У)) [2] [60] [20]\n рендер поверхности [250] [10] [325] [-60]\n линия снега в ((325) - (скроллинг Х)) ((-31) - (скроллинг У)) [1] [300] [20]\n линия снега в ((477) - (скроллинг Х)) ((-71) - (скроллинг У)) [2] [80] [20]\n подарок в ((250) - (скроллинг Х)) ((0) - (скроллинг У)) [19] [синий]\n линия снега в ((520) - (скроллинг Х)) ((0) - (скроллинг У)) [2] [60] [20]\n рендер поверхности [100] [10] [600] [0]\n линия снега в ((600) - (скроллинг Х)) ((30) - (скроллинг У)) [1] [150] [20]\n подарок в ((630) - (скроллинг Х)) ((65) - (скроллинг У)) [20] [красный]\n рендер поверхности [10] [180] [700] [85]\n линия снега в ((700) - (скроллинг Х)) ((200) - (скроллинг У)) [1] [50] [20]\n линия снега в ((670) - (скроллинг Х)) ((170) - (скроллинг У)) [2] [60] [20]\n рендер поверхности [40] [10] [400] [60]\n линия снега в ((400) - (скроллинг Х)) ((90) - (скроллинг У)) [1] [65] [35]\n рендер поверхности [50] [10] [250] [120]\n линия снега в ((250) - (скроллинг Х)) ((150) - (скроллинг У)) [1] [75] [35]\n елка в ((50) - (скроллинг Х)) ((270) - (скроллинг У)) [25]\n рендер поверхности [200] [50] [20] [150]\n линия снега в ((20) - (скроллинг Х)) ((200) - (скроллинг У)) [1] [230] [35]\n рендер поверхности [200] [20] [-350] [150]\n рендер поверхности [300] [85] [-640] [183]\n линия снега в ((-640) - (скроллинг Х)) ((250) - (скроллинг У)) [1] [340] [30]\n линия снега в ((-620) - (скроллинг Х)) ((200) - (скроллинг У)) [1] [200] [30]\n линия снега в ((-810) - (скроллинг Х)) ((170) - (скроллинг У)) [2] [150] [30]\n подарок в ((-650) - (скроллинг Х)) ((290) - (скроллинг У)) [20] [синий]\n подарок в ((-550) - (скроллинг Х)) ((280) - (скроллинг У)) [16] [красный]\n пушинка в ((-430) - (скроллинг Х)) ((150) - (скроллинг У)) [120]\n пушинка в ((-390) - (скроллинг Х)) ((150) - (скроллинг У)) [100]\n пушинка в ((-350) - (скроллинг Х)) ((150) - (скроллинг У)) [90]\n пушинка в ((-300) - (скроллинг Х)) ((150) - (скроллинг У)) [110]\n пушинка в ((-240) - (скроллинг Х)) ((150) - (скроллинг У)) [100]\n рендер портала [-785] [299] [40]\n else\n if <(№ уровня) = [3]> then\n елка в ((0) - (скроллинг Х)) ((0) - (скроллинг У)) [27]\n рендер батута [150] [-30] [70]\n рендер поверхности [240] [40] [60] [-110]\n линия снега в ((60) - (скроллинг Х)) ((-70) - (скроллинг У)) [1] [280] [30]\n рендер поверхности [240] [40] [360] [50]\n елка в ((360) - (скроллинг Х)) ((150) - (скроллинг У)) [20]\n линия снега в ((360) - (скроллинг Х)) ((98) - (скроллинг У)) [1] [280] [30]\n рендер лавы горизонтали [360] [100] [50]\n рендер батута [900] [80] [60]\n подарок в ((760) - (скроллинг Х)) ((90) - (скроллинг У)) [25] [красный]\n рендер поверхности [240] [40] [800] [0]\n линия снега в ((800) - (скроллинг Х)) ((45) - (скроллинг У)) [1] [280] [30]\n рендер поверхности [60] [40] [1100] [-90]\n линия снега в ((1100) - (скроллинг Х)) ((-50) - (скроллинг У)) [1] [100] [30]\n рендер поверхности [60] [40] [890] [-150]\n линия снега в ((890) - (скроллинг Х)) ((-100) - (скроллинг У)) [1] [100] [30]\n рендер портала [800] [-80] [30]\n else\n if <(№ уровня) = [4]> then\n рендер поверхности [80] [20] [0] [-100]\n линия снега в ((0) - (скроллинг Х)) ((-60) - (скроллинг У)) [1] [100] [30]\n рендер поверхности [140] [80] [153] [-70]\n линия снега в ((170) - (скроллинг Х)) ((-50) - (скроллинг У)) [1] [70] [30]\n елка в ((130) - (скроллинг Х)) ((80) - (скроллинг У)) [30]\n линия снега в ((154) - (скроллинг Х)) ((0) - (скроллинг У)) [1] [175] [30]\n пушинка в ((830) - (скроллинг Х)) ((90) - (скроллинг У)) [80]\n рендер поверхности [140] [80] [450] [-50]\n пушинка в ((480) - (скроллинг Х)) ((-70) - (скроллинг У)) [50]\n пушинка в ((450) - (скроллинг Х)) ((-50) - (скроллинг У)) [30]\n подарок в ((450) - (скроллинг Х)) ((50) - (скроллинг У)) [20] [синий]\n линия снега в ((450) - (скроллинг Х)) ((10) - (скроллинг У)) [1] [175] [30]\n рендер поверхности [400] [80] [850] [0]\n елка в ((1300) - (скроллинг Х)) ((30) - (скроллинг У)) [20]\n линия снега в ((830) - (скроллинг Х)) ((0) - (скроллинг У)) [1] [300] [40]\n линия снега в ((850) - (скроллинг Х)) ((60) - (скроллинг У)) [1] [440] [30]\n рендер лавы горизонтали [750] [63] [40]\n рендер поверхности [40] [30] [1300] [-70]\n пушинка в ((1500) - (скроллинг Х)) ((0) - (скроллинг У)) [80]\n пушинка в ((1500) - (скроллинг Х)) ((50) - (скроллинг У)) [60]\n пушинка в ((1500) - (скроллинг Х)) ((90) - (скроллинг У)) [50]\n шапочка в ((1500) - (скроллинг Х)) ((95) - (скроллинг У))\n рендер батута [900] [80] [30]\n рендер лавы вертикали [1020] [120] [100]\n линия снега в ((1300) - (скроллинг Х)) ((-30) - (скроллинг У)) [1] [70] [40]\n рендер поверхности [40] [30] [1500] [-70]\n линия снега в ((1500) - (скроллинг Х)) ((-30) - (скроллинг У)) [1] [70] [40]\n рендер поверхности [40] [30] [1700] [-40]\n линия снега в ((1465) - (скроллинг Х)) ((-65) - (скроллинг У)) [3] [70] [40]\n линия снега в ((1700) - (скроллинг Х)) ((0) - (скроллинг У)) [1] [70] [40]\n рендер портала [1900] [20] [20]\n else\n рендер поверхности [600] [30] [0] [-120]\n елка в ((180) - (скроллинг Х)) ((-10) - (скроллинг У)) [25]\n линия снега в ((0) - (скроллинг Х)) ((-75) - (скроллинг У)) [1] [600] [35]\n пушинка в ((-130) - (скроллинг Х)) ((-30) - (скроллинг У)) [80]\n пушинка в ((-130) - (скроллинг Х)) ((20) - (скроллинг У)) [60]\n пушинка в ((-130) - (скроллинг Х)) ((60) - (скроллинг У)) [50]\n шапочка в ((-130) - (скроллинг Х)) ((65) - (скроллинг У))\n рисовка the end \n end\n end\n end\nend\n\ndefine разшифровка (элемент) в списке (списке)\nif <(списке) = [уровень]> then\n delete all of [координаты уровня v]\n set [элемент +1 v] to [0]\n set [элемент +2 v] to []\n repeat until <(letter (элемент +1) of (item (элемент) of [уровень v])) = [,]>\n set [элемент +2 v] to (join (элемент +2) (letter (элемент +1) of (item (элемент) of [уровень v])))\n change [элемент +1 v] by (1)\n end\n add (элемент +2) to [координаты уровня v]\n change [элемент +1 v] by (2)\n set [элемент +2 v] to []\n repeat until <(letter (элемент +1) of (item (элемент) of [уровень v])) = [,]>\n set [элемент +2 v] to (join (элемент +2) (letter (элемент +1) of (item (элемент) of [уровень v])))\n change [элемент +1 v] by (1)\n end\n add (элемент +2) to [координаты уровня v]\n change [элемент +1 v] by (2)\n set [элемент +2 v] to []\n repeat until <(letter (элемент +1) of (item (элемент) of [уровень v])) = [,]>\n set [элемент +2 v] to (join (элемент +2) (letter (элемент +1) of (item (элемент) of [уровень v])))\n change [элемент +1 v] by (1)\n end\n add (элемент +2) to [координаты уровня v]\n change [элемент +1 v] by (2)\n set [элемент +2 v] to []\n repeat until <(letter (элемент +1) of (item (элемент) of [уровень v])) = []>\n set [элемент +2 v] to (join (элемент +2) (letter (элемент +1) of (item (элемент) of [уровень v])))\n change [элемент +1 v] by (1)\n end\n add (элемент +2) to [координаты уровня v]\nend\n\ndefine касание стен\nset [элемент +3 v] to [1]\nset [касается? v] to [нет]\nrepeat (length of [уровень v])\n разшифровка (элемент +3) в списке [уровень]\n if <<<(скорость Х игрока) > (((item (1) of [координаты уровня v]) - ((item (3) of [координаты уровня v]) / (2))) - ((размер пера уровня) / (1.12)))> and <(скорость Х игрока) < (((item (1) of [координаты уровня v]) - ((item (3) of [координаты уровня v]) / (-2))) + ((размер пера уровня) / (1.12)))>> and <<(скорость У игрока) > (((item (2) of [координаты уровня v]) - ((item (4) of [координаты уровня v]) / (2))) - ((размер пера уровня) / (1.12)))> and <(скорость У игрока) < (((item (2) of [координаты уровня v]) - ((item (4) of [координаты уровня v]) / (-2))) + ((размер пера уровня) / (1.12)))>>> then\n set [касается? v] to [да]\n end\n change [элемент +3 v] by (1)\nend\n\ndefine параметры платформера\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [скорость х направления игрока v] by (1.5)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [скорость х направления игрока v] by (-1.5)\nend\nif <<([abs v] of ((mouse x) - ((игрок x) - (скроллинг Х))) ) > [10]> and <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>>>> then\n if <<mouse down?> and <(mouse x) > ((игрок x) - (скроллинг Х))>> then\n change [скорость х направления игрока v] by (1.5)\n end\n if <<mouse down?> and <(mouse x) < ((игрок x) - (скроллинг Х))>> then\n change [скорость х направления игрока v] by (-1.5)\n end\nend\nset [скорость х направления игрока v] to ((скорость Х направления игрока) * (0.8))\nизменить скорость х игрока на (скорость Х направления игрока)\nchange [скорость у направления игрока v] by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((игрок y) - (скроллинг У))>>> and <(в воздухе?) < [5]>> then\n set [скорость у направления игрока v] to [8]\nend\nизменить скорость у игрока на (скорость У направления игрока)\nпозиция\nкамера в скроллинг [8] (игрок x) (игрок y)\nif <(игрок y) < [-500]> then\n рестарт\nend\nchange [элемент +5 v] by (1)\n\ndefine контур (размер пера)\nразшифровка (линия#) в списке [уровень]\npen up\nset pen size to ()\nset pen size to (размер пера)\nchange pen (brightness v) by (-5)\nset x to ((item (1) of [координаты уровня v]) + ((((item (3) of [координаты уровня v]) / (-2)) + ((размер пера уровня) / (-2))) + ((размер пера) / (2))))\nset y to ((item (2) of [координаты уровня v]) + (((item (4) of [координаты уровня v]) / (2)) + (((размер пера уровня) / (2)) + ((размер пера) / (-2)))))\npen down\nset x to ((item (1) of [координаты уровня v]) + (((item (3) of [координаты уровня v]) / (2)) + (((размер пера уровня) / (2)) + ((размер пера) / (-2)))))\nset y to ((item (2) of [координаты уровня v]) + (((item (4) of [координаты уровня v]) / (-2)) + (((размер пера уровня) / (-2)) + ((размер пера) / (2)))))\nset x to ((item (1) of [координаты уровня v]) + (((item (3) of [координаты уровня v]) / (-2)) + (((размер пера уровня) / (-2)) + ((размер пера) / (2)))))\nset y to ((item (2) of [координаты уровня v]) + (((item (4) of [координаты уровня v]) / (2)) + (((размер пера уровня) / (2)) + ((размер пера) / (-2)))))\npen up\n\ndefine позиция\nset [скорость х игрока v] to ((игрок x) - (скроллинг Х))\nset [скорость у игрока v] to ((игрок y) - (скроллинг У))\n\ndefine изменить скорость у игрока на (скорость у)\nchange [игрок y v] by (скорость у)\nпозиция\nкасание стен\nif <(касается?) = [да]> then\n repeat until <(касается?) = [нет]>\n if <(([abs v] of (скорость У направления игрока) ) / (скорость У направления игрока)) = [-1]> then\n change [игрок y v] by (1)\n set [в воздухе? v] to [0]\n else\n change [игрок y v] by (-1)\n change [в воздухе? v] by (1)\n end\n позиция\n касание стен\n end\n set [скорость у направления игрока v] to [0]\nelse\n change [в воздухе? v] by (1)\nend\n\ndefine изменить скорость х игрока на (скорость х)\nchange [игрок x v] by (скорость х)\nпозиция\nкасание стен\nif <(касается?) = [да]> then\n set [скорость игрока х противоположность v] to (([abs v] of (скорость Х направления игрока) ) / (скорость Х направления игрока))\n repeat until <(касается?) = [нет]>\n if <(скорость игрока х противоположность) = [-1]> then\n change [игрок x v] by (1)\n else\n change [игрок x v] by (-1)\n end\n позиция\n касание стен\n end\n set [скорость х направления игрока v] to [0]\nend\n\ndefine камера в скроллинг (сглаживание) (x) (y)\nset [скроллинг х v] to ((скроллинг Х) + (((x) - (скроллинг Х)) / (сглаживание)))\nset [скроллинг у v] to ((скроллинг У) + (((y) - (скроллинг У)) / (сглаживание)))\nпозиция\n\ndefine рендер батута (x) (y) (ширена)\npen up\nset pen size to (30)\nset pen color to (#ffd900)\ngo to x: ((x) - (скроллинг Х)) y: ((y) - (скроллинг У))\npen down\ngo to x: ((x) - (скроллинг Х)) y: (((y) - (скроллинг У)) + ((ширена) / (-2)))\npen up\nset pen color to (#ffdc00)\nset pen size to (20)\nset pen size to (30)\nset [элемент +4 v] to [-90]\ngo to x: (((x) - (скроллинг Х)) + ((ширена) / (-2))) y: ((y) - (скроллинг У))\npen down\ngo to x: (((x) - (скроллинг Х)) + ((ширена) / (2))) y: ((y) - (скроллинг У))\npen up\ngo to x: (((x) - (скроллинг Х)) + ((ширена) / (-2))) y: ((y) - (скроллинг У))\npen up\nif <<<((скорость Х игрока) + (20)) > (((x) - (скроллинг Х)) + ((ширена) / (-2)))> and <((скорость Х игрока) + (-20)) < (((x) - (скроллинг Х)) + ((ширена) / (2)))>> and <<((скорость У игрока) + (20)) > (((y) - (скроллинг У)) + (-10))> and <((скорость У игрока) + (-20)) < (((y) - (скроллинг У)) + (10))>>> then\n set [скорость у направления игрока v] to [17]\nend\n\ndefine рендер лавы горизонтали (x) (y) (ширена)\npen up\nset pen color to (#ff0000)\nset pen size to (20)\ngo to x: (((x) - (скроллинг Х)) + ((ширена) / (-2))) y: ((y) - (скроллинг У))\npen down\ngo to x: (((x) - (скроллинг Х)) + ((ширена) / (2))) y: ((y) - (скроллинг У))\nset pen (transparency v) to (80)\nset pen size to (50)\ngo to x: (((x) - (скроллинг Х)) + ((ширена) / (-2))) y: ((y) - (скроллинг У))\nif <<<((скорость Х игрока) + (20)) > (((x) - (скроллинг Х)) + ((ширена) / (-2)))> and <((скорость Х игрока) + (-20)) < (((x) - (скроллинг Х)) + ((ширена) / (2)))>> and <<((скорость У игрока) + (20)) > (((y) - (скроллинг У)) + (-10))> and <((скорость У игрока) + (-20)) < (((y) - (скроллинг У)) + (10))>>> then\n рестарт\nend\n\nwhen [r v] key pressed\nрестарт\n\ndefine рендер портала (x) (y) (размер)\ngo to x: ((x) - (скроллинг Х)) y: ((y) - (скроллинг У))\nset pen color to (#5eff08)\nchange pen (color v) by (([cos v] of ((элемент +5) * (2)) ) * (40))\nset pen size to ((размер) + (15))\nset pen (transparency v) to (50)\npen down\npen up\nset pen size to (размер)\nset pen (transparency v) to (0)\npen down\npen up\nif <<<((скорость Х игрока) + (20)) > (((x) - (скроллинг Х)) + ((размер) / (-2)))> and <((скорость Х игрока) + (-20)) < (((x) - (скроллинг Х)) + ((размер) / (2)))>> and <<((скорость У игрока) + (20)) > (((y) - (скроллинг У)) + (-10))> and <((скорость У игрока) + (-20)) < (((y) - (скроллинг У)) + (10))>>> then\n change [№ уровня v] by (1)\n рендер\n рестарт\nend\n\ndefine рендер лавы вертикали (x) (y) (высота)\npen up\nset pen color to (#ff0000)\nset pen size to (20)\ngo to x: ((x) - (скроллинг Х)) y: (((y) - (скроллинг У)) + ((высота) / (-2)))\npen down\ngo to x: ((x) - (скроллинг Х)) y: (((y) - (скроллинг У)) + ((высота) / (2)))\nset pen (transparency v) to (80)\nset pen size to (50)\ngo to x: ((x) - (скроллинг Х)) y: (((y) - (скроллинг У)) + ((высота) / (-2)))\nif <<<((скорость Х игрока) + (20)) > (((x) - (скроллинг Х)) + (-20))> and <((скорость Х игрока) + (-20)) < (((x) - (скроллинг Х)) + (20))>> and <<((скорость У игрока) + (20)) > (((y) - (скроллинг У)) + ((высота) / (-2)))> and <((скорость У игрока) + (-20)) < (((y) - (скроллинг У)) + ((высота) / (2)))>>> then\n рестарт\nend\n\ndefine рендер фона\ngo to x: (0) y: (0)\nset pen color to (#003158)\nset pen size to (700)\npen down\npen up\n\ndefine рендер поверхности (ширена) (высота) (пx) (пy)\nchange [линия# v] by (1)\npen up\nset pen (transparency v) to (0)\nset pen (brightness v) to (100)\nset pen (saturation v) to (100)\nset pen color to (#795533)\nset pen size to (50)\ngo to x: ((пx) - (скроллинг Х)) y: ((пy) - (скроллинг У))\nchange x by ((ширена) / (-2))\nchange y by ((высота) / (2))\npen down\nchange x by (ширена)\nchange y by ((высота) * (-1))\nchange x by ((ширена) * (-1))\nchange y by (высота)\npen up\ngo to x: ((пx) - (скроллинг Х)) y: ((пy) - (скроллинг У))\nif <(ширена) > (высота)> then\n change pen size by ((высота) / (2))\n change x by (((ширена) / (-2)) + (25))\n pen down\n change x by ((ширена) - (50))\n pen up\nelse\n change pen size by (ширена)\n change y by (((высота) / (-2)) + ((size) / (2)))\n pen down\n change y by ((высота) - (50))\n pen up\nend\nadd (join (join (join (join ((пx) - (скроллинг Х)) [, ]) ((пy) - (скроллинг У))) [, ]) (join (join (ширена) [, ]) (высота))) to [уровень v]\nset pen (transparency v) to (50)\nконтур [20]\nset pen (transparency v) to (0)\nконтур [10]\n\ndefine подарок в (х) (у) (размер) (цвет)\nif <not <<([abs v] of (х) ) > [500]> or <([abs v] of (у) ) > [400]>>> then\n if <(цвет) = [красный]> then\n set pen color to (#fd0000)\n else\n if <(цвет) = [синий]> then\n set pen color to (#2a00fd)\n end\n end\n set pen (transparency v) to (50)\n set pen size to ((размер) + (5))\n pen up\n go to x: ((х) - (размер)) y: ((у) - (размер))\n pen down\n change y by ((размер) * (2))\n change x by ((размер) * (2))\n change y by ((размер) * (-2))\n change x by ((размер) * (-2))\n pen up\n set pen (transparency v) to (0)\n set pen size to (размер)\n pen up\n go to x: ((х) - (размер)) y: ((у) - (размер))\n pen down\n change y by ((размер) * (2))\n change x by ((размер) * (2))\n change y by ((размер) * (-2))\n change x by ((размер) * (-2))\n pen up\n go to x: (х) y: (у)\n set pen size to ((размер) * (2))\n pen down\n pen up\n if <(цвет) = [красный]> then\n set pen color to (#fdce00)\n else\n if <(цвет) = [синий]> then\n set pen color to (#fdaf57)\n end\n end\n set pen size to ((размер) / (2))\n go to x: ((х) + ((размер) * (1.2))) y: (у)\n pen down\n go to x: ((х) - ((размер) * (1.2))) y: (у)\n pen up\n go to x: (х) y: ((у) - ((размер) * (1.2)))\n pen down\n go to x: (х) y: ((у) + ((размер) * (1.2)))\n go to x: ((х) - ((размер) * (0.7))) y: ((у) + ((размер) * (1.7)))\n go to x: (х) y: ((у) + ((размер) * (1.2)))\n go to x: ((х) + ((размер) * (0.7))) y: ((у) + ((размер) * (1.7)))\n pen up\nend\n\ndefine елка в (х) (у) (размер)\nif <not <<([abs v] of (х) ) > [500]> or <([abs v] of (у) ) > [400]>>> then\n set pen color to (#e69c00)\n set pen size to ((размер) * (2))\n pen up\n go to x: (х) y: ((у) - ((размер) * (2)))\n pen down\n set y to (у)\n pen up\n set y to ((у) + ((размер) * (4)))\n set pen color to (#2dd200)\n pen down\n go to x: ((х) + ((размер) / (2))) y: ((у) + ((размер) * (3)))\n set x to (х)\n change pen (brightness v) by (-5)\n go to x: ((х) + (размер)) y: ((у) + ((размер) * (2)))\n set x to (х)\n change pen (color v) by (-5)\n go to x: ((х) + ((размер) * (2))) y: (у)\n set x to (х)\n pen up\n set pen color to (#2aca00)\n set y to ((у) + ((размер) * (4)))\n pen down\n go to x: ((х) - ((размер) / (2))) y: ((у) + ((размер) * (3)))\n set x to (х)\n change pen (brightness v) by (-5)\n go to x: ((х) - (размер)) y: ((у) + ((размер) * (2)))\n set x to (х)\n go to x: ((х) - ((размер) * (2))) y: (у)\n set x to (х)\n pen up\n go to x: ((х) + ((размер) * (1.5))) y: (у)\n set pen color to ((-909639680) + ((([sin v] of (элемент +5) ) * (256)) + (200)))\n set pen size to (размер)\n pen down\n pen up\n set pen (transparency v) to (70)\n set pen size to ((размер) + (15))\n pen down\n pen up\n go to x: ((х) - ((размер) * (1.3))) y: (у)\n set pen (transparency v) to (0)\n set pen color to ((-909639680) + (((([sin v] of (элемент +5) ) + (100)) * (256)) + (200)))\n set pen size to (размер)\n pen down\n pen up\n set pen (transparency v) to (70)\n set pen size to ((размер) + (15))\n pen down\n pen up\n go to x: (х) y: ((у) + ((размер) * (2.5)))\n set pen (transparency v) to (0)\n set pen color to ((-909639680) + (((([sin v] of (элемент +5) ) + (200)) * (256)) + (200)))\n set pen size to (размер)\n pen down\n pen up\n set pen (transparency v) to (70)\n set pen size to ((размер) + (15))\n pen down\n pen up\nend\n\ndefine пушинка в (х) (у) (размер)\nif <not <<([abs v] of (х) ) > [500]> or <([abs v] of (у) ) > [400]>>> then\n pen up\n set pen color to (#f9f9f9)\n set pen size to (размер)\n go to x: (х) y: (у)\n pen down\n pen up\n set pen (transparency v) to (50)\n change pen size by (15)\n pen down\n pen up\nend\n\ndefine линия снега в (х) (у) (тип) (длина) (размер)\nif <not <<([abs v] of (х) ) > [500]> or <([abs v] of (у) ) > [400]>>> then\n pen up\n if <(тип) = [1]> then\n go to x: ((х) - ((длина) / (2))) y: (у)\n set pen size to (размер)\n set pen color to (#ffffff)\n pen down\n set x to ((х) + ((длина) / (2)))\n change pen size by (15)\n set pen (transparency v) to (50)\n go to x: ((х) - ((длина) / (2))) y: (у)\n else\n go to x: (х) y: ((у) - ((длина) / (2)))\n set pen size to (размер)\n set pen color to (#ffffff)\n pen down\n set y to ((у) + ((длина) / (2)))\n change pen size by (15)\n set pen (transparency v) to (50)\n go to x: (х) y: ((у) - ((длина) / (2)))\n end\n pen up\nend\n\ndefine рестарт\nset [игрок x v] to [0]\nset [игрок y v] to [0]\n\nwhen flag clicked\nforever\n play sound [barradeen-i-cant-take-my-eyes-out-of-you \(1\) v] until done\nend\n\ndefine рисовка the end \nset pen color to (#ff0000)\nchange pen (color v) by (([sin v] of ((элемент +5) * (3)) ) * (10))\nset pen size to (20)\nset pen (transparency v) to (80)\nрисовка [t] x: ((-75) - (скроллинг Х)) y: ((65) - (скроллинг У))\nchange pen (color v) by (10)\nрисовка [h] x: ((-50) - (скроллинг Х)) y: ((65) - (скроллинг У))\nchange pen (color v) by (10)\nрисовка [e] x: ((-25) - (скроллинг Х)) y: ((65) - (скроллинг У))\nchange pen (color v) by (10)\nрисовка [e] x: ((25) - (скроллинг Х)) y: ((65) - (скроллинг У))\nchange pen (color v) by (10)\nрисовка [n] x: ((50) - (скроллинг Х)) y: ((65) - (скроллинг У))\nchange pen (color v) by (10)\nрисовка [d] x: ((75) - (скроллинг Х)) y: ((65) - (скроллинг У))\nset pen (transparency v) to (0)\nset pen size to (5)\nset pen color to (#ffffff)\nрисовка [t] x: ((-75) - (скроллинг Х)) y: ((65) - (скроллинг У))\nрисовка [h] x: ((-50) - (скроллинг Х)) y: ((65) - (скроллинг У))\nрисовка [e] x: ((-25) - (скроллинг Х)) y: ((65) - (скроллинг У))\nрисовка [e] x: ((25) - (скроллинг Х)) y: ((65) - (скроллинг У))\nрисовка [n] x: ((50) - (скроллинг Х)) y: ((65) - (скроллинг У))\nрисовка [d] x: ((75) - (скроллинг Х)) y: ((65) - (скроллинг У))\n\n
Christmas is coming soon! and that's why I made this project first! this project was created for @Debility_Kheops contest\nI tried very hard.\nAdvertisement counter - 18\n\ncontrol:\n※ arrows to move\n※ awsd to move\n※ mouse to move\n※ R to restart\n※ enjoy the game!\n\nI made a regular platformer, just replaced it with a feather, there is nothing surprising here\nGo to explore \n\nthanks @CoolGolub for the music\n\nhappy new year!\n\nP.s in 6th place in contest by @Debility_kheops yey!
Galaxy platformer☆
@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [PIKASONIC - Osaka Express v] until done\nend\n\ndefine ターボモードを検出\nset [count v] to [0]\nreset timer\nrepeat until <[1] < (timer)>\n change [count v] by (1)\nend\nif <(count) < [100]> then\n\nwhen flag clicked\nforever\n ターボモードを検出\nend\n\nset [ステージ v] to [23]\n\nwhen [space v] key pressed\nif <(F) = [0]> then\n set [f v] to [1]\nelse\n set [f v] to [0]\nend\n\nwhen flag clicked\nset [fps v] to [0]\nset [f v] to [0]\nforever\n if <(F) = [0]> then\n hide variable [fps v]\n else\n show variable [fps v]\n end\nend\n\nwhen flag clicked\nforever\n set [timestamp v] to ((days since 2000) * (86400))\n wait (0) seconds\n set [fps v] to (round ((1) / (((days since 2000) * (86400)) - (timestamp))))\nend\n\nreset timer\nrepeat until <[1] < (timer)>\n change [ぬ v] by (1)\nend\nset [fps v] to (ぬ)\n\nwhen [k v] key pressed\nask [キーワードを入力してください/ Please enter a keyword.] and wait\nif <(answer) = [Bocchi]> then\n forever\n set [プレイヤースキン v] to [B]\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nset [プレイヤースキン v] to [通常]\nshow variable [ステージ v]\nshow variable [time v]\nset [ステージ v] to [1]\nset [time v] to [0]\nrepeat until <(ステージ) = [26]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nhide variable [time v]\nhide variable [☁ 1.4 world time v]\nhide variable [☁ クリアした数 v]\nforever\n if <(ステージ) = [26]> then\n show variable [☁ クリアした数 v]\n show variable [☁ 1.4 world time v]\n end\nend\n\nwhen I receive [サムネend v]\nwait (1) seconds\nbroadcast (スタート v)\n\nwhen I start as a clone\nif <(プレイヤースキン) = [通常]> then\n switch costume to (コスチューム3 v)\n repeat (5)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(プレイヤースキン) = [B]> then\n switch costume to (コスチュームb3 v)\n repeat (5)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\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) %\nif <(プレイヤースキン) = [通常]> then\n switch costume to (コスチューム1 v)\nelse\n if <(プレイヤースキン) = [B]> then\n switch costume to (コスチュームb1 v)\n end\nend\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 if <(プレイヤースキン) = [通常]> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n else\n if <(プレイヤースキン) = [B]> then\n switch costume to (コスチュームb1 v)\n change [x v] by (1)\n end\n end\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n if <(プレイヤースキン) = [通常]> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n else\n if <(プレイヤースキン) = [B]> then\n switch costume to (コスチュームb2 v)\n change [x v] by (-1)\n end\n end\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 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 x)>> 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)?> or <touching (地面2 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 x)>> or <key (w v) pressed?>>> then\n if <<touching (地面 v)?> or <touching (地面2 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 (0.1) seconds\n end\n if <touching (トゲ v)?> then\n 初期設定プログラム\n end\n if <touching (動くトゲ v)?> then\n 初期設定プログラム\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\nend\n\n@地面\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (3) layers\nhide\nset [ステージ v] to [1]\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [4]> then\n if <([y position v] of [プレイヤー v]) = [184]> then\n hide\n end\n else\n show\n end\nend\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\nforever\n go to [back v] layer\n switch costume to (ステージ)\nend\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (gyalaxy v)\nshow\nbroadcast (サムネend v)\nforever\n change [ghost v] effect by (2)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@記録\n\nwhen flag clicked\nif <(☁ 1.4 world time) = [0]> then\n set [☁ 1.4 world time v] to [9999]\nend\nforever\n if <(ステージ) = [26]> then\n if <(☁ 1.4 world time) > (time)> then\n set [☁ 1.4 world time v] to (time)\n end\n end\n if <(ステージ) = [26]> then\n change [☁ クリアした数 v] by (1)\n wait (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) seconds\n end\nend\n\nwhen flag clicked\nwait (0.000000000000000000000000000000000000000000000000000000001) seconds\nforever\n if <(username) = [Hoshadu]> then\n stop [other scripts in sprite v]\n end\nend\n\nset [☁ 1.4 world time v] to [9999]\n\nwhen I receive [記録止まれ v]\nstop [this script v]\n\n@動くトゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nforever\n go to [back v] layer\n switch costume to (ステージ)\n if <(ステージ) = [23]> then\n glide (1) secs to x: (0) y: (73)\n glide (1) secs to x: (0) y: (0)\n end\n if <(ステージ) = [24]> then\n glide (1) secs to x: (0) y: (-80)\n glide (1) secs to x: (0) y: (0)\n end\n if <(ステージ) = [25]> then\n glide (1) secs to x: (0) y: (-93)\n glide (1.5) secs to x: (0) y: (133)\n end\nend\n\n@アクセサリー\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to (プレイヤー v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(プレイヤースキン) = [B]> then\n show\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (b1 v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (b2 v)\n end\n end\nend\n\nwhen flag clicked\n\ngo [forward v] (2) layers\nswitch costume to (コスチューム1 v)\nshow\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (5895ae79fa3cd01f09e984f15eda2030 v)\nhide\nforever\n if <(ステージ) = [4]> then\n if <([y position v] of [プレイヤー v]) = [184]> then\n repeat until <not <(ステージ) = [4]>>\n show\n wait (0.000001) seconds\n next costume\n end\n end\n else\n hide\n end\nend\n\n@地面2\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (6) layers\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [4]> then\n if <([y position v] of [プレイヤー v]) = [184]> then\n show\n end\n else\n hide\n end\nend\n\nforever\n switch costume to (ステージ)\nend\n\n
日本語は下\n---English---※Google Translate\nMove with arrow keys, WASD keys, and screen taps.\nEnter keywords with the K key.\nplatformer trend 1P Seriously thank you!!!\n\n---日本語---\n矢印キー、WASDキー、画面タップで移動。Kキーでキーワードを入力\nplatformer傾向1Pマジでありがとうございます!!!\n\n\n\n#プラットフォーマー
[reshared]Adventurer-a 2.5D scrolling platformer #games #all #trending #frontpaged #art #music
@Stage\n\n@Sprite4\n\n@ground\n\nwhen flag clicked\nset [coins needed v] to [13]\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [150] ypos [-140]\ngo to xpos [-550] ypos [-140]\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1750] ypos [-140]\ngo to xpos [-2400] ypos [-140]\ngo to xpos [-3070] ypos [-140]\ngo to xpos [-3780] ypos [-140]\ngo to xpos [-3780] ypos [-600]\ngo to xpos [-4350] ypos [-140]\ngo to xpos [-4900] ypos [-140]\ngo to xpos [-5500] ypos [-140]\ngo to xpos [-6100] ypos [-140]\ngo to xpos [-6730] ypos [-140]\ngo to xpos [-7330] ypos [-140]\ngo to xpos [-7920] ypos [-140]\ngo to xpos [-8500] ypos [-140]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen I receive [save checkpoint v]\nset [spawn x v] to (((scroll x) - (x)) + (-280))\nset [spawn y v] to (((scroll y) - (y)) + (-200))\n\nwhen flag clicked\ndelete this clone\n\n@checkpoint\n\nwhen flag clicked\nset [time v] to [0]\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nset [exit v] to []\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [-1350] ypos [-120]\ngo to xpos [-2600] ypos [-120]\ngo to xpos [-4250] ypos [-125]\ngo to xpos [-5950] ypos [-120]\n\ndefine go to xpos (x) ypos (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n switch costume to (costume4 v)\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen flag clicked\ndelete this clone\n\ngo to x: (x) y: (y)\n\nshow\n\ngo to xpos [150] ypos [-140]\ngo to xpos [-550] ypos [-140]\n\nwhen I receive [save checkpoint v]\n\ndelete this clone\n\nwhen I start as a clone\n\nif <not <(costume [number v]) = [2]>> then\n next costume\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n broadcast (save checkpoint v)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (2)\n end\n delete this clone\n end\nend\n\nwhen I receive [win v]\nset [exit v] to [1]\nif <(time) < (☁ best time)> then\n set [☁ best time v] to (time)\nend\n\nwhen flag clicked\nrepeat until <(exit) > []>\n change [time v] by (0.030)\nend\n\n@DANGER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\nwhen flag clicked\nshow variable [coins v]\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [155] ypos [-147]\ngo to xpos [-550] ypos [-140]\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1700] ypos [-140]\ngo to xpos [-2400] ypos [-140]\ngo to xpos [-3070] ypos [-140]\ngo to xpos [-3780] ypos [-140]\ngo to xpos [-4900] ypos [-140]\ngo to xpos [-5500] ypos [-140]\ngo to xpos [-6730] ypos [-140]\ngo to xpos [-7330] ypos [-140]\ngo to xpos [-7920] ypos [-140]\n\ngo to xpos [-3350] ypos [-140]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nshow\n\nwhen flag clicked\ndelete this clone\n\n@player\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [155]\nset [scroll y v] to [-40]\ngo to x: (0) y: (0)\nforever\n scrolling code\nend\n\ndefine scrolling code\nif <(can move) = [yes]> then\n set rotation style [left-right v]\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change 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 (-4)\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\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nset [coins needed v] to [13]\nset rotation style [left-right v]\nset [can move v] to [yes]\nshow\npoint in direction (90)\nset size to (100) %\nset [spawn x v] to [155]\nset [spawn y v] to [-140]\nset [can move v] to [yes]\nforever\n if <touching color (#ff3e3e)?> then\n broadcast (reset v)\n set [can move v] to [no]\n wait until <(can move) = [yes]>\n end\n if <touching color (#d80000)?> then\n broadcast (reset v)\n set [can move v] to [no]\n wait until <(can move) = [yes]>\n end\n if <touching color (#ff8200)?> then\n broadcast (reset v)\n set [can move v] to [no]\n wait until <(can move) = [yes]>\n end\n if <touching color (#e46500)?> then\n broadcast (reset v)\n set [can move v] to [no]\n wait until <(can move) = [yes]>\n end\n if <touching color (#ff5600)?> then\n broadcast (reset v)\n set [can move v] to [no]\n wait until <(can move) = [yes]>\n end\n if <touching (checkpoint v)?> then\n broadcast (save checkpoint v)\n end\n if <touching (sprite4 v)?> then\n if <([costume # v] of [sprite4 v]) = [2]> then\n broadcast (win v)\n end\n end\n if <touching (jump orb v)?> then\n if <key (up arrow v) pressed?> then\n set [jumping? v] to [1]\n set [y v] to [15]\n end\n end\n if <touching (trampoline v)?> then\n set [y v] to [18]\n end\n if <touching (enemys v)?> then\n broadcast (reset v)\n set [can move v] to [no]\n wait until <(can move) = [yes]>\n end\n if <touching (enemys2 v)?> then\n set [y v] to [14]\n broadcast (enemy death v)\n end\n if <key (up arrow v) pressed?> then\n set [jumping? v] to [1]\n end\n if <touching (ground v)?> then\n set [jumping? v] to [0]\n end\n if <not <key (up arrow v) pressed?>> then\n if <touching (ground v)?> then\n set [jumping? v] to [0]\n end\n end\n if <touching (strong jumporb! v)?> then\n if <key (up arrow v) pressed?> then\n set [jumping? v] to [1]\n set [y v] to [29]\n end\n end\nend\n\nwhen I receive [reset v]\n\nwhen I receive [reset v]\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (16) degrees\n change size by (-6)\nend\nwait (1) seconds\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to (spawn x)\nset [scroll y v] to (spawn y)\nwait (0.00001) seconds\nset [can move v] to [yes]\n\nset [spawn x v] to ((([x position v] of [ground v]) - (x)) + (150))\nset [spawn y v] to ((([y position v] of [ground v]) - (y)) + (-140))\n\nwhen flag clicked\nforever\n if <(can move) = [no]> then\n set rotation style [all around v]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset [can move v] to [no]\nwait until <(can move) = [yes]>\n\nwhen I receive [save checkpoint v]\n\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\n change size by (-7)\n turn right (6) degrees\nend\n\nchange y by (1)\n\nrepeat (1)\n change x by (2)\nend\nwait (0.1) seconds\nrepeat (1)\n change x by (-2)\nend\n\npoint in direction (direction)\n\nwhen flag clicked\nforever\n\ndefine collisions/win\nset [can move v] to [no]\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (-5)\n turn right (12) degrees\nend\nset [can move v] to [no]\n\nwhen I receive [ok v]\ncollisions/win\nforever\n set rotation style [all around v]\nend\n\nbroadcast (ok v)\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\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 end\n end\nend\nchange y by (y)\n\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nchange y by (-1)\n\nif <touching (moving platform v)?> then\n change y by (1)\nend\n\nif <key (up arrow v) pressed?> then\n\nwhen I receive [joink v]\nset [y v] to [14]\nstart sound [Squish Pop v]\n\nwhen I receive [player death v]\nbroadcast (reset v)\nset [can move v] to [no]\nwait until <(can move) = [yes]>\n\nwhen flag clicked\nforever\n set [illo y checker a dumbass v] to (y)\nend\n\nwhen flag clicked\nset [can move v] to [yes]\n\nwhen I receive [win v]\nset [can move v] to [no]\n\nhide\n\nhide variable [coins v]\n\n@jump orb\n\nwhen flag clicked\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [-350] ypos [-80]\ngo to xpos [-4900] ypos [-140]\ngo to xpos [-5200] ypos [-140]\ngo to xpos [-5500] ypos [-140]\n\ngo to xpos [150] ypos [-140]\n\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1700] ypos [-140]\ngo to xpos [-2250] ypos [-140]\ngo to xpos [-2800] ypos [-140]\ngo to xpos [-3350] ypos [-140]\ngo to xpos [-3900] ypos [-140]\ngo to xpos [-4450] ypos [-140]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen I receive [save checkpoint v]\nset [spawn x v] to (((scroll x) - (x)) + (-280))\nset [spawn y v] to (((scroll y) - (y)) + (-200))\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\nend\n\n@tencoin\n\nwhen flag clicked\nset [my variable v] to [1]\nforever\n change [my variable v] by (1)\n switch costume to (join [tencoin] (((my variable) mod (17)) + (1)))\n wait (0.03) seconds\nend\n\nif <key (space v) pressed?> then\n change [my variable v] by (1)\n if <(my variable) > [17]> then\n set [my variable v] to [1]\n end\nend\nswitch costume to (join [tencoin] (my variable))\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [60] ypos [-200]\ngo to xpos [-550] ypos [-140]\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1615] ypos [-140]\ngo to xpos [-2250] ypos [-140]\ngo to xpos [-2800] ypos [-140]\ngo to xpos [-3950] ypos [-800]\ngo to xpos [-4300] ypos [-140]\ngo to xpos [-5000] ypos [-270]\ngo to xpos [-5600] ypos [-270]\ngo to xpos [-6200] ypos [-140]\ngo to xpos [-7200] ypos [-140]\ngo to xpos [-7700] ypos [-140]\n\ngo to xpos [-3900] ypos [-140]\ngo to xpos [-4450] ypos [-140]\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n repeat (20)\n change [ghost v] effect by (5)\n change [y v] by (-1)\n change size by (1)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen flag clicked\nset [diamonds needed v] to [9]\nset [coins v] to [0]\nhide\nforever\n\nwhen I start as a clone\nset size to (57) %\nforever\n next costume\nend\n\n@trampoline\n\nwhen flag clicked\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [-550] ypos [-140]\ngo to xpos [-4360] ypos [-140]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen I receive [save checkpoint v]\nset [spawn x v] to (((scroll x) - (x)) + (-280))\nset [spawn y v] to (((scroll y) - (y)) + (-200))\n\nwhen flag clicked\ndelete this clone\n\ngo to xpos [150] ypos [-140]\n\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1700] ypos [-140]\ngo to xpos [-2250] ypos [-140]\ngo to xpos [-2800] ypos [-140]\ngo to xpos [-3350] ypos [-140]\ngo to xpos [-3900] ypos [-140]\ngo to xpos [-4450] ypos [-140]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume2 v)\n end\nend\n\n@enemys\n\nwhen flag clicked\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nset [speed v] to [0]\nswitch costume to (costume1 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [-2400] ypos [-70]\ngo to xpos [-4300] ypos [-70]\ngo to xpos [-6150] ypos [-70]\ngo to xpos [-8500] ypos [-70]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to x: ((((scroll x) - (x)) + (150)) + (speed)) y: (((scroll y) - (y)) + (-190))\n show\nend\n\nwhen I receive [save checkpoint v]\nset [spawn x v] to (((scroll x) - (x)) + (-280))\nset [spawn y v] to (((scroll y) - (y)) + (-200))\n\nwhen flag clicked\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nset size to (40) %\nforever\n next costume\n wait (0.01) seconds\nend\n\ngo to xpos [-550] ypos [-140]\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1800] ypos [-140]\ngo to xpos [-2800] ypos [-140]\ngo to xpos [-3350] ypos [-140]\ngo to xpos [-3900] ypos [-140]\ngo to xpos [-2250] ypos [-140]\n\ngo to xpos ((-2250) + (speed)) ypos [-140]\n\nwhen flag clicked\nforever\n repeat (100)\n set [direction calculator v] to [1]\n change [speed v] by (3)\n end\n wait (0.1) seconds\n repeat (100)\n set [direction calculator v] to [-1]\n change [speed v] by (-3)\n end\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(direction calculator) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(illo y checker a dumbass) = [0]> then\n broadcast (player death v)\n else\n broadcast (joink v)\n delete this clone\n end\n end\nend\n\n@strong jumporb!\n\nwhen flag clicked\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [-3720] ypos [-50]\ngo to xpos [-6670] ypos [-70]\n\ngo to xpos [-550] ypos [-140]\ngo to xpos [-1150] ypos [-140]\ngo to xpos [-1800] ypos [-140]\ngo to xpos [-2400] ypos [-140]\n\ngo to xpos [-3350] ypos [-140]\ngo to xpos [-3900] ypos [-140]\ngo to xpos [-4450] ypos [-140]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen I receive [save checkpoint v]\nset [spawn x v] to (((scroll x) - (x)) + (-280))\nset [spawn y v] to (((scroll y) - (y)) + (-200))\n\nwhen flag clicked\ndelete this clone\n\ngo to xpos [-8500] ypos [-140]\n\n@portal\n\nwhen flag clicked\nset [coins needed v] to [13]\nhide\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [scroll x v] to [150]\nset [scroll y v] to [-140]\ngo to xpos [-9200] ypos [0]\n\ndefine go to xpos (x) ypos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) - (x)) + (150)) y: (((scroll y) - (y)) + (-140))\n show\nend\n\nwhen I receive [save checkpoint v]\nset [spawn x v] to (((scroll x) - (x)) + (-280))\nset [spawn y v] to (((scroll y) - (y)) + (-200))\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Coins) = (coins needed)> then\n switch costume to (costume2 v)\n else\n switch costume to (costume16 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Coins) = (coins needed)> then\n broadcast (win v)\n else\n broadcast (locked v)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow variable [time v]\nshow variable [☁ best time v]\nshow variable [coins v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\n set [timer v] to (timer)\nend\n\nwhen I receive [win v]\nhide variable [coins v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\nend\n\nrepeat (5)\n change y by (40)\nend\nrepeat (5)\n change y by (30)\nend\nrepeat (6)\n change y by (8)\nend\n\nrepeat (5)\n change y by (15)\nend\n\nwhen I receive [win v]\n\nwhen [timer v] > (timer)\nset [ghost v] effect to (0)\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (6))\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [locked v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (20)\n change y by (4)\n change [ghost v] effect by (5)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nhide variable [☁ best time v]\n\nhide variable [time v]\n\nhide variable [coins v]\n\n
@oranGriff #oranGriff \n@-SimpleStudios-- for the enemy!\nim working on part 2!\n30K views!!!!!\nim getting set of trending:(\nfinally, after over 2 weeks of work and over 20 hours of coding, its done!!!!!!\n@MolotovBlue #MolotovBlue\n for less lag: https://turbowarp.org/766220251 \n #1 on games #1 on music and #1 on art ive never gotten this high tysm!!!!!!!!!!!!!!!!!!\nbtw dont advertise except if your name is @X-theproscratcher\n7000 views=part 2!\n#games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music#games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #gascratch.mit.edumes #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music #games #all #trending #frontpaged #art #music
Home 2 [PIatformer]
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\n play sound [Zelda Song.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (-225) y: (-125)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (10.5) (0.75)\n Death\n if <(y position) < [-173]> then\n go to x: (-225) y: (-125)\n change [number v] by (1)\n end\n if <(x position) > [235]> then\n go to x: (-225) y: (-125)\n broadcast (Change v)\n hide\n wait (1) seconds\n show\n end\n change x by (Wind)\nend\n\nwhen I receive [start v]\nforever\n if <<<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> and <<touching (terrain v)?> or <touching (sprite2 v)?>>> then\n repeat ([ceiling v] of (([abs v] of (Wind) ) + (1)) )\n if <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n change x by (((Wind) / ([abs v] of (Wind) )) * (-3))\n end\n end\n if <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n change x by (([ceiling v] of ([abs v] of (Wind) ) ) * ((Wind) / ([abs v] of (Wind) )))\n end\n end\n if <<key (right arrow v) pressed?> and <<touching (terrain v)?> or <touching (sprite2 v)?>>> then\n change x by (((Wind) / ([abs v] of (Wind) )) * (-3))\n end\n if <<key (left arrow v) pressed?> and <<touching (terrain v)?> or <touching (sprite2 v)?>>> then\n change x by (((Wind) / ([abs v] of (Wind) )) * (-3))\n end\nend\n\ndefine Death\nif <touching (lava v)?> then\n go to x: (-225) y: (-125)\n change [number v] by (1)\nend\nif <touching (spiky v)?> then\n wait (0.005) seconds\n go to x: (-225) y: (-125)\n change [number v] by (1)\nend\nif <touching (invisitrap v)?> then\n wait (0.08) seconds\n go to x: (-225) y: (-125)\n change [number v] by (1)\nend\nif <touching (spiky2 v)?> then\n wait (0.005) seconds\n go to x: (-225) y: (-125)\n change [number v] by (1)\nend\n\nwhen [r v] key pressed\ngo to x: (-225) y: (-125)\n\nwhen I receive [end v]\nshow\ngo to x: (-225) y: (-139)\nstop [other scripts in sprite v]\nswitch costume to (stand v)\nwait (2.5) seconds\nswitch costume to (right v)\nwait (0.5) seconds\nglide (6) secs to x: (108) y: (-139)\nbroadcast (DONE v)\n\ndefine None\nchange y by (y vel)\nif <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n change y by (y vel)\n end\n if <<(y vel) < [0.01]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by ((1) + (Wind))\n switch costume to (right v)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) + (Wind))\n switch costume to (left v)\n else\n switch costume to (stand v)\n end\nend\nchange x by (x vel)\nif <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n repeat ([ceiling v] of (([abs v] of ((x vel) + (Wind)) ) + (1)) )\n if <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n change x by ((((x vel) + (Wind)) / ([abs v] of ((x vel) + (Wind)) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <touching (sprite2 v)?>> then\n change x by (([ceiling v] of ([abs v] of ((x vel) + (Wind)) ) ) * (((x vel) + (Wind)) / ([abs v] of ((x vel) + (Wind)) )))\n end\n set [x vel v] to [0]\nend\nset [x vel v] to ((x vel) * (friction))\n\n@Terrain\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (600) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (80)\n\n@Lava\n\nwhen I receive [start v]\nhide\n\nhide\n\nshow\n\nwhen I start as a clone\nshow\nif <(CloneType) = [1]> then\n wait until <<<(Level) = [2]> or <(Level) = [4]>> or <<(Level) = [6]> or <<(Level) = [8]> or < or < or >>>>>\n delete this clone\nelse\n if <(CloneType) = [2]> then\n wait until <<<(Level) = [2]> or <(Level) = [5]>> or <<(Level) = [7]> or <<(Level) = [9]> or < or < or >>>>>\n delete this clone\n else\n end\nend\n\nwhen I start as a clone\nwait (0.001) seconds\nshow\n\nwhen I receive [start v]\nset [clonetype v] to [0]\npoint in direction (90)\nwait until <(Level) = [1]>\nset [clonetype v] to [1]\ngo to x: (4) y: (-68)\ncreate clone of (_myself_ v)\ngo to x: (137) y: (-68)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [3]>\ngo to x: (-7) y: (100)\ncreate clone of (_myself_ v)\ngo to x: (-80) y: (52)\ncreate clone of (_myself_ v)\ngo to x: (-116) y: (148)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [4]>\nset [clonetype v] to [2]\ngo to x: (17) y: (16)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (20) y: (-16)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [5]>\nset [clonetype v] to [1]\npoint in direction (90)\ngo to x: (-128) y: (-92)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (75) y: (-8)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [6]>\nset [clonetype v] to [2]\npoint in direction (90)\ngo to x: (-164) y: (-92)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [7]>\nset [clonetype v] to [1]\npoint in direction (0)\ngo to x: (116) y: (-92)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [8]>\nset [clonetype v] to [2]\npoint in direction (90)\ngo to x: (-91) y: (-92)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\ngo to x: (16) y: (-11)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide\ngo [backward v] (1) layers\nforever\n set size to (50) %\n switch costume to (Level)\nend\n\n@Spiky\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nshow\nif <(CloneType) = [1]> then\n wait until <<<(Level) = [1]> or <(Level) = [2]>> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [8]> or >>>>\n delete this clone\nelse\n if <(CloneType) = [2]> then\n wait until <<<(Level) = [1]> or <(Level) = [2]>> or <<(Level) = [5]> or <<(Level) = [7]> or <<(Level) = [9]> or >>>>\n delete this clone\n end\nend\n\nrepeat (10)\n\nwhen I start as a clone\nchange y by (-12)\nswitch costume to (costume13 v)\nwait (0.5) seconds\nforever\n if <(direction) = [90]> then\n repeat (6)\n change y by (2)\n end\n wait (0.8) seconds\n repeat (6)\n change y by (-2)\n end\n hide\n wait (1) seconds\n show\n else\n if <(direction) = [-90]> then\n repeat (6)\n change y by (-2)\n end\n wait (0.8) seconds\n repeat (6)\n change y by (2)\n end\n hide\n wait (1) seconds\n show\n else\n if <(direction) = [0]> then\n repeat (6)\n change x by (2)\n end\n hide\n wait (0.8) seconds\n show\n repeat (6)\n change x by (-2)\n end\n wait (1) seconds\n end\n end\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset [clonetype v] to [0]\nwait (0.01) seconds\nwait until <(Level) = [3]>\nset [clonetype v] to [1]\ngo to x: (-9) y: (-103)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [4]>\nset [clonetype v] to [2]\npoint in direction (-90)\nwait (0.01) seconds\ngo to x: (-159) y: (-110)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (-72) y: (-110)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [5]>\nset [clonetype v] to [1]\npoint in direction (90)\ngo to x: (148) y: (-7)\ncreate clone of (_myself_ v)\nwait until <(Level) = [6]>\nset [clonetype v] to [2]\ngo to x: (40) y: (-139)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-87) y: (31)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [7]>\nset [clonetype v] to [1]\npoint in direction (90)\ngo to x: (75) y: (-91)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\npoint in direction (0)\ngo to x: (67) y: (-93)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\ngo to x: (187) y: (-9)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\nchange y by (-12)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (124) y: (-55)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [8]>\nset [clonetype v] to [2]\npoint in direction (90)\ngo to x: (16) y: (-139)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (52) y: (-91)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (900) y: (900)\nforever\n hide\n go to [front v] layer\n set size to (50) %\nend\n\ngo to x: (0) y: (150)\nshow\n\n@Spiky2\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nshow\nwait until <(Level) = [9]>\ndelete this clone\n\nwhen flag clicked\ngo to x: (900) y: (900)\nforever\n hide\n go to [front v] layer\n set size to (50) %\nend\n\nwhen I start as a clone\nchange y by (-12)\nswitch costume to (costume13 v)\nwait (0.5) seconds\nforever\n if <(direction) = [90]> then\n repeat (6)\n change y by (2)\n end\n wait (0.8) seconds\n repeat (6)\n change y by (-2)\n end\n hide\n wait (1) seconds\n show\n else\n if <(direction) = [-90]> then\n repeat (6)\n change y by (-2)\n end\n wait (0.8) seconds\n repeat (6)\n change y by (2)\n end\n hide\n wait (1) seconds\n show\n else\n if <(direction) = [0]> then\n repeat (6)\n change x by (2)\n end\n hide\n wait (0.8) seconds\n show\n repeat (6)\n change x by (-2)\n end\n wait (1) seconds\n end\n end\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\nwait (0.01) seconds\nwait until <(Level) = [8]>\ngo to x: (100) y: (29)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait (0.4) seconds\ngo to x: (135) y: (77)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait (1.2) seconds\ngo to x: (195) y: (29)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\n\n@InvisiTrap\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (100)\n if <<touching (player v)?> or <(distance to [player v]) < [15]>> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (900) y: (900)\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nset [clonetype v] to [0]\nhide\nwait (0.5) seconds\nwait until <(Level) = [3]>\nset [clonetype v] to [1]\ngo to x: (-160) y: (-130)\ncreate clone of (_myself_ v)\nchange x by (24)\ncreate clone of (_myself_ v)\ngo to x: (210) y: (126)\ncreate clone of (_myself_ v)\nchange x by (24)\ncreate clone of (_myself_ v)\nwait until <(Level) = [4]>\nset [clonetype v] to [2]\ngo to x: (-136) y: (-23)\ncreate clone of (_myself_ v)\nchange x by (-24)\ncreate clone of (_myself_ v)\ngo to x: (76) y: (38)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nwait until <(Level) = [6]>\nset [clonetype v] to [1]\ngo to x: (-36) y: (-106)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nwait until <(Level) = [8]>\nset [clonetype v] to [2]\ngo to x: (-137) y: (-83)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\nchange y by (24)\ncreate clone of (_myself_ v)\ngo to x: (-41) y: (-130)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(CloneType) = [1]> then\n wait until <<<(Level) = [1]> or <(Level) = [2]>> or <<(Level) = [4]> or <<(Level) = [7]> or < or < or >>>>>\n delete this clone\nelse\n if <(CloneType) = [2]> then\n wait until <<<(Level) = [1]> or <(Level) = [2]>> or <<(Level) = [5]> or <<(Level) = [9]> or < or < or >>>>>\n delete this clone\n else\n end\nend\n\nwhen I start as a clone\nforever\n turn right (5) degrees\nend\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\n go [backward v] (99) layers\n go to x: (240) y: (125)\n glide (60) secs to x: (0) y: (165)\n glide (60) secs to x: (-255) y: (125)\n hide\n wait (2) seconds\nend\n\n@Star\n\nwhen flag clicked\n\nwhen I start as a clone\n\nhide\nrepeat (50)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\nshow\nforever\n go [backward v] (99) layers\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n wait (pick random (0) to (6)) seconds\n show\n wait (pick random (1) to (25)) seconds\nend\n\n@Thumbnail\n\nset [ghost v] effect to (0)\n\nset size to (1600) %\n\nwhen flag clicked\nset size to (1600) %\ngo to [front v] layer\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (25)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n go to x: (-35) y: (60)\n set size to (150) %\n switch costume to (mountain background v)\n go [backward v] (9999) layers\n set [brightness v] effect to (7)\n set [ghost v] effect to (3)\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (600) %\ngo to x: (0) y: (0)\nforever\n hide\nend\n\nwhen flag clicked\nhide\nwait (0.2) seconds\nwait until <(Level) = [2]>\ngo to x: (-138) y: (-126)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (18) y: (-114)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nrepeat (5)\n change x by (12)\n create clone of (_myself_ v)\nend\nwait until <(Level) = [3]>\ngo to x: (233) y: (-184)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\ngo to x: (78) y: (90)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [4]>\ngo to x: (114) y: (-90)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-90)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [6]>\ngo to x: (-156) y: (42)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nwait until <(Level) = [8]>\ngo to x: (18) y: (-126)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ngo to x: (198) y: (-66)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\nchange y by (12)\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(Level) = [1]> then\n hide\n delete this clone\n else\n if <(Level) = [2]> then\n show\n wait until <(Level) = [3]>\n delete this clone\n else\n if <(Level) = [3]> then\n show\n wait until <(Level) = [4]>\n delete this clone\n else\n if <(Level) = [4]> then\n show\n wait until <(Level) = [5]>\n delete this clone\n else\n if <(Level) = [5]> then\n show\n wait until <(Level) = [6]>\n delete this clone\n else\n if <(Level) = [6]> then\n show\n wait until <(Level) = [7]>\n delete this clone\n else\n if <(Level) = [7]> then\n show\n wait until <(Level) = [8]>\n delete this clone\n else\n if <(Level) = [8]> then\n show\n wait until <(Level) = [9]>\n delete this clone\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nshow\n\nwhen I start as a clone\nforever\n if <(distance to [player v]) < [15]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Troll Terrain\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nset size to (600) %\ngo to x: (0) y: (0)\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)\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n else\n if <(Level) = [4]> then\n switch costume to (costume5 v)\n else\n if <(Level) = [5]> then\n switch costume to (costume8 v)\n else\n if <(Level) = [6]> then\n switch costume to (costume9 v)\n else\n if <(Level) = [7]> then\n switch costume to (costume12 v)\n else\n if <(Level) = [8]> then\n switch costume to (costume13 v)\n else\n set [ghost v] effect to (100)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Clone) = [1]> then\n if <(Level) = [3]> then\n switch costume to (costume4 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(Level) = [4]> then\n switch costume to (costume6 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(Level) = [5]> then\n switch costume to (costume10 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(Level) = [8]> then\n switch costume to (costume14 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (100)\n end\n end\n end\n end\n else\n if <(Clone) = [2]> then\n if <(Level) = [4]> then\n switch costume to (costume7 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(Level) = [6]> then\n switch costume to (costume11 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(Level) = [8]> then\n switch costume to (costume15 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (100)\n end\n end\n end\n else\n if <(Clone) = [3]> then\n if <(Level) = [8]> then\n switch costume to (costume16 v)\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (100)\n end\n else\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nwhen I receive [change v]\nclear graphic effects\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Next Level v)\nchange [level v] by (1)\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [before start v]\nclear graphic effects\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Start v)\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [done v]\nclear graphic effects\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [clonetype v] to [0]\nset [wind v] to [0]\nhide\nwait (0.1) seconds\nwait until <(Level) = [5]>\nset [wind v] to [0.5]\nset [clonetype v] to [1]\nrepeat (20)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [6]>\nset [wind v] to [-0.2]\nset [clonetype v] to [2]\nrepeat (12)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [7]>\nset [wind v] to [1]\nset [clonetype v] to [1]\nrepeat (12)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [8]>\nset [wind v] to [0]\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(Level) = [5]>\nrepeat (20)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [6]>\nrepeat (12)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [7]>\nrepeat (12)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(CloneType) = [1]> then\n wait until <<(Level) = [6]> or <<(Level) = [8]> or <(Level) = []>>>\n delete this clone\n else\n if <(CloneType) = [2]> then\n wait until <<(Level) = [5]> or <<(Level) = [7]> or <(Level) = []>>>\n delete this clone\n else\n end\n end\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (70)\n if <(Level) = [5]> then\n repeat until <(x position) > [238]>\n change x by (pick random (2) to (4))\n end\n hide\n set x to (-240)\n end\n if <(Level) = [6]> then\n repeat until <(x position) < [-238]>\n change x by (pick random (-1) to (-2))\n end\n hide\n set x to (240)\n end\n if <(Level) = [7]> then\n repeat until <(x position) > [238]>\n change x by (pick random (6) to (8))\n end\n hide\n set x to (-240)\n end\nend\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(Level) = [5]>\nrepeat (20)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [6]>\nrepeat (12)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\nwait until <(Level) = [7]>\nrepeat (12)\n go to x: (pick random (-240) to (240)) y: (pick random (-175) to (175))\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen I receive [done v]\nwait (1) seconds\nstop [other scripts in sprite v]\nswitch costume to (costume10 v)\ngo to [front v] layer\ngo to x: (-15) y: (-3)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\ngo to x: (-18) y: (118)\nforever\n switch costume to (Level)\nend\n\n@Sprite6\n\nwhen flag clicked\nset [level v] to [1]\nwait (1e-06) seconds\nhide\ngo to x: (156) y: (-120)\nwait until <(Level) = [9]>\nset [brightness v] effect to (-50)\nshow\nbroadcast (END v)\n\n@Sprite7\n\nwhen flag clicked\nshow\nswitch costume to (left v)\ngo to x: (-235) y: (-88)\nswitch costume to (costume2 v)\nglide (5) secs to x: (23) y: (-88)\nwait (1) seconds\nswitch costume to (left v)\nglide (1) secs to x: (-15) y: (-88)\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume5 v)\nwait (1.5) seconds\nswitch costume to (costume6 v)\nwait (0.3) seconds\nswitch costume to (costume7 v)\nwait (0.3) seconds\nswitch costume to (costume8 v)\nwait (1.5) seconds\nswitch costume to (costume9 v)\nwait (0.6) seconds\nglide (7) secs to x: (235) y: (-88)\nhide\nbroadcast (Before Start v)\n\n@Sprite8\n\nwhen flag clicked\nshow\n\nwhen I receive [before start v]\nwait (0.5) seconds\nhide\n\n
This is a relatively difficult platformer. (Don't say I didn't warn you)\n=================================================\nA creature is lost in the night. Will you return him to its home?\n\nArrow keys or WASD to move.\n\n============TIPS FOR BEATING EACH LEVEL===========\nLevel 1: Pretty self explanatory.\nLevel 2: Just jump\nLevel 3: Try jumping into that huge floating thing...\nLevel 4: Try to fall off instead of landing on the platforms\nLevel 5: It's pretty self explanatory too\nLevel 6: Get to the highest place you can, then jump\nLevel 7: Very difficult, just time your jumps well\nLevel 8: Okay\n
NIGHT PLATFORMER☁online
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (фон 12 v)\n\nwhen I receive [project v]\nforever\n play sound [KulevAnton - Соундтрек для менюшки игры \(зациклен\) v] until done\nend\n\nwhen I receive [project v]\nswitch backdrop to (1 v)\ndelete all of [players v]\nrepeat (10)\n add [] to [players v]\nend\nforever\n replace item (1) of [players v] with (☁ ☁ P1)\n replace item (2) of [players v] with (☁ ☁ P2)\n replace item (3) of [players v] with (☁ ☁ P3)\n replace item (4) of [players v] with (☁ ☁ P4)\n replace item (5) of [players v] with (☁ ☁ P5)\n replace item (6) of [players v] with (☁ ☁ P6)\n replace item (7) of [players v] with (☁ ☁ P7)\n replace item (8) of [players v] with (☁ ☁ P8)\n replace item (9) of [players v] with (☁ ☁ P9)\n replace item (10) of [players v] with (☁ ☁ P10)\nend\n\nwhen I receive [взлом v]\nforever\n change [color v] effect by (40)\nend\n\n@Ground\n\nwhen I receive [прошлый левэл v]\nswitch costume to ((costume [number v]) - (1))\nswitch backdrop to ((backdrop [number v]) - (1))\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext backdrop\nnext costume\n\nswitch costume to (костюм 4 v)\n\nswitch backdrop to (фон 9 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [биба v] to [0]\n else\n set [биба v] to [1]\n end\nend\n\nwhen [loudness v] > (0)\nplay sound [поп v] until done\n\nwhen I receive [project v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(username) = [ ognevushka]> then\n broadcast (взлом v)\n end\nend\n\nwhen I receive [взлом v]\nforever\n change [color v] effect by (40)\nend\n\nwhen [enter v] key pressed\nbroadcast (взлом v)\n\nwhen I receive [взлом v]\nbroadcast (взлом v)\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\nshow\n\n@Player\n\ndefine Сказать (текст)\nset voice to (tenor v)::tts\nsay (текст)\nspeak (текст)::tts\nsay []\n\nsay []\n\nwhen I receive [project v]\nshow\n\nwhen I receive [взлом v]\n\nbroadcast (взлом v)\n\nwhen flag clicked\nforever\n change [color v] effect by (40)\nend\n\nbroadcast (взлом v)\n\nwhen flag clicked\nset language to ((language::translate) v)::tts\n\nwhen I receive [start v]\nforever\n if <(Chat) = [0]> then\n say []\n else\n say (translate (item (Chat) of [чат v]) to ((language::translate) v)::translate)\n end\nend\n\nwhen flag clicked\nset [# v] to [1]\nadd (#) to [players v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nrepeat (50)\n change size by (-2)\n switch costume to (1 v)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nset [chat v] to [0]\nforever\n if <[1] < (x)> then\n switch costume to (right v)\n else\n if <(x) < [-1]> then\n switch costume to (left v)\n else\n switch costume to (standard v)\n end\n end\nend\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(Mobile X) = [1]>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(Mobile X) = [-1]>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * ((9) / (10)))\n change x by (x)\n if <<touching (ground v)?> or <touching (players2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (players2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (players2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (players2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (players2 v)?>> then\n change x by ((x) * (-1))\n change y by (-4)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(Mobile Y) = [1]>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (ground v)?> or <touching (players2 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)?> or <touching (players2 v)?>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(Mobile Y) = [1]>> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n set [stats v] to (join (join (join (join ((round (x position)) + (400)) (join ((round (y position)) + (400)) ((costume [number v]) + (9)))) (([costume # v] of [ground v]) + (9))) ((Mini) + (10))) (Chat))\nend\n\nwhen I receive [start v]\nforever\n if <(#) = [1]> then\n set [☁ ☁ p1 v] to (Stats)\n end\n if <(#) = [2]> then\n set [☁ ☁ p2 v] to (Stats)\n end\n if <(#) = [3]> then\n set [☁ ☁ p3 v] to (Stats)\n end\n if <(#) = [4]> then\n set [☁ ☁ p4 v] to (Stats)\n end\n if <(#) = [5]> then\n set [☁ ☁ p5 v] to (Stats)\n end\n if <(#) = [6]> then\n set [☁ ☁ p6 v] to (Stats)\n end\n if <(#) = [7]> then\n set [☁ ☁ p7 v] to (Stats)\n end\n if <(#) = [8]> then\n set [☁ ☁ p8 v] to (Stats)\n end\n if <(#) = [9]> then\n set [☁ ☁ p9 v] to (Stats)\n end\n if <(#) = [10]> then\n set [☁ ☁ p10 v] to (Stats)\n end\nend\n\nwhen flag clicked\nshow list [чат v]\ngo to x: (-180) y: (-96)\n\nwhen I receive [start v]\nforever\n wait until <<<[243] < (x position)> and <(size) = [100]>> or <<[239] < (x position)> and <(size) = [60]>>>\n set x to (-203)\n broadcast (Next level v)\n repeat until <not <<touching (ground v)?> or <touching (players2 v)?>>>\n set y to (-54)\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <touching (spikes v)?>\n set x to (-243)\n repeat until <not <touching (ground v)?>>\n set y to (-54)\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <touching (trampolines v)?>\n set [y v] to [17]\nend\n\nwhen I receive [start v]\nforever\n if <(Mini) = [0]> then\n set size to (100) %\n else\n set size to (60) %\n wait until <(Mini) = [0]>\n go to x: (-218) y: (131)\n repeat until <not <touching (ground v)?>>\n set y to (pick random (-180) to (180))\n end\n set [y v] to [10]\n wait (0.1) seconds\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n set [y v] to [5]\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n\nwhen I receive [start v]\nforever\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n wait (3) seconds\n set [chat v] to [0]\n end\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n wait (3) seconds\n set [chat v] to [0]\n end\nend\n\nreplace item (1) of [чат v] with [1]\n\nwhen I receive [next level v]\ngo to x: (-203) y: (-54)\n\nwhen flag clicked\nforever\n if <<<(x position) < [-243]> and <(size) = [100]>> or <<(x position) < [-239]> and <(size) = [60]>>> then\n if <not <(биба) = [0]>> then\n set x to (203)\n broadcast (прошлый левэл v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [RETRO2339]> then\n set drag mode [draggable v]\n if <key (space v) pressed?> then\n set [mini v] to [1]\n wait until <not <key (space v) pressed?>>\n set [mini v] to [0]\n end\n else\n set drag mode [not draggable v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (players2 v)?> then\n change y by (10)\n end\nend\n\nchange x by (10)\n\nwhen flag clicked\n\n\n\nrepeat until <key (space v) pressed?>\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [RETRO2339]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [RETRO2339]> then\n set [lsymr v] to [1]\n else\n set [lsymr v] to [0]\n end\nend\n\n@Спрайт 2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [взлом v]\nforever\n change [color v] effect by (40)\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (25)) 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 [Connect v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [взлом v]\nforever\n change [color v] effect by (40)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set size to (1) %\n point in direction (90)\n repeat until <(size) > [3000]>\n Change size by (((3100) - (size)) / (9))\n switch costume to (quadrat v)\n end\n delete this clone\nend\n\ndefine Effekt\nif <(Count) = [1]> then\n switch costume to (circles v)\n create clone of (_myself_ v)\nelse\n if <(Count) = [2]> then\n switch costume to (quadrat v)\n create clone of (_myself_ v)\n else\n switch costume to (effekt v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nstart sound [MDK - Press Start2 v]\nswitch costume to (start v)\nset size to (100) %\nhide\ncreate clone of (_myself_ v)\nwait (1.8) seconds\nbroadcast (light v)\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (left light v)\ngo to x: (-240) y: (-185)\ncreate clone of (_myself_ v)\nswitch costume to (right light v)\ngo to x: (240) y: (-185)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n point in direction (90)\n show\n set y to (-150)\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n repeat until <(size) > [6000]>\n Change size by (((6100) - (size)) / (9))\n switch costume to (start v)\n end\n wait (6.7) seconds\n repeat (40)\n Change size by (((0) - (size)) / (6))\n switch costume to (start v)\n end\n set [ghost v] effect to (100)\n switch costume to (spiel-name v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (9) %\n show\n point in direction (0)\n switch costume to (arrows v)\n create clone of (_myself_ v)\n switch costume to (name v)\n go [forward v] (100) layers\n repeat until <(size) > [195]>\n change size by (((200) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [count v] to [1]\n repeat (3)\n wait (0.5) seconds\n repeat (3)\n change size by (((250) - (size)) / (2))\n end\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n switch costume to (name v)\n Effekt\n switch costume to (kostüm4 v)\n Do\n switch costume to (name v)\n repeat (3)\n change size by (((200) - (size)) / (2))\n end\n change [count v] by (1)\n end\n set [drehung v] to [1]\n repeat (5)\n turn right (Drehung) degrees\n change [drehung v] by (27)\n end\n switch costume to (logo v)\n repeat (4)\n turn right (Drehung) degrees\n change [drehung v] by (27)\n end\n point in direction (90)\n set [count v] to [1]\n repeat (3)\n wait (0.5) seconds\n repeat (3)\n change size by (((250) - (size)) / (2))\n end\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n switch costume to (logo v)\n Effekt\n switch costume to (kostüm4 v)\n Do\n switch costume to (logo v)\n repeat (3)\n change size by (((200) - (size)) / (2))\n end\n change [count v] by (1)\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Change size by (change)\nswitch costume to (kostüm1 v)\nchange size by (change)\n\nwhen I start as a clone\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (0) %\n wait ((klone id) / (10)) seconds\n repeat (20)\n change size by (5)\n change [ghost v] effect by (-5)\n end\n wait (5) seconds\n delete this clone\nend\n\ndefine Setup Übergang 2\nhide\npoint in direction (90)\nset size to (100) %\nswitch costume to (übergang v)\ngo to x: (0) y: (170)\nset [klone id v] to [0]\nrepeat (9)\n create clone of (_myself_ v)\n change [color v] effect by (1)\n change [klone id v] by (1)\n change y by (-42)\nend\nerase all\n\ndefine Setup Übergang 2b\nhide\npoint in direction (90)\nset size to (100) %\nswitch costume to (übergang2 v)\ngo to x: (0) y: (170)\nset [klone id v] to [0]\nset [color v] effect to (0)\nrepeat (9)\n create clone of (_myself_ v)\n change [klone id v] by (1)\n change y by (-42)\nend\nerase all\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n switch costume to (kostüm1 v)\n set size to (100) %\n switch costume to (arrows v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n repeat until <(timer) > [9]>\n change y by (9)\n end\n hide\n wait (0.1) seconds\n broadcast (project v)\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n show\n point in direction (90)\n go [forward v] (1000) layers\n repeat until <(timer) > [9]>\n if <(costume [number v]) = [12]> then\n point in direction ((([sin v] of ((timer) * (300)) ) * (15)) + (85))\n else\n point in direction (() - ((([sin v] of ((timer) * (300)) ) * (15)) + (-95)))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [14]> then\n point in direction (0)\n switch costume to (kostüm1 v)\n set size to (9) %\n switch costume to (circles v)\n repeat until <(size) > [395]>\n change size by (((400) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (3)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n set size to (1) %\n point in direction (90)\n repeat until <(size) > [2450]>\n Change size by (((2500) - (size)) / (9))\n switch costume to (effekt v)\n end\n delete this clone\nend\n\ndefine Do\ngo to x: (-150) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n go to [front v] layer\n set size to (40) %\n show\n repeat (3)\n change size by (20)\n end\n wait (0.1) seconds\n repeat (3)\n change size by (-20)\n end\n hide\n delete this clone\nend\n\nwhen I receive [взлом v]\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n change [color v] effect by (40)\nend\n\n@Players3\n\nwhen I receive [start v]\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <(#) = (costume [number v])> then\n delete this clone\nend\nforever\n glide (0.1) secs to x: ((join (letter (1) of (item (costume [number v]) of [players v])) (join (letter (2) of (item (costume [number v]) of [players v])) (letter (3) of (item (costume [number v]) of [players v])))) - (400)) y: ((join (letter (4) of (item (costume [number v]) of [players v])) (join (letter (5) of (item (costume [number v]) of [players v])) (letter (6) of (item (costume [number v]) of [players v])))) - (400))\n if <([costume # v] of [ground v]) = ((join (letter (9) of (item (costume [number v]) of [players v])) (letter (10) of (item (costume [number v]) of [players v]))) - (9))> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <((join (letter (11) of (item (costume [number v]) of [players v])) (letter (12) of (item (costume [number v]) of [players v]))) - (10)) = [0]> then\n set size to (100) %\n else\n set size to (60) %\n end\nend\n\nwhen I start as a clone\nforever\n\nswitch costume to (1 v)\nrepeat (50)\n\nchange size by (-3.5)\nswitch costume to (1 v)\nchange [ghost v] effect by (12)\n\nwhen I start as a clone\nforever\n if <(letter (13) of (item (costume [number v]) of [players v])) = [0]> then\n say []\n else\n say (translate (item (letter (13) of (item (costume [number v]) of [players v])) of [чат v]) to ((language::translate) v)::translate)\n end\nend\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [прошлый левэл v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [игра v]\nshow\nplay sound [поп v] until done\nwait (1) seconds\nnext costume\n\n@Connection\n\n\n\nwhen flag clicked\nswitch costume to (connection... v)\ngo to [front v] layer\nhide\n\nshow\n\nwhen I receive [project v]\nshow\nset [☁ ☁ p1 v] to [0]\nset [☁ ☁ p2 v] to [0]\nset [☁ ☁ p3 v] to [0]\nset [☁ ☁ p4 v] to [0]\nset [☁ ☁ p5 v] to [0]\nset [☁ ☁ p6 v] to [0]\nset [☁ ☁ p7 v] to [0]\nset [☁ ☁ p8 v] to [0]\nset [☁ ☁ p9 v] to [0]\nset [☁ ☁ p10 v] to [0]\nset [☁ ☁ p1 v] to [1]\nset [☁ ☁ p2 v] to [1]\nset [☁ ☁ p3 v] to [1]\nset [☁ ☁ p4 v] to [1]\nset [☁ ☁ p5 v] to [1]\nset [☁ ☁ p6 v] to [1]\nset [☁ ☁ p7 v] to [1]\nset [☁ ☁ p8 v] to [1]\nset [☁ ☁ p9 v] to [1]\nset [☁ ☁ p10 v] to [1]\nwait (3) seconds\nset [# v] to [0]\nrepeat until <(item (#) of [players v]) = [1]>\n change [# v] by (1)\n if <[10] < (#)> then\n switch costume to (the server is full v)\n stop [all v]\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\nwhen I receive [взлом v]\nforever\n change [color v] effect by (40)\nend\n\n
ИНСТРУКЦИИ НА РУССКОМ: ЕСЛИ ДРУГОЙ ИГРОК ТЕЛЕПОРТИРУЕТСЯ ИЛИ УМЕНЬШАЕТСЯ ТО ЭТО Я\nчат:\n1-привет!\n2-пока!\n3-как дела?\n4-хорошо!\n5-плохо...\n6-давай кто первее?\n7-да!\n8-нет!\n9-КАК ТЫ ЭТО ПРОХОДИШЬ?!!\n________________________________________________________________________________________\nINSTRUCTIONS IN ENGLISH: \nIF ANOTHER PLAYER TELEPORTS OR DECREASES, THEN IT'S ME\n chat:\n1-hello! \n2-bye! \n3-How are you?\n4-good!\n5-bad...\n6-come on who's first?\n7-yes!\n8-no! \n9-HOW DO YOU GET THROUGH IT?!!\n________________________________________________________________________________________INSTRUCTIONS en FRANÇAIS: SI UN autre JOUEUR se TÉLÉPORTE OU DIMINUE, c'est moi.\n:\n1-bonjour!\n2-au revoir!\n3-comment ça va?\n4-bien!\n5-mauvais ...\n6-allez, qui est le premier?\n7-oui!\n8-non!\n9-COMMENT GÉREZ-VOUS CELA?!!\n________________________________________________________________________________________ANWEISUNGEN AUF DEUTSCH: WENN EIN ANDERER SPIELER TELEPORTIERT ODER ABNIMMT, BIN ICH ES.\n:\n1-hallo!\n2-tschüss!\n3-wie geht's?\n4-gut!\n5-schlecht ...\n6- komm schon, wer ist der erste?\n7- ja!\n8- nein!\n9-WIE GEHEN SIE DAMIT UM?!!\n_______________________________________________________________________________________日本語での指示:他のプレイヤーがテレポートまたは減少した場合、それは私です。\n:\n1-こんにちは!\n2-バイバイ!\n3-あなたはどうですか?\n4-良い!\n5-悪い。..\n6-さあ、最初は誰ですか?\n7-はい!\n8-いいえ!\n9-どのようにそれを介して取得するのですか?!!\n______________________________________________________________________________________中文说明:当其他玩家瞬移或缩小尺寸时,是我。\n:\n1-你好!\n2-再见!\n3-你好吗?\n4-好!\n5-坏。..\n6-来吧,谁是第一个?\n7-是的!\n8-不!\n9-你对此有何感想?!!\n______________________________________________________________________________________\n.\n#Опа!
Fall Guys 2d Platformer #games
@Stage\n\n@blank\n\n@Player\n\ndefine Next\nchange [level v] by (1)\nbroadcast (Start v)\nPosition\nSetup Var\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nhide\nbroadcast (delteet v)\nbroadcast (Start v)\n\ndefine Touch Y\nchange [in air? v] by (1)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change [y v] by ((0) - ((sy) / ([abs v] of (sy) )))\n Position\n end\n if <(sy) < [0]> then\n set [in air? v] to [0]\n end\n set [sy v] to [0]\nend\n\ndefine Touch X\nif <touching (level v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (level v)?>>\n change [x v] by ((0) - ((sx) / ([abs v] of (sx) )))\n Position\n end\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [in air? v] to [0]\n else\n set [sx v] to [0]\n end\nend\n\ndefine Physics\ngo to [front v] layer\ngo [backward v] (12) layers\nchange [sy v] by (-1)\nif <(sy) < [-17]> then\n set [sy v] to [-17]\nend\nif <<key (up arrow v) pressed?> and <(in air?) < [3]>> then\n set [sy v] to [13]\nend\nchange [y v] by (sy)\nPosition\nTouch Y\nif <key (right arrow v) pressed?> then\n if <touching (slow v)?> then\n change [sx v] by (.5)\n else\n change [sx v] by (1.5)\n end\nend\nif <key (left arrow v) pressed?> then\n change [sx v] by (-1.5)\nend\nif <touching (end v)?> then\n broadcast (next v)\n Next\nend\nif <touching (slow v)?> then\n change [sx v] by (-1.5)\nend\nif <touching (bumper v)?> then\n change [sx v] by (-8)\nend\nset [sx v] to ((sx) * (0.8))\nchange [x v] by (sx)\nPosition\nTouch X\nMove / Limit Camera\nif <touching (fan v)?> then\n change [sx v] by (-2)\nend\nif <touching (spike v)?> then\n broadcast (reset v)\nend\nif <(Level) = [1]> then\n if <(x) > [740]> then\n broadcast (reset v)\n end\nend\nchange [y v] by (-1)\n\ndefine Position\ngo to x: ((x) - (CAM X)) y: ((y) - (CAM Y))\n\nwhen I receive [update v]\nPhysics\n\nwhen I receive [start v]\nSetup Var\nshow\nforever\n broadcast (Update v)\nend\n\ndefine Setup Var\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [-200]\nset [y v] to [-100]\nset [cam x v] to [0]\nset [cam y v] to [0]\nPosition\n\ndefine Move / Limit Camera\nchange [cam x v] by (round (((x) - (CAM X)) / (4)))\nif <(CAM X) < [0]> then\n set [cam x v] to [0]\nend\nchange [cam y v] by (round (((y) - (CAM Y)) / (6)))\nif <(CAM Y) < [0]> then\n set [cam y v] to [0]\nend\nCheck Lose\n\ndefine Check Lose\nif <(y) < [-180]> then\n Setup Var\nend\n\nwhen I receive [reset v]\nbroadcast (delteet v)\nbroadcast (Start v)\nPosition\nSetup Var\n\n@Level\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone Level at: [0] [0] Costume [Level1]\n Clone Level at: [480] [0] Costume [Level2]\nelse\n if <(Level) = [2]> then\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@end\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone Level at: [680] [115] Costume [Level1]\nelse\n if <(Level) = [2]> then\n Clone Level at: [680] [115] Costume [Level1]\n end\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@Slow\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone Level at: [0] [0] Costume [Level1]\nelse\n if <(Level) = [2]> then\n Clone Level at: [0] [0] Costume [Level2]\n end\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n go to [front v] layer\n go [backward v] (11) layers\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@fan\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone Level at: [380] [130] Costume [Level1]\nelse\n if <(Level) = [2]> then\n end\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@winscreen\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Spike\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone Level at: [0] [0] Costume [Level1]\nelse\n if <(Level) = [2]> then\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [delteet v]\ndelete this clone\n\n@Sprite1\n\nwhen I receive [reset v]\nshow\nwait (.01) seconds\nhide\n\nwhen flag clicked\nhide\n\n@bumper\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone Level at: [0] [105] Costume [Level1]\nelse\n if <(Level) = [2]> then\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\n
Check out the YouTube video where I made this game!\n\nhttps://www.youtube.com/watch?v=U4Bwo9OHVME\n\n\nscratch version - \nhttps://scratch.mit.edu/discuss/youtube/U4Bwo9OHVME\n-----------------------------------\n\nThis is just the beginning of a huge game, part 2 (the entire game) will come out in a couple of days. Enjoy this "sandbox"!\n\n-----------------------------------\n@Coderofgod for the engine\nEpic Games for the original game\n-----------------------------------\n#jackpigpro #fallguys #games #all #trending
✿ sushi platformer ✿
@Stage\n\nwhen flag clicked\nforever\n play sound [Pokemon Littleroot Town Theme Remix.mp3 v] until done\nend\n\n@sushi\n\ndefine move - steps (steps)\nchange [fall v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speedX) / (steps))\n check and balances\n if <(touch) > [0]> then\n set x to (last value)\n set [speedx v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speedY) / (steps))\n check and balances\n if <(touch) > [0]> then\n set y to (last value)\n if <(speedY) < [0]> then\n set [fall v] to [0]\n end\n set [speedy v] to [0]\n end\nend\n\ndefine check and balances\nif <touching (level v)?> then\n set [touch v] to [1]\nelse\n set [touch v] to [0]\nend\n\nwhen I receive [tick - player v]\ncontrols - up and down\ncontrol - left and right\nmove - steps (([abs v] of (speedX) ) + ([abs v] of (speedY) ))\n\ndefine controls - up and down\nif <key (up arrow v) pressed?> then\n if <(fall) < [3]> then\n set [speedy v] to [12]\n end\nend\nchange [speedy v] by (gravity)\n\ndefine control - left and right\nif <key (left arrow v) pressed?> then\n change [speedx v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [speedx v] by (1.5)\nend\nset [speedx v] to ((speedX) * (0.8))\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n begin scene # ((scene #) + (1)) go to x: [-235] []\nend\nif <(x position) < [-235]> then\n begin scene # ((scene #) + (-1)) go to x: [235] []\nend\nif <touching (danger v)?> then\n broadcast (lose life v)\nend\n\ndefine begin scene # (scene #) go to x: (x) (y)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (change scene v)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [lives v] by (-1)\nif <(lives) = [0]> then\n broadcast (game over v)\nend\nreset and begin level\n\ndefine reset and begin level\nset [ghost v] effect to (0)\nset [gravity v] to [-1]\nset [speedy v] to [0]\nbegin scene # (spawn scene) go to x: (spawn x) (spawn y)\nforever\n broadcast (tick - player v)\n broadcast (tick - last v)\nend\n\nwhen flag clicked\nset [lives v] to [3]\nreset and begin level\nset [spawn scene v] to [1]\nset [spawn x v] to [-165]\nset [spawn y v] to [55]\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (scene #))\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [scene] (scene #))\nif <(scene #) = (scene #)> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@game over screen\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Sprite1\n\nwhen I receive [flag v]\nset [lives v] to [4]\nhide\ngo to x: (-185) y: (147)\nshow\nswitch costume to (3 v)\nforever\n if <touching (sushi v)?> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (3 v)\nshow\n\nwhen I receive [lose life v]\nnext costume\nif <(lives) = [0]> then\n broadcast (game over v)\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
✿ sushi platformer ✿\n~~~~~~~~\n» click the green flag to begin \n» use your arrow keys to move\n» avoid lava and spikes
The Floor Is Lava (Scrolling Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@Sprite15\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [lava v]\n\nwhen flag clicked\n\nbroadcast (Lava v)\n\nwhen flag clicked\n\nwhen I receive [play game v]\nhide\nswitch costume to (costume1 v)\nwait (pick random (10) to (14)) seconds\nbroadcast (Lava incoming v)\n\nrepeat (140)\n\nforever\n\nwhen I receive [lava v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [forward v] (5) layers\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (1) seconds\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (1) seconds\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nwait (1) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (1) seconds\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (1) seconds\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nwait (.8) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (2)\nwait (0) seconds\nchange y by (pick random (1) to (2))\nwait (0) seconds\nchange y by (pick random (1) to (2))\nwait (0) seconds\nchange y by (pick random (1) to (2))\nwait (0) seconds\nchange y by (pick random (1) to (3))\nwait (0) seconds\nchange y by (pick random (1) to (2))\nwait (0) seconds\nchange y by (pick random (1) to (3))\nwait (0) seconds\nchange y by (pick random (1) to (2))\nwait (0) seconds\nchange y by (pick random (1) to (2))\nwait (pick random (2) to (4.5)) seconds\nglide (2) secs to x: (0) y: (0)\nwait (pick random (2) to (4)) seconds\nhide\nwait (pick random (14) to (18)) seconds\nbroadcast (Lava incoming v)\nrepeat (140)\nwait (1) seconds\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [menu show v]\nhide\ngo to [back v] layer\ngo [backward v] (5) layers\n\nwait (1) seconds\n\nwhen I receive [menu show v]\nswitch costume to (costume2 v)\n\nwhen I receive [game complete v]\nswitch costume to (costume2 v)\n\nwhen I receive [sketch game v]\nhide\nswitch costume to (costume1 v)\nwait (pick random (10) to (14)) seconds\nbroadcast (Lava incoming v)\n\n@Bouncepads\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (bouncepads v)?> then\n set [speed y v] to [30]\n switch costume to (up v)\n end\nend\n\nwhen flag clicked\nset [left v] to [left arrow]\nset [right v] to [right arrow]\nset [up v] to [up arrow]\n\nwhen I receive [front v]\nswitch costume to (front v)\n\nwhen I receive [impo v]\nswitch costume to (impostor v)\n\nwhen I receive [ninja v]\nswitch costume to (ninja v)\n\nwhen I receive [ns v]\nswitch costume to (ninja santa v)\n\ndefine Win?\nset rotation style [all around v]\nrepeat (20)\n point towards (checkpoint v)\n turn right (65) degrees\n move ((distance to [checkpoint v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nbroadcast (Game complete v)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n Game - Die\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v)\n broadcast (Setip v)\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\nend\n\ndefine Game on\ngo to [front v] layer\ngo [forward v] (5) layers\nswitch costume to (Costumes)\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nset rotation style [left-right v]\nif <<key ((join (Left) []) v) pressed?> or > then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key ((join (Right) []) v) pressed?> or > then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key ((join (Up) []) v) pressed?> or > then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key ((join (Up) []) v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <touching (spikes v)?> then\n start sound [Crunch v]\n set [coins v] to [0]\n broadcast (Play Game v)\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <touching (lava v)?> then\n set [coins v] to [0]\n start sound [Crunch v]\n broadcast (Play Game v)\n end\n if <(y position) = [-181]> then\n set [coins v] to [0]\n start sound [Crunch v]\n broadcast (Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (checkpoint v)?> and <(Coins) = [5]>> then\n Win?\n end\n if <<touching (checkpoint v)?> and <not <(Coins) = [5]>>> then\n broadcast (Play Game v)\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (coins v)?> then\n broadcast (Coins v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (coins v)?>>\n end\n if <touching (coins2 v)?> then\n broadcast (Coins 2 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (coins2 v)?>>\n end\n if <touching (coins3 v)?> then\n broadcast (Coins 3 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (coins3 v)?>>\n end\n if <touching (coins4 v)?> then\n broadcast (Coins 4 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (coins4 v)?>>\n end\n if <touching (coins5 v)?> then\n broadcast (Coins 5 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (coins5 v)?>>\n end\nend\n\nwhen I receive [menu show v]\nhide\ngo [backward v] (10) layers\ngo to [back v] layer\nforever\n Game - Die\nend\n\nwhen I receive [game complete v]\nhide\ngo [backward v] (10) layers\ngo to [back v] layer\nforever\n Game - Die\nend\n\nwhen I receive [play game v]\npoint in direction (90)\n\nwhen flag clicked\n\nset [~cloneid v] to [sprite]\n\nwhen flag clicked\n\nwhen I receive [game complete v]\nwait (1) seconds\n\n@Background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [front v] layer\ngo [forward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [game complete v]\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-100)\n\nwhen I receive [lava incoming v]\nrepeat (1)\n show\n wait (.3) seconds\n hide\n wait (.3) seconds\n show\n wait (.3) seconds\n hide\n wait (.3) seconds\n show\n wait (.3) seconds\n hide\n wait (.3) seconds\n show\n wait (.3) seconds\n hide\n wait (.3) seconds\n show\n wait (.3) seconds\n hide\nend\nbroadcast (Lava v)\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [game complete v]\nhide\nstop [other scripts in sprite v]\n\n@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo [backward v] (3) layers\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [menu show v]\nhide\n\n@Main Menu\n\nwhen flag clicked\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen I receive [sketch game v]\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\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\nstart sound [Connect v]\nbroadcast (level select v)\n\nwhen flag clicked\nshow\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen flag clicked\nbroadcast (Menu show v)\n\nwhen I receive [shop v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (-65)\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 flag clicked\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (Shop v)\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [level select v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (-130)\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 flag clicked\nshow\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (Settings v)\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [menu show v]\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [level select v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (-110)\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 I receive [play game v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen this sprite clicked\nask [Press a key to chose your Jump] and wait\nset [up v] to (answer)\n\nwhen I receive [settings v]\nshow variable [up v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [menu show v]\nhide variable [up v]\n\nwhen I receive [play game v]\nhide variable [up v]\n\nwhen I receive [shop v]\nhide variable [up v]\nhide\n\nwhen I receive [level select v]\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (-55)\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 I receive [play game v]\nhide variable [left v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen this sprite clicked\nask [Press a key to chose left] and wait\nset [left v] to (answer)\n\nwhen I receive [settings v]\nshow variable [left v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [menu show v]\nhide variable [left v]\nhide\n\nwhen flag clicked\nhide variable [left v]\nhide variable [right v]\nhide variable [up v]\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\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 flag clicked\nhide\n\nwhen I receive [play game v]\nhide variable [right v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen this sprite clicked\nask [Press a key to choose right] and wait\nset [right v] to (answer)\n\nwhen I receive [settings v]\nshow variable [right v]\nshow\n\nwhen I receive [settings v]\nforever\n if <key (m v) pressed?> then\n broadcast (Menu show v) and wait\n end\nend\n\nwhen I receive [menu show v]\nhide variable [right v]\nhide\n\nwhen I receive [game complete v]\nforever\n if <key (m v) pressed?> then\n broadcast (Menu show v) and wait\n end\nend\n\nwhen I receive [play game v]\nforever\n if <key (m v) pressed?> then\n broadcast (Menu show v) and wait\n end\nend\n\nwhen I receive [game complete v]\nforever\n if <key (m v) pressed?> then\n broadcast (Menu show v) and wait\n end\nend\n\nwhen I receive [shop v]\nforever\n if <key (m v) pressed?> then\n broadcast (Menu show v) and wait\n end\nend\n\nwhen I receive [level select v]\nhide\n\n@Coins2\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 2 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Skins\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [menu show v]\nhide variable [coins v]\nhide\n\nwhen I receive [settings v]\nhide variable [coins v]\nhide\n\nwhen flag clicked\nswitch costume to (front v)\nset [costumes v] to [Front]\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n set size to (30) %\n else\n set size to (100) %\n end\n if <(costume [number v]) = [4]> then\n set size to (30) %\n end\n if <<(costume [number v]) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [costumes v] to [Front]\n broadcast (Front v)\n end\n if <<<(costume [number v]) = [2]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <<(Coins) = [5]> or <(Coins) > [5]>>> then\n broadcast (Impo v)\n set [costumes v] to [Impostor]\n wait (0) seconds\n change [coins v] by (-5)\n end\n if <<<(costume [number v]) = [2]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <<(Coins) = [5]> or <(Coins) > [5]>>>> then\n say [You need more coins] for (2) seconds\n end\n if <<<(costume [number v]) = [3]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <<(Coins) = [10]> or <(Coins) > [10]>>> then\n broadcast (Ninja v)\n set [costumes v] to [Ninja]\n wait (0.1) seconds\n change [coins v] by (-10)\n end\n if <<<(costume [number v]) = [3]> and <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <<(Coins) = [10]> or <(Coins) > [10]>>>> then\n say [You need more coins] for (2) seconds\n end\nend\n\nwhen I receive [shop v]\nshow variable [coins v]\n\nset [coins v] to [10]\n\n@Coins3\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 3 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Coins4\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 4 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Coins5\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 5 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Sprite10\n\nwhen this sprite clicked\nstop [all v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [game complete v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\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 I receive [menu show v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\ngo to x: (-50) y: (0)\nshow\n\nwhen I receive [menu show v]\nhide\n\nwhen flag clicked\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 (Left v)\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (50) y: (0)\nshow\n\nwhen I receive [menu show v]\nhide\n\nwhen flag clicked\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 (Right v)\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (front v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [coins v]\n\nwhen I receive [bought v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go [forward v] (5) layers\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [sketch game v]\nhide\ndelete this clone\n\n@False Report Detector\n\ndefine Go To (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nset voice to (tenor v)::tts\ncreate clone of (_myself_ v)\nswitch costume to (report button v)\ngo to [front v] layer\nset [animation v] to [0]\nforever\n Go To [485] [-210]\n if <touching (mouse-pointer v)?> then\n wait (0.3) seconds\n if <touching (mouse-pointer v)?> then\n set [report button v] to [1]\n end\n else\n set [report button v] to [0]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (report detect v)\nforever\n if <(REPORT BUTTON) = [1]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n start sound [Dun Dun Dunnn v]\n repeat (10)\n change [ghost v] effect by (0)\n end\n set [report button v] to [0]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (30) %\nhide\n\nwhen I receive [settings v]\nshow\ngo to x: (-180) y: (0)\nset rotation style [left-right v]\nset size to (0) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (5))\n else\n change size by (((30) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nstart sound [Disconnect v]\nbroadcast (Menu show v)\n\nwhen this sprite clicked\nhide\n\nwhen I receive [shop v]\nshow\ngo to x: (-180) y: (0)\nset rotation style [left-right v]\nset size to (0) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (5))\n else\n change size by (((30) - (size)) / (5))\n end\nend\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [level select v]\nshow\ngo to x: (-180) y: (0)\nset rotation style [left-right v]\nset size to (0) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (5))\n else\n change size by (((30) - (size)) / (5))\n end\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [sketch game v]\nhide\n\n@Time\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [☁ wr v]\nhide variable [time v]\nhide variable [final time v]\n\nwhen I receive [play game v]\nset [final time v] to [0]\nhide variable [☁ wr v]\nshow variable [time v]\n\nwhen I receive [play game v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [game complete v]\nhide variable [time v]\nset [final time v] to (Time)\nshow variable [final time v]\nforever\n if <(Final Time) < (☁ WR)> then\n set [☁ wr v] to (Final Time)\n end\nend\n\nwhen I receive [menu show v]\nhide variable [final time v]\nhide variable [time v]\nshow variable [☁ wr v]\n\nbroadcast (Game complete v)\n\nwhen flag clicked\nforever\n if <(Final Time) < (☁ WR)> then\n set [☁ wr v] to (Final Time)\n end\nend\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nset [☁ wr v] to [10000000000000000]\n\nwhen I receive [sketch game v]\nset [final time v] to [0]\nhide variable [☁ wr v]\nshow variable [time v]\n\nwhen I receive [sketch game v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@First level\n\nwhen I receive [level select v]\nshow\ngo to x: (-50) y: (0)\nset rotation style [left-right v]\nset size to (0) %\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 flag clicked\nhide\n\nwhen I receive [menu show v]\nhide\n\nwhen this sprite clicked\nhide\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (Play Game v)\nbroadcast (first level v)\n\nwhen I receive [sketch game v]\nhide\n\n@First level2\n\nwhen I receive [level select v]\nshow\ngo to x: (100) y: (0)\nset rotation style [left-right v]\nset size to (0) %\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 flag clicked\nhide\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (Sketch Game v)\n\nwhen I receive [sketch game v]\nhide\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\n@Player2\n\ndefine Win?\nset rotation style [all around v]\nrepeat (20)\n point towards (checkpoint sketch v)\n turn right (65) degrees\n move ((distance to [checkpoint sketch v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nbroadcast (Game complete v)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n Game - Die\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [sketch game v]\nset [level v] to [1]\nforever\n broadcast (reset 2 v)\n broadcast (Setip 2 v)\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick 2 v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\ngo to [front v] layer\ngo [forward v] (5) layers\nswitch costume to (Costumes)\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nset rotation style [left-right v]\nif <<key ((join (Left) []) v) pressed?> or > then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key ((join (Right) []) v) pressed?> or > then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key ((join (Up) []) v) pressed?> or > then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms sketched v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms sketched v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms sketched v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key ((join (Up) []) v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms sketched 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 []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <touching (spikes2 v)?> then\n start sound [Crunch v]\n set [coins v] to [0]\n broadcast (Sketch Game v)\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <touching (lava v)?> then\n set [coins v] to [0]\n start sound [Crunch v]\n broadcast (Sketch Game v)\n end\n if <(y position) = [-181]> then\n set [coins v] to [0]\n start sound [Crunch v]\n broadcast (Play Game v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (checkpoint sketch v)?> and <(Coins) = [5]>> then\n Win?\n end\n if <<touching (checkpoint sketch v)?> and <not <(Coins) = [5]>>> then\n broadcast (Game complete v)\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (sketch coins v)?> then\n broadcast (Coins v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (sketch coins v)?>>\n end\n if <touching (sketch coins 2 v)?> then\n broadcast (Coins 2 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (sketch coins 2 v)?>>\n end\n if <touching (sketch coins 3 v)?> then\n broadcast (Coins 3 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (sketch coins 3 v)?>>\n end\n if <touching (sketch coins 4 v)?> then\n broadcast (Coins 4 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (sketch coins 4 v)?>>\n end\n if <touching (sketch coines 5 v)?> then\n broadcast (Coins 5 v)\n start sound [Coin v]\n change [coins v] by (1)\n wait until <not <touching (sketch coines 5 v)?>>\n end\nend\n\nwhen I receive [menu show v]\nhide\ngo [backward v] (10) layers\ngo to [back v] layer\nforever\n Game - Die\nend\n\nwhen I receive [game complete v]\nhide\ngo [backward v] (10) layers\ngo to [back v] layer\nforever\n Game - Die\nend\n\nwhen I receive [sketch game v]\npoint in direction (90)\n\nwhen flag clicked\n\nset [~cloneid v] to [sprite]\n\nwhen flag clicked\n\nwhen I receive [game complete v]\nwait (1) seconds\n\n@Checkpoint Sketch\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [front v] layer\ngo [forward v] (3) layers\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\nwhen I receive [game complete v]\ndelete this clone\n\n@Sketch Coins\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo [backward v] (3) layers\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [menu show v]\nhide\n\n@Sketch Coins 2\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 2 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Sketch Coins 3\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 3 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Sketch coins 4\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 4 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Sketch Coines 5\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (3) layers\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [coins v]\n\nwhen I receive [coins 5 v]\ndelete this clone\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Platforms Sketched\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\n@Spikes2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick 2 v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 2 v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 2 v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu show v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n set [ghost v] effect to (70)\n turn right (.3) degrees\nend\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu show v]\nshow\n\n@Sprite14\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu show v]\nshow\n\n
STORM - A Online Scrolling Platformer #Games #All
@Stage\n\n@Blank\n\nhide variable [☁ visited v]\n\nwhen flag clicked\nbroadcast (Setup v)\nbroadcast (Play Game v)\nbroadcast (Green Flag v)\nchange [☁ visited v] by (1)\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n 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 Death\n set [y v] to [0]\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset [in air v] to [0]\nshow\n\ndefine Tick\nif <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (straight v)\nend\nif <key (left arrow v) pressed?> then\n change [sx v] by (-4)\n switch costume to (left v)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (4)\n switch costume to (right v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0,9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> 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)\nLava Die\nNext level\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(LEVEL) = [1]> then\n if <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\n end\nelse\n if <(LEVEL) = [2]> then\n if <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\n end\n else\n if <(LEVEL) = [3]> then\n if <(SCROLL X) > [1321]> then\n set [scroll x v] to [1321]\n end\n else\n if <(LEVEL) = [4]> then\n if <(SCROLL X) > [1918]> then\n set [scroll x v] to [1918]\n end\n else\n if <(LEVEL) = [5]> then\n if <(SCROLL X) > [1459]> then\n set [scroll x v] to [1459]\n end\n else\n if <(LEVEL) = [6]> then\n if <(SCROLL X) > [1769]> then\n set [scroll x v] to [1769]\n end\n else\n if <(LEVEL) = [7]> then\n if <(SCROLL X) > [0]> then\n set [scroll x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nChange Player x by [-8]\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (level v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow 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 (level 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\nLava Die\n\ndefine Game Death\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 Lava Die\nif <not <(LEVEL) = [1]>> then\n if <touching (danger v)?> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [play game v]\n\nforever\n\nif <key (right arrow v) pressed?> then\nif <key (left arrow v) pressed?> then\n\nset [scroll y v] to (y)\n\ndefine Next level\nif <(LEVEL) = [1]> then\n if <(x) > [791]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\nelse\n if <(LEVEL) = [2]> then\n if <(x) > [794]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [3]> then\n if <(x) > [1393]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [4]> then\n if <(x) > [2000]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [5]> then\n if <(x) > [1537]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [6]> then\n if <(x) > [1844]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Game win\nhide\nchange [level v] by (1)\n\nif <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\nend\n\nif <(LEVEL) = [1]> then\n if <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\n end\nend\n\nwhen flag clicked\nforever\n set size to (125) %\n say (username)\nend\n\n@Level\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nshow\n\nwhen I receive [green flag v]\nshow\nforever\n go to [front v] layer\nend\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]\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(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: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [510] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [600] y: [-160]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [650] y: [-165]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nwait (.3) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 1 v)\n\n@Danger\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nshow\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]\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n else\n if <(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]\n else\n if <(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: [0] y: [50]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [back v] layer\n wait (.5) seconds\n next costume\nend\n\n@maybe use dump\n\n@Thumbnail\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset [pixelate v] effect to (100)\nshow\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nforever\n hide\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nplay sound [Asher Fulero - Night Snow \(Calm\)2 v] until done\nbroadcast (song over v)\n\nwhen I receive [song over v]\nplay sound [Asher Fulero - Night Snow \(Calm\)2 v] until done\nbroadcast (song over v)\n\n@Sigma\n\n@Cloud\n\nwhen flag clicked\nif <(username) = (username)> then\n set [☁ viewed v] to [1]\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Portal\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nshow\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]\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(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: [600] y: [0]\n else\n if <(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]\n Clone at x: [360] y: [0]\n Clone at x: [840] y: [20]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [650] y: [-165]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I start as a clone\nwait (.2) seconds\ngo to [front v] layer\n\nwhen I receive [reset v]\nwait (.5) seconds\ngo to [front v] layer\n\n@Portal2\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nshow\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]\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(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: [600] y: [0]\n else\n if <(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]\n Clone at x: [360] y: [0]\n Clone at x: [840] y: [20]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [650] y: [-165]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwait (.1) seconds\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwait (.1) seconds\n\nClone at x: [600] y: [0]\nClone at x: [1918] y: [-160]\n\n
Arrow Keys or mouse Clicking to Move.\n2,000+ views! Wow!\nThanks, Guys!\nLet's Try To Reach 3,000...\nCheck this out...\nhttps://scratch.mit.edu/projects/768155395/#comments-303565889\n...\n\nhi\n\n\n\n\n\n\n\n\n\n\nthe cheat is p\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI am here.\n\n\n\n\n\n\n\n\n\n\n\n...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOkay\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGet Rickrolled\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n: )\n
360°プラットフォーマー!360° platformer!
@Stage\n\nwhen flag clicked\nforever\n if <not <((旗押してくれぇぇ) mod (2)) = [0]>> then\n play sound [tanoshiimugibatake v] until done\n end\nend\n\n@目玉君\n\nwhen flag clicked\nset [停止 v] to [NO]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n point in direction (-90)\n end\n if <touching (とげ v)?> then\n broadcast (最初へ v)\n end\n if <touching (ばね v)?> then\n set [y v] to [-30]\n play sound [びよーん v] until done\n end\nend\n\n@ステージ\n\ndefine プログラム\nif <not <(停止) = [YES]>> then\n switch costume to ((ステージ) + (1))\n change [y v] by (1)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>> or <key (d v) pressed?>> then\n change [ステージ角度 v] by (0.2)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < [-50]>> or <key (a v) pressed?>>> then\n change [ステージ角度 v] by (-0.2)\n end\n set [ステージ角度 v] to ((ステージ角度) * (0.8))\n turn left (ステージ角度) degrees\n repeat (8)\n if <touching (目玉君 v)?> then\n change y by (-1)\n end\n end\n if <touching (目玉君 v)?> then\n change y by (8)\n turn right (ステージ角度) degrees\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>> or <key (w v) pressed?>> then\n if <[0] < (ステージ角度)> then\n set [ステージ角度 v] to [-1.5]\n start sound [じゃんぷ! v]\n else\n set [ステージ角度 v] to [1.5]\n end\n set [y v] to [-15]\n start sound [じゃんぷ! v]\n else\n set [ステージ角度 v] to [0]\n end\n end\n change y by (y)\n if <touching (目玉君 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (目玉君 v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>> or <key (w v) pressed?>> then\n start sound [じゃんぷ! v]\n set [y v] to [-15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [front v] layer\n最初 [300]\nforever\n プログラム\nend\n\ndefine 最初 (大きさ)\nswitch costume to (無 v)\nset size to (大きさ) %\nset [大きさ v] to (大きさ)\nset [y v] to [0]\nswitch costume to ((ステージ) + (1))\npoint in direction (105)\ngo to x: (0) y: (-500)\n\nwhen I receive [最初へ v]\n最初 [300]\n\nwhen I receive [next v]\n最初 [300]\n\n@とげ\n\ndefine 最初の (大きさ)\nswitch costume to (無 v)\nclear graphic effects\nshow\nset size to (大きさ) %\nswitch costume to ((ステージ) + (1))\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\n最初の [300]\nforever\n switch costume to ((ステージ) + (1))\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\nend\n\nwhen I receive [最初へ v]\n最初の [300]\n\n@背景\n\ndefine 最初の (大きさ)\nswitch costume to (無 v)\nset size to (大きさ) %\nswitch costume to (朝&夜 v)\n\nwhen flag clicked\ngo to [back v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\n最初の (大きさ)\nforever\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\nend\n\nwhen I receive [最初へ v]\n最初の (大きさ)\n\n@時間フィルター\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nforever\n if <<([direction v] of [背景 v]) < [178]> and <[3] < ([direction v] of [背景 v])>> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n end\n if <<([direction v] of [背景 v]) < [1]> and <([direction v] of [背景 v]) < [179]>> then\n set [ghost v] effect to (70)\n set [brightness v] effect to (-100)\n end\nend\n\n@ゴール\n\ndefine 最初の (大きさ)\nswitch costume to (無 v)\nclear graphic effects\nshow\nset size to (大きさ) %\nswitch costume to (旗 v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.3) seconds\n最初の (大きさ)\nforever\n switch costume to (旗 v)\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\n if <touching (目玉君 v)?> then\n if <not <(停止) = [YES]>> then\n broadcast (NEXT v)\n end\n end\nend\n\nwhen I receive [最初へ v]\n最初の (大きさ)\n\nwhen I receive [next v]\n最初の (大きさ)\n\n@NEXT\n\nwhen I receive [next v]\nset [停止 v] to [YES]\ngo to [front v] layer\ngo to x: (0) y: (360)\nshow\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (8))\nend\nwait (0.5) seconds\nrepeat until <(y position) < [-345]>\n change y by (((-346) - (y position)) / (8))\nend\nchange [ステージ v] by (1)\nset [停止 v] to [NO]\nhide\n\nwhen flag clicked\nhide\n\n@ばね\n\ndefine 最初の (大きさ)\nswitch costume to (1 v)\nclear graphic effects\nshow\nset size to (大きさ) %\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.3) seconds\n最初の [290]\nforever\n switch costume to ((ステージ) + (1))\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\n if <<(ステージ) = [2]> or <(ステージ) = [3]>> then\n show\n else\n hide\n end\n if <touching (目玉君 v)?> then\n switch costume to (1 v)\n repeat (9)\n next costume\n end\n end\nend\n\nwhen I receive [最初へ v]\n最初の [290]\n\n@旗感知\n\nwhen flag clicked\nchange [旗押してくれぇぇ v] by (1)\nhide\nif <((旗押してくれぇぇ) mod (2)) = [0]> then\n go to [front v] layer\n show\nend\nif <not <((旗押してくれぇぇ) mod (2)) = [0]>> then\n hide\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
~ How to play ~\nOperate with the left and right keys or WAD keys or tap!\nThere is a goal when you turn around 360 degrees! There are no checkpoints, so do your best to reach the goal! There are 3 stages! Press hearts and stars when you clear! (absolutely not)\nIf possible, please follow me!\nThank you for spreading the word!\n*Advertisement is basically prohibited, but if you put a heart and a star on this work, you can advertise it.\n~遊び方~\n左右キーまたはWADキーまたはタップで操作します!\n360°ぐるっと回るとゴールがあります!チェックポイントはないのでゴールまで頑張ってください!3ステージあります!クリアしたらハートと星を押してください!\n(強制ではないです)できればフォローも・・ (((オイ\n拡散もよろしくお願いします!\n※宣伝は基本だめですが、この作品にハートと星を押せば、宣伝OKです\n~クレジット~\nBGM 甘茶の音楽工房様\n文字 ロゴ及び画像ジェネレーター様\n~タグ~\n#Platformer #360 #360° #daihiro1031 #hart #game
【#12】*ᴏʀᴇ* Minecraft Platformer @popopo19 #Games
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (-20)\nrepeat (100)\n wait (1) seconds\n change [ghost v] effect by (-0.5)\nend\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@キューブ\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <<<(y position) < [-175]> or <touching (棘 v)?>> or <<touching (スプライト3 v)?> or <<touching (スプライト4 v)?> or <touching (スプライト5 v)?>>>>> then\n 例のあれ\n end\nend\n\ndefine 例のあれ\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (46)\n\nwhen flag clicked\nforever\n if <touching (スプライト2 v)?> then\n if <not <(ステージ) = [10]>> then\n wait (0.1) seconds\n start sound [Collect v]\n broadcast (NEXT v)\n broadcast (Goal v)\n go to x: (-200) y: (-30)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n set [シーン v] to [1]\n end\n end\nend\n\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 start sound [cursor7 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 [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 [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 [ステージ v] to [1]\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\nset [シーン 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]\n\nwhen I receive [世界だー v]\nset [シーン v] to [0]\nhide\n\nwhen flag clicked\ngo to x: (-194) y: (46)\ngo [backward v] (8) layers\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 point in direction (-90)\n change [x v] by (-1)\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)\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\nchange y by (-1)\n\n\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 flag clicked\nset [ステージ v] to [1]\n\n@スプライト1\n\nwhen I receive [start v]\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nswitch backdrop to (背景1 v)\nset size to (100) %\npoint in direction (90)\n\n@スプライト2\n\nwhen flag clicked\nshow\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n go to x: (187) y: (119)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n go to x: (142) y: (157)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n go to x: (103) y: (130)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n go to x: (165) y: (-160)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n go to x: (241) y: (74)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n go to x: (-125) y: (126)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム6 v)\n go to x: (220) y: (12)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム6 v)\n go to x: (204) y: (128)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム7 v)\n go to x: (103) y: (143)\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\nset drag mode [draggable v]\n\n@スプライト3\n\nwhen flag clicked\nforever\n if <(ステージ) = [2]> then\n show\n switch costume to (grid_fire-0 v)\n go to x: (-105) y: (31)\n end\n if <(ステージ) = [3]> then\n show\n switch costume to (grid_fire-0 v)\n go to x: (-75) y: (36)\n end\n if <(ステージ) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (1) seconds\nend\n\nset drag mode [draggable v]\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nforever\n if <(ステージ) = [4]> then\n show\n go to x: (177) y: (93)\n end\n if <(ステージ) = [5]> then\n go to x: (173) y: (72)\n show\n end\n if <(ステージ) = [6]> then\n show\n go to x: (-54) y: (86)\n end\n if <(ステージ) = [7]> then\n show\n go to x: (42) y: (12)\n end\n if <(ステージ) = [8]> then\n show\n go to x: (66) y: (126)\n end\n if <(ステージ) = [9]> then\n show\n go to x: (-115) y: (-52)\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (1) seconds\nend\n\nset drag mode [draggable v]\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nset size to (85) %\nforever\n if <(ステージ) = [9]> then\n show\n go to x: (-41) y: (18)\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (1) seconds\nend\n\nset drag mode [draggable v]\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (35)\ngo [forward v] (3) layers\ngo [backward v] (3) layers\n\ngo to [back v] layer\n\nwhen flag clicked\n\n@地面の影\n\nwhen flag clicked\ngo [backward v] (15) layers\nshow\n\npoint in direction (90)\ngo to [back v] layer\npoint in direction (82)\n\n@スプライト8\n\n@スプライト7\n\nwhen flag clicked\nshow\ngo [forward v] (15) layers\nforever\n go to (キューブ v)\nend\n\n@samune\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Love fave\n\ngo [forward v] (1) layers\n\nwhen flag clicked\n\nif <(ステージ) = [9]> then\n show\n go to x: (-2) y: (-289)\nend\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\ngo [forward v] (1) layers\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\nforever\n if <(ステージ) = [9]> then\n else\n if <not <(ステージ) = [9]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (-289)\n\n@スプライト9\n\nwhen flag clicked\nhide\n\n@cooltext415970768727445\n\nwhen flag clicked\nhide\n\n@Love fave2\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (3) to (14)) 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\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@cooltext425289457234653\n\nwhen flag clicked\nhide\n\n@cooltext415970835515255\n\nwhen flag clicked\nhide\n\n
7ヶ月ぶりに傾向入り!(2p)\n\n♡、⭐️、フォローをお願いします!\n Please ♡, ⭐️, and follow me!\n\n日本語の説明は下です。\nYou can clear the stage by touching the ore.\nNote that fake ore will not clear the stage even if you touch it.\n\n鉱石に触れたらステージをクリアできます。\n偽物の鉱石は触れてもステージをクリアすることができないので注意してください。
Platformer games(18 levels)
@Stage\n\nwhen flag clicked\nforever\n play sound [Cave v] until done\nend\n\nwhen I receive [a v]\nplay sound [Tada v] until done\nstop all sounds\n\n@Player\n\nwhen I start as a clone\nrepeat (5)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-8)\n change [ghost v] effect by (20)\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\ngo [backward v] (3) layers\nshow\nset size to (100) %\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 (-2)\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 (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\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 end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-10)\n start sound [Hurt v]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\n if <(costume [name v]) = [costume18]> then\n broadcast (A v)\n end\nend\n\n@Danger\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)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [y v] to [18]\n play sound [Boing v] until done\n end\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@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\nforever\n play sound [Cave v] until done\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (yellow 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@Aughhh\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n go to x: (0) y: (0)\n set size to (150) %\n start sound [Death v]\n switch costume to (evaporate-disappear v)\n repeat (47)\n next costume\n end\n end\nend\n\n
Arrow keys to move around and 18 levels. \n♥+★ to get a free golden skin!\nPlease don't immediately unlike and favorite just because you got the skin! I worked hard on this! \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
~~•!Heartbroken!•~~ A Scrolling Platformer #intrend #imtrend #griffpatch #games #all #art
@Stage\n\nwhen flag clicked\nforever\n play sound [Ali Gatie - It's You \(Official Lyrics Video\) \(2\) v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\n@detector TMMCCOOL\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [begin v]\n\nwhen flag clicked\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\n@Gefahr\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo [forward v] (2) layers\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 7 v)\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [650] Y [360]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\nwhen I receive [joined v]\nreset timer\n\nwhen flag clicked\nreset timer\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 8 v)\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\ngo [backward v] (10) layers\n\nwhen flag clicked\nshow\nforever\n go to x: (250) y: (71)\n switch costume to (pick random (1) to (4))\n glide (pick random (15) to (25)) secs to x: (-550) y: (71)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Umrandung\n\nwhen flag clicked\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nadd (username) to [who sees v]\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (b-vel)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [b-vel v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [sy v] to [0]\nset [sx v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [-75]\n set [y v] to [0]\n set [b-vel v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2000]\n set [y v] to [20]\n set [b-vel v] to [2000]\n set [scroll y v] to [20]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [3600]\n set [y v] to [350]\n set [b-vel v] to [2974]\n set [scroll y v] to [107]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [4687]\n set [y v] to [42]\n set [b-vel v] to [4687]\n set [scroll y v] to [42]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [6987]\n set [y v] to [282]\n set [b-vel v] to [6987]\n set [scroll y v] to [282]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\ndefine Game-Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [28]\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [b-vel v] by (round (((x) - (b-vel)) / (8)))\nif <(b-vel) < [-75]> then\n set [b-vel v] to [-75]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-170]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\nwait (0.5) seconds\n\ndefine TEST-DIE\nif <touching (gefahr v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (3) seconds\nswitch backdrop to (blank v)\n\nwhen I receive [cool effect v]\nset [sy v] to [16]\n\nwhen flag clicked\nswitch costume to (basic v)\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [1]\ndelete all of [chat v]\nadd [Hey] to [chat v]\nadd [I'm Cold!] to [chat v]\nadd [This way!] to [chat v]\nadd [Through here] to [chat v]\nadd [Love and fave?] to [chat v]\nadd [Gotta go!] to [chat v]\nadd [Bye!] to [chat v]\nadd [So Hard!] to [chat v]\nadd [I love this!] to [chat v]\nadd [Yes] to [chat v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (basic2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (basic3 v)\n else\n switch costume to (basic v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\nforever\n repeat until <(LEVEL) = [2]>\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n if <(LEVEL) = [2]> then\n show variable [timer v]\n end\nend\n\ndefine Spin off screen\n\ndefine TEST-DIE\nbroadcast (dead v)\nif <touching (gefahr v)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\nwhen [up arrow v] key pressed\nplay sound [Jump v] until done\n\n@NIX\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (b-vel))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen flag clicked\ndelete (10) of [chat v]\ndelete (2) of [chat v]\nadd [Yes] to [chat v]\n\n@Sprite2\n\n@ART2\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 8 v)\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [600] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (d45c708c-4cb4-4a93-9f76-6e9a1020a4c2 v)\ngo to x: (4) y: (4)\nshow\nset size to (150) %\npoint in direction (90)\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\nforever\n show\n glide (1) secs to x: (36) y: (28)\n wait (2) seconds\n glide (1) secs to x: (36) y: (200)\n hide\n wait (15) seconds\nend\n\n@Sprite5\n\n@Rain\n\nwhen flag clicked\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\n
~~~~~~~~~~~~~~~~•!Heartbroken!•~~~~~~~~~~~~~~~ \nI AM WORKING ON ANOTHER PROJECT; I SHARED THIS ONE TO SHOW MA FOLLOWERS, THAT I AM STILL ACTIVE.\nTHX FOR 1.7k FOLLOWER!!!!!\nTRENDING 1# !!!! YAYY\nI KNOW ITS GENERIC :(I DONT HAVE OTHER IDEAS \nHEY ! ( please read until the end!)\nPlease like and fave!!!!! :D \n:D After a while, I finished my 2. Scrolling Platformer! I present u my new Game! ==Heartbroken==\nThis is a Scrolling Platformer With a lot of art, many details and levels! I hope you enjoy it!! :D \n-CONTROLS= arrow keys; w, a, d and with your finger! \n\nFor more projects like this or other, leave a ⭐️&❤️ and don’t forgot to follow! \nHave a nice day!\n\n=ADDED SOON=\n-\n-\n-\n\n(if u have ideas to add, just comment! :D) \n\n\nDont forget to like..to press the heart button :p, to heal his HEART :3 \nThe star to make his day\nAn the Follow button for the Part 2 :3\n\n29.12.2023\n-187 likes\n-154 faves\n-14 remixes\n-3780+ views…\n\nWOWWW THX FOR ALLLLL
[NO VARIABLES] Downloading Apps 2 #games #platformer #sequel #art #all #trending #music #stories
@Stage\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [jumper by waterflame v] until done\nend\n\n@player\n\nwhen flag clicked\nforever\n if <[-170] > (y position)> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset size to (100) %\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [next level v]\nif <(costume [number v]) = [10]> then\n broadcast (ENDSCENE v)\nend\nnext costume\nwait (0) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [all sprites show v]\nshow\n\nwhen I receive [all sprites show v]\nset size to (100) %\nswitch costume to (1 v)\nbroadcast (restart v)\nforever\n change x by ([direction v] of [controlx v])\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 (([direction v] of [controlx v]) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <([direction v] of [controlx v]) > [0]> then\n broadcast (change xv by -10 v)\n else\n broadcast (change xv by 10 v)\n end\n broadcast (set yv to 15 v)\n else\n broadcast (stop moving \(x\) v)\n end\n end\n change y by ([direction v] of [controly v])\n if <touching (level v)?> then\n change y by (([direction v] of [controly v]) - (([direction v] of [controly v]) * (2)))\n broadcast (reset yv v)\n end\n change y by (-1)\n if <<touching (level v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n broadcast (set yv to 15 v)\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [all sprites show v]\nforever\n wait until <not <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>>\n wait until <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>\n if <(round (size)) = [100]> then\n set size to (100) %\n repeat (10)\n change size by (-5)\n end\n else\n set size to (50) %\n repeat (10)\n change size by (5)\n end\n end\nend\n\nwhen I receive [endscene v]\nhide\n\nwait until <not <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>>\nwait until <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>\nset size to (100) %\nrepeat (10)\n change size by (-5)\nend\nwait until <not <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>>\nwait until <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>\nset size to (50) %\nrepeat (10)\n change size by (5)\nend\n\n@Level\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\nwait (0) seconds\n\nwhen I receive [endscene v]\nhide\n\nwhen I receive [all sprites show v]\nshow\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\nwait (0) seconds\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume 1 v)\n\n@text\n\nwhen I receive [next level v]\nnext costume\nwait (0) seconds\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (100)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [all sprites show v]\nshow\n\nwhen I receive [endscene v]\nhide\n\n@tn\n\nwhen flag clicked\nhide\nforever\n reset timer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nshow\nforever\n go to [front v] layer\nend\n\n@controlX\n\nwhen flag clicked\npoint in direction (0)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n turn left (1.5) degrees\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n turn right (1.5) degrees\n end\n point in direction ((0.8) * (direction))\nend\n\nwhen I receive [change xv by -10 v]\npoint in direction (-10)\n\nwhen I receive [change xv by 10 v]\npoint in direction (10)\n\nwhen I receive [stop moving \(x\) v]\npoint in direction (0)\n\n@controlY\n\nwhen flag clicked\npoint in direction (0)\nforever\n turn left (1) degrees\nend\n\nwhen I receive [set yv to 15 v]\npoint in direction (15)\n\nwhen I receive [reset yv v]\npoint in direction (0)\n\n@darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [all sprites show v]\nshow\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n switch costume to (size hack v)\n if <([direction v] of [difficulty v]) = [1]> then\n set size to (100) %\n else\n set size to (200) %\n end\n switch costume to (darkness v)\nend\n\nwhen I receive [endscene v]\nhide\n\n@difficulty\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\nif <(mouse x) > [0]> then\n point in direction (1)\nelse\n point in direction (2)\nend\nbroadcast (all sprites show v)\n\n@cutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [endscene v]\npoint in direction (90)\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (0.5) seconds\nstart sound [Crunch v]\nrepeat (8)\n next costume\nend\nstart sound [Zoop v]\nrepeat (21)\n next costume\nend\nwait (0.5) seconds\nrepeat (100)\n start sound [Zoop v]\n create clone of (_myself_ v)\nend\npoint in direction (90)\nswitch costume to (uh oh v)\n\nwhen I start as a clone\nclear graphic effects\nreset timer\ngo to [front v] layer\npoint in direction (pick random (-30) to (30))\nshow\nset size to (pick random (70) to (100)) %\nswitch costume to (pick random (32) to (34))\ngo to x: (0) y: (70)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\n if < (direction) contains [-]?> then\n turn left (-1) degrees\n else\n turn right (1) degrees\n end\nend\nrepeat (10)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@slide\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nswitch costume to (loading1 v)\nrepeat (15)\n change y by (((0) - (y position)) / (5))\nend\nrepeat (10)\n change y by (((0) - (y position)) / (20))\nend\nrepeat (20)\n change y by (((0) - (y position)) / (5))\nend\nset y to (1)\nswitch costume to (loading1 v)\nrepeat (16)\n next costume\nend\nrepeat (8)\n change y by (y position)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [endscene v]\nhide\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n
PLAY: https://scratch.mit.edu/projects/774993912/ (ALPHABET LORE + FNF)\n#1 on games!!!! #1 on art!!! #1 on animation! #4 on all! Top 10 in music and stories! as of 12/8/2022, TOP LOVED 12/3/2022\nSCROLL DOWN (this is 100% possible btw)\n>Remix this and add your favorite apps!\n>This project contains NO VARIABLES :D\n>After a long wait, I have made the sequel for Downloading Apps 1: Downloading Apps 2! (play the prequel here: https://scratch.mit.edu/projects/477739015/ ) [I recommend playing the prequel so you know the story, but this sequel is much better!]\n>Arrow Keys, WASD, and tap on mobile to move.\n>This is a filler project lol. More stuff coming soon!\n>See what I'm working on here: https://scratch.mit.edu/projects/764846929\n>Features:\n-smooth gameplay\n-10 fun levels with 10 different apps\n-clean art (especially the insta logo!)\n-NO variables!\n-2 difficulties!
✎️100%pen platformer!! | raion112
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Pen\n\ndefine ステージ\ndelete (join [] [all]) of [ステージ v]\nステージ追加 [-50] [-100] 横長さ [250] 縦長さ [100] 種類 [1]\nステージ追加 [163] [-100] 横長さ [160] 縦長さ [100] 種類 [2]\nステージ追加 [305] [-100] 横長さ [107] 縦長さ [100] 種類 [1]\nステージ追加 [405] [0] 横長さ [90] 縦長さ [500] 種類 [1]\nステージ追加 [483] [250] 横長さ [50] 縦長さ [100] 種類 [2]\nステージ追加 [483] [450] 横長さ [50] 縦長さ [100] 種類 [2]\nステージ追加 [600] [0] 横長さ [100] 縦長さ [600] 種類 [1]\nステージ追加 [695] [300] 横長さ [75] 縦長さ [100] 種類 [2]\nステージ追加 [695] [500] 横長さ [75] 縦長さ [100] 種類 [2]\nステージ追加 [850] [250] 横長さ [100] 縦長さ [200] 種類 [1]\nステージ追加 [1100] [325] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [1350] [550] 横長さ [150] 縦長さ [100] 種類 [1]\nステージ追加 [1650] [575] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [1850] [650] 横長さ [75] 縦長さ [300] 種類 [2]\nステージ追加 [2000] [650] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [2200] [550] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [2450] [550] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [2300] [800] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [2150] [900] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [2000] [1000] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [2300] [1200] 横長さ [300] 縦長さ [100] 種類 [1]\nステージ追加 [2500] [1350] 横長さ [100] 縦長さ [400] 種類 [1]\nステージ追加 [2625] [1500] 横長さ [135] 縦長さ [100] 種類 [2]\nステージ追加 [2725] [1600] 横長さ [50] 縦長さ [300] 種類 [1]\nステージ追加 [3025] [1925] 横長さ [700] 縦長さ [50] 種類 [2]\nステージ追加 [2900] [1725] 横長さ [100] 縦長さ [50] 種類 [1]\nステージ追加 [3000] [1725] 横長さ [82] 縦長さ [50] 種類 [3]\nステージ追加 [3100] [1725] 横長さ [100] 縦長さ [50] 種類 [1]\nステージ追加 [3200] [1725] 横長さ [82] 縦長さ [50] 種類 [3]\nステージ追加 [3300] [1725] 横長さ [100] 縦長さ [50] 種類 [1]\nステージ追加 [3500] [1725] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [3625] [1725] 横長さ [50] 縦長さ [50] 種類 [2]\nステージ追加 [3750] [1725] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [3850] [1975] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [3975] [1975] 横長さ [50] 縦長さ [50] 種類 [2]\nステージ追加 [4100] [1975] 横長さ [50] 縦長さ [50] 種類 [3]\nステージ追加 [4500] [2225] 横長さ [300] 縦長さ [50] 種類 [1]\nステージ追加 [4775] [2300] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [4925] [2375] 横長さ [50] 縦長さ [50] 種類 [1]\nステージ追加 [5350] [2425] 横長さ [500] 縦長さ [50] 種類 [1]\nステージ追加 [5575] [2500] 横長さ [50] 縦長さ [100] 種類 [4]\n\ndefine 升\nset [雑用 v] to (((scroll-x) - ((scroll-x) mod (50))) - (200))\nset pen color to (#696969)\nset pen (transparency v) to (80)\nset pen size to (12)\nrepeat (10)\n X Y (雑用) [10000]\n pen down\n X Y (雑用) [-10000]\n pen up\n change [雑用 v] by (50)\nend\nset [雑用 v] to (((scroll-y) - ((scroll-y) mod (50))) - (200))\nrepeat (10)\n X Y [10000] (雑用)\n pen down\n X Y [-10000] (雑用)\n pen up\n change [雑用 v] by (50)\nend\n\ndefine ゴール\nステージ\n背景\nYou won\nstop [all v]\n\nwhen flag clicked\ndelete (join [] [all]) of [判定 v]\nステージ\nforever\n PLAYERプログラム\nend\n\ndefine PLAYERプログラム\nif <<<mouse down?> and <[50] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\nend\nif <<<mouse down?> and <(mouse x) < [-50]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.89))\nchange [player-x v] by (X)\nrepeat (7)\n 当たり判定\n if <[判定 v] contains [1]?> then\n change [player-y v] by (1)\n end\nend\n当たり判定\nif <[判定 v] contains [1]?> then\n change [player-x v] by (() - (X))\n change [player-y v] by (-7)\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n set [x v] to ((6) - ((12) * <(X) = ([abs v] of (X) )>))\n else\n set [x v] to [0]\n end\nend\nchange [player-y v] by (-1)\n当たり判定\nif <[判定 v] contains [1]?> then\n if <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\nend\nchange [player-y v] by (1)\nchange [y v] by (-1)\nchange [player-y v] by (Y)\n当たり判定\nif <[判定 v] contains [1]?> then\n change [player-y v] by (() - (Y))\n set [y v] to [0]\nend\n当たり判定\nif <<(scroll-y) < [-400]> or <[判定 v] contains [2]?>> then\n 初期化\nend\n当たり判定\nif <[判定 v] contains [3]?> then\n set [y v] to [25]\nend\nif <[判定 v] contains [4]?> then\n ゴール\nend\n\ndefine 判定 (x1) (x2) (y1) (y2) (x) (y)\nif <<([abs v] of ((((x1) + (x2)) / (2)) - (x)) ) < (([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) + (20))> and <([abs v] of ((((y1) + (y2)) / (2)) - (y)) ) < (([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) + (20))>> then\n add (item ((判定1) + (5)) of [ステージ v]) to [判定 v]\nend\n\ndefine X Y (x) (y)\ngo to x: ((x) - (scroll-x)) y: ((y) - (scroll-y))\n\ndefine PLAYER (x) (y) (辺)\nset pen size to (10)\nset pen color to (#f3ff54)\nset pen (transparency v) to (50)\ngo to x: ((x) + (辺)) y: ((y) + (辺))\npen down\nset x to ((x) - (辺))\nset y to ((y) - (辺))\nset x to ((x) + (辺))\nset y to ((y) + (辺))\npen up\nset pen (transparency v) to (0)\nset pen size to (7.5)\ngo to x: ((x) + (辺)) y: ((y) + (辺))\npen down\nset x to ((x) - (辺))\nset y to ((y) - (辺))\nset x to ((x) + (辺))\nset y to ((y) + (辺))\npen up\n\ndefine 当たり判定\ndelete all of [判定 v]\nset [判定1 v] to [0]\nrepeat ((length of [ステージ v]) / (5))\n 判定 ((item ((判定1) + (1)) of [ステージ v]) + ((item ((判定1) + (3)) of [ステージ v]) / (2))) ((item ((判定1) + (1)) of [ステージ v]) - ((item ((判定1) + (3)) of [ステージ v]) / (2))) ((item ((判定1) + (2)) of [ステージ v]) + ((item ((判定1) + (4)) of [ステージ v]) / (2))) ((item ((判定1) + (2)) of [ステージ v]) - ((item ((判定1) + (4)) of [ステージ v]) / (2))) ((scroll-x) + (PLAYER-X)) ((scroll-y) + (PLAYER-Y))\n change [判定1 v] by (5)\nend\n\ndefine ステージ追加 (x) (y) 横長さ (横長さ) 縦長さ (縦長さ) 種類 (種類)\nadd (x) to [ステージ v]\nadd (y) to [ステージ v]\nadd (横長さ) to [ステージ v]\nadd (縦長さ) to [ステージ v]\nadd (種類) to [ステージ v]\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\nset [player-x v] to [0]\nset [player-y v] to [0]\nset [scroll-x v] to [0]\nset [scroll-y v] to [0]\n\nwhen flag clicked\n初期化\n\ndefine ステージ描写\nset [描写1 v] to [0]\nrepeat ((length of [ステージ v]) / (5))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n ステージ色\n set pen size to (10)\n set pen (transparency v) to (50)\n pen down\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n pen up\n set pen size to (7.5)\n set pen (transparency v) to (0)\n pen down\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) - ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) - ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n X Y ((item ((描写1) + (1)) of [ステージ v]) + ((item ((描写1) + (3)) of [ステージ v]) / (2))) ((item ((描写1) + (2)) of [ステージ v]) + ((item ((描写1) + (4)) of [ステージ v]) / (2)))\n pen up\n change [描写1 v] by (5)\nend\nPLAYER (PLAYER-X) (PLAYER-Y) [12.5]\n\ndefine ステージ色\nif <(item ((描写1) + (5)) of [ステージ v]) = [1]> then\n set pen color to (#006aff)\nelse\n if <(item ((描写1) + (5)) of [ステージ v]) = [2]> then\n set pen color to (#ff0000)\n else\n if <(item ((描写1) + (5)) of [ステージ v]) = [3]> then\n set pen color to (#00ff08)\n else\n if <(item ((描写1) + (5)) of [ステージ v]) = [4]> then\n set pen color to (#ff00f6)\n else\n if <[4] < (item ((描写1) + (5)) of [ステージ v])> then\n set pen color to (#00fff2)\n end\n end\n end\n end\nend\n\ndefine 背景\nset pen size to ((1) / (0))\nset pen color to (#000000)\ngo to x: (0) y: (0)\npen down\npen up\n\nwhen flag clicked\nforever\n change [scroll-x v] by (round (((PLAYER-X) + (X)) / (13)))\n change [player-x v] by (() - (round (((PLAYER-X) + (X)) / (13))))\n change [player-y v] by (() - (round ((((PLAYER-Y) + (Y)) + (20)) / (13))))\n change [scroll-y v] by (round ((((PLAYER-Y) + (Y)) + (20)) / (13)))\nend\n\nwhen flag clicked\nステージ\nforever\n erase all\n 背景\n 升\n ステージ描写\nend\n\ndefine You won\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: (-220) y: (30)\npen down\ngo to x: (-200) y: (0)\ngo to x: (-180) y: (30)\npen up\ngo to x: (-200) y: (0)\npen down\ngo to x: (-200) y: (-30)\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n go to x: ((-130) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (180)\n go to x: ((-50) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (-1)\nend\npen up\ngo to x: (-80) y: (0)\npen down\ngo to x: (-80) y: (30)\npen up\ngo to x: (-20) y: (0)\npen down\ngo to x: (-20) y: (30)\npen up\nwait (0) seconds\ngo to x: (10) y: (30)\npen down\ngo to x: (25) y: (-30)\ngo to x: (40) y: (30)\ngo to x: (55) y: (-30)\ngo to x: (70) y: (30)\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n go to x: ((120) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\ngo to x: (170) y: (-30)\npen down\ngo to x: (170) y: (30)\ngo to x: (210) y: (-30)\ngo to x: (210) y: (30)\npen up\n\n@サムネ\n\nwhen [timer v] > (0)\nshow\nset size to (100) %\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (200)\nset [brightness v] effect to (100)\nset [縦 v] to [35]\nset [横 v] to [20]\nrepeat (10)\n change [brightness v] effect by (-10)\n set [横 v] to (((横) * (0.65)) + (((0) - (y position)) / (8)))\n change y by (横)\nend\nrepeat (20)\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change y by (横)\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n
✎️ 100%pen platformer!!\n旗は2回押してください | green frag × 2\n─────────遊び方 || play──────────\n【English】\n✎️ This time 100%pen platformer!! I made it!\n✎️ I made it quite long!\n✎️ I did my best, so I hope you enjoy it!\n✎️ If you touch the purple square, it's clear!\n───↓↓───TurboWarp───↓↓───\nhttps://turbowarp.org/769575313\n\n【日本語】\n✎️ 今回は100% pen platformerを作ってみました!\n✎️ 結構長めに作りました!\n✎️ 頑張ったので、楽しんでくれると幸いです!\n✎️ 紫色の四角に触れたらclearです!\n✎️ ★と♥よろしく!\n───↓↓───タボワ───↓↓───\nhttps://turbowarp.org/769575313\n\n───────操作方法 || How to operate───────\n【English】\nRight arrow key >> Continue right\nLeft arrow key >> Move left\nUp arrow key >> Jump\n>>> Mobile-ready! <<<\n\n【日本語】\n右向き矢印キー >> 右に進む\n左向き矢印キー >> 左に進む\n上向き矢印キー >> ジャンプ\n>>> モバイル対応です <<<\n─────────────────────────────\n目標 || goal\n★と♥合計300+ || ★ and ♥ a total of 300+\n参照数5000+ || 5000+ views\n─────────────────────────────\n✎️ credit\n◆ program >> @yuhaku \n◆ music >> @-Xaf\n─────────────────────────────\n✎️ tag\n#100%pen #game #games #platformer #music #all #raion112
online minecraft platformerオンラインマイクラプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n if <<(34) < [5]> and <key (space v) pressed?>> then\nend\n\nif <(34) = [1]> then\n play sound [Time To Leaf v] until done\nend\nif <(34) = [2]> then\n play sound [Water \(1\) \(1\) v] until done\nend\n\nif <(34) = [4]> then\n play sound [Alone For Now v] until done\nend\n\nif <(34) = [5]> then\n\n@障害物\n\nwhen flag clicked\nhide\n配置 [25] [-5] [1]\n配置 [480] [90] [2]\n配置 [1440] [0] [4]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (3000)) [300] [11]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen flag clicked\n\ninsert [sorry//ごめん] at (14) of [chat v] \n\nwhen flag clicked\nhide variable [ホイ国 v]\n\nwhen I receive [start v]\nshow variable [ホイ国 v]\nset [ホイ国 v] to [旗を2回押して//press the flag twice]\nwait (5) seconds\nhide variable [ホイ国 v]\n\n@プレーヤー\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n if <(チャット) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (チャット) of [chat v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1.3)\n switch costume to (右 v)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1.3)\n switch costume to (左 v)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change [スクロールx v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(スクロールx) < [0]> or <[4500] < (スクロールx)>>>))\n if <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\n end\n if <[4500] < (スクロールx)> then\n set [スクロールx v] to [4500]\n end\n change [スクロールy v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(スクロールy) < [0]>>))\n if <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((スクロールy) - (YY)) ) < [3]> and <([abs v] of ((スクロールx) - (XX)) ) < [3]>>\n change [スクロールx v] by (round (((XX) - (スクロールx)) / (5)))\n change [スクロールy v] by (round (((YY) - (スクロールy)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (地面 v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n start sound [壁キック v]\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n start sound [Jump v]\n if <(cf) < [2]> then\n set [y v] to [20]\n else\n set [y v] to [23]\n end\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [スクロールx v] to [0]\nset [スクロールy v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (右 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 (左 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (右 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 (右 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 (左 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen [timer v] > (タイム)\nhide\n\nwhen I receive [vftuod v]\nbroadcast (オンライン v)\nbroadcast (START v)\n\nwhen I receive [hjlfk-^------ v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen I receive [軽量化 v]\npoint in direction (90)\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwhen flag clicked\nhide variable [☁ こp v]\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 [チャット v] to []\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n set [ghost v] effect to (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Muted Conga v]\n set [ghost v] effect to (0)\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) < [18]>> then\n set [チャット v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n if <(チャット表示) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\n@地面\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n配置 (((1920) + (1150)) + (1500)) [250] [11]\n配置 (((1920) + (1150)) + (2000)) [250] [12]\n\n@スプライト15\n\nwhen flag clicked\nwait (0.02) seconds\nhide\nswitch costume to (コスチューム3 v)\ngo to x: (21) y: (35)\n\nwhen flag clicked\nforever\n show\n change [動きの v] by (10)\n change y by ([cos v] of (動きの) )\nend\n\nwhen I receive [軽量化 v]\nif <(ruyi) = [1]> then\n hide\nend\nif <(ruyi) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@てき\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム4 v)\n point in direction (90)\n go to x: (((1) + (+X)) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = (((1) + (+X)) - (スクロールx))> and <<(OK?) = [0]> and <(y position) = ((2) - (スクロールy))>>> then\n show\n else\n if <[0] < (OK?)> then\n broadcast (678 v)\n set size to (80) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3))\n if <[0] < (モンスターx)> then\n switch costume to ((3) + (2))\n else\n switch costume to ((3) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [モンスターx v] to [0]\nforever\n repeat (+)\n change [モンスターx v] by (1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [モンスターx v] by (-1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (プレーヤー v)?> then\n if <(y) < [0]> then\n start sound [つぶれる v]\n set [y v] to [18]\n set [モンコx v] to ((1) + (+X))\n set [モンコy v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen flag clicked\nhide\n配置 [850] [-40] [1] [40]\n配置 [3330] [100] [1] [20]\n配置 [3700] [100] [1] [40]\n\n@はた\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム3 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n set [vui v] to [1]\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n stop [all v]\n end\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\nwhen flag clicked\nset [vui v] to [0]\nhide\n配置 [4500] [130] [1]\n\n@はた2\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n start sound [game-effect013 v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n配置 [1450] [198] [1]\n配置 [3050] [110] [1]\n\n@プレーヤー2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールx)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールy))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nforever\n point in direction (90)\nend\n\nwhen [left arrow v] key pressed\npoint in direction (90)\nforever\n point in direction (90)\nend\n\nwhen I receive [start v]\nforever\n point in direction (90)\nend\n\n@サムネ\n\nwhen flag clicked\nset [vui v] to [0]\nhide\n\nwhen I receive [tftu v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ruyi v] to [0]\nwait (0.1) seconds\ngo to x: (6) y: (-120)\nset volume to (100) %\ngo to [front v] layer\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (コスチューム1 v)\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n change y by ([cos v] of ((動きの) + (3)) )\nend\nstart sound [選択 v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nwait (0.5) seconds\nset [ruyi v] to [1]\nhide\nbroadcast (vftuod v)\nstop all sounds\nset volume to (0) %\nstop [other scripts in sprite v]\nstop [this script v]\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <<(OK?) = [0]> and <(y position) = ((2) - (スクロールy))>>> then\n show\n else\n hide\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [コイン v] by (1)\n end\nend\n\nwhen flag clicked\nset [コイン v] to [0]\n\nwhen I receive [monster coin v]\nwait (0.5) seconds\nif <(costume [number v]) = [1]> then\n set [monster coin? v] to [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\nwhen flag clicked\nset [コインでty v] to [0]\n\nwhen flag clicked\nhide\nset [monster coin? v] to [0]\n配置 [75] [15] [1]\n配置 [120] [15] [1]\n配置 [300] [130] [1]\n配置 [340] [130] [1]\n配置 [680] [-25] [1]\n配置 [730] [-25] [1]\n配置 [780] [-25] [1]\n配置 [1200] [80] [1]\n配置 [2050] [90] [1]\n配置 [2200] [90] [1]\n配置 [2400] [200] [1]\n配置 [2630] [200] [1]\n配置 [3100] [150] [1]\n配置 [3380] [150] [1]\n配置 [3500] [150] [1]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.03) seconds\n if <touching (プレーヤー v)?> then\n start sound [coin001 v]\n change [コインの数 v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nset [コインの数 v] to [0]\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nbroadcast (軽量化 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n show\n change [動きの v] by (0.1)\n change y by ([cos v] of (動きの) )\n end\n if <(ruyi) = [1]> then\n hide\n end\n if <(ruyi) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\n\n@スプライト11\n\nwhen flag clicked\nswitch costume to (コスチューム16 v)\ngo to x: (-63) y: (140)\n\nwhen I receive [軽量化 v]\nswitch costume to ((コインの数) + (1))\n\n@スプライト10\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-122) y: (161)\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1pかな? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [1]\n set [☁ p1 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [2]\n set [☁ p2 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [3]\n set [☁ p3 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [4]\n set [☁ p4 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [5]\n set [☁ p5 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [6]\n set [☁ p6 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [7]\n set [☁ p7 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [8]\n set [☁ p8 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [9]\n set [☁ p9 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1pかな? v] to [10]\n set [☁ p10 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレーヤー v]))) (((スクロールy) + ([y position v] of [プレーヤー v])) + (1500))) (join (([costume # v] of [プレーヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (えっ) ([direction v] of [プレーヤー v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [プレーヤー v] to [0]\nset [プレーヤー2 v] to []\nrepeat (length of (username))\n change [プレーヤー v] by (1)\n switch costume to (letter (プレーヤー) of (username))\n set [プレーヤー2 v] to (join (プレーヤー2) (costume [number v]))\nend\nrepeat ((40) - (length of (プレーヤー2)))\n set [プレーヤー2 v] to (join (プレーヤー2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [フー v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((フー) + (1)) of (item (%) of [p1〜10 v])) (letter ((フー) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [フー v] by (2)\n switch costume to (join (letter ((フー) - (1)) of (item (%) of [p1〜10 v])) (letter (フー) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\nwhen I receive [軽量化 v]\nbroadcast (軽量化 v)\n\n@スプライト13\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [2]> then\n change [〜 v] by (6.5)\n point in direction ((([sin v] of (vui) ) * (6)) + (90))\n end\nend\n\nwhen I receive [軽量化 v]\nif <(vui) = [1]> then\n show\n point in direction (90)\n set [ghost v] effect to (30)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (14) y: (-4)\nend\n\npoint in direction (90)\nrepeat (20)\n turn left ([cos v] of (vui) ) degrees\nend\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [軽量化 v]\nif <(vui) = [1]> then\n set [ghost v] effect to (0)\n show\nend\n\npoint in direction (90)\nrepeat (20)\n turn left ([cos v] of (vui) ) degrees\nend\n\ngo to x: (3) y: (-4)\n\nwhen [timer v] > ()\nforever\n go to [front v] layer\n change [78 v] by (6.5)\n point in direction ((([sin v] of (78) ) * (6)) + (90))\nend\n\n@音響\n\nwhen I receive [start v]\nstop all sounds\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen flag clicked\nwait (0.04) seconds\nplay sound [ホーム \(1\) v] until done\n\n@スプライト16\n\nwhen I receive [vftuod v]\nrepeat (10)\n broadcast (START v)\nend\nstop [this script v]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n
If you spread the word, I'll give you one ★ and one heart!\nso please let me know if it spreads\n\n拡散してくれたら、★1つとハート1つあげます!\nなので拡散したら教えてください
Adventure - Platformer #platformer #games #all #trending #1
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-210) y: (40)\n\nwhen flag clicked\nset [fall v] to [0]\nswitch costume to (kostium1 v)\nshow\nset [brightness v] effect to (0)\nset size to (90) %\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [-50]> and <mouse down?>>> then\n point in direction (-90)\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [50]> and <mouse down?>>> then\n change [x velocity v] by (1.5)\n point in direction (90)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (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?>> or <<(mouse y) > [-30]> and <mouse down?>>> 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 end\n change y by (-1)\n if <<touching (level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [-30]> and <mouse down?>>>> then\n set [y velocity v] to [15]\n broadcast (Jump v)\n end\n change y by (1)\n if <<(x position) > [239]> or <<(y position) < [-185]> and <(The Level) = [8]>>> then\n if <<(y position) < [-185]> and <(The Level) = [8]>> then\n broadcast (Fall v)\n else\n if <<(x position) > [239]> and <(The Level) = [13]>> then\n broadcast (Ending v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n else\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n end\n end\n if <<touching (danger v)?> or <<(y position) < [-185]> and <not <(The Level) = [8]>>>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n broadcast (Reset v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nshow variable [time v]\nreset timer\nforever\n set [time v] to (round (timer))\nend\n\nwhen flag clicked\nforever\n wait (pick random (5) to (10)) seconds\n repeat (11)\n next costume\n end\nend\n\nwhen I receive [fall v]\nset [fall v] to [1]\nchange [the level v] by (1)\nrepeat until <(Fall) < [1]>\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (0) y: (0)\nend\nchange [the level v] by (1)\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(The Level) > [8]> then\n set [brightness v] effect to (-30)\n end\nend\n\n@Level\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\nforever\n switch costume to (The Level)\nend\n\n@Danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\n@Clouds\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nswitch costume to (kostium2 v)\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (480)\nbroadcast (Start v)\n\nwhen I receive [start v]\nshow\nforever\n set [screen x v] to ((X) - (Camera X))\n set x to (((Screen x) mod ((480) * (2))) - (480))\n set y to (0)\n if <(The Level) > [8]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n change [camera x v] by (0.8)\nend\n\n@ Environment Art\n\nwhen flag clicked\nhide\n\n@Jump Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [jump v]\nstart sound [Jump v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (100) %\ngo to (player v)\nshow\nrepeat (10)\n if <(Fall) = [0]> then\n change size by (-10)\n change [ghost v] effect by (11)\n else\n repeat (4)\n change size by (-3)\n change [ghost v] effect by (4)\n point in direction (0)\n move (pick random (5) to (7)) steps\n end\n end\nend\ndelete this clone\n\nwhen I receive [fall v]\nwait (0.5) seconds\nrepeat (100)\n create clone of (_myself_ v)\nend\nbroadcast (Fade out v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(The Level) > [8]> then\n set [brightness v] effect to (-30)\n end\nend\n\n@Curtain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [fall v]\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [fade out v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nhide\nset [fall v] to [0]\nbroadcast (Next Level v)\n\nchange [the level v] by (1)\n\nset [the level v] to [8]\n\n@Ending\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [ending v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Music\n\nwhen flag clicked\nset [stop sound v] to [0]\nset volume to (20) %\nforever\n if <(The Level) < [9]> then\n start sound [Dance Around v]\n wait (15.45) seconds\n end\nend\n\nwhen I receive [fall v]\nstop all sounds\nforever\n if <(Stop Sound) = [0]> then\n start sound [Dance Chill Out v]\n wait (10) seconds\n end\nend\n\nwhen I receive [ending v]\nset [stop sound v] to [1]\nstop all sounds\nforever\n start sound [Dance Around v]\n wait (15.45) seconds\nend\n\n@Sprite1Sprite1\n\nwhen flag clicked\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\n
Get ready for a great Adventure! Discover the Green Land! Find... [work in progress].\n\nControls:\nA / Left Arrow / Touch Left - move left\nD / Right Arrow / Touch Right - move right\nW / Up Arrow / Touch Up - jump\n\nAvoid spikes and lava to reach the... \n[work in progress].\n\nLove, fav and follow for... [work in progress].\n
(MOBILE FRIENDLY DEMO) Platformer Clicker v1.1 #Games #All
@Stage\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nplay sound [Alan Walker - Faded v] until done\nset [last v] to [0]\nset [music v] to [0]\nforever\n repeat until <not <(music) = (last)>>\n set [music v] to ([ceiling v] of ((pick random (1) to (12)) / (3)) )\n end\n play sound (music) until done\n set [last v] to (music)\nend\n\n@Click Me\n\nwhen flag clicked\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (15) seconds\nshow\nset [total v] to [0]\nset [sps v] to [0]\nset [spc v] to [1]\nset [score v] to [0]\nset [abbrev v] to [0]\nforever\n go to x: (0) y: (0)\n set size to (150) %\n point in direction (90)\n set [dir v] to [0]\n repeat (10)\n turn left (dir) degrees\n change [dir v] by (1)\n end\n set [dir v] to [0]\n repeat (10)\n turn right (dir) degrees\n change [dir v] by (1)\n end\n set [dir v] to [0]\n repeat (10)\n turn right (dir) degrees\n change [dir v] by (1)\n end\n set [dir v] to [0]\n repeat (10)\n turn left (dir) degrees\n change [dir v] by (1)\n end\nend\n\nwhen this sprite clicked\nchange [score v] by (spc)\nchange [total v] by (spc)\n\nwhen this sprite clicked\nset [make v] to [1]\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n change [total v] by (sps)\n change [score v] by (sps)\n wait (1) seconds\nend\n\nwhen [timer v] > (TIMER)\nhide\n\nwhen flag clicked\nif <not <(username) = [SquareXYZ]>> then\n set [admin v] to [1]\nelse\n set [admin v] to [1]\nend\n\nwhen flag clicked\nreset timer\nset drag mode [not draggable v]\nforever\n set [timer v] to (timer)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (15) seconds\nshow\ngo to [back v] layer\nforever\n set [color v] effect to (0)\n repeat (50)\n change [color v] effect by (2)\n end\nend\n\nwhen [timer v] > (TIMER)\nhide\n\nif <(admin) = [0]> then\n stop [this script v]\nend\n\n@PTE Ultra+\n\nwhen [timer v] > (TIMER)\nerase all\n\nwhen flag clicked\nerase all\nReset Character Data\nLoad Font | Name [Parabolic]\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (7) seconds\nerase all\nSlow Print | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareXYZ]\nwait (5) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareXY]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareX]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Square]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squar]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squa]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squ]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Sq]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [S]\nwait (0.1) seconds\nerase all\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\nwait (15) seconds\nReset Character Data\nLoad Font | Name [Parabolic]\nset [freeze v] to [0]\nset [freeze2 v] to [0]\nforever\n set [freeze v] to (freeze2)\n erase all\n Print | Pos (0) (100) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (freeze)\n wait (1) seconds\n set [y v] to [100]\n repeat (9)\n erase all\n Print | Pos (0) (y) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (freeze)\n change [y v] by (3)\n end\n set [freeze2 v] to (abbrev)\n Print | Pos (0) (100) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (freeze2)\n repeat (3)\n erase all\n Print | Pos (0) (y) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (freeze)\n change [y v] by (3)\n Print | Pos (0) (100) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (freeze2)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset size to (100) %\nif <(admin) = [0]> then\n stop [this script v]\nend\nforever\n if <(make) = [1]> then\n create clone of (_myself_ v)\n set [make v] to [0]\n end\nend\n\nwhen I start as a clone\nset size to (60) %\ngo to [front v] layer\nshow\ngo to x: (pick random (-40) to (40)) y: (pick random (-40) to (40))\nwait (0.5) seconds\ndelete this clone\n\nwhen [timer v] > (TIMER)\nhide\n\n@Animation\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\nset size to (60) %\nforever\n go to x: (-240) y: (-59)\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.8)\n change x by (x)\n end\n repeat (20)\n change x by (x)\n end\n repeat (5)\n change [x v] by (-0.8)\n change x by (x)\n end\n set [y v] to [0]\n set [x v] to [-5]\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (0.4)\n change x by (x)\n change y by (y)\n end\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (-0.4)\n change x by (x)\n change y by (y)\n end\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.3)\n change [y v] by (-0.2)\n change x by (x)\n change y by (y)\n end\n set [y v] to [0]\n set [x v] to [-5]\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (0.4)\n change x by (x)\n change y by (y)\n end\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (-0.4)\n change x by (x)\n change y by (y)\n end\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.3)\n change [y v] by (-0.2)\n change x by (x)\n change y by (y)\n end\n change y by (-1)\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.8)\n change x by (x)\n end\n repeat (21)\n change x by (x)\n end\n repeat (5)\n change [x v] by (-0.8)\n change x by (x)\n end\nend\n\nwhen [timer v] > (TIMER)\nforever\n go to x: (-240) y: (-59)\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.8)\n change x by (x)\n end\n repeat (20)\n change x by (x)\n end\n repeat (5)\n change [x v] by (-0.8)\n change x by (x)\n end\n set [y v] to [0]\n set [x v] to [-5]\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (0.4)\n change x by (x)\n change y by (y)\n end\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (-0.4)\n change x by (x)\n change y by (y)\n end\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.3)\n change [y v] by (-0.2)\n change x by (x)\n change y by (y)\n end\n set [y v] to [0]\n set [x v] to [-5]\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (0.4)\n change x by (x)\n change y by (y)\n end\n repeat (10)\n change [x v] by (0.4)\n change [y v] by (-0.4)\n change x by (x)\n change y by (y)\n end\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.3)\n change [y v] by (-0.2)\n change x by (x)\n change y by (y)\n end\n change y by (-1)\n set [x v] to [0]\n repeat (10)\n change [x v] by (0.8)\n change x by (x)\n end\n repeat (21)\n change x by (x)\n end\n repeat (5)\n change [x v] by (-0.8)\n change x by (x)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (15) seconds\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go to x: (208) y: (-148)\nend\n\nwhen this sprite clicked\nif <not <(make2) = [0]>> then\n set [make2 v] to [2]\n switch costume to (costume1 v)\nelse\n set [make2 v] to [1]\n switch costume to (costume2 v)\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@shop\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-350)\nset [make2 v] to [0]\nforever\n if <(y position) = [-357]> then\n set y to (-350)\n end\n if <(make2) = [0]> then\n hide\n else\n if <(make2) = [2]> then\n repeat ((([abs v] of (y position) ) + (350)) / (10))\n change y by (-10)\n end\n set [make2 v] to [0]\n else\n show\n if <(y position) = [-350]> then\n set [y v] to [0]\n repeat (([abs v] of (y position) ) / (10))\n change y by (10)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-357]> then\n set y to (-350)\n end\n if <(make2) = [0]> then\n hide\n end\n if <(make2) = [2]> then\n repeat ((([abs v] of (y position) ) + (350)) / (10))\n change y by (-10)\n end\n hide\n set [make2 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set [pos v] to (y position)\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@abbrev\n\nwhen flag clicked\nforever\n if <(score) < [1000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (letter (3) of (score)))\n else\n if <(score) < [10000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) [.]) (join (letter (2) of (score)) (join (letter (3) of (score)) [K])))\n else\n if <(score) < [100000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join [.] (join (letter (3) of (score)) [K])))\n else\n if <(score) < [1000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join (letter (3) of (score)) [K]))\n else\n if <(score) < [10000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) [.]) (join (letter (2) of (score)) (join (letter (3) of (score)) [M])))\n else\n if <(score) < [100000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join [.] (join (letter (3) of (score)) [M])))\n else\n if <(score) < [1000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join (letter (3) of (score)) [M]))\n else\n if <(score) < [10000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) [.]) (join (letter (2) of (score)) (join (letter (3) of (score)) [B])))\n else\n if <(score) < [100000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join [.] (join (letter (3) of (score)) [B])))\n else\n if <(score) < [1000000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join (letter (3) of (score)) [B]))\n else\n if <(score) < [10000000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) [.]) (join (letter (2) of (score)) (join (letter (3) of (score)) [T])))\n else\n if <(score) < [100000000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join [.] (join (letter (3) of (score)) [T])))\n else\n if <(score) < [1000000000000000]> then\n set [abbrev v] to (join (join (letter (1) of (score)) (letter (2) of (score))) (join (letter (3) of (score)) [T]))\n else\n set [abbrev v] to (join (join [9] [9]) (join [9] [T+]))\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@Sprite4\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [1]>> then\n show\n else\n hide\n end\n if <(score) > [100]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [100]> then\n stop [this script v]\nend\nchange [spc v] by (5)\nchange [score v] by (-100)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [1]>> then\n show\n else\n hide\n end\n if <(score) > [3000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [3000]> then\n stop [this script v]\nend\nchange [sps v] by (650)\nchange [score v] by (-3000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite6\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [1]>> then\n show\n else\n hide\n end\n if <(score) > [195000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [195000]> then\n stop [this script v]\nend\nchange [spc v] by (25000)\nchange [score v] by (-195000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite7\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [1]>> then\n show\n else\n hide\n end\n if <(score) > [3000000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [3000000]> then\n stop [this script v]\nend\nchange [sps v] by (200000)\nchange [spc v] by (47000)\nchange [score v] by (-3000000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (TIMER)\ngo to [front v] layer\nshow\n\n@Love fave\n\nwhen flag clicked\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nforever\n wait (pick random (40) to (60)) 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@Sprite9\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nshow\ngo to x: (0) y: (-240)\nset [y v] to [0]\nrepeat (60)\n change y by (0.5)\nend\nrepeat (30)\n change [y v] by (1)\n change y by (y)\nend\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nforever\n if <(y position) > [-40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite10\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nshow\ngo to x: (0) y: (240)\nset [y v] to [0]\nrepeat (60)\n change y by (-0.5)\nend\nrepeat (30)\n change [y v] by (-1)\n change y by (y)\nend\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nforever\n if <(y position) < [40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite11\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nshow\ngo to x: (240) y: (0)\nset [x v] to [0]\nrepeat (60)\n change x by (-0.5)\nend\nrepeat (30)\n change [x v] by (-1)\n change x by (x)\nend\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nforever\n if <(x position) < [40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite12\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nshow\ngo to x: (-240) y: (0)\nset [x v] to [0]\nrepeat (60)\n change x by (0.5)\nend\nrepeat (30)\n change [x v] by (1)\n change x by (x)\nend\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\nforever\n if <(x position) > [-40]> then\n hide\n end\nend\n\nwhen flag clicked\nif <(admin) = [0]> then\n stop [this script v]\nend\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite13\n\nwhen flag clicked\nreset timer\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (2.6) seconds\nshow\nrepeat (10)\n repeat (10)\n change [color v] effect by (10)\n end\nend\nrepeat (10)\n turn right (36) degrees\nend\nset [color v] effect to (0)\nwait (7) seconds\nhide\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite14\n\ndefine Explode at (x) (y)\ngo to x: (x) y: (y)\nrepeat (7)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nshow\nswitch costume to (pick random (1) to (4))\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (-2) to (8))\nrepeat until <<touching (_edge_ v)?> or <(ghost) = [100]>>\n change [ghost v] effect by (2)\n change [ghost v] by (2)\n change x by (xV)\n change y by (yV)\n change [yv v] by (-0.3)\n set [xv v] to ((xV) * (0.95))\nend\ndelete this clone\n\nwhen I receive [fireworks v]\nrepeat (10)\n Explode at (pick random (-180) to (180)) (pick random (-120) to (120))\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (2.5) seconds\nExplode at (0) (0)\n\nbroadcast (fireworks v) and wait\n\nforever\n if <key (space v) pressed?> then\n Explode at (mouse x) (mouse y)\n wait until <not <key (space v) pressed?>>\n end\n if <key (m v) pressed?> then\n broadcast (fireworks v) and wait\n end\nend\n\n@REMOVE THIS SPRITE4\n\nwhen flag clicked\ngo to x: (0) y: (-30000)\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nrepeat (100)\n go to x: (pick random (-200) to (-100)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [y v] to (pick random (10) to (15))\nshow\ngo to [back v] layer\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (60) to (120)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\n@REMOVE THIS SPRITE2\n\nwhen flag clicked\ngo to x: (0) y: (-30000)\nhide\nif <(admin) = [0]> then\n stop [this script v]\nend\nrepeat (100)\n go to x: (pick random (100) to (200)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [y v] to (pick random (10) to (15))\nshow\ngo to [back v] layer\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (60) to (120)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\n@PTE Ultra+2\n\nwhen [timer v] > (TIMER)\nerase all\nPrint | Pos (0) (0) Size (20) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [10 FOLLOWERS!]\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]\nif <(admin) = [0]> then\n stop [this script v]\nend\nwait (7) seconds\nerase all\nSlow Print | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareXYZ]\nwait (5) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareXY]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareX]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Square]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squar]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squa]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squ]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Sq]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [S]\nwait (0.1) seconds\nerase all\n\n@Sprite15\n\nwhen [timer v] > (TIMER)\nhide\n\nwhen flag clicked\nforever\n if <(admin) = [0]> then\n show\n else\n hide\n end\nend\n\n@blank\n\n@arrow\n\nwhen flag clicked\nset [part-of-shop v] to [1]\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <(pos) = [0]> then\n show\n else\n hide\n end\n set [ghost v] effect to (0)\nend\n\nwhen this sprite clicked\nif <(part-of-shop) = [1]> then\n change [part-of-shop v] by (1)\nelse\n change [part-of-shop v] by (-1)\nend\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite16\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [2]>> then\n show\n else\n hide\n end\n if <(score) > [90000000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [90000000]> then\n stop [this script v]\nend\nchange [spc v] by (5000000)\nchange [score v] by (-90000000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite17\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [2]>> then\n show\n else\n hide\n end\n if <(score) > [1000000000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [1000000000]> then\n stop [this script v]\nend\nchange [sps v] by (50000000)\nchange [score v] by (-1000000000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite18\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [2]>> then\n show\n else\n hide\n end\n if <(score) > [7800000000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [7800000000]> then\n stop [this script v]\nend\nchange [spc v] by (4000000000)\nchange [score v] by (-7800000000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Sprite19\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(admin) = [0]> then\n set [pos v] to [-1]\n end\n if <<(pos) = [0]> and <(part-of-shop) = [2]>> then\n show\n else\n hide\n end\n if <(score) > [1000000000000]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nif <(score) < [1000000000000]> then\n stop [this script v]\nend\nchange [sps v] by (69420000000)\nchange [spc v] by (69420000000)\nchange [score v] by (-1000000000000)\n\nwhen [timer v] > (TIMER)\nhide\n\n@GOLDEN\n\nwhen flag clicked\nhide\nwait (15) seconds\nforever\n hide\n wait (pick random (60) to (90)) seconds\n show\n switch costume to (golden v)\n go to (random position v)\n set size to (10) %\n repeat (10)\n change size by (9)\n end\n repeat (18)\n repeat (3)\n turn left (15) degrees\n end\n wait (0.1) seconds\n repeat (3)\n turn right (15) degrees\n end\n wait (0.1) seconds\n end\nend\n\nwhen this sprite clicked\npoint in direction (60)\nchange [score v] by ([floor v] of ((score) / (2)) )\nset [increase v] to [1]\nhide\n\n@Sprite20\n\nwhen flag clicked\nset [increase v] to [0]\nforever\n if <(increase) = [1]> then\n show\n repeat (5)\n show\n wait (0.3) seconds\n hide\n wait (0.3) seconds\n end\n set [increase v] to [0]\n else\n hide\n end\nend\n\n
30k views for a HUGE update!\n\n(Dec 08, 2022)\n500 views!\n#12 on Trending - Games!!! OMG!!!\n\n(Dec 16, 2022)\n8k views!\n#9 on Trending - Games!!! WOW!!!\n\nMOBILE FRIENDLY DEMO!\nPlatformer Clicker\nClick and upgrade!\n\nA love, a favorite and a follow would be very appreciated!
Advanced Platformer Script
@Stage\n\n@player_collider\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nset [ghost v] effect to (100)\nset [player_xvel v] to [0]\nset [player_yvel v] to [0]\nset [player_is_grounded v] to [0]\nforever\n set [player_input_x v] to [0]\n set [player_input_y v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(player_is_sliding) = [0]>> then\n change [player_input_x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(player_is_sliding) = [0]>> then\n change [player_input_x v] by (-1)\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(player_is_grounded) = [1]>> and <(player_is_sliding) = [0]>> then\n set [player_yvel v] to (player_jump_height)\n end\n change [player_xvel v] by ((player_input_x) * (player_speed))\n HandleMovement\n DetectSlopes\n CheckGrounded\n DetectCustomEvents\n if <(player_is_grounded) = [1]> then\n set [player_xvel v] to ((player_xvel) * (FRICTION))\n end\n set [player_xvel v] to ((player_xvel) * (AIR_RESISTANCE))\n change [player_yvel v] by (GRAVITY)\nend\n\ndefine HandleMovement\nset [i v] to [1]\nset [player_speed_x v] to ([abs v] of (player_xvel) )\nset [player_speed_y v] to ([abs v] of (player_yvel) )\nset [did_step_down v] to [0]\nset [player_did_step v] to [0]\nset [dx v] to ((player_speed_x) / (player_xvel))\nrepeat until <not <(i) < ([floor v] of (player_speed_x) )>>\n change x by ((player_speed_x) / (player_xvel))\n change [i v] by (1)\n if <<touching (scene v)?> or <touching (_edge_ v)?>> then\n change y by (2)\n if <<touching (scene v)?> or <touching (_edge_ v)?>> then\n change y by (-2)\n set [i v] to ([floor v] of (player_speed_x) )\n change x by ((-1) * ((player_speed_x) / (player_xvel)))\n set [player_xvel v] to ((player_xvel) * ((0) - (WALL_RESTITUTION)))\n else\n set [player_did_step v] to [1]\n end\n end\nend\nset [i v] to [1]\nrepeat until <not <(i) < ([floor v] of (player_speed_y) )>>\n change y by ((player_speed_y) / (player_yvel))\n change [i v] by (1)\n if <<touching (scene v)?> or <touching (_edge_ v)?>> then\n set [i v] to ([floor v] of (player_speed_y) )\n change y by ((-1) * ((player_speed_y) / (player_yvel)))\n if <(player_yvel) > [0]> then\n set [player_yvel v] to ((player_yvel) * ((0) - (WALL_RESTITUTION)))\n else\n set [player_yvel v] to [0]\n end\n end\nend\nrepeat until <not <<touching (scene v)?> or <touching (_edge_ v)?>>>\n change y by (1)\nend\nchange y by (-1)\n\nset [friction v] to [0.8]\nset [gravity v] to [-3]\nset [air_resistance v] to [0.74]\nset [wall_restitution v] to [0.22]\nset [player_speed v] to [4]\nset [player_jump_height v] to [22]\n\ndefine CheckGrounded\nchange y by (GRAVITY)\nif <<touching (scene v)?> or <touching (_edge_ v)?>> then\n set [player_is_grounded v] to [1]\nelse\n set [player_is_grounded v] to [0]\nend\nchange y by ((0) - (GRAVITY))\n\ndefine DetectSlopes\nset [player_is_sliding v] to [0]\nif <(player_did_step) = [0]> then\n change x by (1)\n if <<touching (scene v)?> or <touching (_edge_ v)?>> then\n change x by (-2)\n if <not <<touching (scene v)?> or <touching (_edge_ v)?>>> then\n change x by (-1)\n set [player_is_sliding v] to [1]\n end\n change x by (2)\n end\n change x by (-1)\n change x by (-1)\n if <<touching (scene v)?> or <touching (_edge_ v)?>> then\n change x by (2)\n if <not <<touching (scene v)?> or <touching (_edge_ v)?>>> then\n change x by (1)\n set [player_is_sliding v] to [1]\n end\n change x by (-2)\n end\n change x by (1)\nend\n\ndefine DetectCustomEvents\nif <touching (bouncy_pad v)?> then\n set [player_xvel v] to [-100]\n broadcast (BouncePadHit v)\nend\nif <<(last_yvel) < [-9]> and <<(player_is_grounded) = [1]> and <(last_grounded) = [0]>>> then\n broadcast (OnLand v)\nend\nif <<touching (glass v)?> and <(glass_is_broken) = [0]>> then\n set [glass_is_broken v] to [1]\n broadcast (OnGlassHit v)\nend\nset [last_yvel v] to (player_yvel)\nset [last_grounded v] to (player_is_grounded)\n\n@player_model\n\nwhen flag clicked\nforever\n go to (player_collider v)\n point in direction ((90) + (player_xvel))\nend\n\n@scene\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@scene_mg\n\n@scene_fg\n\n@bouncy_pad\n\nwhen I receive [bouncepadhit v]\nset [brightness v] effect to (90)\nrepeat (10)\n change [brightness v] effect by (-9)\nend\n\nwhen flag clicked\nclear graphic effects\n\n@trail\n\nwhen flag clicked\nhide\nforever\n if <<<(player_is_grounded) = [1]> and <([abs v] of (player_xvel) ) > [2]>> or <(player_is_sliding) = [1]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to (player_collider v)\nchange x by (pick random (-3) to (3))\nchange y by (pick random (0) to (3))\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n change y by (2)\n turn left (5) degrees\nend\ndelete this clone\n\n@impact\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\ngo to (player_collider v)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (0) to (5))\nset [particle_x_vel v] to (pick random (-5) to (5))\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n turn left ((particle_x_vel) * (-10)) degrees\n change y by (1)\n change x by (particle_x_vel)\nend\ndelete this clone\n\nwhen I receive [onland v]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\n@Platformer_Script\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@glass\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (-129) y: (77)\npoint in direction (90)\nset size to (100) %\nswitch costume to (glass v)\nset [glass_is_broken v] to [0]\nshow\n\nwhen I receive [onglasshit v]\nhide\nSpawnParticles\n\nwhen I start as a clone\nif <not <(recursion) < [2]>> then\n wait until <(collided) = [1]>\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(recursion) = [1]> then\n wait (([abs v] of ((x position) - ([x position v] of [player_collider v])) ) / (100)) seconds\nend\nset [collided v] to [0]\nrepeat until <(collided) = [1]>\n UpdateForces\n HandleMovement\nend\nif <(recursion) < [2]> then\n Recurse\n delete this clone\nend\nforever\n UpdateForces\n HandleMovement\nend\n\ndefine SpawnParticles\ngo to x: ((-129) - (17)) y: (77)\nset [xvel v] to (player_xvel)\nset [yvel v] to (player_yvel)\nset [recursion v] to [1]\nrepeat (9)\n switch costume to (particle v)\n create clone of (_myself_ v)\n change x by (4)\nend\n\ndefine HandleMovement\nset [xspeed v] to ([abs v] of (xvel) )\nset [yspeed v] to ([abs v] of (yvel) )\nset [i v] to [0]\nrepeat until <not <(i) < ([floor v] of (xvel) )>>\n change x by ((xvel) / (xspeed))\n change [i v] by (1)\n if <touching (scene v)?> then\n change x by ((0) - ((xvel) / (xspeed)))\n set [i v] to ([floor v] of (xvel) )\n set [xvel v] to ((0) - ((WALL_RESTITUTION) * (xvel)))\n end\nend\nset [i v] to [0]\nrepeat until <not <(i) < ([floor v] of (yspeed) )>>\n change y by ((yvel) / (yspeed))\n change [i v] by (1)\n if <touching (scene v)?> then\n change y by ((0) - ((yvel) / (yspeed)))\n set [i v] to ([floor v] of (yspeed) )\n set [collided v] to [1]\n set [yvel v] to ((0) - ((0.5) * (yvel)))\n end\nend\n\ndefine UpdateForces\nturn right (xvel) degrees\nset [xvel v] to ((xvel) * (AIR_RESISTANCE))\nchange [yvel v] by ((GRAVITY) / (2))\n\ndefine Recurse\nnext costume\nchange [recursion v] by (1)\nchange [xvel v] by (-20)\ncreate clone of (_myself_ v)\nchange [xvel v] by (20)\ncreate clone of (_myself_ v)\nchange [xvel v] by (20)\ncreate clone of (_myself_ v)\n\n
Arrow keys or WASD to move.\n\nSupports varying gravities, frictions, air resistance, restitution forces, stairs, slopes, and custom physics events.
❅ Christmas Platformer ❅ || ONLINE
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [All I Want for Christmas Is You v] until done\nend\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\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\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\n go to [front v] layer\nend\nif <<key (space v) pressed?> or <touching (mouse-pointer v)?>> then\n broadcast (Chat Close v)\n hide\n wait until <not <<key (space v) pressed?> or <touching (mouse-pointer v)?>>>\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@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [820] y: [0]\n Clone at x: [840] 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\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [850] y: [0]\n\nwhen flag clicked\n\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\ngo to [front v] layer\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [780] y: [0]\n Clone at x: [600] 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)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [-50]\nif <(save1) = [1]> then\n set [y v] to (item (1) of [save y v])\n set [x v] to (item (1) of [save x v])\nend\nif <(save2) = [1]> then\n set [y v] to (item (2) of [save y v])\n set [x v] to (item (2) of [save x v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n play sound [death-i-85539 v] until done\nend\nif <touching (saws v)?> then\n set [exit v] to [die]\n play sound [death-i-85539 v] until done\nend\n\nstart sound [death-i-85539 v]\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n 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 [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <<(y) < [-180]> or <touching (ennemi v)?>> then\n switch costume to (costume1 v)\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\nGame On\n\nadd [950] to [save x v]\nadd [-17] to [save y v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nset volume to (100) %\n\nGame On\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (1) layers\nshow\nforever\n go to x: ((mouse x) / (12)) y: ((mouse y) / (12))\nend\n\n@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (3) layers\nshow\ngo to [front v] layer\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (16)) y: ((mouse y) / (16))\nend\n\n@Sprite3\n\nwhen flag clicked\nwait (0.002) seconds\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to [back v] layer\nshow\ngo to [back v] layer\ngo to [front v] layer\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\ngo to [back v] layer\n\n@Sprite4\n\nwhen flag clicked\nwait (0.003) seconds\ngo to [back v] layer\ngo [backward v] (4) layers\nshow\nwait (0.01) seconds\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (24)) y: ((mouse y) / (24))\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) 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@Sprite5\n\nwhen flag clicked\nwait (0.004) seconds\ngo to [back v] layer\ngo [backward v] (5) layers\nshow\nwait (0.02) seconds\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (28)) y: ((mouse y) / (28))\nend\n\n@Ennemi\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 (コスチューム6 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [780] y: [0]\n Clone at x: [600] 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)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\ngo to [front v] layer\n\ngo to x: (0) y: (100)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\nforever\n go to (player v)\nend\n\ngo to [front v] layer\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thunbail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nhide\n\n@save2\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <(save2) = [0]> then\n if <touching (player v)?> then\n set [save2 v] to [1]\n start sound [Collect v]\n end\nend\nswitch costume to ((save2) + (1))\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [1800]\nset [platforms: y v] to [290]\n\nwhen flag clicked\nset [save2 v] to [0]\n\n@save1\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <(save1) = [0]> then\n if <touching (player v)?> then\n set [save1 v] to [1]\n start sound [Collect v]\n end\nend\nswitch costume to ((save1) + (1))\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [950]\nset [platforms: y v] to [0]\n\nwhen flag clicked\nset [save1 v] to [0]\n\n
❅ Christmas Platformer ❅ || ONLINE\n\n|| by @-Fixo- ✏️\n\n—————————————————————————\n꧁ Hello !! Happy Christmas !! There is my first multiplayer platformer ! Please , ask-me if you found a bug. ꧂\n\nTHX FOR 4000 VIEWS !!\n\nGO CHECK OUT MY NEW ANIMATION -> https://scratch.mit.edu/projects/777462946/\n\n ~ E N J O Y : D\n—————————————————————————\n\n - Ꭱꮜꮮꭼ\n\n✦ Mobile friendly \n✦ A || D || W\n✦ Arrow \n\nAvoid spikes, dodges the lava and advances until the end ! ᴵᵗ’ˢ ᵃ ˡᶤᵗᵗˡᵉ ʰᵃʳᵈ ッ\n\n» Cʟɪᴄᴋ ᴛʜᴇ ❤️ ᴀɴᴅ ᴛʜᴇ ⭐️ ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs\n\n⸺ ➤ N Ꭼ Ꮃ Ꮪ\n\n ➥ Published on 09/12/22 // 50 views // Two bugs fixed\n ➥ 10/12/22 100 views // added in Featured Studio\n ➥ 11/12/22 #6 in trending // 300 views\n ➥ 12/12/22 700 views \n ➥ 13/12/22 1100 views\n ➥ 14/12/22 1500 views O-O\n ➥ 15/12/22 2000 views OMGGGGG\nMore views after\n\n~ T A G S [ignore]\n\n#all #game #animation #art #music #tutorial #love #like #trend #trending #platformer #platform #online #multi-player #multiplayer #happychristmas #christmas #happy #nice #noice #cool #mobilefriendly #mobile #friend #friendly #chat #discut #chatting #discuting #spike #lava #end #games #animations #art #tutorials \n\nMusic -> All I Want for Christmas Is You\n\n\n\n
☁ -Christmas ❄- Online Platformer pt2By RHSYTB
@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\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\nwhen [l v] key pressed\nhide variable [mouse x,y v]\n\nwhen [k v] key pressed\nnext backdrop\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\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 [-50]\nif <(save1) = [1]> then\n set [y v] to (item (1) of [save y v])\n set [x v] to (item (1) of [save x v])\nend\nif <(save2) = [1]> then\n set [y v] to (item (2) of [save y v])\n set [x v] to (item (2) of [save x v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n 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 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 [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\nGame On\n\nadd [950] to [save x v]\nadd [-17] to [save y v]\n\nwhen I receive [a2multi-collors v]\nforever\n change [color v] effect by (2)\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [780] y: [0]\n Clone at x: [600] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) (((DANGER: y) - (SCROLL Y)) + (([cos v] of ((cos) * (50)) ) * (5)))\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]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [850] y: [0]\n Clone at x: [920] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n repeat (100)\n change [cos v] by (1)\n wait (0) seconds\n end\n set [cos v] to [0]\nend\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [550] y: [200]\n Clone at x: [650] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [820] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [850] y: [0]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\n go to [front v] layer\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@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@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@save1\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <(save1) = [0]> then\n if <touching (player v)?> then\n set [save1 v] to [1]\n start sound [Collect v]\n end\nend\nswitch costume to ((save1) + (2))\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [950]\nset [platforms: y v] to [0]\n\nwhen flag clicked\nset [save1 v] to [0]\n\n@save2\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <(save2) = [0]> then\n if <touching (player v)?> then\n set [save2 v] to [1]\n start sound [Collect v]\n end\nend\nswitch costume to ((save2) + (2))\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [1800]\nset [platforms: y v] to [290]\n\nwhen flag clicked\nset [save2 v] to [0]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Coin v]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-150] y: [90]\n Clone at x: [-190] y: [40]\n Clone at x: [-150] y: [0]\n Clone at x: [-110] y: [40]\n Clone at x: [130] y: [30]\n Clone at x: [180] y: [30]\n Clone at x: [230] y: [30]\n Clone at x: [425] y: [140]\n Clone at x: [630] y: [60]\n Clone at x: [560] y: [30]\n Clone at x: [700] y: [30]\n Clone at x: [1000] y: [70]\n Clone at x: [1060] y: [70]\n Clone at x: [1120] y: [70]\n Clone at x: [1320] y: [40]\n Clone at x: [1320] y: [120]\n Clone at x: [1320] y: [200]\n Clone at x: [1530] y: [300]\n Clone at x: [1640] y: [460]\n Clone at x: [1690] y: [460]\n Clone at x: [1740] y: [460]\n Clone at x: [2000] y: [380]\n Clone at x: [2070] y: [380]\n Clone at x: [2200] y: [250]\n Clone at x: [2250] y: [250]\n Clone at x: [2300] y: [250]\n Clone at x: [2610] y: [180]\n Clone at x: [2650] y: [180]\n Clone at x: [2690] y: [180]\n Clone at x: [2796] y: [420]\n Clone at x: [2925] y: [415]\n Clone at x: [2975] y: [415]\n Clone at x: [3025] y: [415]\n Clone at x: [3155] y: [430]\n Clone at x: [3455] y: [200]\n Clone at x: [3530] y: [360]\n Clone at x: [3580] y: [360]\n Clone at x: [3630] y: [360]\n Clone at x: [3700] y: [415]\n Clone at x: [3745] y: [415]\n Clone at x: [3790] y: [415]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (5) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [635] y: [-30]\n Clone at x: [2245] y: [140]\n Clone at x: [3150] y: [330]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@flocons\n\nset [ghost v] effect to (70)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine the start\nset size to (25) %\n\nwhen I start as a clone\nthe start\ngo to (random position v)\nset y to (180)\nrepeat (50)\n change y by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nthe start\ngo to (random position v)\nset y to (180)\nrepeat (50)\n change y by (-10)\nend\n\nwhen flag clicked\nshow\n\nwait (10) seconds\nhide\n\n
☁ -Christmas - Online Platformer pt2:\nfr:\ncontrole:\nfleche de directions, tactile et les touches wasd \ndites-moi en commentaire si vous voulez que je fasse un magasin\nobjectif: 10000vues!!!\nen:\ncontrole:\nArrow keys, tap and WADS keys\ntell me if you want me to do a shop in comment\nobjective:100000 vues?\n#1 play? #1trending ?
Christmas Journey 2 | A Platformer | #games #all #platformer #music #stories #art #trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [A SAD CHRISTMAS SONG v] until done\n end\n if <(pick random (1) to (3)) = [2]> then\n play sound [Waterflame - Snow!.mp3 v] until done\n end\n if <(pick random (1) to (3)) = [3]> then\n play sound [Jingle Bells Remix v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Reset v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (1)\n end\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <<touching color (#99ffff)?> or <touching color (#cd9b36)?>> 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 color (#99ffff)?> or <touching color (#cd9b36)?>> 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 <touching color (#ffbb66)?> then\n set [y velocity v] to [20]\n end\n if <(x position) > [239]> then\n broadcast (Reset v)\n next backdrop\n end\n if <<<touching color (#ff0a0a)?> or <touching color (#800000)?>> or <touching color (#8cdfec)?>> then\n broadcast (Reset v)\n end\n if <(y position) < [-199]> then\n broadcast (Reset v)\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@Snow\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (50) to (70)) %\nshow\nrepeat until <<touching (platform v)?> or <<(y position) < [-179]> or <<touching (danger v)?> or <touching (saw v)?>>>>\n change y by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.2)) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (snow v)?> then\n delete this clone\n end\nend\n\n@Player Trail\n\nwhen flag clicked\ngo to [back v] layer\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@Skip\n\nwhen flag clicked\ngo to x: (185) y: (-145)\nset size to (65) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n else\n set size to (65) %\n end\nend\n\nwhen this sprite clicked\nstart sound [Start/Next Level v]\nnext backdrop\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n
❄ CHRISTMAS JOURNEY 2 ❄\n❄ A THEMED STORY PLATFORMER ❄\n\nI said I'd make part 2 to this platformer, one year later, here we are :)\n\nLike and fav! Follow @TrentonTNT for more games!\nPart 2 at 100 likes!\n\n❄ INSTRUCTIONS ❄\n\n❄ W or up arrow key to jump\n❄ Dodge spikes and ice water\n❄ Bounce on trampolines\n❄Get to the end to claim your present!\n❄ Have fun! xD\n\n❄ TAGS ❄\n\n#all #games #platformers #stories #music #art #trending #animations #christmas\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
Eggcellent | A platformer
@Stage\n\nwhen flag clicked\nset [sound? v] to [okee]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nrepeat until <not <(sound?) = [okee]>>\n play sound [Kiki's Delivery Service Music Box v] until done\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [sound? v] to [Nopee]\n end\nend\n\n@Egg\n\nwhen flag clicked\nshow\ngo to x: (-198) y: (-128)\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#d9ffdb)?> then\n change y by (1)\n if <touching color (#d9ffdb)?> then\n change y by (1)\n if <touching color (#d9ffdb)?> then\n change y by (1)\n if <touching color (#d9ffdb)?> then\n change y by (1)\n if <touching color (#d9ffdb)?> then\n change y by (1)\n if <touching color (#d9ffdb)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#d9ffdb)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#d9ffdb)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (pan v)?> then\n broadcast (message1 v)\n go to x: (-211) y: (-120)\n end\n if <touching color (#9c9c9c)?> then\n go to x: (-211) y: (-120)\n end\n if <touching (gigasntic pan v)?> then\n switch costume to (costume2 v)\n broadcast (Big dreams v)\n end\nend\n\n@Pan\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [11]> then\n hide\n else\n show\n end\nend\n\n@Gigasntic pan\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen I receive [big dreams v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\n\n
\n\n\n\n\n\n\n\n\n❄-------------------------------Eggcellent!--------------------------------------------❄\n\n❄ Space to stop music\n❄ Comment some eggcellent puns in the comments xD\n❄In case you have no idea what to do, arrow keys ;)\n❄ NOT inspired by @Pretty_Girl's eggcellent... just a coincidence >< ok?\n❄ The impossible level is POSSIBLE!\n\n❄-------------------------------------------------------------------------------------------❄
Explore 2 || Puzzle Platformer
@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (2 v)\nforever\n switch backdrop to (1 v)\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\nwhen I receive [play scene v]\nwait until <(Level) = [10]>\nset volume to (0) %\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\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\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n if <(id) = [2]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n else\n if <(id) = [3]> then\n go to x: (0) y: (0)\n switch costume to (logo v)\n go to [front v] layer\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 (((92) - (direction)) / (5)) degrees\n end\n repeat (23)\n change size by (((100) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n else\n if <(id) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n else\n if <(id) = [6]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n else\n if <(id) = [7]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n show\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n set [1 v] to (pick random (-15) to (15))\n set [2 v] to (pick random (-15) to (15))\n set [3 v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n go to x: (0) y: (0)\n repeat (25)\n go to [front v] layer\n switch costume to (thing 1 v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (1)\n change y by (2)\n turn right (3) degrees\n set [1 v] to ((1) * (0.9))\n set [2 v] to ((2) * (0.9))\n switch costume to (pick random (6) to (7))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n forever\n change [yv v] by (-0.1)\n change y by (YV)\n end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n delete this clone\nelse\n if <(id) = [2]> then\n delete this clone\n else\n if <(id) = [3]> then\n delete this clone\n else\n if <(id) = [5]> then\n delete this clone\n else\n if <(id) = [6]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n else\n if <(id) = [7]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intro v]\nstart sound [Intro Song v]\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\n@Player\n\nwhen I receive [animation v]\nset size to (2) %\nrepeat (100)\n change size by (((100) - (size)) / (10))\nend\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 Ground Touch <(Y Velocity) > [0]>\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 <(STICK X) > [0.3]> then\n change [x velocity v] by (speed)\n end\n if <(STICK X) < [-0.3]> 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 (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>>>>>> 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 (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>>>>> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (pink v)?> or <<touching (coinlock v)?> or <<touching color (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>>>>>>\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 > then\n repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or >>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [falling? v] to [-1]\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <touching (coinlock v)?>> or <<<touching color (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>> or <touching (jump through v)?>>>> then\n if <(Jump) = [0]> then\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\n if <(Falling?) < [7]> then\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 else\n set [jump v] to [0]\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 <(STICK BUTTON) > [0]>> 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) = [12]>>> then\n broadcast (Swich to black v)\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 Spawn 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 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 <(Can Move?) = [1]> then\n if <(STICK X) < [-0.3]> then\n point in direction (-90)\n end\n if <(STICK X) > [0.3]> then\n point in direction (90)\n end\n set rotation style [left-right v]\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\nif <touching (left v)?> then\n change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n change [x velocity v] by (1.1)\nend\n\nwhen I receive [intro done v]\nset [speed? v] to [0]\nset [win? v] to [0]\nset [can move? v] to [0]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-57)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <touching (slippery v)?> then\n Platformer Physics [2.2] [0.83] [14]\n Detection\n else\n Platformer Physics [1.9] [0.8] [12.8]\n Detection\n end\n Ground Touch <(Y Velocity) > [0]>\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\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [5]> or <(Level) = [9]>>>> then\n go to x: (-215) y: ((-57) + (30))\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 > then\n go to x: (-215) y: ((-10) + (30))\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: (-215) y: ((-62) + (30))\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: (-215) y: ((18) + (30))\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: (-215) y: ((-44) + (30))\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: (-215) y: ((-81) + (30))\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>> then\n go to x: (-215) y: (80)\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\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\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\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\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\nRespawn Position\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwait (1) seconds\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\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\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\nif <touching (left v)?> then\n change x by (-4.8)\nend\nif <touching (right v)?> then\n change x by (4.8)\nend\n\nset [can move? v] to [1]\n\nset [can move? v] to [0]\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\nset [speed? v] to [1]\nwait (5) seconds\nset [speed? v] to [0]\n\nif <(Speed?) = [1]> then\n Platformer Physics [2] [0.8] [14]\n Detection\nend\n\nset size to (100) %\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [5]> or <<(Level) = [6]> or <(Level) = [9]>>>>> then\n go to x: (-215) y: (-57)\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 > then\n go to x: (-215) y: (-10)\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: (-215) y: (-62)\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: (-215) y: (18)\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: (-215) y: (-44)\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: (-215) y: (-81)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>> then\n go to x: (-215) y: (-57)\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\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <touching (jump through v)?> then\n if <<touching (jump through v)?> and <not <up?>>> then\n set [slope v] to [0]\n repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <not <touching (jump through v)?>> then\n change y by ((0) - (round (Slope)))\n repeat until <not <touching (jump through v)?>>\n change y by (1)\n switch costume to (idle v)\n set [falling? v] to [0]\n set [y velocity v] to [0]\n end\n else\n if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n change y by ((0) - (round (Slope)))\n end\n end\n end\nend\n\nif <touching (jump through v)?> then\n repeat until <not <touching (jump through v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to [12.8]\n end\n if <(Falling?) < [7]> then\n start sound (pick random (27) to (33))\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n end\nend\nchange y by (1)\n\nforever\n Jump\nend\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\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\nwhen I receive [animation start v]\nhide\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\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@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@Lava\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\nwait (5) seconds\nrepeat (29)\n go [forward v] (1) layers\nend\n\ngo [forward v] (10) 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) = [4]> then\n Clone At X: [200] [-42] At Size [60]\nend\nif <(Level) = [6]> then\n Clone At X: [60] [-35] At Size [60]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\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) = [4]> or <<(Level) = [6]> or >> then\n turn right (5) degrees\n end\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nif <(Level) = [1]> then\n Clone At X: [-122] [130] At Size [100]\nend\n\nbroadcast (Next Level v)\n\nforever\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\nend\n\nif <(Level) = [7]> then\n Clone At X: [-172] [25] At Size [40]\n Clone At X: [-110] [25] At Size [40]\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@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@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 [backward v] (20) layers\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@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@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\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\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)\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\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@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@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)\nend\n\ngo [forward v] (4) layers\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n 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\nwait (5) seconds\nwait until <(Level) = [9]>\nwait (2) seconds\nrepeat (29)\n go [forward v] (1) layers\nend\n\ngo [forward v] (10) layers\n\nrepeat (29)\n go [forward v] (5) layers\nend\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@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@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\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@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [2]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\ngo [forward v] (1) layers\n\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <(Level) = [1]> then\n go [forward v] (3) layers\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\nswitch costume to (2 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [7]>\nswitch costume to (4 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [11]>\nswitch costume to (6 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [36]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\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@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nswitch backdrop to (1 v)\n\nwhen I receive [intro done v]\nset [can move? v] to [0]\nwait (0.5) seconds\nswitch backdrop to (1 v)\nshow\nset [ghost v] effect to (100)\nswitch backdrop to (1 v)\nrepeat (10)\n change [ghost v] effect by (-16)\n switch backdrop to (1 v)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [2]>\nswitch costume to (2 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [3]>\nswitch costume to (3 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\nswitch costume to (4 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [6]>\nswitch costume to (5 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nswitch costume to (Level)\n\nforever\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [9]>\nswitch costume to (7 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [10]>\nswitch costume to (8 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [11]>\nswitch costume to (9 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\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]\n\nif then\n delete this clone\nend\ngo to (player v)\nParticle [40]\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 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: (-80) y: (0)\nforever\n if <(Level) = [1]> then\n show\n next costume\n else\n hide\n end\nend\n\n@CrumblingPlatform\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (costume)\nswitch costume to (costume)\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]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [0] [0] At Size: [100] [1]\nend\nif <(Level) = [2]> then\n Clone At X: [0] [0] At Size: [100] [2]\n Clone At X: [0] [0] At Size: [100] [3]\nend\nif <(Level) = [3]> then\n Clone At X: [0] [0] At Size: [100] [4]\nend\nif <(Level) = [5]> then\n Clone At X: [0] [0] At Size: [100] [5]\n Clone At X: [0] [0] At Size: [100] [6]\nend\nif <(Level) = [8]> then\n Clone At X: [0] [0] At Size: [100] [7]\n Clone At X: [0] [0] At Size: [100] [8]\n Clone At X: [0] [0] At Size: [100] [9]\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by (3)\n if <touching (player v)?> then\n Fall\n end\n change y by (-3)\nend\n\ndefine Fall\nchange [ghost v] effect by (1)\nstart sound [Rumble2 v]\nrepeat (75)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\nend\nstart sound [Fall v]\nGo down\n\ndefine Go down\nrepeat (100)\n change [ghost v] effect by (10)\n change y by (-5)\nend\n\ndelete this clone\n\nstop all sounds\n\nif <(Level) = [1]> then\n go [forward v] (3) layers\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 [back v] layer\ngo to x: (0) y: (5)\nforever\n if <(Level) = [2]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Flash\n\nwhen I receive [swich to black v]\nshow\nset [brightness v] effect to (90)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n next costume\n go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\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) = [2]> then\n Clone At X: [148] [117] At Size: [100]\n Clone At X: [48] [55] At Size: [100]\nend\nif <(Level) = [3]> then\n Clone At X: [-157] [-92] At Size: [100]\n Clone At X: [128] [75] At Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [-4] [-95] At Size: [100]\n Clone At X: [-4] [110] At Size: [100]\n Clone At X: [-165] [127] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [35] [58] At Size: [100]\n Clone At X: [-132] [111] At Size: [95]\n Clone At X: [96] [149] At Size: [100]\nend\nif <(Level) = [11]> then\n Clone At X: [-172] [-52] At Size: [100]\n Clone At X: [-132] [-52] At Size: [100]\n Clone At X: [-92] [-52] At Size: [100]\n Clone At X: [-52] [-52] At Size: [100]\n Clone At X: [-12] [-52] At Size: [100]\n Clone At X: [28] [-52] At Size: [100]\n Clone At X: [-212] [-12] At Size: [100]\n Clone At X: [-172] [-12] At Size: [100]\n Clone At X: [-132] [-12] At Size: [100]\n Clone At X: [-92] [-12] At Size: [100]\n Clone At X: [-52] [-12] At Size: [100]\n Clone At X: [-12] [-12] At Size: [100]\n Clone At X: [28] [-12] At Size: [100]\n Clone At X: [76] [35] At Size: [100]\n Clone At X: [76] [35] At Size: [100]\n Clone At X: [116] [35] At Size: [100]\n Clone At X: [156] [35] At Size: [100]\n Clone At X: [-27] [79] At Size: [100]\n Clone At X: [-67] [79] At Size: [100]\n Clone At X: [-26] [150] At Size: [100]\n Clone At X: [14] [150] At Size: [100]\n Clone At X: [54] [150] At Size: [100]\n Clone At X: [94] [110] At Size: [100]\n Clone At X: [134] [70] At Size: [100]\n Clone At X: [-212] [150] At Size: [100]\n Clone At X: [-212] [110] At Size: [100]\n Clone At X: [-212] [70] At Size: [100]\n Clone At X: [-212] [30] At Size: [100]\n Clone At X: [-172] [150] At Size: [100]\n Clone At X: [-172] [110] At Size: [100]\n Clone At X: [-172] [70] At Size: [100]\n Clone At X: [-172] [30] At Size: [100]\n Clone At X: [-132] [150] At Size: [100]\n Clone At X: [-132] [110] At Size: [100]\n Clone At X: [-132] [70] At Size: [100]\n Clone At X: [-132] [30] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Collect v]\nset rotation style [all around v]\nif <(Level) = [11]> then\n hide\n delete this clone\nelse\n Spin\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]\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I start as a clone\n\nshow\nif <(Level) = [2]> 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) = [3]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n else\n if <(Level) = [5]> then\n wait until <touching (player v)?>\n change [coinscollected v] by (1)\n start sound [Collect v]\n set rotation style [all around v]\n Spin\n end\n end\nend\n\nClone At X: [-172] [-52] At Size: [100]\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif then\n delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n go to [front v] layer\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.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 (pick random (1) to (2))\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\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: (5)\nforever\n if <(Level) = [3]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n@Hidden\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 Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\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: (5)\nforever\n if <(Level) = [3]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Slippery\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\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n wait until <touching (player v)?>\n broadcast (Speed Up v)\n wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\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: (5)\nforever\n if <(Level) = [5]> 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: (5)\nforever\n if <(Level) = [7]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo to [back v] layer\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: (-80) y: (0)\nforever\n if <(Level) = [8]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\n\n\nwhen flag clicked\nforever\n Keyboard controls\nend\n\n
X'mas platformer クリスマスプラットフォーマー #game #platformer #X'mas
@Stage\n\nwhen flag clicked\nswitch backdrop to (tokyo-famous1 v)\nforever\n play sound [https___scratch v] until done\nend\n\n@player\n\ndefine 初期設定\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-173) y: (-70)\nset size to (40) %\nswitch costume to (前 v)\n\nwhen flag clicked\nshow\n初期設定\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 (前 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 (d v) pressed?>>> then\n switch costume to (後ろ 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 (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 (-5)\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 change [y v] by (-1)\n change y by (y)\n if <touching (stage 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 (stage v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[240] < (x position)> then\n broadcast (new stage v)\n 初期設定\n end\n if <touching (障害物 v)?> then\n 初期設定\n end\n if <(y position) = [-193]> then\n 初期設定\n end\nend\n\n@Stage\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [new stage v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [new stage v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nforever\n change [ghost v] effect by (5)\nend\n\n
Color || Platformer ~ Part 5 - Airborne
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Intro\n\nwhen flag clicked\nhide\nwait (1) seconds\nstart sound [Techno2 v]\nwait (.5) seconds\nset [id v] to [BG]\ncreate clone of (_myself_ v)\nwait (.7) seconds\nset [id v] to [Text]\nstart sound [Trap Beat v]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Bars]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nset [id v] to [Explosion]\nclear graphic effects\nset [my variable v] to [No]\nrepeat (7)\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n turn right (25) degrees\n set [brightness v] effect to (-50)\n create clone of (_myself_ v)\n turn right (25) degrees\nend\nset [my variable v] to [Yes]\nwait () seconds\nset [id v] to [SpinThing]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [No]\nset [id v] to [Circlesss]\ngo to x: (-200) y: (125)\nrepeat (4)\n repeat (6)\n create clone of (_myself_ v)\n change x by (81)\n end\n set x to (-200)\n change y by (-81)\nend\nset [my variable v] to [Yes]\nwait () seconds\ngo to x: (-217) y: (-255)\nset [id v] to [EGG]\npoint in direction (90)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (45)\nend\ngo to x: (217) y: (255)\nset [id v] to [EGG2]\npoint in direction (-90)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-45)\nend\nwait () seconds\npoint in direction (90)\nset [id v] to [Explosion]\nclear graphic effects\nset [my variable v] to [No]\nrepeat (35)\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n turn right (25) degrees\n set [brightness v] effect to (-50)\n create clone of (_myself_ v)\n turn right (25) degrees\nend\nset [my variable v] to [Yes]\nwait () seconds\nset [id v] to [Triangle!]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Squares?]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Squares?2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n point in direction (70)\n set [amt v] to [100]\n set [y v] to [0]\n set [direction v] to [0]\n repeat (50)\n set [amt v] to (((amt) * (.8)) + (((0) - (wob)) / (5)))\n change [wob v] by (amt)\n set y to (wob)\n set [bt v] to (((bt) * (.9)) + (((90) - (direction)) / (5)))\n turn right (bt) degrees\n end\n repeat (2)\n turn right (1) degrees\n end\n repeat (2)\n turn right (2) degrees\n end\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (15) degrees\n go to [front v] layer\n end\n repeat (4)\n turn right (35) degrees\n go to [front v] layer\n end\n repeat (3)\n turn right (28) degrees\n go to [front v] layer\n end\n repeat (3)\n turn right (23) degrees\n go to [front v] layer\n end\n repeat (28)\n go to [front v] layer\n point in direction ((([cos v] of ((timer) * (100)) ) * (6)) + (90))\n repeat until <(size) < [50]>\n change size by (-22)\n end\n hide\n end\n repeat (40)\n point in direction ((([cos v] of ((timer) * (100)) ) * (6)) + (90))\n repeat until <(size) < [50]>\n change size by (-22)\n end\n hide\n end\n repeat (50)\n turn right (Direction) degrees\n change y by (Y)\n change [y v] by (-.2)\n change [direction v] by (.028)\n end\n delete this clone\nelse\n if <(ID) = [BG]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (0) %\n show\n repeat (23)\n change size by ((size) * (.2))\n end\n repeat (100)\n switch costume to (costume3 v)\n change size by (((430) - (size)) / (6))\n switch costume to (costume2 v)\n end\n set size to (100) %\n set [size v] to [0]\n repeat (15)\n switch costume to (costume3 v)\n change size by (Size)\n switch costume to (costume66 v)\n change [size v] by (2)\n end\n repeat (90)\n switch costume to (costume3 v)\n change size by (((1215) - (size)) / (16))\n switch costume to (costume66 v)\n end\n broadcast (introend v)\n else\n if <(ID) = [Bars]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (146) %\n show\n repeat (50)\n go to [front v] layer\n change size by (((100) - (size)) / (6))\n end\n repeat (75)\n go to [front v] layer\n end\n repeat (40)\n change size by (((146) - (size)) / (15))\n end\n delete this clone\n else\n if <(ID) = [Explosion]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n set [step! v] to [6]\n set size to (0) %\n wait until <(my variable) = [Yes]>\n show\n repeat (5)\n change size by (((100) - (size)) / (7))\n move (Step!) steps\n turn left (3) degrees\n change [step! v] by (-.2)\n end\n repeat (25)\n next costume\n change size by (((100) - (size)) / (7))\n turn left (1) degrees\n move (Step!) steps\n change [step! v] by (-.2)\n end\n delete this clone\n else\n if <(ID) = [SpinThing]> then\n clear graphic effects\n set rotation style [all around v]\n switch costume to (costume43 v)\n go to x: (0) y: (0)\n set [turn! v] to [0]\n set [brightness v] effect to (100)\n point in direction (90)\n set size to (100) %\n show\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.3)\n end\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.8)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (2)\n end\n turn left (5) degrees\n repeat (8)\n turn left (Turn!) degrees\n change [turn! v] by (-1.9)\n end\n repeat (2)\n turn left (Turn!) degrees\n change [turn! v] by (-1)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (-.5)\n end\n set rotation style [left-right v]\n point in direction (-90)\n repeat (12)\n next costume\n end\n delete this clone\n else\n if <(ID) = [Circlesss]> then\n switch costume to (costume44 v)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n wait until <(my variable) = [Yes]>\n show\n repeat (3)\n change [fisheye v] effect by (25)\n end\n repeat (4)\n change [fisheye v] effect by (60)\n end\n repeat (4)\n change [fisheye v] effect by (150)\n end\n repeat (4)\n change [fisheye v] effect by (300)\n end\n repeat (4)\n change [fisheye v] effect by (800)\n change [ghost v] effect by (3)\n end\n repeat (4)\n change [fisheye v] effect by (3000)\n change [ghost v] effect by (7)\n end\n repeat (4)\n change [fisheye v] effect by (3000)\n change [ghost v] effect by (12)\n end\n delete this clone\n else\n if <(ID) = [EGG]> then\n clear graphic effects\n set size to (100) %\n set [brightness v] effect to (100)\n wait (.3) seconds\n show\n switch costume to (costume45 v)\n repeat (5)\n change y by (((-73) - (y position)) / (6))\n end\n repeat (17)\n next costume\n change y by (((-73) - (y position)) / (6))\n end\n delete this clone\n else\n if <(ID) = [EGG2]> then\n clear graphic effects\n set size to (100) %\n set [brightness v] effect to (100)\n show\n switch costume to (costume45 v)\n repeat (5)\n change y by (((95) - (y position)) / (6))\n end\n repeat (17)\n next costume\n change y by (((95) - (y position)) / (6))\n end\n delete this clone\n else\n if <(ID) = [Triangle!]> then\n switch costume to (costume63 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (0) %\n show\n repeat (12)\n change size by (((565) - (size)) / (15))\n end\n repeat (50)\n switch costume to (costume3 v)\n change size by (((565) - (size)) / (15))\n switch costume to (costume63 v)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset y to ((([log v] of ((timer) * (30)) ) * (6)) + (0))\nset y to ((([log v] of ((timer) * (30)) ) * (6)) + (0))\n\nwhen I start as a clone\nforever\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nset [color v] to [0]\nforever\n change [color v] by (6)\nend\n\nwhen I start as a clone\nif <(ID) = [Flash]> then\n switch costume to (costume64 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (10)\n go to [front v] layer\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (.1) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Squares?]> then\n switch costume to (costume65 v)\n go to x: (-205) y: (-240)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n set [brightness v] effect to (100)\n show\n glide (.5) secs to x: (-205) y: (240)\n clear graphic effects\n glide (.5) secs to x: (-205) y: (-240)\n delete this clone\nelse\n if <(ID) = [Squares?2]> then\n switch costume to (costume65 v)\n go to x: (205) y: (240)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n set [brightness v] effect to (100)\n show\n glide (.5) secs to x: (205) y: (-240)\n clear graphic effects\n glide (.5) secs to x: (205) y: (240)\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (START! v)\n\nwhen I receive [start! v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\n@Introskipbutton\n\nwhen flag clicked\ngo to x: (220) y: (-100)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\nwait (1.65) seconds\nset [ghost v] effect to (50)\nwait (4) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (START! v)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (360)\ngo to [front v] layer\nshow\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nclear graphic effects\nglide (0.25) secs to x: (0) y: (0)\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [start! v]\nwait (1) seconds\nforever\n switch costume to (costume2 v)\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen I receive [end v]\nstop all sounds\n\n@Playbutton\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.04) seconds\nend\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Physics\nswitch costume to (player v)\ngo to x: (-202) y: (12)\nset size to (80) %\nset rotation style [left-right v]\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xvel v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by (-1.75)\n end\n set [xvel v] to ((xvel) * (0.8))\n change x by (xvel)\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 ((xvel) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yvel v] to [15]\n if <(direction) = [90]> then\n set [xvel v] to [-15]\n else\n set [xvel v] to [15]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (yvel)\n if <touching (level v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> and <touching (level v)?>> or <<touching (level v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <<(mouse y) > (y position)> and <touching (level v)?>>>>>> then\n change [yvel v] by (15)\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-202) y: (12)\n broadcast (nextlevel v)\n change [level v] by (1)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if then\n go to x: (-202) y: (12)\n set [xvel v] to [0]\n broadcast (death v)\n set [yvel v] to [0]\n end\n if <touching (trampolines v)?> then\n set [yvel v] to [17.5]\n end\n if <(y position) < [-180]> then\n go to x: (-202) y: (12)\n broadcast (death v)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [play v]\ngo to x: (-195) y: (-18)\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [level v] to [1]\nforever\n Physics\nend\n\nwhen I receive [play v]\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (player-crouch v)\n else\n switch costume to (player v)\n end\nend\n\nwait (1) seconds\n\nwhen I receive [skippedlevel v]\ngo to x: (-202) y: (12)\n\nwhen I receive [animation v]\ngo to x: (-202) y: (12)\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (level)\n\nwhen I receive [skippedlevel v]\nswitch costume to (level)\n\nwhen I receive [animation v]\nhide\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (level)\n\nwhen I receive [skippedlevel v]\nswitch costume to (level)\n\n@Cloud Gem\n\nwhen flag clicked\ngo to x: (59) y: (-34)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <not <(level) = [17]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play v]\nforever\n if <(level) = [17]> then\n show\n forever\n if <touching (player v)?> then\n stop [all v]\n end\n end\n end\nend\n\n@Levelskipbutton\n\nwhen flag clicked\ngo to x: (167) y: (-143)\nset [leveldeaths v] to [0]\nhide\n\nwhen I receive [play v]\nset [leveldeaths v] to [0]\nforever\n if <<(leveldeaths) > [9]> and <(level) < [17]>> then\n go to [front v] layer\n set [ghost v] effect to (35)\n show\n else\n hide\n end\nend\n\nwhen I receive [death v]\nchange [leveldeaths v] by (1)\n\nwhen I receive [nextlevel v]\nset [leveldeaths v] to [0]\n\nwhen this sprite clicked\nbroadcast (skippedlevel v)\nset [leveldeaths v] to [0]\nchange [level v] by (1)\nhide\n\n@Timernumber\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nwhen I receive [play v]\nset [time v] to [0]\nforever\n repeat until <(level) = [17]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (230) y: (-300)\nset [multidigit??? v] to [no]\nrepeat (10)\n switch costume to (0 v)\nend\nforever\n if <[0] < (time)> then\n switch costume to ((time) mod (10))\n end\nend\n\n@Timenumber2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (210) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[9] < (time)> then\n switch costume to ((((time) - (5)) / (10)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [20]>\nend\n\n@Timenumber3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (190) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[99] < (time)> then\n switch costume to ((((time) - (50)) / (100)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [20]>\nend\n\n@Timenumber4\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (170) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[999] < (time)> then\n switch costume to ((((time) - (500)) / (1000)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [20]>\nend\n\n@Timenumber5\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (150) y: (-300)\nrepeat (70)\n switch costume to (0 v)\n hide\nend\nforever\n if <[9999] < (time)> then\n switch costume to ((((time) - (5000)) / (10000)) mod (10))\n show\n set [multidigit??? v] to [yes]\n end\nend\n\nrepeat until <(level) = [20]>\nend\n\n
~~~~~~~~~~~ COLOR -- A PLATFORMER ~~~~~~~~\n \n Welcome to Color -- A Platformer ~ Part 5! This simple, colorless, and generic platformer is a medium difficulty in which you must complete all 17 levels as fast as possible. 25 loves or 300 views within 10 days, and I will make a sequel to this series!!!!!\n\nNEW GAME OUT!!!\nhttps://scratch.mit.edu/projects/931993602/\n\nJan. 31: 1000 views, 53 loves, 40 favs! \n\nI have a poll open on whether you want a sequel series to come out: https://scratch.mit.edu/projects/808979267/\n\nWe're being way slower than the other games were. Come on, guys, we can do this!!!\n\nPARTS:\nPart 1: https://scratch.mit.edu/projects/757620781/\nPart 2: https://scratch.mit.edu/projects/761062689/\nPart 3: https://scratch.mit.edu/projects/764015660/\nPart 4: https://scratch.mit.edu/projects/767616243/\n\nCOLOR 2 SERIES:\nPart 1: https://scratch.mit.edu/projects/823176480/\nPart 2: https://scratch.mit.edu/projects/921559305/\n\nWARNING: Intro may trigger seizures. If you are prone to these, then press the 'skip intro' button.\n\nINSTRUCTIONS :\nWASD, arrow keys, or touch screen to move\nS, down arrow, or touch screen below player to crouch\nAvoid colorless spikes and cliffs\nTouch the white gem at the end to win\nTry to finish as fast as possible\nLove, favorite, and follow for more game series like this\nEnjoy\n\nNOTES :\nThere is a very rare bug where when you start the game, the time doesn't work, and doesn't activate at all. Please don't take advantage of this and finish the game, then comment that you got 0 seconds. Just restart.\nAlso, sometimes, the white gem appears on level 1. Just restart the game when this happens. It happens very rarely as well.\nComment 'Color' for a 2nd series to come out. If this game gets 30 loves before 10 days are up, then I will be very happy, and will pick three of my followers at random and follow them.\n\nCREDITS :\nThanks to @kamakiri1023 for the player code and art\nThanks to @Pickleanimation99 for the intro\nThanks to @ArtemScrathMaster for the music\nI did everything else!!!!\n\nThis is my very first platformer series I have ever made on this account, so please love, favorite, and follow. Comment 'Color' for Series 2, and I hope you enjoy!!!!!!\n\n(822 blocks make up this game.)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYeet
Genders: An LGBTQ+ Platformer
@Stage\n\nwhen I receive [next level! v]\nnext backdrop\n\n@platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-3) y: (-8)\nshow\n\nwhen I receive [next level! v]\nnext costume\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level! v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (52) y: (1)\nshow\n\nwhen I receive [next level! v]\nnext costume\n\n@lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (9) y: (-29)\nshow\nforever\n glide (1) secs to x: (9) y: (-29)\n glide (0.7) secs to x: (9) y: (-45)\nend\n\nwhen I receive [next level! v]\nnext costume\n\n@trampoline\n\nwhen I receive [next level! v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) < [4]> then\n hide\n else\n if <(level) = [4]> then\n hide\n else\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n go to x: (-110) y: (-44)\n show\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n go to x: (-45) y: (-44)\n show\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n go to x: (-40) y: (-44)\n show\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n go to x: (-120) y: (-44)\n show\n end\n if <(level) = [15]> then\n go to x: (-35) y: (-44)\n show\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n end\n end\n end\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-188) y: (-45)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (costume1 v)\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\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?> then\n set [yv v] to [13]\n if <(x) > [0]> then\n set [x v] to [5]\n else\n set [x v] to [-5]\n end\n else\n change y by (-5)\n set [x 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 Move Out\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\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 <<touching (spikes v)?> or <touching (lava v)?>> then\n go to x: (-188) y: (-44)\n end\n if <(x position) > [230]> then\n broadcast (Next level! v)\n go to x: (-188) y: (-46)\n end\n if <(y position) < [-167]> then\n go to x: (-188) y: (-46)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [2]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [3]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) = [4]> then\n switch backdrop to (cis v)\n end\n if <(level) = [5]> then\n switch backdrop to (trans v)\n end\n if <(level) = [6]> then\n switch backdrop to (nonbinary v)\n end\n if <(level) = [7]> then\n switch backdrop to (genderfluid v)\n end\n if <(level) = [8]> then\n switch backdrop to (demigender v)\n end\n if <(level) = [9]> then\n switch backdrop to (genderqueer v)\n end\n if <(level) = [10]> then\n switch backdrop to (androgyenus v)\n end\n if <(level) = [11]> then\n switch backdrop to (agender v)\n end\n if <(level) = [12]> then\n switch backdrop to (genderflux v)\n end\n if <(level) = [13]> then\n switch backdrop to (bigender v)\n end\n if <(level) = [14]> then\n switch backdrop to (polygender v)\n end\n if <(level) = [15]> then\n switch backdrop to (pangender v)\n end\n if <(level) = [16]> then\n switch backdrop to (trigender v)\n end\n if <(level) = [17]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\ndefine Move Out\nrepeat until <not <touching (platform v)?>>\n change x by (-1)\nend\n\nwhen I receive [next level! v]\nchange [level v] by (1)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next level! v)\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@Mute/Unmute\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n if <(costume [number v]) = [1]> then\n set volume to (25) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Avicii - The Nights v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Hello and welcome to my 2nd platformer!\nThis platform explains some of the many genders on the spectrum. Not every gender is included, and I apologize if it isn't. There are many labels that can be used to describe different genders, so let's take a look at some of them :)\n\nPlease let me know if there's anything I could update/change\n\nOriginally released on February 18, 2023\n\nINSTRUCTIONS:\n-Arrow keys to move\n-Avoid the spikes+lava\n-Have fun!!!\nAll levels are possible. I have tested them myself.\n\n\n\n\n\nSorry for not having been active 4 a while :P
platformer!! プラットフォーマー!!
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (背景2 v)\n\nwhen I receive [start v]\nforever\n play sound [魔王魂 アコースティック41 v] until done\nend\n\nwhen I receive [スタート v]\nset [ghost v] effect to (0)\nswitch backdrop to (背景1 v)\n\nwhen I receive [start v]\nswitch backdrop to (背景2 v)\nrepeat (25)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [バック v]\nswitch backdrop to (背景2 v)\nrepeat (25)\n change [ghost v] effect by (-5)\nend\n\n@スプライト3\n\nwhen flag clicked\nwait (2) seconds\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\nbroadcast (START v)\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\n@Button3\n\nwhen I receive [start v]\ngo to x: (-275) y: (0)\nshow\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (0)\nhide\n\nwhen this sprite clicked\nset volume to (300) %\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n play sound [Magic Spell2 v] until done\n wait (0.5) seconds\n broadcast (スタート v)\nend\nhide\n\nwhen I receive [バック v]\ngo to x: (-275) y: (0)\nshow\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\n\n@本体\n\nwhen I receive [スタート v]\nswitch costume to (player v)\ngo to x: (-170) y: (-100)\nset [変数 v] to [0]\nset [変数2 v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nshow\nforever\n say (username)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching color (#00fffd)?> then\n change y by ((0) - (変数))\n set [変数 v] to [0]\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [変数 v] to [10]\n start sound [Jump v]\n end\n end\n change x by (変数2)\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [変数2 v] by (1)\n point in direction (90)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [変数2 v] by (-1)\n point in direction (-90)\n end\n set [変数2 v] to ((変数2) / (1.1))\n if <touching color (#00ffff)?> then\n change x by ((0) - (変数2))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [変数 v] to [10]\n set [変数2 v] to ((変数2) * (-0.8))\n start sound [Jump v]\n else\n set [変数2 v] to [0]\n end\n end\n if <(x position) > [230]> then\n play sound [Magic Spell v] until done\n wait (1) seconds\n go to x: (-170) y: (-125)\n broadcast (next v)\n end\n if <[3] < (ターボ)> then\n forever\n go to x: (-170) y: (-125)\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nset size to (70) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [タヒ v]\ngo to x: (-170) y: (-125)\nswitch costume to (player v)\n\nwhen I receive [バック v]\nhide\n\nwhen I receive [隠しステージ v]\ngo to [front v] layer\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [バック v]\nhide\n\nwhen I receive [隠しステージ v]\nset [ghost v] effect to (50)\nshow\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo [forward v] (1) layers\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-240) y: (185)\nrepeat (1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000)\n wait (0.3) seconds\n create clone of (_myself_ v)\n set x to (pick random (240) to (-240))\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-20)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-180]>\n change y by (-5)\nend\nrepeat (4)\n change [ghost v] effect by (20)\nend\n\nwhen I start as a clone\nforever\n turn right (15) degrees\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo [forward v] (2) layers\nshow\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [バック v]\ngo [forward v] (2) layers\nshow\n\n@Button2\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [start v]\n\ngo to x: (-275) y: (85)\ngo to [front v] layer\nshow\nwait (0.07) seconds\nrepeat (30)\n change x by (((-185) - (x position)) / (4))\nend\n\nwhen this sprite clicked\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n broadcast (コスチューム v)\nend\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (35) y: (0)\nswitch costume to (コスチューム1 v)\ngo [forward v] (2) layers\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [バック v]\nhide\n\n@針\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nnext costume\nshow\nforever\n if <touching (本体 v)?> then\n broadcast (タヒ v)\n play sound [Pew v] until done\n end\nend\n\nwhen I receive [バック v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@スプライト9\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nshow\nwait (2) seconds\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo [forward v] (5) layers\nshow\n\nwhen this sprite clicked\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n play sound [Magic Spell v] until done\n wait (1) seconds\n broadcast (バック v)\n hide\nend\n\n@スプライト8\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nshow\nif <[3] < (ターボ)> then\n hide\nelse\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nplay sound [ポップ v] until done\n\nwhen I receive [スタート v]\nrepeat (25)\n change [ghost v] effect by (5)\nend\nif <[3] < (ターボ)> then\n hide\nelse\n go to [front v] layer\n show\nend\n\nwhen I receive [バック v]\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-5)\nend\n\n@スプライト10\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide\nforever\n change [ターボ v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ)> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n
[日本語]\nMOBILE版と書いてありますがパソコンでも出来るので\n大丈夫です!\nターボ対策もできています!\n[English] \nIt says it's a mobile version, but you can do it on a computer!\nTurbo measures are also available!\n\n
winter platformer/冬プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nbroadcast (| - Intro Start v)\n\nwhen I receive [| - intro end v]\nbroadcast (Intro end v)\nswitch backdrop to (背景1 v)\nforever\n play sound [Radiant v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [| - intro start v]\nstop all sounds\n\nwhen I receive [| - intro end v]\n\nplay sound [Radiant v] until done\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (タイマー)\nshow\n\n@プラットフォーマー\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to [front v] layer\nclear graphic effects\nshow\nset [感知変数 v] to [0]\ngo to x: (-190) y: (-20)\nset rotation style [left-right v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < (y position)> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\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 end\n end\n end\n end\n end\n end\n if <touching color (#cc7600)?> then\n change y by (1)\n if <touching color (#cc7600)?> then\n change y by (1)\n if <touching color (#cc7600)?> then\n change y by (1)\n if <touching color (#cc7600)?> then\n change y by (1)\n if <touching color (#cc7600)?> then\n change y by (1)\n if <touching color (#cc7600)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching color (#ffffff)?> 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) > (y position)> and <mouse down?>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n end\n if <touching color (#cc7600)?> 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) > (y position)> and <mouse down?>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n end\n change y by (Y)\n change [y v] by (-1)\n if <touching color (#ffffff)?> then\n change y by (() - (Y))\n set [y v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [15]\n end\n end\n if <touching color (#cc7600)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [15]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#e40000)?>> then\n スタートへ戻す\n end\n if <(y position) < [-174]> then\n スタートへ戻す\n end\n if <(x position) > [219]> then\n broadcast (感知 v)\n go to x: (-190) y: (-20)\n wait until <(あ) = [1]>\n end\n if <(感知変数) = [1]> then\n スタートへ戻す\n end\nend\n\ndefine スタートへ戻す\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (-20)\n\nwhen I receive [初期化メッセージ v]\nスタートへ戻す\n\nwhen I receive [すべてをとめる直前 v]\nhide\n\nwhen I receive [| - intro start v]\nhide\n\nwhen I receive [ねくすとしゅ−りょ− v]\nshow\nrepeat (10)\n wait (0.1) seconds\n set [あ v] to [1]\nend\n\nwhen flag clicked\nset [あ v] to [0]\n\nwhen I receive [ねくすとしゅ−りょ− v]\nset [あ v] to [0]\n\nwhen I receive [感知 v]\nhide\n\nwhen I receive [ねくすとしゅ−りょ− v]\ngo to x: (-240) y: (0)\n\nwhen [timer v] > (タイマー)\nhide\n\n@next\n\nforever\n\ndefine クローン (id)\nset [クローンアイディ v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(クローンアイディ) = [ひゅーーーーーーーー]> then\n switch costume to (コスチューム1 v)\n set size to (100) %\n go to x: (225) y: (0)\n repeat until <touching (_edge_ v)?>\n change [横いどー v] by (-1)\n change x by (横いどー)\n end\n set size to (100) %\n start sound [Rip v]\n repeat (50)\n switch costume to (コスチューム2 v)\n change size by (((5000) - (size)) / (10))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\nif <(クローンアイディ) = [どーーーーーん]> then\n switch costume to (コスチューム3 v)\n start sound [Rip v]\n go to x: (0) y: (500)\n repeat until <(round (y position)) = [0]>\n change y by ((0) - ((y position) / (10)))\n end\n delete this clone\nend\nif <(クローンアイディ) = [ばこーん]> then\n go to x: (500) y: (-500)\n start sound [Rip v]\n repeat (50)\n switch costume to (コスチューム2 v)\n change size by (((5000) - (size)) / (10))\n switch costume to (コスチューム4 v)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(クローンアイディ) = [びゅー1]> then\n switch costume to (コスチューム5 v)\n go to x: (-500) y: (0)\n set [横いどー v] to [0]\n repeat until <[0] < (x position)>\n change [横いどー v] by (1)\n change x by (横いどー)\n end\n delete this clone\nend\nif <(クローンアイディ) = [びゅー2]> then\n switch costume to (コスチューム5 v)\n go to x: (500) y: (0)\n set [横いどー v] to [0]\n repeat until <(x position) < [0]>\n change [横いどー v] by (-1)\n change x by (横いどー)\n end\n delete this clone\nend\nif <(クローンアイディ) = [ねくすと]> then\n start sound [Water Drop v]\n switch costume to (コスチューム6 v)\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (コスチューム2 v)\n change size by (((1000) - (size)) / (10))\n switch costume to (コスチューム6 v)\n end\n repeat (4)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [ねくすとしゅ−りょ− v]\n\nwhen I receive [ねくすと v]\nset [雪消して v] to [0]\nreset timer\nクローン [ひゅーーーーーーーー]\nwait until <[1.3] < (timer)>\nクローン [どーーーーーん]\nwait until <[1.5] < (timer)>\nクローン [ばこーん]\nwait until <[2] < (timer)>\nクローン [びゅー1]\nクローン [びゅー2]\nwait until <[2.8] < (timer)>\nクローン [ねくすと]\nwait until <[5] < (timer)>\nbroadcast (ねくすとしゅ−りょ− v)\nset [雪消して v] to [1]\n\nwhen I receive [感知 v]\nbroadcast (ねくすと v) and wait\nchange [color v] effect by (25)\n\nwait (1) seconds\n\n@背景2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ねくすと v]\ngo to [back v] layer\ngo [forward v] (4) layers\nshow\n\nwhen I receive [ねくすとしゅ−りょ− v]\nhide\n\n@ハート星探知機\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n go to [back v] layer\n forever\n go to x: (60) y: (208)\n glide (0.8) secs to x: (60) y: (150)\n wait (0.8) seconds\n glide (0.8) secs to x: (60) y: (208)\n delete this clone\n end\nend\n\nwhen I receive [| - intro end v]\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@ステージ\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [| - intro start v]\nhide\n\nforever\n if <(costume [number v]) = [8]> then\n wait (5) seconds\n broadcast (すべてをとめる直前 v)\n wait (0.00000001) seconds\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ねくすとしゅ−りょ− v]\ngo to [front v] layer\nnext costume\nshow\n\nwhen I receive [感知 v]\nhide\n\nwhen [timer v] > (タイマー)\nhide\n\n@Intro (by @kako-ken)\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 (pick random (0) to (199))\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 \[Cut by @kako-ken\] v]\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\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\n@アウトロ\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [アウトロ v]\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\nstart sound [素振り v]\nrepeat (5)\n go to [front v] layer\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\nwait (3) seconds\nswitch costume to (コスチューム7 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (コスチューム8 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム10 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム12 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム13 v)\ncreate clone of (_myself_ v)\nforever\n switch costume to (コスチューム9 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-600)\ngo to [front v] layer\nshow\nrepeat until <[1] < (y position)>\n change y by ((() - (y position)) / (10))\nend\n\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n go to x: (0) y: (-600)\n repeat (20)\n change y by (((0) - (y position)) / (10))\n end\nend\n\ndelete this clone\n\nwait (2) seconds\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (2) seconds\n\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n show\n go to x: (0) y: (600)\n repeat until <(y position) = [0]>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n go to x: (0) y: (-600)\n repeat (35)\n change y by (((-30) - (y position)) / (10))\n end\n forever\n change [アウトロ動きの v] by (5)\n change y by ([sin v] of (アウトロ動きの) )\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n set size to (pick random (50) to (80)) %\n set [ghost v] effect to (pick random (10) to (50))\n go to x: (pick random (250) to (-250)) y: (-302)\n repeat until <[170] < (y position)>\n change y by (6)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n go to x: (0) y: (-600)\n repeat (35)\n change y by (((-30) - (y position)) / (10))\n end\n forever\n change [アウトロ動きの2 v] by (7)\n change y by ([sin v] of (アウトロ動きの2) )\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n go to x: (0) y: (-600)\n repeat (35)\n change y by (((-30) - (y position)) / (10))\n end\n forever\n change [アウトロ動きの3 v] by (9)\n change y by ([sin v] of (アウトロ動きの3) )\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [11]> then\n forever\n show\n point in direction (90)\n turn right (1) degrees\n repeat (60)\n turn right ([abs v] of (((90) - (direction)) / (5)) ) degrees\n end\n end\n end\nend\n\nwhen [timer v] > (タイマー)\nbroadcast (アウトロ v)\n\nwhen flag clicked\nreset timer\nforever\n set [タイマー v] to (timer)\nend\n\n@雪\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (200) to (-200)) y: (190)\nset size to (pick random (70) to (110)) %\nset [ghost v] effect to (pick random (-10) to (30))\nrepeat until <<touching (ステージ v)?> or <[-178] > (y position)>>\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [| - intro end v]\nset [雪消して v] to [1]\nhide\nforever\n if <(雪消して) = [1]> then\n wait (pick random (0) to (0.2)) seconds\n create clone of (_myself_ v)\n else\n delete this clone\n end\nend\n\ngo to x: (-190) y: (-90)\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [| - intro end v]\nshow\n\nwhen I receive [ねくすとしゅ−りょ− v]\nshow\n\nwhen I receive [ねくすと v]\nhide\n\n
日本語⬇︎\n〈English〉\n\n(Personal impressions)\nLength ⭐︎⭐︎⭐︎⭐︎\nDifficulty ⭐︎⭐︎⭐︎\n\n5th work!\nI'm gradually getting used to making platformers\nThis time the platformer is winter\nIt was hard to make, so please give me a heart star\nSorry there is no back stage~\nIt's useless if you hit a thorn\nIt is useless even if it falls where there is no land\ndo your best to clear\n〈日本語〉\n\n(個人の感想)\n長さ⭐︎⭐︎⭐︎⭐︎\n難しさ⭐︎⭐︎⭐︎\n\n5作品目!\nだんだんプラットフォーマーを作るのも慣れてきたよ\n今回のプラットフォーマーは冬だよ\n作るの大変だったからハート星よろしく\n裏ステージはないよごめんなさい〜\nトゲに当たったら駄目\n土地がないところに落ちても駄目\nクリア頑張ってね
Darkness platformer!/暗やみのプラットフォーマー!
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunshine 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 <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (stage v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[4500] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[4500] < (scroll x)> then\n set [scroll x v] to [4500]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\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 set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (stage v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\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\nhide\n\nwhen [timer v] > (time)\nhide\n\n@Stage\n\nwhen flag clicked\nhide\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\nwhen I receive [start v]\nset [brightness v] effect to (-20)\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n\n@Stage2\n\nwhen flag clicked\nhide\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\nwhen I receive [start v]\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\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) + (1))\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 show\n switch costume to (3)\nend\n\nwhen I receive [start v]\nset [brightness v] effect to (-30)\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\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 [940] [150] [1]\n配置 [2170] [202] [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@スプライト1\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n go to (prayer v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@スプライト2\n\nwhen flag clicked\nshow\nset [a v] to [0]\nset size to (100) %\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (2)\n change [a v] by (1)\n create clone of (_myself_ v)\nend\nforever\n if <mouse down?> then\n broadcast (START v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(a) = [1]> then\n go to [front v] layer\n go to x: (0) y: (-100)\n switch costume to (コスチューム2 v)\n repeat (3)\n go to [front v] layer\n change y by (10)\n repeat (3)\n change y by (6)\n end\n end\nend\n\nwhen I start as a clone\nif <(a) = [2]> then\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (コスチューム3 v)\n forever\n repeat (2)\n change size by (-1)\n end\n repeat (5)\n change size by (-0.5)\n end\n wait (0.2) seconds\n repeat (2)\n change size by (1)\n end\n repeat (5)\n change size by (0.5)\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@スプライト4\n\n
https://scratch.mit.edu/projects/806059255/\n新作ですぜひ見てください(((((
ONLINE New Year World | platformer #games #all
@Stage\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [play game v]\nforever\n play sound [Treenan v] until done\nend\n\n@g\n\nwhen I receive [green flag v]\nset [.punch timer v] to [0]\nhide\nset [@chat? v] to []\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n start game\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n repeat until <(EXIT) > []>\n tick\n broadcast (TICK v) and wait\n end\n Game-death\nend\n\ndefine start game\npoint in direction (90)\nset [sx v] to [0]\nset [x v] to (item (Czeckpoint) of [checkpoint x v])\nset [y v] to (item (Czeckpoint) of [checkpoint y v])\nset [sy v] to [0]\nset [scroll y v] to (item (Czeckpoint) of [checkpoint y v])\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (item (Czeckpoint) of [checkpoint x v])\nclear graphic effects\nshow\n\ndefine tick\nswitch costume to (n v)\nsay (@CHAT?)\nchange [.punch timer v] by (0.04)\nif <<(.punch timer) > [8]> and <key (p v) pressed?>> then\n if <(item (3) of [bought v]) = [3]> then\n set [punch? v] to [Y]\n set [.punch timer v] to [0]\n broadcast (local punch v)\n end\nelse\n if <(local punch) = []> then\n set [punch? v] to [N]\n end\nend\nif <(STICK X) < [-0.3]> then\n change [sx v] by (-2)\nend\nif <[0.3] < (STICK X)> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <(STICK BUTTOn) > [0]> then\n if <(in air) < [3]> then\n change [sy v] by (9)\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-death?\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by ((round (((y) - (SCROLL Y)) / (5))) + (0))\nif <((SCROLL Y) - (y)) > [30]> then\n change [scroll y v] by ((round (((y) - (SCROLL Y)) / (5))) + (0))\nend\nif <(SCROLL Y) < [50]> then\n set [scroll y v] to [50]\nend\nposition\nif <(y) < [-80]> then\n set [exit v] to [f]\n play sound [Oops v] until done\nend\nif <touching (end v)?> then\n broadcast (WIN v)\nend\nif <touching (fan v)?> then\n change [sy v] by (7)\nend\nif <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n switch costume to (y v)\nend\nif <(item (2) of [bought v]) = [2]> then\n switch costume to (2 v)\nend\nif <touching (spring v)?> then\n if <[-15] > (sy)> then\n start sound [Big Boing v]\n set [sy v] to [40]\n change player y by (sy)\n change [scroll y v] by ((round (((y) - (SCROLL Y)) / (5))) + (0))\n end\nend\nset [...all player y v] to (y)\nchange y by (-1)\nif <touching (moving v)?> then\n change [x v] by ((PLATFORM SPEED) * (2))\nend\nchange y by (1)\nsend cloud data\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platform v)?> or <touching (moving v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platform v)?> or <touching (moving v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<touching (platform v)?> or <touching (moving v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platform v)?> or <touching (moving 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-death\nset [exit v] to []\nset [lift \(animation\) v] to [10]\nrepeat (20)\n change y by (lift \(animation\))\n turn right (18) degrees\n change [lift \(animation\) v] by (-1)\n change [ghost v] effect by (5)\n send cloud data\nend\nwait (0.5) seconds\n\ndefine test-death?\nif <<touching (danger v)?> or <touching (lava v)?>> then\n set [exit v] to [ow]\n start sound [ow v]\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [initiate cloud join v]\nset [my player # v] to [0]\nset [max players v] to [8]\nbroadcast (setup others v) and wait\nbroadcast (CLOUD JOIN v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (CLOUD JOINED v) and wait\nelse\n broadcast (CLOUD FAIL v) and wait\nend\nbroadcast (Play Game v)\n\ndefine send cloud data\nif <[0] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [encoded v] to []\nwrite (PUNCH?) to encoded\nwrite (direction) to encoded\nwrite (join (username) (@CHAT?)) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (costume [name v]) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nSet cloud # (MY PLAYER #) to (encoded)\n\ndefine Set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (value) to encoded\nset [# v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (#) of (value)) in [code v]))\n change [# v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [green flag v]\ndelete all of [buffer v]\n\nwhen I receive [pushed v]\nchange [sx v] by (10)\n\nwhen I receive [local punch v]\nset [local punch v] to [.]\nrepeat (25)\n set [punch? v] to [Y]\nend\nset [local punch v] to []\n\nwhen I receive [dead v]\nset [sy v] to [15]\n\nchange y by (2)\nif <touching (enemy v)?> then\n if <(DEATH LOCK?) = [0]> then\n set [exit v] to [o]\n start sound [ow v]\n end\nend\nchange y by (-2)\n\nwhen I receive [a v]\nset [exit v] to [o]\n\nset [all clear v] to []\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nwait (0.1) seconds\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nswitch costume to (level 1 2 v)\ncreate clone of (_myself_ v)\nset [x v] to [730]\nset [y v] to [-100]\nswitch costume to (level 1 3 v)\ncreate clone of (_myself_ v)\nset [x v] to [900]\nset [y v] to [300]\nswitch costume to (level 1 4 v)\ncreate clone of (_myself_ v)\nset [x v] to [1350]\nset [y v] to [300]\nswitch costume to (level 1 5 v)\ncreate clone of (_myself_ v)\nset [x v] to [1350]\nset [y v] to [700]\nswitch costume to (level 1 7 v)\ncreate clone of (_myself_ v)\nset [x v] to [700]\nset [y v] to [700]\nswitch costume to (level 1 8 v)\ncreate clone of (_myself_ v)\nset [x v] to [448]\nset [y v] to [448]\nswitch costume to (level 1 9 v)\ncreate clone of (_myself_ v)\nset [x v] to [405]\nset [y v] to [900]\nswitch costume to (level 1 10 v)\ncreate clone of (_myself_ v)\nset [x v] to [150]\nset [y v] to [1000]\nswitch costume to (level 1 11 v)\ncreate clone of (_myself_ v)\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\n\nif <touching (g v)?> then\nif <touching (g v)?> then\n\nset [x v] to [1180]\nset [y v] to [700]\nswitch costume to (level 1 8 v)\ncreate clone of (_myself_ v)\n\nif <(costume [number v]) = [9]> then\n forever\n set [platform speed v] to [-4]\n repeat (50)\n change [x v] by (-4)\n end\n set [platform speed v] to [4]\n repeat (50)\n change [x v] by (4)\n end\n end\nend\n\nset [x v] to [450]\nset [y v] to [450]\nswitch costume to (level 1 9 v)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\n@deco\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\npoint in direction (90)\nset [x v] to [360]\nset [y v] to [200]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [860]\nset [y v] to [150]\nswitch costume to (up1 v)\ncreate clone of (_myself_ v)\nset [x v] to [750]\nset [y v] to [850]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [x v] to [448]\nset [y v] to [700]\nswitch costume to (up1 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nset [x v] to [404]\nset [y v] to [1020]\nswitch costume to (costume3 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [name v]) = [UP1]> then\n switch costume to (up1 v)\n forever\n repeat (2)\n next costume\n wait (0.2) seconds\n end\n switch costume to (up1 v)\n wait (0.2) seconds\n end\nend\n\nset [.var v] to [1]\n\n@tn\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@danger\n\nwhen I receive [setup v]\npoint in direction (90)\nset [x v] to [645]\nset [y v] to [120]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [1325]\nset [y v] to [800]\ncreate clone of (_myself_ v)\npoint in direction (-90)\nset [x v] to [400]\nset [y v] to [835]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@W\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nwait (0.3) seconds\ngo to [front v] layer\nshow\nset [shake v] to (pick random (-50) to (50))\nset [shake y v] to (pick random (-50) to (50))\nstart sound [Win v]\nrepeat (20)\n go to x: (shake) y: (shake y)\n set [shake v] to ((shake) / (-1.2))\n set [shake y v] to ((shake y) / (-1.2))\nend\ngo to [front v] layer\nstop [all v]\n\n@End\n\nwhen I receive [setup v]\nset [x v] to [175]\nset [y v] to [1175]\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@intro\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nshow\ngo to x: (0) y: (0)\nclear graphic effects\npoint in direction (90)\nhide\nset [id v] to [0]\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nif <(id) = [0]> then\n show\n switch costume to (costume2 v)\n go to [back v] layer\nelse\n show\n switch costume to (costume3 v)\n set [ghost v] effect to (30)\n go to [front v] layer\n go to x: (-200) y: (0)\n turn right (50) degrees\n start sound [Low Whoosh v]\n repeat (25)\n change x by (20)\n end\n hide\n broadcast (INITIATE CLOUD JOIN v) and wait\nend\n\nwhen I receive [initiate cloud join v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@detector\n\nwhen flag clicked\nwait until <<(Loved?) = [1]> and <(Stared?) = [1]>>\nstop [other scripts in sprite v]\nset [lock v] to [1]\nswitch costume to (costume2 v)\nclear graphic effects\ngo to x: (150) y: (250)\nshow\nrepeat (10)\n change y by (-3)\nend\nwait (5) seconds\nrepeat (10)\n change y by (3)\nend\nhide\nstop [this script v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [lock v] to [0]\nforever\n if <not <<(Loved?) = [1]> and <(Stared?) = [1]>>> then\n switch costume to (costume1 v)\n go to x: (150) y: (100)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (20) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I receive [skiin v]\nstop [other scripts in sprite v]\nhide\n\nforever\n if <not <<(Loved?) = [1]> and <(Stared?) = [1]>>> then\n switch costume to (costume1 v)\n go to x: (150) y: (100)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (20) seconds\n else\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@OTHERS\n\ndefine point towards x: (x) y: (y)\nif <not <(y) < (y position)>> then\n point in direction ([atan v] of (((x) - (x position)) / ((y) - (y position))) )\nelse\n point in direction ((180) + ([atan v] of (((x) - (x position)) / ((y) - (y position))) ))\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [# v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (#) of (encoded)) (letter ((#) + (1)) of (encoded)))\n change [# v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine clone\nset [offline v] to [100]\nset [player # v] to [1]\ndelete all of [buffer v]\nhide\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [setup others v]\nclone\ndelete all of [arrows v]\ndelete all of [arrow what to read? v]\nlist\n\ndefine TICK\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) > [99]> then\n hide\n stop [this script v]\n end\nelse\n set [last value v] to (value)\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n if <(value) = [Y]> then\n if <(distance to [g v]) < [50]> then\n broadcast (PUSHED v)\n end\n end\n value = read from encoded\n point in direction (value)\n value = read from encoded\n say (value)\n value = read from encoded\n value = read from encoded\n switch costume to (value)\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nbuffer\n\nwhen flag clicked\nset [11debug v] to [0]\nhide\n\nwhen I receive [cloud join v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\nelse\n TICK\nend\n\ndefine buffer\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (SCROLL X))\n set [x previous for relocation v] to ((item (1) of [buffer v]) - (SCROLL X))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (SCROLL Y))\n if <<(x previous for relocation) = (x position)> and <((item (1) of [buffer v]) - (SCROLL Y)) = (y position)>> then\n show\n else\n arrows\n end\n delete (1) of [buffer v]\nend\n\ndefine arrows\nif <(x position) > [234]> then\n set x to (235)\n switch costume to (real v)\n set [point v] to (y position)\n set y to ((point) / (2))\n point towards x: (357) y: (point)\nelse\n if <[-234] > (x position)> then\n set x to (-235)\n switch costume to (real v)\n set [point v] to (y position)\n set y to ((point) / (2))\n point towards x: (-357) y: (point)\n else\n if <(y position) > [174]> then\n set y to (175)\n switch costume to (real v)\n set [point v] to (x position)\n set x to ((point) / (2))\n point towards x: (point) y: (177)\n else\n if <[-174] > (y position)> then\n set y to (-175)\n switch costume to (real v)\n set [point v] to (x position)\n set x to ((point) / (2))\n point towards x: (point) y: (-177)\n end\n end\n end\nend\nsay []\n\ndefine list\nrepeat (16)\n add [] to [arrows v]\nend\nrepeat (8)\n add [] to [arrow what to read? v]\nend\n\ndefine move\nswitch costume to (sens v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nswitch costume to (real v)\n\n@CLOUD UI\n\nwhen I receive [cloud join v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (connecting v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-170)\nswitch costume to (cloud v)\nshow\nrepeat (40)\n change y by ([abs v] of ((y position) / (12)) )\nend\n\nwhen I receive [cloud joined v]\nnext costume\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [cloud fail v]\nnext costume\nnext costume\nwait (4) seconds\nstop [all v]\n\nwhen I receive [green flag v]\nhide\n\n@lava\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\ngo to [back v] layer\nshow\nset [x v] to [225]\nset [y v] to [26]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [500]\nset [y v] to [12]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset [x v] to [1000]\nset [y v] to [-65]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\nwhen I start as a clone\nforever\n repeat (20)\n change [y v] by (0.25)\n end\n repeat (20)\n change [y v] by (-0.25)\n end\nend\n\n@spring\n\nwhen I receive [setup v]\nshow\nset [x v] to [733]\nset [y v] to [8]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [1435]\nset [y v] to [408]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [448]\nset [y v] to [556]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [99999]\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [all clear v] to []\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (g v)?> then\n if <(...ALL PLAYER Y) > ((y) + (40))> then\n set [.\(initiate\) v] to [1]\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <(.\(initiate\)) = [1]> then\n set [cost v] to [0]\n repeat (7)\n change [cost v] by (1)\n switch costume to (cost)\n end\n repeat (6)\n change [cost v] by (-1)\n switch costume to (cost)\n end\n set [.\(initiate\) v] to [0]\n end\nend\n\nif <touching (g v)?> then\nend\n\n@Czechpoint\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [green flag v]\nset [czeckpoint v] to [1]\nhide\n\nwhen I receive [play game v]\nset [czeckpoint v] to [1]\nshow\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine postion (x) (y)\nif <<(id) = (Czeckpoint)> or <(Czeckpoint) > (id)>> then\n switch costume to (y v)\nend\nif <touching (g v)?> then\n if <(costume [number v]) = [1]> then\n start sound [pixabay v]\n switch costume to (y v)\n change [czeckpoint v] by (1)\n end\nend\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]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (n v)\nset [id v] to [2]\nset [x v] to [930]\nset [y v] to [456]\ncreate clone of (_myself_ v)\nset [id v] to [3]\nset [x v] to [650]\nset [y v] to [855]\ncreate clone of (_myself_ v)\n\n@enemy\n\nwhen I receive [setup v]\nset [@local v] to [0]\nset [x v] to [1200]\nset [range v] to [25]\nset [y v] to [398]\nset [death lock? v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [745]\nset [range v] to [10]\nset [y v] to [798]\ncreate clone of (_myself_ v)\nset [x v] to [99999]\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (g v)?> then\n if <(...ALL PLAYER Y) > ((y) + (15))> then\n set [death lock? v] to [v]\n set [@local v] to [1]\n broadcast (dead v)\n else\n broadcast (A v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n repeat (range)\n change [x v] by (5)\n end\n repeat (round ((range) / (2)))\n change [x v] by (3)\n end\n repeat (round ((range) / (4)))\n change [x v] by (1)\n end\n repeat (range)\n change [x v] by (-5)\n end\n repeat (round ((range) / (2)))\n change [x v] by (-3)\n end\n repeat (round ((range) / (4)))\n change [x v] by (-1)\n end\nend\n\nwhen I receive [dead v]\nif <(@local) > [0]> then\n repeat (7)\n next costume\n end\n change [gift counter v] by (1)\n set [death lock? v] to [0]\n delete this clone\nend\n\n@presents\n\nwhen I receive [green flag v]\nset [gift counter v] to [0]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (g v)?> then\n change [gift counter v] by (1)\n start sound [pop v]\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\npoint in direction (90)\nset [x v] to [70]\nset [y v] to [145]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [734]\nset [y v] to [400]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [1274]\nset [y v] to [450]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [1348]\nset [y v] to [850]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [404]\nset [y v] to [1100]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [582]\nset [y v] to [120]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [734]\nset [y v] to [300]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [1100]\nset [y v] to [800]\nset [@id v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n set [y v] to ((@id) + ([sin v] of ((timer) * (700)) ))\nend\n\n@moving\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [1180]\nset [y v] to [700]\nswitch costume to (level 1 8 v)\ncreate clone of (_myself_ v)\nset [x v] to [9999]\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n set [platform speed v] to [-4]\n repeat (50)\n change [x v] by (-4)\n end\n set [platform speed v] to [4]\n repeat (50)\n change [x v] by (4)\n end\n end\nend\n\nif <touching (g v)?> then\nif <touching (g v)?> then\n\n@control\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (70)\nset [@pc? v] to [0]\nset [@radius v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-180) y: (-120)\n repeat until <not <mouse down?>>\n keyboard controls\n end\n repeat until <mouse down?>\n keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n stick activated\n end\nend\n\ndefine stick activated\ngo to (mouse-pointer v)\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.1))>\n detect stick movement\n detect stick button\nend\nbroadcast (@ignore v)\n\ndefine detect stick movement\nset [stick x v] to (((mouse x) - (x position)) / (@radius))\nset [stick y v] to (((mouse y) - (y position)) / (@radius))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine detect stick button\nif <mouse down?> then\n if <(STICK BUTTOn) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\ndefine keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [stick button v] by (1)\n set [@pc? v] to [1]\n hide\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [@ignore v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (control v)\n change x by ((STICK X) * (@radius))\n change y by ((STICK Y) * (@radius))\n end\nend\ngo to x: (180) y: (-120)\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nstop [other scripts in sprite v]\nbroadcast (@ignore v)\nstop [this script v]\n\nif <key (any v) pressed?> then\n hide\n set [11debug v] to [5]\nelse\n show\n set [11debug v] to [0]\nend\n\n@Sprite1\n\nwhen flag clicked\nset [purchased? v] to [1]\nset [..shop open? v] to [N]\ndelete all of [bought v]\nrepeat (3)\n add [] to [bought v]\nend\nhide\n\nwhen I receive [tick v]\nif <(@PC?) = [0]> then\n hide\n stop [this script v]\nend\nswitch costume to (..SHOP OPEN?)\nif <(costume [name v]) = [Y]> then\n switch costume to (join [Y] (join (item (1) of [bought v]) (join (item (2) of [bought v]) (item (3) of [bought v]))))\nend\nshow\ngo to [front v] layer\nif <(..SHOP OPEN?) = [N]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (70)\n if <mouse down?> then\n set [..shop open? v] to [Y]\n set [wait v] to (timer)\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (0)\n end\nend\nif <(..SHOP OPEN?) = [Y]> then\n if <<(mouse x) > [20]> and <<(mouse y) > [50]> and <<(mouse x) < [64]> and <<(mouse y) < [80]> and <mouse down?>>>>> then\n if <(GIFT COUNTER) > [2]> then\n if <(item (1) of [bought v]) = []> then\n change [gift counter v] by (-3)\n replace item (1) of [bought v] with [1]\n switch costume to (join [Y] (join (item (1) of [bought v]) (join (item (2) of [bought v]) (item (3) of [bought v]))))\n end\n end\n end\n if <<(mouse x) > [20]> and <<(mouse y) > [-20]> and <<(mouse x) < [64]> and <<(mouse y) < [10]> and <mouse down?>>>>> then\n if <(GIFT COUNTER) > [4]> then\n if <(item (2) of [bought v]) = []> then\n broadcast (skiin v)\n change [gift counter v] by (-5)\n replace item (2) of [bought v] with [2]\n switch costume to (join [Y] (join (item (1) of [bought v]) (join (item (2) of [bought v]) (item (3) of [bought v]))))\n end\n end\n end\n if <<(mouse x) > [20]> and <<(mouse y) > [-76]> and <<(mouse x) < [64]> and <<(mouse y) < [-50]> and <mouse down?>>>>> then\n if <(GIFT COUNTER) > [9]> then\n if <(item (3) of [bought v]) = []> then\n change [gift counter v] by (-10)\n replace item (3) of [bought v] with [3]\n switch costume to (join [Y] (join (item (1) of [bought v]) (join (item (2) of [bought v]) (item (3) of [bought v]))))\n end\n end\n end\nend\nif <(timer) > ((wait) + (1))> then\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n set [..shop open? v] to [N]\n end\nend\n\nclone quick\n\ndefine clone quick\nswitch costume to (5 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\n\nwhen I receive [play game v]\n\nset [@count v] to [1]\n\nforever\n\nforever\n if <(..SHOP OPEN?) = [N]> then\n delete this clone\n end\n if <(costume [number v]) > (PURCHASED?)> then\n switch costume to (3 v)\n else\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (70)\n if <mouse down?> then\n change [purchased? v] by (1)\n end\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@chat\n\nwhen flag clicked\ngo to x: (400) y: (0)\nset [@active v] to [0]\nhide\n\nwhen [c v] key pressed\nif <(item (1) of [bought v]) = [1]> then\n if <(@active) = [0]> then\n set [@active v] to [1]\n show\n repeat (12)\n change x by (-10)\n end\n forever\n if <key (1 v) pressed?> then\n set [@chat? v] to (item (1) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (2 v) pressed?> then\n set [@chat? v] to (item (2) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (3 v) pressed?> then\n set [@chat? v] to (item (3) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (4 v) pressed?> then\n set [@chat? v] to (item (4) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (5 v) pressed?> then\n set [@chat? v] to (item (5) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (6 v) pressed?> then\n set [@chat? v] to (item (6) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (7 v) pressed?> then\n set [@chat? v] to (item (7) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (8 v) pressed?> then\n set [@chat? v] to (item (8) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <mouse down?> then\n if <not <touching (mouse-pointer v)?>> then\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n stop [this script v]\n end\n end\n end\n end\n show\nend\n\nset [@chat? v] to (item (8) of [chats! v])\nrepeat (10)\n change x by (25)\n stop [this script v]\nend\n\nwhen I receive [msg v]\nwait (7) seconds\nset [@chat? v] to []\n\nwhen this sprite clicked\nif <(item (1) of [bought v]) = [1]> then\n if <(@active) = [0]> then\n set [@active v] to [1]\n show\n repeat (12)\n change x by (-10)\n end\n forever\n if <key (1 v) pressed?> then\n set [@chat? v] to (item (1) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (2 v) pressed?> then\n set [@chat? v] to (item (2) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (3 v) pressed?> then\n set [@chat? v] to (item (3) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (4 v) pressed?> then\n set [@chat? v] to (item (4) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (5 v) pressed?> then\n set [@chat? v] to (item (5) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (6 v) pressed?> then\n set [@chat? v] to (item (6) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (7 v) pressed?> then\n set [@chat? v] to (item (7) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <key (8 v) pressed?> then\n set [@chat? v] to (item (8) of [chats! v])\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n broadcast (msg v)\n stop [this script v]\n end\n if <mouse down?> then\n if <not <touching (mouse-pointer v)?>> then\n set [@active v] to [0]\n repeat (12)\n change x by (10)\n end\n stop [this script v]\n end\n end\n end\n end\n show\nend\n\n@text engine\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\ngo to x: (150) y: (154)\nset [@index v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change x by ((size) / (4))\n change [@index v] by (1)\nend\n\nset [gift counter v] to [99]\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nset x to ((((@index) - (0.5)) - ((length of (GIFT COUNTER)) / (2))) * ((size) / (4)))\nanimation (letter (@index) of (GIFT COUNTER))\nchange size by ((0.2) * ((100) - (size)))\n\ndefine animation (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\n
Merry Christmas and new year everyone! (if you celebrate it) here's a platformer that took me a month to make, so enjoy!\n\n> Collect gifts and spend them at the shop (pc only)\n> a UNIQUE punch feature, push other players to their doom!\n> 3 possible skins!\n> a chat feature to talk with other players\n> NOTE that if you are a 'new scratcher' you cannot see other players\n> Remix = heart + fave\n> Jump on enemies to defeat them!\n> P is to punch!\n> C to chat!\n> Fixed big cloud bug!\n\n> Credits:\n@griffpatch for insane #tutorials\n@stratfordjames (my inspo) for shop icon\n@gentlex for thumbnail inspo\n@scratchathon_ for everything else (#animations, #games, #art)\n@-xaf- for music\n(no stories)\n\n#Games #all #2023 #hi #comment:woah #platformer #online #scrolling #trending #all\n\n\n\n\n\n\n\n\n\n\n\ncomment: "Christmas has passed!"
The night A Platformer #Trending #Games #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [onlymp2 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: (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@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
✦✦✦Instructions✦✦✦\n➜ Use arrows to move the player\n➜ Don't touch spikes.\n➜ Don't fall off the platforms\n\n2 RANDOM PEOPLE who ⭐️&❤️ will get 10 FOLLOWS \n\n#Games #Animations #Music #All #Art #Stories #Tutorials #Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials #Platformer #Mobilefriendly #Said #Player #Explore #Upgrade #Credits \n #Platformer #Mobilefriendly #Said #Player #Explore #Upgrade #Credits #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending \n#Games #Animations #Music #All #Art #Stories #Tutorials #Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials #Platformer #Mobilefriendly #Said #Player #Explore #Upgrade #Credits \n #Platformer #Mobilefriendly #Said #Player #Explore #Upgrade #Credits #Games #Animations #Music #All #Art #Stories #Tutorials #Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorials#Games #Animations #Music #All #Art #Stories #Tutorial
Racing platformer! レーシングプラットフォーマー!
@Stage\n\nwhen I receive [スタート! v]\nshow variable [自分の順位 my ranking v]\nrepeat until <[1] = (ゴール!)>\n 前に何人いるか\nend\n\ndefine 前に何人いるか\nset [前に何人いる? v] to [0]\nif <(ステージ) < (ゴンザレスのステージ)> then\n change [前に何人いる? v] by (1)\nelse\n if <<(ゴンザレスのステージ) = (ステージ)> and <([x position v] of [プレイヤー v]) < ([x position v] of [敵1 v])>> then\n change [前に何人いる? v] by (1)\n end\nend\nif <(ステージ) < (テラのステージ)> then\n change [前に何人いる? v] by (1)\nelse\n if <<(テラのステージ) = (ステージ)> and <([x position v] of [プレイヤー v]) < ([x position v] of [敵4 v])>> then\n change [前に何人いる? v] by (1)\n end\nend\nset [自分の順位 my ranking v] to ((前に何人いる?) + (1))\n\nwhen flag clicked\nhide variable [自分の順位 my ranking v]\n\nwhen flag clicked\nforever\n play sound [エナジー v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [ゴール! v] to [0]\nset [ステージ v] to [1]\nset [自分 キノコ残数 v] to [3]\nshow list [順位 v]\nswitch costume to (右 v)\nclear graphic effects\ngo to [front v] layer\nclear graphic effects\nset size to (65) %\nshow\n\ndefine 死\nclear graphic effects\nif <[13] = (ステージ)> then\n go to x: (-200) y: (184)\nelse\n go to x: (-200) y: (0)\nend\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 動き\nif <[15] < (x)> then\n point in direction (90)\n next costume\n if <not < (costume [name v]) contains [ボオオ]?>> then\n switch costume to (ボオオ1 v)\n end\nelse\n switch costume to (右 v)\nend\nif <not <[15] < (x)>> 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 (-1.2)\n point in direction (-90)\n else\n end\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.2)\n point in direction (90)\nelse\nend\nset [x v] to ((x) * (0.95))\nchange x by (x)\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (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 [17]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<<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]\nend\nchange y by (1)\nif <(y position) < [-165]> then\n if <[12] = (ステージ)> then\n hide\n broadcast (ネクスト v)\n change [ステージ v] by (1)\n 死\n show\n else\n 死\n end\nend\nif <<[239] < (x position)> and <not <[12] = (ステージ)>>> then\n hide\n broadcast (ネクスト v)\n change [ステージ v] by (1)\n 死\n show\nend\nif <[165] < (y position)> then\n if <[17] = (ステージ)> then\n hide\n broadcast (ネクスト v)\n change [ステージ v] by (1)\n 死\n show\n end\nend\nif <<[35] < (x position)> and <[20] = (ステージ)>> then\n set [ゴール! v] to [1]\n repeat until <<(x) < [0]> or <touching (地面 v)?>>\n set [x v] to ((x) * (0.95))\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\nend\n\nwhen I receive [スタート! v]\nshow list [順位 v]\nrepeat until <[1] = (ゴール!)>\n 動き\nend\nadd [キャット] to [順位 v]\nhide list [順位 v]\n\nwhen I receive [キノコ点火! v]\nif <[0] < (自分 キノコ残数)> then\n point in direction (90)\n set [y v] to [0]\n set [x v] to [30]\n change [自分 キノコ残数 v] by (-1)\nend\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@敵1\n\ndefine 動き\nif <[186] = (pick random (1) to (350))> then\n if <[0] < (ゴンザレスのキノコ残数)> then\n point in direction (90)\n set [y v] to [0]\n set [x v] to [20]\n change [ゴンザレスのキノコ残数 v] by (-1)\n end\nend\nif <[15] < (x)> then\n point in direction (90)\n next costume\n if <not < (costume [name v]) contains [ボオオ]?>> then\n switch costume to (ボオオ1 v)\n end\nelse\n switch costume to (コスチューム2 v)\nend\nchange [x v] by (1.15)\npoint in direction (90)\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <touching (ゴンザレスの地面 v)?> then\n change y by (1)\n if <touching (ゴンザレスの地面 v)?> then\n change y by (1)\n if <touching (ゴンザレスの地面 v)?> then\n change y by (1)\n if <touching (ゴンザレスの地面 v)?> then\n change y by (1)\n if <touching (ゴンザレスの地面 v)?> then\n change y by (1)\n if <touching (ゴンザレスの地面 v)?> then\n change y by (1)\n if <touching (ゴンザレスの地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <[0] < (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [11]\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (ゴンザレスの地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nchange y by (1)\nif <(y position) < [-165]> then\n 死\nend\nif <[239] < (x position)> then\n hide\n broadcast (ネクスト v)\n change [ゴンザレスのステージ v] by (1)\n change [自分のステージ v] by (1)\n 死\nend\nif <(y position) < [-165]> then\n if <[12] = (ゴンザレスのステージ)> then\n hide\n broadcast (ネクスト v)\n change [ゴンザレスのステージ v] by (1)\n 死\n show\n else\n 死\n end\nend\nif <<[239] < (x position)> and <not <[12] = (ゴンザレスのステージ)>>> then\n hide\n broadcast (ネクスト v)\n change [ゴンザレスのステージ v] by (1)\n 死\n show\nend\nif <[165] < (y position)> then\n if <[17] = (ゴンザレスのステージ)> then\n hide\n change [ゴンザレスのステージ v] by (1)\n 死\n show\n end\nend\nif <<[35] < (x position)> and <[20] = (ゴンザレスのステージ)>> then\n set [ゴンザレスがゴール! v] to [1]\n repeat until <<touching (ゴンザレスの地面 v)?> or <(x) < [3]>>\n change x by (x)\n set [x v] to ((x) * (0.95))\n if <not <touching (ゴンザレスの地面 v)?>> then\n change y by (y)\n change [y v] by (-1)\n end\n end\nend\nshow\n\nwhen flag clicked\ngo to x: (-200) y: (20)\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [自分のステージ v] to [1]\nset [ゴンザレスのステージ v] to [1]\nswitch costume to (コスチューム2 v)\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nset size to (75) %\nshow\n\ndefine 死\nclear graphic effects\nif <[13] = (ゴンザレスのステージ)> then\n go to x: (-200) y: (184)\nelse\n go to x: (-200) y: (0)\nend\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [スタート! v]\nset [ゴンザレスのキノコ残数 v] to [4]\nrepeat until <[1] = (ゴンザレスがゴール!)>\n 動き\nend\nadd [ゴンザレス] to [順位 v]\n\nwhen I receive [スタート! v]\nforever\n if <(ステージ) = (ゴンザレスのステージ)> then\n clear graphic effects\n else\n set [ghost v] effect to (100)\n end\nend\n\n@ゴンザレスの地面\n\nwhen flag clicked\nset [ゴンザレスがゴール! v] to [0]\nshow\ngo to (地面 v)\nset [ghost v] effect to (100)\nrepeat until <[1] = (ゴンザレスがゴール!)>\n switch costume to (ゴンザレスのステージ)\nend\nhide\n\n@敵4\n\nwhen I receive [スタート! v]\ndelete all of [順位 v]\nset [テラのキノコ残数 v] to [4]\nrepeat until <[1] = (テラがゴール!)>\n 動き\nend\nadd [テラ] to [順位 v]\n\ndefine 動き\nif <[186] = (pick random (1) to (350))> then\n if <[0] < (テラのキノコ残数)> then\n point in direction (90)\n set [y v] to [0]\n set [x v] to [10]\n change [テラのキノコ残数 v] by (-1)\n end\nend\nif <[15] < (x)> then\n point in direction (90)\n next costume\n if <not < (costume [name v]) contains [ボオオ]?>> then\n switch costume to (ボオオ1 v)\n end\nelse\n switch costume to (コスチューム2 v)\nend\nchange [x v] by (1.5)\npoint in direction (90)\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <touching (テラの地面 v)?> then\n change y by (1)\n if <touching (テラの地面 v)?> then\n change y by (1)\n if <touching (テラの地面 v)?> then\n change y by (1)\n if <touching (テラの地面 v)?> then\n change y by (1)\n if <touching (テラの地面 v)?> then\n change y by (1)\n if <touching (テラの地面 v)?> then\n change y by (1)\n if <touching (テラの地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\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 end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (テラの地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nchange y by (1)\nif <(y position) < [-165]> then\n 死\nend\nif <[239] < (x position)> then\n hide\n broadcast (ネクスト v)\n change [テラのステージ v] by (1)\n change [自分のステージ v] by (1)\n 死\nend\nif <(y position) < [-165]> then\n if <[12] = (テラのステージ)> then\n hide\n broadcast (ネクスト v)\n change [テラのステージ v] by (1)\n 死\n show\n else\n 死\n end\nend\nif <<[239] < (x position)> and <not <[12] = (テラのステージ)>>> then\n hide\n broadcast (ネクスト v)\n change [テラのステージ v] by (1)\n 死\n show\nend\nif <[165] < (y position)> then\n if <[17] = (テラのステージ)> then\n hide\n change [テラのステージ v] by (1)\n 死\n show\n end\nend\nif <<[35] < (x position)> and <[20] = (テラのステージ)>> then\n set [テラがゴール! v] to [1]\n repeat until <<touching (テラの地面 v)?> or <(x) < [3]>>\n change x by (x)\n set [x v] to ((x) * (0.95))\n if <not <touching (テラの地面 v)?>> then\n change y by (y)\n change [y v] by (-1)\n end\n end\nend\nshow\n\nwhen flag clicked\ngo to x: (-200) y: (80)\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [自分のステージ v] to [1]\nset [テラのステージ v] to [1]\nswitch costume to (コスチューム2 v)\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (6) layers\nclear graphic effects\nset size to (75) %\nshow\n\ndefine 死\nclear graphic effects\nif <[13] = (テラのステージ)> then\n go to x: (-200) y: (184)\nelse\n go to x: (-200) y: (0)\nend\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [スタート! v]\nforever\n if <(ステージ) = (テラのステージ)> then\n clear graphic effects\n else\n set [ghost v] effect to (100)\n end\nend\n\n@テラの地面\n\nwhen flag clicked\nset [テラがゴール! v] to [0]\nshow\nset [ghost v] effect to (100)\ngo to (地面 v)\nrepeat until <[1] = (テラがゴール!)>\n switch costume to (テラのステージ)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n大きくする [2]\n大きくする [3]\n大きくする [4]\nwait (1) seconds\n大きくする [5]\nbroadcast (スタート! v)\nhide\n\ndefine 大きくする (こす)\nswitch costume to (こす)\nstart sound (こす)\ngo to x: (0) y: (0)\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n change size by ((90) / (20))\nend\nwait (1) seconds\n\n@自分のアイテム\n\nwhen I start as a clone\nif <[自分] = (場所)> then\n show\n go to (プレイヤー v)\n repeat until <<[] = (ゴール!)> or <(自分 キノコ残数) < (カウント)>>\n go to (プレイヤー v)\n change y by ((34) + ((22) * ((カウント) - (1))))\n end\n delete this clone\nend\nif <[ゴンザレス] = (場所)> then\n show\n go to (敵1 v)\n repeat until <<[1] = (ゴンザレスがゴール!)> or <(ゴンザレスのキノコ残数) < (カウント)>>\n go to (敵1 v)\n change y by ((34) + ((22) * ((カウント) - (1))))\n if <(ステージ) = (ゴンザレスのステージ)> then\n show\n else\n hide\n end\n end\n delete this clone\nend\nif <[ゴボ] = (場所)> then\n show\n go to (敵2 v)\n repeat until <<[1] = (ゴボがゴール!)> or <(ゴボのキノコ残数) < (カウント)>>\n go to (敵2 v)\n change y by ((34) + ((22) * ((カウント) - (1))))\n if <(ステージ) = (ゴボのステージ)> then\n show\n else\n hide\n end\n end\n delete this clone\nend\nif <[テラ] = (場所)> then\n show\n go to (敵4 v)\n repeat until <<[1] = (ナノがゴール!)> or <(テラのキノコ残数) < (カウント)>>\n go to (敵4 v)\n change y by ((34) + ((22) * ((カウント) - (1))))\n if <(ステージ) = (テラのステージ)> then\n show\n else\n hide\n end\n end\n delete this clone\nend\n\ndefine ブロック名\nset [カウント v] to [1]\nrepeat (4)\n set [場所 v] to [ゴボ]\n create clone of (_myself_ v)\n change [カウント v] by (1)\nend\nset [カウント v] to [1]\nrepeat (3)\n set [場所 v] to [自分]\n create clone of (_myself_ v)\n change [カウント v] by (1)\nend\nset [カウント v] to [1]\nrepeat (4)\n set [場所 v] to [ゴンザレス]\n create clone of (_myself_ v)\n change [カウント v] by (1)\nend\nset [カウント v] to [1]\nrepeat (4)\n set [場所 v] to [テラ]\n create clone of (_myself_ v)\n change [カウント v] by (1)\nend\n\nwhen I receive [スタート! v]\nブロック名\n\n@アイテム使用\n\nwhen flag clicked\ngo to x: (-198) y: (131)\nset [ghost v] effect to (30)\nset size to (40) %\nhide\n\nwhen this sprite clicked\nstart sound [決定ボタンを押す49 v]\nbroadcast (キノコ点火! v)\n\nwhen [space v] key pressed\nstart sound [決定ボタンを押す49 v]\nbroadcast (キノコ点火! v)\n\nwhen I receive [スタート! v]\ngo to [front v] layer\nshow\n\n@軽量化\n\n@軽量化2\n\n@サムネちゃん\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n
\n\n日本語は下↓\n\nEnglish\nIt's a platformer race!\n\nLet's fight Terra and Gonzales and take first place in the scratch cat you operate!\n\nI'll operate it with the 10 o'clock key! Mobile is also compatible!\n\nIf you use an item, it will accelerate!\n\nYou can use the item by clicking the Hatena box in the upper left corner or with a space key! The number of items above the player can be used! If you want to play again after finishing the goal, click on the flag.\n\nPlease note that there is also a hook!\n\nThere are no thorns!\n\nNow, let's press the flag to start!\n\n日本語\nプラットフォーマーのレースです! \nテラ、ゴンザレスと戦い、貴方の操作するスクラッチキャットを一位にしましょう!\n\n十時キーで操作します! モバイルも対応です!\nアイテムを使うと、加速します!\nアイテムは、左上のハテナボックスをクリックか、スペースキーで使えます! プレイヤーの上にあるアイテムの数が使える数です!ゴールしたあと、もう一度遊びたかったら、旗をクリックしてください。\n引っかけもありますのでご注意ください!\n棘はありません!\nでは、旗を押してスタートしましょう!
Enemy for scrolling platformer ( or just a platformer )
@Stage\n\n@Hitbox\n\nwhen flag clicked\nhide\nbroadcast (start v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nforever\n Move\nend\n\ndefine Move\nif <key (d v) pressed?> then\n change [x v] by (1)\nend\nif <key (a v) pressed?> then\n change [x v] by (-1)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\nelse\n set [x v] to ((x) * (0.9))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (w v) pressed?> then\n set [y v] to [14]\n end\nelse\n change [y v] by (-1)\nend\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [lives v] to [3]\nshow variable [lives v]\nforever\n if <(Lives) = [0]> then\n hide variable [lives v]\n stop [all v]\n end\nend\n\n@Cat\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nwait (0.4) seconds\nset rotation style [left-right v]\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\n if <not <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n switch costume to (costume4 v)\n wait until <touching (level v)?>\n end\n end\n if <touching (level v)?> then\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n end\n if <key (w v) pressed?> then\n switch costume to (costume3 v)\n end\n if <not <<key (a v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [oh no v]\nstop [other scripts in sprite v]\nswitch costume to (costume5 v)\nstart sound [Crazy Laugh v]\nbroadcast (start v)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nclear graphic effects\nshow\nset [enemy x v] to [0]\nset [enemy y v] to [0]\nforever\n go to x: ((scroll x) + ((enemy x) + (200))) y: ((scroll y) + ((enemy y) - (60)))\nend\n\nwhen I receive [start v]\nwait (0.2) seconds\nforever\n if <<<touching (hitbox v)?> and <not <(Lives) = [0]>>> and <(enemy dead) = [no]>> then\n change [lives v] by (-1)\n broadcast (oh no v)\n stop [this script v]\n end\nend\n\nwhen I receive [enemy dead v]\nstop [other scripts in sprite v]\nstart sound [Bell Toll v]\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen I receive [start v]\nforever\n switch costume to (1 v)\n wait (0.2) seconds\n switch costume to (2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\nforever\n point in direction (90)\n repeat (25)\n change [enemy x v] by (-2)\n end\n wait (0.1) seconds\n point in direction (-90)\n repeat (25)\n change [enemy x v] by (2)\n end\n wait (0.1) seconds\nend\n\n@Enemy hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (100)\nset [enemy x v] to [0]\nset [enemy y v] to [0]\nforever\n go to x: ((scroll x) + ((enemy x) + (200))) y: ((scroll y) + ((enemy y) - (60)))\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\nforever\n point in direction (90)\n repeat (25)\n change [enemy x v] by (-2)\n end\n wait (0.1) seconds\n point in direction (-90)\n repeat (25)\n change [enemy x v] by (2)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nset [enemy dead v] to [no]\nwait (0.2) seconds\nforever\n if <touching (hitbox v)?> then\n set [enemy dead v] to [yes]\n stop [other scripts in sprite v]\n broadcast (enemy dead v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [enemy dead v]\nstop [other scripts in sprite v]\nhide\n\n
You can remix this if you want
Hazard Zone- a Multiplayer Platformer #MoreCreative #MoreCreative @MoreCreative #Hazard Zone
@Stage\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\n@1\n\nwhen flag clicked\nforever\n set volume to (100) %\n repeat (10)\n play sound [HEROICCC\(chosic v] until done\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [outro v]\nshow variable [time v]\n\n@2\n\n@Player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [is the chat open v] to [0]\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [is the chat open v] to [0]\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (my variable)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [my variable v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [200]\nset [sy v] to [0]\nset [sx v] to [0]\nset [my variable v] to [0]\nset [scroll y v] to [200]\nset [inair v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [1]> then\n set [my variable v] to [1225]\n set [scroll y v] to [-350]\n set [x v] to [1225]\n set [y v] to [-350]\nelse\n if <(Checkpoint) = [2]> then\n set [x v] to [2000]\n set [my variable v] to [2000]\n set [scroll y v] to [100]\n set [y v] to [100]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [0]\n set [my variable v] to [0]\n set [scroll y v] to [1000]\n set [y v] to [1000]\n end\n end\nend\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nif <(Checkpoint) = [4]> then\n set [x v] to [3550]\n set [my variable v] to [3550]\n set [scroll y v] to [800]\n set [y v] to [800]\nelse\n set [my variable v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\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 <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [my variable v] by (round (((x) - (my variable)) / (8)))\nif <(my variable) < [0]> then\n set [my variable v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [-550]> then\n set [scroll y v] to [-650]\nend\nif <(y) < [-550]> then\n set [exit v] to [die]\nend\nPosition\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nhide\n\nset [exit v] to []\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [9]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nset [checkpoint v] to [2]\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (player 2 v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 3 v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (player 6 v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 5 v)\n end\n else\n switch costume to (player 1 v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 4 v)\n end\n end\nend\n\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen I receive [begin v]\nforever\n Set Costume\nend\n\nwrite ((FRAME) + (58)) to encoded\n\nwhen I receive [begin v]\nforever\n if <touching (saws v)?> then\n broadcast (died v)\n set [exit v] to [die]\n end\nend\n\nGAME - DIE\n\nset rotation style [all around v]\nrepeat (10)\n change y by (8)\n change [ghost v] effect by (8)\n turn right (18) degrees\nend\nset rotation style [left-right v]\npoint in direction (90)\nwait (0.01) seconds\n\nset [my variable v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nTEST-DIE\n\nforever\nend\n\nplay sound [Alert v] until done\n\nwhen flag clicked\nforever\n if <touching color (#fffba6)?> then\n broadcast (Outro v)\n end\nend\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (my variable))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nif <<<(x position) > [200]> or <[-200] > (x position)>> or <<(y position) > [160]> or <[-160] > (y position)>>> then\n set rotation style [all around v]\n switch costume to (arrow1-a v)\n go to [front v] layer\n point towards (player v)\n if on edge, bounce\n go to [front v] layer\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (player 1 v)\nend\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [outro v] to [no]\nhide\n\nwhen I receive [outro v]\nset [outro v] to [yes]\n\nwhen flag clicked\nforever\n if <(Outro) = [yes]> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n stop [this script v]\n end\nend\n\n@Thumnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\n\nwhen I receive [end intro v]\nrepeat (10)\n change [pixelate v] effect by (10)\nend\n\n@PLATFORM\n\nswitch costume to (science 1 1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (science 1 1 v)\n CLONE AT X [0] Y [-270]\n CLONE AT X [588] Y [-168]\n CLONE AT X [320] Y [0]\n CLONE AT X [169] Y [-74]\n CLONE AT X [500] Y [74]\n CLONE AT X [410] Y [188]\n CLONE AT X [-350] Y [470]\n CLONE AT X [-500] Y [0]\n CLONE AT X [-500] Y [200]\n CLONE AT X [-500] Y [400]\n CLONE AT X [300] Y [270]\n CLONE AT X [700] Y [70]\n CLONE AT X [600] Y [70]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Clone at x: (x) y: (y)\n\nwhen [space v] key pressed\n\nset [sy v] to [20]\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (my variable)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [1225] y: [-390]\n Clone at x: [2000] y: [85]\n Clone at x: [0] y: [930]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [1100] y: [60]\nClone at x: [3070] y: [30]\nClone at x: [400] y: [345]\nClone at x: [3550] y: [625]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nwhen I receive [end intro v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [complicatedcodes]> then\n set [sy v] to [20]\nend\n\n@Saws\n\nwhen I receive [green flag v]\nforever\n\nwhen I receive [tick v]\nturn right (10) degrees\nchange [frame v] by (-0.5)\nPosition (((Moving Platforms: x) - (my variable)) + (([cos v] of ((FRAME) * (3)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [600] y: [-300]\nClone at x: [950] y: [-300]\nClone at x: [1000] y: [255]\nClone at x: [1500] y: [-300]\nClone at x: [980] y: [1215]\nClone at x: [1300] y: [1215]\n\nClone at x: [170] y: [-158]\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 [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [58362]\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Clouds\n\nswitch costume to (science 1 1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (science 1 1 v)\n CLONE AT X [0] Y [-270]\n CLONE AT X [588] Y [-168]\n CLONE AT X [320] Y [0]\n CLONE AT X [169] Y [-74]\n CLONE AT X [500] Y [74]\n CLONE AT X [410] Y [188]\n CLONE AT X [-350] Y [470]\n CLONE AT X [-500] Y [0]\n CLONE AT X [-500] Y [200]\n CLONE AT X [-500] Y [400]\n CLONE AT X [300] Y [270]\n CLONE AT X [700] Y [70]\n CLONE AT X [600] Y [70]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Clone at x: (x) y: (y)\n\nwhen [space v] key pressed\n\nset [sy v] to [20]\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (my variable)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Outro v)\n stop [this script v]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\nset [checkpoint : x v] to (x)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [1890] y: [1324]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [2000] y: [85]\nClone at x: [0] y: [930]\nClone at x: [1100] y: [60]\nClone at x: [3070] y: [30]\nClone at x: [400] y: [345]\nClone at x: [3550] y: [625]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nwhen I receive [end intro v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [complicatedcodes]> then\n set [sy v] to [20]\nend\n\nstart sound [CHECKPOINT v]\nswitch costume to (checkpoint open v)\nchange [checkpoint v] by (1)\n\nif <(costume [number v]) = [2]> then\n\nwait (100) seconds\n\n@transition\n\nwhen flag clicked\n\nwhen I receive [died v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\nplay sound [Spiral v] until done\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\nhide\n\n@Sprite2\n\nwhen I receive [begin v]\nforever\n\nwhen flag clicked\nhide\n\nstart sound [Space Ambience v]\nset [pitch v] effect to (0)\nshow\nchange [pitch v] effect by (10)\nstart sound [Alert v]\nwait (.9) seconds\nhide\nchange [pitch v] effect by (-10)\n\nwhen I receive [begin v]\nforever\nend\n\nplay sound [Mystery v] until done\n\nplay sound [Movie 2 v] until done\n\nwhen I receive [begin v]\nforever\n show\n wait (.9) seconds\n hide\nend\n\n@Joining\n\nwhen flag clicked\nshow\nshow\nswitch costume to (joining v)\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\n\nwhen I receive [connected v]\nclear graphic effects\nshow\nswitch costume to (connected v)\ngo to [front v] layer\nstart sound [Connect v]\nwait (1) seconds\nhide\n\nwhen I receive [full v]\nwait (1) seconds\nswitch costume to (full v)\nshow\nclear graphic effects\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n
NEW GAME FEBRUARY 1ST!\n2,000 views, and 500+ ❤️ + ⭐?!?!\nUSE HEADPHONES FOR BEST EXPERIENCE\n@deepmoy for 300th Heart!\n❤️ + ⭐ this and follow to be entered in a RAFFLE for 20+ followers\nResults will be announced March 1st.\n(MAKE SURE VOLUME IS ALL THE WAY UP)\nArrow keys, WASD, finger tapping anything except play station and Xbox controllers will probably work.\nStory: \nYou're a small cube who's trapped in a space prison on Mars. Chaos erupts after you break out- and the guards can't find you. They deicide to destroy the prison by setting bombs off. Dodge debris and get out- before its to late. \n#Games #Trending #games #trending #Fun #fun
Geometry Dash Platformer!
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n if <not <touching (turbo mode detector v)?>> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Hexagon Force - WaterFlame v] until done\n wait (3) seconds\n play sound [Deadlocked - F-777 v] until done\n wait (3) seconds\nend\n\nwhen stage clicked\nwait until <not <mouse down?>>\nset [doubleclick first click time v] to (timer)\nwait until <<[2] < ((timer) - (Doubleclick First Click Time))> or <mouse down?>>\nif <mouse down?> then\n Next Costume\nend\n\ndefine Next Costume\nchange [costume v] by (1)\nrepeat until <[1] = (item (Costume) of [costumes unlocked v])>\n change [costume v] by (1)\n if <[5] < (Costume)> then\n set [costume v] to [1]\n end\nend\n\n@Cube\n\ndefine Transition to Direction (dir)\nset rotation style [all around v]\nif <(dir) < (direction)> then\n repeat until <(round (direction)) = (round (dir))>\n turn right (-15) degrees\n end\nelse\n repeat until <(round (direction)) = (round (dir))>\n turn right (15) degrees\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\ndelete all of [costumes unlocked v]\nadd [1] to [costumes unlocked v]\nrepeat (4)\n add [0] to [costumes unlocked v]\nend\nset size to (100) %\nswitch costume to (cube1 v)\nset [costume v] to ((<(Coins Collected) = [12]> * (4)) + (1))\nif <(Costume) = [5]> then\n replace item (5) of [costumes unlocked v] with [1]\nend\nSetup\nforever\n if <<(Already Dying) = [0]> and <(Particle Ticks Left) = [0]>> then\n show\n broadcast (Tick v)\n else\n hide\n change [particle ticks left v] by (-1)\n broadcast (Particle Tick v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by ((size) / (10))\n change size by ((size) / (-25))\nend\ndelete this clone\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <<[6] < (Level)> and <(Level) < [11]>> then\n set [yv multiplier v] to [-1]\nelse\n set [yv multiplier v] to [1]\nend\npoint in direction ((90) * (yV Multiplier))\nset size to (100) %\ndelete all of [keys pressed v]\nif <<<(([y position v] of [joystick v]) + (25)) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n add [Up] to [keys pressed v]\nend\nif <<<(([x position v] of [joystick v]) + (25)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n add [Right] to [keys pressed v]\nend\nif <<<(mouse x) < (([x position v] of [joystick v]) + (-25))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n add [Left] to [keys pressed v]\nend\nchange y by ((yV) * (yV Multiplier))\nif <[keys pressed v] contains [Up]?> then\n change [yv v] by (-0.8)\nelse\n change [yv v] by (-1)\nend\nif <touching (ground v)?> then\n if <[0] < (yV)> then\n repeat until <not <touching (ground v)?>>\n change y by ((yV Multiplier) * (-1))\n end\n else\n repeat until <not <touching (ground v)?>>\n change y by (yV Multiplier)\n end\n end\n if <not <<touching (trampolines v)?> or <[keys pressed v] contains [Up]?>>> then\n set [yv v] to [0]\n else\n if <(Already Dying) = [0]> then\n set [yv v] to ((<touching (trampolines v)?> + (1)) * ((12) + ((xV) * (0.075))))\n end\n end\nend\nif <(Already Dying) = [0]> then\n if <<[keys pressed v] contains [Left]?> or <[keys pressed v] contains [Right]?>> then\n if <[keys pressed v] contains [Right]?> then\n set [xm v] to [1]\n end\n if <[keys pressed v] contains [Left]?> then\n set [xm v] to [-1]\n end\n else\n set [xm v] to [0]\n end\nend\nchange x by (xV)\nif <touching (down trampolines v)?> then\n set [yv v] to [-10]\nend\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change x by (((xV) / ([abs v] of (xV) )) * (-1))\n end\n if <(Already Dying) = [0]> then\n if <[keys pressed v] contains [Up]?> then\n set [yv v] to [10.5]\n set [xm v] to (((xV) / ([abs v] of (xV) )) * (-7))\n end\n end\nend\nset [xv v] to ((xM) + ((xV) * (.85)))\nchange y by ((-2) * (yV Multiplier))\nif then\n Die\nend\nif <<touching (coin v)?> or <[239] < (x position)>> then\n if <(Ghost I) = [0]> then\n change [ghost v] effect by (10)\n change [ghost i v] by (1)\n broadcast (Start Ghosting v)\n if <touching (coin v)?> then\n change [coins collected v] by (1)\n end\n end\nend\nswitch costume to ((Costume) mod (5))\nif <(Coins Collected) = [12]> then\n replace item (5) of [costumes unlocked v] with [1]\nend\n\nwhen I receive [restart level v]\nSetup\n\ndefine Setup\npoint in direction (90)\nset [ghost v] effect to (0)\nswitch costume to (Costume)\nset size to (100) %\ngo to x: (-215) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [already dying v] to [0]\nset [ghost i v] to [0]\n\nwhen I receive [both loved and faved v]\nset [costume v] to [4]\nreplace item (4) of [costumes unlocked v] with [1]\nswitch costume to (cube4 v)\n\nwhen I receive [faved v]\nset [costume v] to [3]\nreplace item (3) of [costumes unlocked v] with [1]\nswitch costume to (cube3 v)\n\nwhen I receive [loved v]\nset [costume v] to [2]\nreplace item (2) of [costumes unlocked v] with [1]\nswitch costume to (cube2 v)\n\nwhen I receive [start ghosting v]\nrepeat (9)\n change [ghost v] effect by (10)\n change [ghost i v] by (1)\nend\nset [ghost i v] to [0]\nchange [level v] by (1)\nset [ghost v] effect to (0)\nset size to (100) %\nset [already dying v] to [0]\nset x to (-220)\nset y to (0)\n\nwhen flag clicked\n\ndefine Die\nhide\nrepeat (50)\n create clone of (particles v)\nend\nset [ghost i v] to [0]\nset [particle ticks left v] to [25]\nswitch costume to (Costume)\nif <(Already Dying) = [0]> then\n broadcast (Restart Level v)\n set [already dying v] to [1]\nelse\n change [ghost v] effect by (10)\nend\n\nforever\n change y by ((-10) * (yV Multiplier))\n if <not <touching (ground v)?>> then\n if <[.5] < (xM)> then\n turn right (15) degrees\n else\n repeat until <touching (ground v)?>\n turn right (-15) degrees\n end\n end\n else\n if <([abs v] of (direction) ) < [46]> then\n Transition to Direction [0]\n else\n if <[134] < ([abs v] of (direction) )> then\n Transition to Direction [180]\n else\n if <<(direction) < [135]> and <[45] < (direction)>> then\n Transition to Direction [90]\n else\n if <<[-135] < (direction)> and <(direction) < [-45]>> then\n Transition to Direction [-90]\n end\n end\n end\n end\n end\n change y by ((10) * (yV Multiplier))\nend\n\nwhen [timer v] > (-9999)\nset [coins collected v] to [0]\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n Layer\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n go [backward v] () layers\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\nClone at [-98] [-102] on level [5]\nClone at [-125] [-102] on level [5]\nClone at [-150] [-102] on level [5]\nClone at [-177] [-102] on level [5]\nClone at [8] [-102] on level [5]\nClone at [100] [-102] on level [5]\nClone at [125] [-102] on level [5]\nClone at [130] [-102] on level [5]\nClone at [165] [-102] on level [5]\nClone at [190] [-102] on level [5]\nClone at [-98] [9] on level [5]\nClone at [-73] [9] on level [5]\n\nwhen I start as a clone\nswitch costume to (pad v)\nwait until <(My Level) = (Level)>\nset [pad on v] to [1]\nshow\nwait until <not <(My Level) = (Level)>>\ndelete this clone\n\ndefine Clone at (x) (y) on level (level)\nset [pad on v] to [0]\ngo to x: (x) y: (y)\nset [my level v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I receive [trampoline stamp v]\nStamp\n\nwhen flag clicked\nforever\n wait (.03) seconds\n erase all\n broadcast (Trampoline Stamp v)\nend\n\ndefine Stamp\nif <(pad on) = [1]> then\n change y by (5)\n switch costume to (pick random (2) to (6))\n stamp\n switch costume to (pad v)\n change y by (-5)\nend\n\n@Down Trampolines\n\nwhen flag clicked\nhide\nClone at [-123] [-25] on level [5]\nClone at [-150] [-25] on level [5]\nClone at [-175] [-25] on level [5]\nClone at [-97] [-25] on level [5]\nClone at [100] [-25] on level [5]\nClone at [125] [-25] on level [5]\nClone at [150] [-25] on level [5]\nClone at [175] [-25] on level [5]\nClone at [200] [-25] on level [5]\n\nwhen I start as a clone\npoint in direction (-90)\nswitch costume to (pad v)\nwait until <(My Level) = (Level)>\nset [pad on v] to [1]\nshow\nwait until <not <(My Level) = (Level)>>\ndelete this clone\n\ndefine Clone at (x) (y) on level (level)\nset [pad on v] to [0]\ngo to x: (x) y: (y)\nset [my level v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I receive [trampoline stamp v]\nStamp\n\ndefine Stamp\nif <(pad on) = [1]> then\n change y by (-5)\n switch costume to (pick random (2) to (6))\n stamp\n switch costume to (pad v)\n change y by (5)\nend\n\n@Coin\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n go [forward v] (1) layers\nend\n\n@Joystick\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n switch costume to (spawn v)\n set [ghost v] effect to (20)\n wait until <mouse down?>\n go to (mouse-pointer v)\n show\n create clone of (_myself_ v)\n wait until <not <mouse down?>>\n repeat (4)\n change [ghost v] effect by (20)\n end\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (20)\ngo to [front v] layer\nswitch costume to (mouse v)\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\nend\nrepeat (4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Love And Fave Detector\n\nwhen flag clicked\nhide\nset [love clicked? v] to [0]\nset [fave clicked? v] to [0]\nswitch costume to (love v)\ncreate clone of (_myself_ v)\nswitch costume to (fave v)\ncreate clone of (_myself_ v)\nwait until <((Love Clicked?) + (Fave Clicked?)) = [2]>\nbroadcast (Both Loved And Faved v)\n\nwhen I start as a clone\nset [clone id v] to (costume [number v])\nswitch costume to (hack v)\ngo to x: (0) y: (0)\nswitch costume to (Clone Id)\nshow\nif <(Clone Id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.3) seconds\n if <touching (mouse-pointer v)?> then\n broadcast (Test Loved v)\n delete this clone\n end\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.3) seconds\n if <touching (mouse-pointer v)?> then\n broadcast (Test Faved v)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [test loved v]\nif <<<[-240] < (mouse x)> and <[-168] > (mouse x)>> and <(mouse y) = [-180]>> then\n set [love clicked? v] to [1]\n broadcast (Loved v)\nelse\n stop [all v]\nend\n\nwhen I receive [test faved v]\nif <<<[-168] < (mouse x)> and <[-106] > (mouse x)>> and <(mouse y) = [-180]>> then\n set [fave clicked? v] to [1]\n broadcast (Faved v)\nelse\n stop [all v]\nend\n\n@Turbo Mode Detector\n\nwhen flag clicked\nforever\n set [old timer v] to (timer)\n repeat (10)\n set [turbo mode on? v] to <(timer) = (Old Timer)>\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(Turbo Mode On?) = [0]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Particles\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [sx v] to ((spd) * ([sin v] of (ang) ))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [typ v] to [1]\nset [siz v] to ((130) / ((((spd) - (0.3)) / (11)) + (1)))\n\nwhen I receive [particle tick v]\nif <(typ) > [0]> then\n if <(typ) = [1]> then\n set size to (siz) %\n set [ghost v] effect to (pick random (0) to (40))\n show\n else\n if <(typ) > [22]> then\n delete this clone\n end\n end\n change [typ v] by (1)\n change [x v] by (sx)\n change [y v] by (sy)\n go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\n change [ghost v] effect by (3)\nend\n\nwhen I start as a clone\nspawn ([x position v] of [cube v]) (([y position v] of [cube v]) + (30)) (pick random (0.3) to (11)) (pick random (0) to (359))\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [typ v] to [0]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Hey there, and welcome to my newest game, Geometry Dash Platformer! After several hours of work, this game contains 12 levels for you to traverse and explore, 5 icons for you to unlock, and graphics from the original game!\nPlease ❤, ⭐ and follow if you enjoyed!\n\n--------Objective--------\nGet the cube through all 12 trap-filled levels to win! You can beat a level by touching the right (normal) or collecting the coin (difficult).\n\n------How To Play-----\nUse the arrow keys, WAD, or touch and drag (for mobile) to move your icon to the goals. Just make sure not to touch any spikes or you'll have to restart the level!\nFor some levels, the gravity is reversed! Go through a portal for this to happen!\n\n-----------Icons-----------\nDefault - You start with this\nOne can be unlocked through loving\nOne can be unlocked through faving\nOne can be unlocked through both\nOne can be unlocked through earning all coins\n\nYou can choose different icons by clicking on the background.\n\n---------Credits----------\nRobtop Games for all art and inspiration\n@TJ_ProCode for platforming scripts\n@TJ_ProCode for level designs\n@griffpatch for particles sprite, modified by me\nMusic track 1 is "Hexagon Force" by WaterFlame\nMusic track 2 is "Deadlocked" by F-777\nFonts are from Geometry Dash, found on https://gdcolon.com/gdfont\n\n---------Tags---------\n#all #art #games #music
[4K VIEWS] Purpler | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (boobies v)\n\nwhen I receive [begin flag v]\nswitch backdrop to (backdrop2 v)\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [begin flag v]\nswitch costume to (player v)\nshow\n\nwhen I receive [begin flag v]\ngo to x: (228) y: (160)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\nwait (12) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-96) y: (126)\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\n@Like, Star, Follow\n\nwhen flag clicked\nhide\n\nwhen I receive [広告 v]\ncreate clone of (_myself_ v)\ngo to x: (152) y: (250)\nswitch costume to (ぐれー v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [ポップ 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 I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (マウス v)\ngo to [front v] layer\nset size to (45) %\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change x by (((115) - (x position)) / (4))\n change y by (((140) - (y position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((156) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((229) - (x position)) / (4))\n change y by (((95) - (y position)) / (4))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [音◯ v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [音 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [広告 v]\nwait (1) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\n\nrepeat (10)\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (広告 v)\n\n@Cloud\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@stars\n\nwhen I start as a clone\nif <(pick random (1) to (4)) = [1]> then\n set [v v] to (pick random (5.0) to (7.0))\nelse\n set [v v] to (pick random (0.6) to (2.0))\nend\nrepeat until <(y position) > [179]>\n change y by (v)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (80))\nswitch costume to (resize v)\nset size to (pick random (40) to (100)) %\nswitch costume to (pick random (1) to (2))\nforever\n if <(pick random (1) to (0)) = [1]> then\n wait (pick random (12) to (5)) seconds\n else\n wait (pick random (0.1) to (0.3)) seconds\n end\n repeat (3)\n change [ghost v] effect by (10)\n end\n repeat (3)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [yessir v]\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (yessir v)\n\n@Controls\n\nwhen flag clicked\nforever\n\nwhen backdrop switches to [backdrop2 v]\nshow\nset [ghost v] effect to (0)\ngo to x: (2) y: (43)\nwait (2.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\nrepeat (13)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (28) to (58)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (60))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-220) y: (pick random (-35) to (90))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (-110) to (50))\n repeat (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nforever\n hide\nend\n\n@soft\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.2) to (2.0)) seconds\nend\n\nwhen I start as a clone\nset [color v] effect to (12)\ngo to x: (pick random (-240) to (240)) y: (pick random (180) to (-180))\nshow\nset [ghost v] effect to (100)\nswitch costume to (resize v)\nset size to (pick random (100) to (250)) %\nswitch costume to (soft v)\nset [d v] to (pick random (-3.0) to (3.0))\nrepeat (40)\n step\n change [ghost v] effect by (-1)\nend\nrepeat (pick random (0) to (120))\n step\nend\nrepeat (40)\n step\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ndefine step\nturn right (d) degrees\nmove (2) steps\n\nwhen I receive [celebration unbelievable v]\nset [color v] effect to (120)\n\nwhen flag clicked\nhide\n\nwhen I receive [boobies v]\nbroadcast (Start v)\n\n@Sprite1\n\nwhen [space v] key pressed\nforever\n show\n go to [back v] layer\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\n\n@bg\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nshow\ngo to [back v] layer\nforever\n switch costume to (SCENE)\nend\n\n@fin\n\nwhen I receive [won v]\n\nset [fin v] to [yes]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nset [fin v] to [no]\nset [ghost v] effect to (100)\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [begin v]\nforever\n create clone of (trail v)\n wait (0) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n wait (0.1) seconds\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (play v)\n\nwhen I receive [begin flag v]\nhide\n\nwhen this sprite clicked\nbroadcast (begin flag v)\nbroadcast (controls v)\n\n@Particle\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (0) to (3))\nset [ghost v] effect to (pick random (20) to (100))\nset [brightness v] effect to (pick random (-3) to (3))\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change [ghost v] effect by ((pick random (-1) to (1)) * (2))\n change [brightness v] effect by ((pick random (-1) to (1)) * (2))\n change y by (((2) + (costume [number v])) * ((costume [number v]) * (-1)))\n if <(y position) < [-178]> then\n delete this clone\n end\nend\n\nchange [ghost v] effect by ((pick random (-1) to (1)) * (2))\n\nwhen I receive [play v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-187) y: (-41)\n\nchange [scene v] by (1)\n\nwhen flag clicked\nforever\n play sound [Ghostrifter Official - Purple Dream \[Lofi Study Music\] v] until done\nend\n\nwhen I receive [begin flag v]\nbroadcast (begin v)\n\nwhen I receive [begin flag v]\ngo to x: (-187) y: (-41)\nshow\nswitch costume to (blue v)\nset rotation style [left-right v]\nforever\n switch costume to ([costume name v] of [thanks v])\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <touching (spikes2 v)?> then\n broadcast (yell v)\n broadcast (Screen Shake v)\n broadcast (Reset v)\n else\n if <touching (spikes2 v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes2 v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [begin flag v]\nbroadcast (chickennugget v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\n\nswitch costume to (b v)\n\nwhen backdrop switches to [backdrop1 v]\n\n\n\nwhen I receive [begin flag v]\nswitch costume to (nugget v)\n\nwhen I receive [begin flag v]\nforever\n show\n set size to (100) %\n switch costume to (SCENE)\n go to [front v] layer\nend\n\nwhen I receive [begin flag v]\nset [scene v] to [1]\nswitch costume to (nugget v)\n\nwhen I receive [begin flag v]\nforever\n if <(SCENE) = [9]> then\n broadcast (Won v)\n end\nend\n\n@Spikes2\n\nwhen flag clicked\nhide\n\nbroadcast (OH YES v)\n\nwhen I receive [begin flag v]\nshow\nforever\n switch costume to (SCENE)\nend\n\n@fin2\n\nwhen flag clicked\nset [fin v] to [no]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [won v]\nset [fin v] to [yes]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
✿ Welcome to "Purpler - Platformer" ✿\n\n ✿ Controls: Press space to start playing ✿\n➤ Use the arrow keys or WASD to move your character \n➤ 9 levels\nIf your player breaks, double-tap the flag!\n \nPlease like, follow, and fav to support me :D\n\nIf you want to talk to me, join my studio! Link down below!\nhttps://scratch.mit.edu/studios/27433923/\n\nTags: #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #games #trending #all #platformer #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending
DRAW Platformer! winter~
@Stage\n\nwhen I receive [gamestart v]\nhide variable [time v]\nset [time v] to [0]\nforever\n if <not <(pen) = [1]>> then\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [gamestart v]\nforever\n if <([costume # v] of [stage v]) = [11]> then\n show variable [time v]\n broadcast (CLEAR v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nstart sound [音 v]\nrepeat (10)\n switch costume to (b v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (a v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (テきスト v)\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nswitch costume to (c v)\ncreate clone of (_myself_ v)\nswitch costume to (背景 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [3]> then\n switch costume to (a v)\n point in direction (90)\n set size to (0) %\n go to x: (0) y: (0)\n show\n set [brightness v] effect to (0)\n repeat (40)\n change [brightness v] effect by (-0.3)\n switch costume to (なし v)\n change size by ((size) * (.15))\n switch costume to (a v)\n end\n wait (0.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n switch costume to (b v)\n point in direction (90)\n set size to (0) %\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n show\n repeat (40)\n switch costume to (なし v)\n change size by ((size) * (.15))\n change [brightness v] effect by (-0.3)\n switch costume to (b v)\n end\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n set size to (24) %\n set [ghost v] effect to (100)\n repeat (38)\n change size by (2)\n change [ghost v] effect by (-2.5)\n end\n set size to (100) %\n wait () seconds\n せん\n 四角\n point in direction (90)\n set size to (220) %\n set [変数 v] to [1]\n repeat (30)\n go [forward v] (1) layers\n set [変数 v] to ((変数) * (1.1))\n turn right (変数) degrees\n change size by (-2)\n end\n エフェクト\n 扇1\n 扇2\n switch costume to (テきスト v)\n repeat (30)\n go [forward v] (1) layers\n set [変数 v] to ((変数) * (0.91))\n turn right (変数) degrees\n change size by (-2)\n end\n repeat until <(direction) < [90]>\n turn right (1) degrees\n end\n set size to (160) %\n もわん\n せん\n エフェクト\n point in direction (100)\n set [e v] to [0]\n repeat (15)\n set [e v] to (((e) * (0.75)) + (((90) - (direction)) / (5)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-4)\n go to [front v] layer\n end\n point in direction (100)\n set size to (160) %\n 四角\n エフェクト\n もわん\n set [e v] to [0]\n repeat (15)\n set [e v] to (((e) * (0.75)) + (((90) - (direction)) / (5)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-4)\n end\n 黒\n wait (0.15) seconds\n point in direction (100)\n set size to (140) %\n エフェクト\n switch costume to (テスト v)\n set [e v] to [0]\n repeat (24)\n set [e v] to (((e) * (0.75)) + (((90) - (direction)) / (5)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-5)\n end\n go [backward v] (1) layers\n point in direction (100)\n set size to (140) %\n 扇2\n 右\n switch costume to (テスト v)\n set [e v] to [0]\n repeat (15)\n set [e v] to (((e) * (0.75)) + (((90) - (direction)) / (5)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-5)\n end\n set [どっち v] to [1]\n エフェクト\n 扇1\n 左\n point in direction (100)\n set size to (130) %\n switch costume to (テスト v)\n set [e v] to [0]\n repeat (35)\n set [e v] to (((e) * (0.75)) + (((90) - (direction)) / (5)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-2)\n end\n せん\n point in direction (90)\n switch costume to (お先〜 v)\n create clone of (_myself_ v)\n switch costume to (テスト v)\n point in direction (100)\n set size to (100) %\n switch costume to (テスト v)\n set [e v] to [0]\n repeat (2)\n set [e v] to (((e) * (0.9)) + (((90) - (direction)) / (10)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-10)\n end\n switch costume to (終了 v)\n create clone of (_myself_ v)\n switch costume to (テスト v)\n repeat (43)\n set [e v] to (((e) * (0.9)) + (((90) - (direction)) / (10)))\n go to x: ((e) * (5)) y: ((e) * (5))\n turn right (e) degrees\n change size by (-6)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (0)\n repeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n もわーん\nend\n\ndefine もわーん\nset size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (もわん v)\nrepeat (40)\n change size by (4.5)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\ndefine もわん\nswitch costume to (もわん v)\ncreate clone of (_myself_ v)\nswitch costume to (テきスト v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [d]?> then\n set y to (120)\n if < (costume [name v]) contains [1]?> then\n set x to (item (1) of [あれ v])\n else\n if < (costume [name v]) contains [2]?> then\n set x to (item (2) of [あれ v])\n else\n if < (costume [name v]) contains [3]?> then\n set x to (item (3) of [あれ v])\n else\n if < (costume [name v]) contains [4]?> then\n set x to (item (4) of [あれ v])\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [e]?> then\n set y to (0)\n if < (costume [name v]) contains [1]?> then\n set x to (item (1) of [あれ v])\n else\n if < (costume [name v]) contains [2]?> then\n set x to (item (2) of [あれ v])\n else\n if < (costume [name v]) contains [3]?> then\n set x to (item (3) of [あれ v])\n else\n if < (costume [name v]) contains [4]?> then\n set x to (item (4) of [あれ v])\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [f]?> then\n set y to (-120)\n if < (costume [name v]) contains [1]?> then\n set x to (item (1) of [あれ v])\n else\n if < (costume [name v]) contains [2]?> then\n set x to (item (2) of [あれ v])\n else\n if < (costume [name v]) contains [3]?> then\n set x to (item (3) of [あれ v])\n else\n if < (costume [name v]) contains [4]?> then\n set x to (item (4) of [あれ v])\n end\n end\n end\n end\nend\n\ndefine エフェクト\nswitch costume to (d1 v)\ncreate clone of (_myself_ v)\nswitch costume to (d2 v)\ncreate clone of (_myself_ v)\nswitch costume to (d3 v)\ncreate clone of (_myself_ v)\nswitch costume to (d4 v)\ncreate clone of (_myself_ v)\nswitch costume to (e1 v)\ncreate clone of (_myself_ v)\nswitch costume to (e2 v)\ncreate clone of (_myself_ v)\nswitch costume to (e3 v)\ncreate clone of (_myself_ v)\nswitch costume to (e4 v)\ncreate clone of (_myself_ v)\nswitch costume to (f1 v)\ncreate clone of (_myself_ v)\nswitch costume to (f2 v)\ncreate clone of (_myself_ v)\nswitch costume to (f3 v)\ncreate clone of (_myself_ v)\nswitch costume to (f4 v)\ncreate clone of (_myself_ v)\nswitch costume to (テきスト v)\n\nwhen I start as a clone\nif <<< (costume [name v]) contains [d]?> or < (costume [name v]) contains [e]?>> or < (costume [name v]) contains [f]?>> then\n clear graphic effects\n if <(どっち) = [1]> then\n set [brightness v] effect to (100)\n end\n set size to (100) %\n repeat (20)\n switch costume to (なし v)\n change [fisheye v] effect by (90)\n change size by (1)\n switch costume to (d1 v)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [19]> then\n set [brightness v] effect to (-30)\n go to [back v] layer\n repeat (105)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((a) - (100)) * (0.09))) y: (([sin v] of ((timer) * (800)) ) * (((a) - (100)) * (0.06)))\n end\n set [brightness v] effect to (-10)\n repeat (115)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((a) - (100)) * (0.03))) y: (([sin v] of ((timer) * (800)) ) * (((a) - (100)) * (0.02)))\n end\n wait (0.2) seconds\n delete this clone\nend\n\nwhen flag clicked\nwait (4) seconds\nswitch costume to (なし v)\nset [count v] to [0]\nrepeat (5)\n set [speed v] to [10]\n switch costume to (シェ v)\n create clone of (_myself_ v)\n switch costume to (シェブ v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n change [count v] by (1)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [20]> then\n go to [back v] layer\n go [forward v] (1) layers\n show\n switch costume to (シェ v)\n go to x: (-280) y: (0)\n set size to (100) %\n go to [front v] layer\n if < ((Count) / (2)) contains [.]?> then\n set [brightness v] effect to (100)\n end\n repeat until <(x position) > [-10]>\n change x by ([speed v] of [intro v])\n end\n switch costume to (シェブロ v)\n set x to (0)\n repeat until <(y position) > [220]>\n change y by ([speed v] of [intro v])\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [21]> then\n go to [back v] layer\n go [forward v] (1) layers\n show\n switch costume to (シェブ v)\n go to x: (280) y: (0)\n set size to (100) %\n go to [front v] layer\n if < ((Count) / (2)) contains [.]?> then\n set [brightness v] effect to (100)\n end\n repeat until <(x position) < [10]>\n change x by ((0) - ([speed v] of [intro v]))\n end\n switch costume to (シェブロン v)\n set x to (0)\n repeat until <(y position) < [-220]>\n change y by ((0) - ([speed v] of [intro v]))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [24]> then\n if <(sw) = [1]> then\n point in direction (70)\n go to x: (120) y: (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n set size to (200) %\n repeat (15)\n change [ghost v] effect by (6)\n next costume\n end\n switch costume to (せ v)\n end\n if <(sw) = [0]> then\n point in direction (110)\n go to x: (-120) y: (0)\n set [brightness v] effect to (100)\n set size to (200) %\n set [ghost v] effect to (0)\n repeat (15)\n change [ghost v] effect by (6)\n next costume\n end\n switch costume to (せ v)\n end\n delete this clone\nend\n\ndefine 四角\nset [sw v] to [0]\nswitch costume to (あ v)\ncreate clone of (_myself_ v)\nset [sw v] to [1]\nswitch costume to (あ v)\ncreate clone of (_myself_ v)\nswitch costume to (テきスト v)\n\nwhen I start as a clone\nif <(costume [number v]) = [40]> then\n switch costume to (ち v)\n repeat (11)\n next costume\n end\n delete this clone\nend\n\ndefine せん\ngo to x: (0) y: (0)\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\nturn right (20) degrees\nswitch costume to (ち v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [52]> then\n set [ghost v] effect to (100)\n switch costume to (なし v)\n set size to (200) %\n switch costume to (へ v)\n repeat until <(size) = [100]>\n point in direction (90)\n go to [front v] layer\n switch costume to (なし v)\n change [ghost v] effect by (-10)\n change size by (-7)\n switch costume to (へ v)\n end\n repeat (110)\n point in direction (90)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((a) - (100)) * (0.03))) * (-1)) y: ((([sin v] of ((timer) * (800)) ) * (((a) - (100)) * (0.02))) * (-1))\n end\n wait (0.5) seconds\n delete this clone\nend\n\ndefine 黒\nswitch costume to (へ v)\ncreate clone of (_myself_ v)\nswitch costume to (ほ v)\ncreate clone of (_myself_ v)\nswitch costume to (テきスト v)\n\nwhen I start as a clone\nif <(costume [number v]) = [53]> then\n hide\n wait (0.2) seconds\n set [ghost v] effect to (40)\n go to [front v] layer\n go to [front v] layer\n show\n wait (4) seconds\n delete this clone\nend\n\ndefine 扇1\nswitch costume to (ショックw v)\ncreate clone of (_myself_ v)\nswitch costume to (テスト v)\n\ndefine 扇2\nswitch costume to (sウェーブ v)\ncreate clone of (_myself_ v)\nswitch costume to (テスト v)\n\nwhen I start as a clone\nif <(costume [number v]) = [55]> then\n set [fisheye v] effect to (0)\n set [ghost v] effect to (0)\n set size to (100) %\n go to [back v] layer\n go [forward v] (3) layers\n repeat (30)\n change [ghost v] effect by (2)\n switch costume to (なし v)\n change [fisheye v] effect by (120)\n switch costume to (ショックw v)\n end\n delete this clone\nend\nif <(costume [number v]) = [56]> then\n set [fisheye v] effect to (0)\n set [ghost v] effect to (0)\n set size to (100) %\n go to [back v] layer\n go [forward v] (3) layers\n repeat (30)\n change [ghost v] effect by (2)\n switch costume to (なし v)\n change [fisheye v] effect by (120)\n switch costume to (sウェーブ v)\n end\n delete this clone\nend\n\ndefine 左\nswitch costume to (カット〜 v)\ncreate clone of (_myself_ v)\nswitch costume to (テスト v)\n\ndefine 右\nswitch costume to (カットー v)\ncreate clone of (_myself_ v)\nswitch costume to (テスト v)\n\nwhen I start as a clone\nif <(costume [number v]) = [57]> then\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n repeat (15)\n change [ghost v] effect by (6.5)\n end\n delete this clone\nend\nif <(costume [number v]) = [58]> then\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n repeat (15)\n change [ghost v] effect by (6.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [59]> then\n set size to (200) %\n hide\n show\n point in direction (90)\n switch costume to (なし v)\n go to x: (0) y: (500)\n switch costume to (終了 v)\n repeat until <[-150] > (y position)>\n go to [front v] layer\n change y by (-20)\n go to [front v] layer\n end\n repeat (7)\n change y by (-2)\n go to [front v] layer\n end\n repeat (8)\n change y by (-1)\n go to [front v] layer\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [60]> then\n clear graphic effects\n set size to (200) %\n hide\n start sound [最後 v]\n show\n point in direction (90)\n switch costume to (なし v)\n go to x: (0) y: (500)\n switch costume to (お先〜 v)\n repeat until <[-170] > (y position)>\n go to [front v] layer\n go to [front v] layer\n change y by (-20)\n end\n wait (0.5) seconds\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [どっち v] to [0]\n\nwhen flag clicked\nhide\n\nエフェクト\nせん\n四角\n\nwhen I start as a clone\nrepeat until <[12] < (timer)>\n if <(終了) = [1]> then\n if <<(costume [number v]) = [59]> or <(costume [number v]) = [60]>> then\n wait (3) seconds\n delete this clone\n end\n wait until <[1] < (timer)>\n delete this clone\n end\nend\n\nwhen flag clicked\nreset timer\nset [終了 v] to [0]\nrepeat until <mouse down?>\n if <[11] < (timer)> then\n broadcast (イントロ終わり v)\n stop [this script v]\n end\nend\nreset timer\nset [終了 v] to [1]\nswitch costume to (お先〜 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (終了 v)\ncreate clone of (_myself_ v)\nwait until <(終了) = [1]>\nbroadcast (イントロ終わり v)\nstop [this script v]\n\nwhen flag clicked\nrepeat until <mouse down?>\n if <[10] < (timer)> then\n stop [this script v]\n end\nend\nrepeat (20)\n change volume by (-5)\nend\n\n@Stage\n\nwhen I receive [gamestart v]\ngo to x: (0) y: (24)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [reset v]\nerase all\nnext costume\n\n@character\n\nwhen flag clicked\nhide\n\ndefine 内部プログラム\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch backdrop to (背景2 v)\nchange y by (変数)\nchange [変数 v] by (-1)\nswitch costume to (1 v)\nif <<touching color (#afafaf)?> or <touching (stage v)?>> then\n point in direction (90)\n set [変数 v] to [0]\n repeat until <not <<touching color (#afafaf)?> or <touching (stage v)?>>>\n change y by (1)\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [変数 v] to [12]\n end\nend\nswitch costume to (4 v)\nif <<touching color (#afafaf)?> or <touching (stage v)?>> then\n point in direction (90)\n set [変数 v] to [0]\n repeat until <not <<touching color (#afafaf)?> or <touching (stage v)?>>>\n change y by (-1)\n end\n change y by (-1)\nend\nswitch costume to (5 v)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (0.88))\nswitch costume to (2 v)\nif <<touching color (#afafaf)?> or <touching (stage v)?>> then\n point in direction (90)\n set [x v] to [0]\n repeat until <not <<touching color (#afafaf)?> or <touching (stage v)?>>>\n change x by (-1)\n end\nend\nswitch costume to (3 v)\nif <<touching color (#afafaf)?> or <touching (stage v)?>> then\n point in direction (90)\n set [x v] to [0]\n repeat until <not <<touching color (#afafaf)?> or <touching (stage v)?>>>\n change x by (1)\n end\nend\nswitch costume to (5 v)\nif <[0] < (x)> then\n point in direction ((90) + ((x) + (() - (変数))))\nend\nif <(x) < [0]> then\n point in direction ((90) + ((x) + (変数)))\nend\nif <not <([costume # v] of [stage v]) = [8]>> then\n if <[238] < (x position)> then\n broadcast (reset v)\n end\nelse\n if <[238] < (x position)> then\n if <(key get?) = [get]> then\n broadcast (reset v)\n end\n end\nend\nif <<(y position) < [-175]> or <touching (針 v)?>> then\n broadcast (death v)\n change [4数 v] by (1)\nend\n\nwhen I receive [reset v]\ngo to x: (-200) y: (0)\nset [変数 v] to [0]\nset [x v] to [0]\n\nwhen I receive [death v]\ngo to x: (-200) y: (0)\nset [変数 v] to [0]\nset [x v] to [0]\n\nwhen I receive [gamestart v]\nswitch costume to (5 v)\nshow\ngo to x: (-200) y: (0)\nset [変数 v] to [0]\nset [x v] to [0]\nforever\n if <(pen) = [0]> then\n 内部プログラム\n end\nend\n\nwhen I receive [イントロ終わり v]\nwait (2.57) seconds\nbroadcast (Gamestart v)\nshow variable [pen太さ v]\n\nwhen flag clicked\nerase all\nhide variable [pen太さ v]\n\nwhen flag clicked\nset [4数 v] to [0]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nset [pen太さ v] to [10]\n\nwhen I receive [penで描く v]\nforever\n show\n set pen size to (pen太さ)\n set pen color to (#afafaf)\n if <mouse down?> then\n wait (0.01) seconds\n go to (mouse-pointer v)\n repeat until <not <mouse down?>>\n pen down\n end\n else\n pen up\n end\nend\n\nwhen I receive [penで描く終わり v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [penで描く v]\nforever\n go to x: (mouse x) y: (mouse y)\nend\n\n@スプライト2\n\nwhen flag clicked\nset [pen v] to [0]\nhide\n\nwhen I receive [gamestart v]\nset [pen v] to [0]\nshow\nforever\n go to x: (-195) y: (129)\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(pen) = [0]> then\n broadcast (penで描く v)\n set [pen v] to [1]\n else\n set [pen v] to [0]\n broadcast (penで描く終わり v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nset [pen v] to [0]\nhide\n\nwhen I receive [penで描く v]\nshow\nforever\n go to x: (-101) y: (128)\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n erase all\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [penで描く終わり v]\nhide\n\n@Stage2\n\nwhen I receive [gamestart v]\ngo to x: (0) y: (24)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [gamestart v]\nforever\n if <([costume # v] of [stage v]) = [7]> then\n show\n else\n hide\n end\n if <touching (character v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nset [key get? v] to [no get]\nforever\n go to x: (86) y: (-43)\n if <not <(key get?) = [get]>> then\n if <([costume # v] of [stage v]) = [8]> then\n show\n else\n hide\n end\n if <touching (character v)?> then\n start sound [Collect v]\n set [key get? v] to [get]\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [death v]\nset [key get? v] to [no get]\n\n@針\n\nwhen I receive [gamestart v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [reset v]\nnext costume\n\n@SCORE\n\nwhen I receive [clear v]\nshow variable [score v]\nスコア計算1\nスコア計算2\nset [score v] to (round ((4数スコア) + (timeSCORE)))\n\ndefine スコア計算1\nset [4数スコア v] to ((100) / (4数))\n\ndefine スコア計算2\nset [timescore v] to ((200) - (time))\n\nwhen flag clicked\nhide variable [score v]\n\n@uta\n\nwhen flag clicked\n\nwhen I receive [gamestart v]\nforever\n play sound [Nebula v] until done\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@雪\n\nwhen I receive [gamestart v]\nforever\n set size to (pick random (50) to (100)) %\n wait (0.1) seconds\n go to x: (pick random (240) to (-240)) y: (180)\n set [yuki v] to (pick random (5) to (10))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat until <<touching (stage v)?> or <touching (stage2 v)?>>\n show\n change y by ((0) - (yuki))\nend\nset size to (1) %\ndelete this clone\n\n
日本語は下\n1Pありがと\nEnglish\nOperate with arrow keys! Mobile ready! Compatible with WASD!\n\n~How to draw~\nYou can press the pencil button and draw from where you want to write. You can erase all with the eraser button.\nPress the pencil button twice to move the character.\nWhen drawing, TIME does not advance.\n矢印キーで操作!モバイル対応!WASDにも対応!\n\n~描き方~\n鉛筆ボタンを押して書きたいところから長押しで描けます。消しゴムボタンで全消しできます。\n鉛筆ボタンを二回押すとキャラを動かせます。\n描いてるときはTIMEは進みません。
Greek Alphabet Lore Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@A\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen I receive [a v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(do the movement) = [0]>> then\n wait (0.5) seconds\n set [do the movement v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [do the movement v]\nhide variable [mobile or not v]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <<(level) = [10]> and <(deaths) > [4]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@H\n\nwhen I receive [h v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\n@I\n\nwhen I receive [i v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\n@M\n\nwhen I receive [m v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen I receive [p v]\nhide\n\n@P\n\nwhen I receive [p v]\nshow\nforever\n if <(mobile or not) = [1]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<(do the movement) = [up]> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <(do the movement) = [right]> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <(do the movement) = [left]> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <(do the movement) = [left]> <(do the movement) = [right]>\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nshow\nforever\n if <(mobile or not) = [2]> then\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (A v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite6\n\nwhen this sprite clicked\nbroadcast (H v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite7\n\nwhen this sprite clicked\nbroadcast (I v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite8\n\nwhen this sprite clicked\nbroadcast (M v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite9\n\nwhen this sprite clicked\nbroadcast (P v)\n\nwhen I receive [a v]\nhide\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\nhide\n\nwhen I receive [m v]\nhide\n\nwhen I receive [p v]\nhide\n\nwhen flag clicked\nshow\n\n@arriba\n\nwhen flag clicked\ngo to x: (191) y: (141)\nhide\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [do the movement v] to [up]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@abajo\n\nwhen flag clicked\nhide\n\nif <(mobile or not) = [1]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (191) y: (79)\n\nwhen I receive [a v]\n\nwhen I receive [h v]\n\nwhen I receive [i v]\n\nwhen I receive [m v]\n\nwhen I receive [p v]\n\n@derecha\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-142) y: (81)\n\nwhen this sprite clicked\nset [do the movement v] to [right]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@izquerda\n\nwhen flag clicked\nforever\n if <(mobile or not) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-201) y: (80)\n\nwhen this sprite clicked\nset [do the movement v] to [left]\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n@button \n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\ngo to x: (-200) y: (150)\nforever\n set [mobile or not v] to (costume [number v])\nend\n\nwhen I receive [a v]\nshow\n\nwhen I receive [h v]\nshow\n\nwhen I receive [i v]\nshow\n\nwhen I receive [m v]\nshow\n\nwhen I receive [p v]\nshow\n\n
Dream || #Games #All #Trending #Music #Art #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [If We Have Each Other v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [next level v]\nReset\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n Start Game\nend\n\ndefine Start Game\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\nend\nset [x velocity v] to ((X Velocity) * (0.85))\nchange x by (X Velocity)\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall 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\nend\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<touching (ground hitbox v)?> or <touching (wall v)?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y velocity v] to [15]\nend\nchange y by (1)\nif <<(x position) > [239]> and <(Collect) = [1]>> then\n if <(The Level) = [11]> then\n broadcast (end v)\n else\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n set [collect v] to [0]\n end\nend\nif <(y position) < [-178]> then\n Reset\nend\nif <touching (enemy v)?> then\n Reset\nend\nif <touching (fish v)?> then\n Reset\nend\nif <touching (fish2 v)?> then\n Reset\nend\nif <touching (sharingan v)?> then\n Reset\nend\nif <touching (posion v)?> then\n Reset\nend\nif <touching (trampoline v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [15]\n broadcast (Jump v)\n change x by ((X Velocity) * (-1))\nend\n\ndefine Reset\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (player v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player left v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player right v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n play sound [splash v] until done\n wait until <not <touching (water v)?>>\n end\nend\n\n@Ground Hitbox\n\nwhen flag clicked\nset [the level v] to [1]\nset [ghost v] effect to (100)\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@Background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<([x position v] of [player v]) > [0]> or <([y position v] of [player v]) > [0]>> then\n go to x: (join [-] (([x position v] of [player v]) / (10))) y: (join [-] (([y position v] of [player v]) / (10)))\n end\n if <<([x position v] of [player v]) < [0]> or <([y position v] of [player v]) < [0]>> then\n go to x: ((([x position v] of [player v]) / (10)) - ((([x position v] of [player v]) / (10)) * (2))) y: ((([y position v] of [player v]) / (10)) - ((([y position v] of [player v]) / (10)) * (2)))\n end\nend\n\n@Water\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (4)))\n set y to ((-210) + (([sin v] of (((timer) * (2)) * (30)) ) * (3)))\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [6]> then\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\nforever\n if <(The Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [2]> then\n show\n go to x: (-118) y: (-82)\n switch costume to (enemy3 v)\n glide (2) secs to x: (206) y: (-82)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (2) secs to x: (-118) y: (-82)\n switch costume to (enemy v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [5]> then\n show\n go to x: (-107) y: (-48)\n switch costume to (enemy3 v)\n glide (3) secs to x: (219) y: (-48)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (3) secs to x: (-107) y: (-48)\n switch costume to (enemy v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [6]> then\n show\n switch costume to (enemy2 v)\n go to x: (218) y: (-48)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [8]> then\n show\n go to x: (-36) y: (22)\n switch costume to (enemy3 v)\n glide (2) secs to x: (219) y: (22)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (2) secs to x: (-36) y: (22)\n switch costume to (enemy v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [9]> then\n show\n go to x: (181) y: (11)\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [11]> then\n hide\n end\nend\n\n@Ore\n\nwhen flag clicked\nswitch costume to ( v)\nset size to (100) %\nshow\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(The Level) = [1]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (134) y: ((28) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [2]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (55) y: ((37) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [3]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (-70) y: ((-102) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [4]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (9) y: ((-58) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [5]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (66) y: ((35) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [6]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (66) y: ((35) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [7]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (80) y: ((142) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [8]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (78) y: ((-94) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [9]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (0) y: ((125) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [10]> then\n repeat until <(Collect) = [1]>\n show\n go to x: (-142) y: ((160) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [11]> then\n switch costume to (2 v)\n repeat until <(Collect) = [1]>\n switch costume to (2 v)\n show\n go to x: (170) y: ((-10) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n set size to ((100) + (([sin v] of (((timer) * (2)) * (50)) ) * (16))) %\n if <<touching (player v)?> and <key (f v) pressed?>> then\n change [collect v] by (1)\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nset [collect v] to [0]\n\nwhen flag clicked\nwait (0.1) seconds\n\n@Fish\n\nwhen flag clicked\ngo to x: (-89) y: (-200)\nhide\n\nwhen flag clicked\nwait until <(The Level) = [4]>\nrepeat until <(The Level) > [4]>\n if <(The Level) = [4]> then\n repeat until <(The Level) > [4]>\n wait (pick random (1) to (2)) seconds\n show\n switch costume to (fish v)\n point in direction (0)\n repeat (25)\n change y by (10)\n end\n switch costume to (fish2 v)\n point in direction (180)\n repeat (25)\n change y by (-10)\n end\n hide\n end\n end\nend\nhide\n\nwhen flag clicked\nforever\n if <(The Level) = [5]> then\n hide\n end\nend\n\n@Fish2\n\nwhen flag clicked\ngo to x: (89) y: (-200)\nhide\n\nwhen flag clicked\nwait until <(The Level) = [4]>\nrepeat until <(The Level) > [4]>\n if <(The Level) = [4]> then\n repeat until <(The Level) > [4]>\n wait (pick random (1) to (2)) seconds\n show\n switch costume to (fish v)\n point in direction (0)\n repeat (25)\n change y by (10)\n end\n switch costume to (fish2 v)\n point in direction (180)\n repeat (25)\n change y by (-10)\n end\n hide\n end\n end\nend\nhide\n\nwhen flag clicked\nforever\n if <(The Level) = [5]> then\n hide\n end\nend\n\n@snow\n\nwhen flag clicked\nhide\nwait until <(The Level) = [6]>\nshow\nset [tick v] to [0]\nset [fade v] to [0.7]\nforever\n create clone of (_myself_ v)\n wait (fade) seconds\n change [tick v] by (4)\n if <[0] < (fade)> then\n change [fade v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (big v)\nset size to (pick random (30) to (130)) %\nswitch costume to (snow v)\nset [me v] to (pick random (30) to (-30))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (pick random (-250) to (250)) y: (200)\npoint in direction (pick random (170) to (150))\nrepeat until <<<[230] < (x position)> or <(y position) < [-100]>> or <touching (ground v)?>>\n move ((0.5) + ((size) * (0.01))) steps\n turn right ((1) * ([sin v] of ((2) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\n@Sharingan\n\nwhen flag clicked\ngo to x: (214) y: (-45)\nhide\nwait until <(The Level) = [6]>\nshow\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (ground hitbox v)?>> or <touching (player v)?>>\n move (10) steps\n if <(The Level) = [7]> then\n hide\n end\n if <(The Level) = [9]> then\n show\n end\n if <(The Level) = [10]> then\n show\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(The Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [9]> then\n go to x: (183) y: (16)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [11]> then\n hide\n end\nend\n\n@Posion\n\nwhen flag clicked\ngo to x: (102) y: (-30)\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [7]> then\n show\n end\n if <(The Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (8)))\n set y to ((-30) + (([sin v] of (((timer) * (2)) * (30)) ) * (10)))\nend\n\n@Wall\n\nwhen flag clicked\nhide\nwait until <(The Level) = [8]>\nshow\n\nwhen I receive [open wall v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nwait until <(The Level) = [8]>\nshow\nask [] and wait\nrepeat until <(The Level) = [9]>\n if <(answer) = ((7) * ((10) * (5)))> then\n broadcast (Open Wall v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n ask [] and wait\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: ((99) + (([sin v] of (((timer) * (2)) * (100)) ) * (4)))\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\nend\n\n@TB\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n go to [front v] layer\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (pick random (3) to (5)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (5) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n
꧁༺Dream༻꧂ㅤ\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n Instructions\n\n -Collect The Ore By Pressing F \n\n -For Passing The Level, Collect The Ore, And Go To The Edge\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n Moving By (W/A/D Or Arrow Keys)\n Not Mobile Friendly\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n Credits \n@--AwesomeCode-- For The Player Engine\n@alphabetica For Snow\n@INorth For The Biggest Inspiration Of The Art\n@TimMcCool For love and fav detector\n@x_PlatformMaker_x For love and fav noticer\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n5 Days Of Hardworking, Hope You Enjoyed\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n\n\nTag :\n\n#Games #All #Dream #Music #Art #Trending #Platformer
〜モバイル対応!!刀プラットフォーマー Mobile compatible!!katanaplatformer〜 #all#game#games#platformer
@Stage\n\nwhen flag clicked\nset [time: v] to [0]\nhide variable [time: v]\nhide variable [☁ besttime 最高タイム v]\n\nwhen I receive [start v]\nshow variable [time: v]\nrepeat until <(ステージ) = [7]>\n wait (1) seconds\n change [time: v] by (1)\nend\nshow variable [☁ besttime 最高タイム v]\nif <(time:) < (☁ besttime 最高タイム)> then\n set [☁ besttime 最高タイム v] to (time:)\nend\n\nwhen I receive [start v]\nstart sound [Starship v]\n\nif <[3] > (Turbo)> then\nend\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine 初期設定\nshow\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-201) y: (0)\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [死んだ v]\nstart sound [Oops v]\nrepeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (2)\nend\nclear graphic effects\n\nwhen I receive [start v]\nset [ステージ v] to [1]\n初期設定\nif <touching (ステージ v)?> then\n go to x: (-201) y: (50)\nend\npoint in direction (90)\nforever\n set rotation style [left-right v]\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 (0.85)\n point in direction (90)\n end\n if <<<<mouse down?> and <[-50] > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [x v] by (-0.85)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <[50] < (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 [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\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 if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (NEXT v)\n wait (2.5) seconds\n 初期設定\n end\n if <(y position) < [-170]> then\n broadcast (死んだ v)\n wait (0.3) seconds\n 初期設定\n end\n if <<touching (スプライト1 v)?> or <touching (敵 v)?>> then\n broadcast (死んだ v)\n wait (0.3) seconds\n 初期設定\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<(ハートB) = [yes]> and <(星B) = [yes]>> then\n change [color v] effect by (25)\n end\nend\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\n\n@NEXT\n\nwhen I receive [みんな集まったぞ! v]\nset [終 v] to [1]\n\nwhen I receive [next v]\nset [next終了 v] to [0]\nstart sound [文字表示の衝撃音2 v]\nset [終 v] to [0]\ngo to [front v] layer\nNEXTのクローン作製\n幕を [-100] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-50] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-30] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [0] の明るさでクローンを作る\nwait until <(NEXT終了) = [1]>\n\ndefine NEXTのクローン作製\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (-381)\n repeat until <[-1] < (y position)>\n change y by (((0) - (y position)) / (5))\n end\n broadcast (みんな集まったぞ! v)\n broadcast (隠す v)\n change y by (1)\n repeat until <[250] < (y position)>\n change y by ((y position) / (5))\n end\n set [next終了 v] to [1]\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go [backward v] (2) 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 <(終) = [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] (2) 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 <(終) = [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\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@スプライト1\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@かたな\n\nwhen [space v] key pressed\nstart sound [sword-swinging-1 v]\nset [振る v] to [1]\nif <([direction v] of [プレイヤー v]) = [90]> then\n repeat (5)\n turn right (15) degrees\n end\n repeat (5)\n turn left (15) degrees\n end\n set [振る v] to [0]\n point in direction (90)\nelse\n repeat (5)\n turn left (15) degrees\n end\n repeat (5)\n turn right (15) degrees\n end\n set [振る v] to [0]\n point in direction (90)\nend\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nforever\n if <([direction v] of [プレイヤー v]) = [90]> then\n go to x: (([x position v] of [プレイヤー v]) + (30)) y: (([y position v] of [プレイヤー v]) + (10))\n switch costume to (刀 v)\n else\n switch costume to (刀2 v)\n go to x: (([x position v] of [プレイヤー v]) - (30)) y: (([y position v] of [プレイヤー v]) + (10))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(ハートB) = [yes]> and <(星B) = [yes]>> then\n change [color v] effect by (25)\n end\nend\n\nwhen I receive [刀 v]\nstart sound [sword-swinging-1 v]\nset [振る v] to [1]\nif <([direction v] of [プレイヤー v]) = [90]> then\n repeat (5)\n turn right (15) degrees\n end\n repeat (5)\n turn left (15) degrees\n end\n set [振る v] to [0]\n point in direction (90)\nelse\n repeat (5)\n turn left (15) degrees\n end\n repeat (5)\n turn right (15) degrees\n end\n set [振る v] to [0]\n point in direction (90)\nend\n\n@敵\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [hp v] to [1]\nelse\n set [hp v] to [5]\nend\nshow\nset [敵: x v] to [0]\nset [敵: y v] to [0]\ngo to x: (219) y: (0)\nforever\n if <<touching (かたな v)?> and <(振る) = [1]>> then\n change [hp v] by (-1)\n set [向き v] to [左]\n set [敵: y v] to [15]\n set [敵: x v] to [30]\n wait (0.1) seconds\n if <(HP) < [1]> then\n delete this clone\n end\n end\n point towards (プレイヤー v)\n if < (direction) contains [-]?> then\n set [向き v] to [左]\n else\n set [向き v] to [右]\n end\n if <(向き) = [右]> then\n change [敵: x v] by (pick random (0.5) to (1))\n end\n if <(向き) = [左]> then\n change [敵: x v] by (pick random (-0.5) to (-1))\n end\n set [敵: x v] to ((敵: x) * (0.85))\n change x by (敵: x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((敵: x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(敵: x) > [0]> then\n set [敵: x v] to [-15]\n else\n set [敵: x v] to [15]\n end\n set [敵: y v] to [14.5]\n else\n set [敵: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [敵: y v] by (-1)\n change y by (敵: y)\n if <touching (ステージ v)?> then\n change y by ((敵: y) * (-1))\n set [敵: y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <(pick random (1) to (10)) = [1]>> then\n change [敵: y v] by (14)\n end\n change y by (1)\nend\n\nwhen I receive [next v]\nif <(ステージ) = [2]> then\n repeat (2)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n end\nelse\n if <(ステージ) = [3]> then\n repeat (5)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n end\n else\n if <(ステージ) = [ 4]> then\n switch costume to (ボス v)\n create clone of (_myself_ v)\n else\n if <(ステージ) = [5]> then\n switch costume to (雑魚 v)\n repeat (2)\n create clone of (_myself_ v)\n end\n switch costume to (ボス v)\n create clone of (_myself_ v)\n else\n if <(ステージ) = [6]> then\n repeat (2)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n switch costume to (ボス v)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [死んだ v]\ngo to x: (219) y: (0)\n\nwhen I receive [start v]\nhide\nswitch costume to (雑魚 v)\ncreate clone of (_myself_ v)\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (100) %\nset [太陽の大きさ v] to [0]\nforever\n go to [back v] layer\n change [太陽の大きさ v] by (3)\n change size by ([cos v] of (太陽の大きさ) )\nend\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (14) seconds\nbroadcast (start v)\n\n@題名\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@ハートと星とフォロー\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (187)\nglide (1) secs to x: (0) y: (150)\nwait (1) seconds\nglide (1) secs to x: (0) y: (187)\nhide\n\n@ハートと星\n\nwhen I start as a clone\nset [星b v] to [No]\nswitch costume to (コスチューム2 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n end\nend\n\nwhen flag clicked\nset [ハートb v] to [No]\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (-135)\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (刀 v)\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 x: (0) y: (0)\nforever\n go to [front v] layer\n change [turbo v] by (1)\nend\n\n
日本語は下\n【English】\n〈PC〉\nSwing the sword with the space bar\nright key or d key to move right\nMove left with left key or a key\nJump with up key or w key\n<mobile〉\nSwing the sword with the sword button\nTap right to move right\nTap left to move left\nTap the top to jump\n\n【日本語】\n〈PC〉\nスペースキーで刀を振る\n右キーまたはdキーで右に動く\n左キーまたはaキーで左に動く\n上キーまたはwキーでジャンプ\n〈モバイル〉\n刀ボタンで刀を振る\n右側をタップで右に移動\n左側をタップで左に移動\n上側をタップでジャンプ
Magma -Survival Platformer- #all #games remix
@Stage\n\nwhen I receive [終わり v]\nforever\n play sound [FR Xenogenesis v] until done\nend\n\n@プレーヤー\n\nwhen I receive [メッセージ3 v]\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり v]\ngo to [front v] layer\nshow\ngo [backward v] (2) layers\nshow\nswitch costume to (1 v)\nset size to (65) %\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow variable [stage v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1.75)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <(y position) > [179]> then\n broadcast (メッセージ1 v)\n hide\n repeat until <(NEXT終わり) = [2]>\n go to x: (-200) y: (25)\n end\n end\n if <<<touching (障害物 v)?> or <(y position) = [-179]>> or <touching (スプライト2 v)?>> then\n broadcast (タヒ v)\n go to x: (-200) y: (25)\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [17]\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [15]\n else\n set [x v] to [-15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#1db500)?> and <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (土ぼこりと飛び散った草 v)\n end\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [14]\n end\n change y by (1)\nend\n\nwhen [timer v] > (0.01)\nhide variable [☁ world record v]\nhide\n\n@地面\n\nwhen flag clicked\nset [stage v] to [1]\nhide\n\nwhen I receive [終わり v]\nshow\nswitch costume to (1 v)\nset [time v] to [0]\nforever\n if <(NEXT終わり) = [1]> then\n set [stage v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (Stage)\n end\n end\n if <(Stage) = [13]> then\n broadcast (ステージクリア v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [10]> then\n show variable [time v]\n if <(☁ World record) > (Time)> then\n set [☁ world record v] to (Time)\n end\n else\n hide variable [time v]\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\nset [next終わり v] to [0]\n\nwhen I receive [メッセージ1 v]\nset [nextx v] to [-155]\nset [next終わり v] to [0]\nrepeat (3)\n switch costume to (コスチューム4 v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n end\n change [nextx v] by (174)\nend\nset [nextx v] to [0]\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <not <(costume [number v]) = [5]>> then\n go to [front v] layer\n go to x: (NEXTx) y: (345)\n set [nexty v] to [-86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [1]\n set [nexty v] to [86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n delete this clone\nelse\n go to [front v] layer\n go to x: (0) y: (345)\n set [nexty v] to [-60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n wait (0.1) seconds\n set [nexty v] to [60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [2]\n broadcast (メッセージ3 v)\n delete this clone\nend\n\nbroadcast (メッセージ1 v)\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり v]\nshow\nset [障害物コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(NEXT終わり) = [1]> then\n set [障害物コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (障害物コスチューム)\n end\n end\nend\n\nchange [stage v] by (-1)\n\nbroadcast (メッセージ1 v)\n\n@紙吹雪 Pinosuke_c5\n\nwhen flag clicked\nhide\nset [なにか笑 v] to [0]\nforever\n if <(なにか笑) = [0]> then\nend\n\nwhen I start as a clone\nset y to (-180)\nshow\nrepeat until <(y position) = [180]>\n change x by (0)\n change y by (5)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [メッセージ3 v]\nset [なにか笑 v] to [1]\n\nwait (1) seconds\n\n@空の雲 RRR-Scratch\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (10) to (30))\n wait (pick random (2) to (0.7)) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (100) to (150))\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (300) y: (300)\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n go to [front v] layer\n show\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (10))\nend\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nset x to (0)\nhide\n\nwhen I receive [終わり v]\nshow\nset y to (-500)\nforever\n change y by (1)\nend\n\nwhen I receive [タヒ v]\nshow\nset y to (-500)\nforever\n change y by (0.2)\nend\n\nwhen I receive [ステージクリア v]\nshow\nset y to (-500)\nforever\n change y by (0.2)\nend\n\nwhen [timer v] > (Timer)\nhide\n\n@Intro || sochanpiko\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[12] < (timer)>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine ◇\ngo to x: (-240) y: (180)\nswitch costume to (正方形 v)\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\n\nwhen flag clicked\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◇\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nDust\nDust\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nbroadcast (終わり v)\n\n
\n【参加型・景品あり】究極の福笑いGX⇓\n https://scratch.mit.edu/projects/778964167/\n\n\n   *・゜・*:.。.。:*・' Magma Platformer '・*:.。. 。:*・゜・*\n\n日本語は⤵\n\n↓English\nThis"Magma"platformer , you can clear the stage by going up!\nLava is approaching from below, so hurry up!\n➤Wasd , Arrow key\nTry to get the time world record!\n\n※Don't comment "Too hard" .\n@az229 will be sad .\n\n↓日本語\nステージのうえに行くと次のステージへ行けます!\nしたから溶岩が迫ってくるので急ごう!\n➤wasd キー、矢印キー\nタイムもあります!目指せ世界記録!\nたまーにバグります。ご了承ください!\n\n※「ムズい」「難しい」などはやめて(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)\n@az229が悲しむ()\n\n-----Credit-----\nIntro / @sochanpiko\nMuzic / TFR\nClowd / @RRR-scratch\nUpdraft/ / @Pinosuke_c5\n\nThank you for reading to here!\nここまで読んでくれてありがとう!\n\n          楽しめ!\n\n更新情報\n2/17 マグマのバグ修正!\n\n@ziroutouzyou ❤⭐!?\n@daihiro1031  ❤⭐!?\n@-Lafary-    ❤⭐!?\n\nTags\n#all #games #art #music #fun #cool #platformer #az229\n#all #games #art #music #fun #cool #platformer #az229\n#all #games #art #music #fun #cool #platformer #az229\n#all #games #art #music #fun #cool #platformer #az229
Randomly Generated Platformer
@Stage\n\n@Intro\n\nwhen I start as a clone\nset size to (300) %\nif <(!d) = [1]> then\n switch costume to (part 1 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n set [!d v] to [2]\n create clone of (_myself_ v)\n forever\n go to [front v] layer\n end\nelse\n if <(!d) = [2]> then\n switch costume to (part 2 v)\n point in direction (90)\n go to x: (-100) y: (100)\n show\n repeat (20)\n change x by ((x position) * (-0.1))\n change y by ((y position) * (-0.1))\n end\n set [!d v] to [3]\n create clone of (_myself_ v)\n repeat (30)\n change x by ((x position) * (-0.1))\n change y by ((y position) * (-0.1))\n end\n else\n if <(!d) = [3]> then\n go to [back v] layer\n switch costume to (part 3 v)\n point in direction (180)\n go to x: (-67) y: (-62)\n show\n repeat (21)\n turn left (7) degrees\n end\n set [!d v] to [4]\n create clone of (_myself_ v)\n else\n if <(!d) = [4]> then\n switch costume to (part 4 v)\n set size to (20) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (10)\n change size by (((300) - (size)) * (0.1))\n end\n set [!d v] to [5]\n create clone of (_myself_ v)\n repeat (30)\n change size by (((300) - (size)) * (0.1))\n end\n set size to (300) %\n else\n if <(!d) = [5]> then\n switch costume to (part 5 v)\n set size to (10) %\n point in direction (97)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (30)\n change size by (((300) - (size)) * (0.2))\n turn right (((300) - (size)) * (0.15)) degrees\n end\n set size to (300) %\n wait (0.5) seconds\n set [!d v] to [6]\n create clone of (_myself_ v)\n else\n if <(!d) = [6]> then\n switch costume to (part 6 v)\n set size to (5) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (45)\n change size by (((300) - (size)) * (0.2))\n end\n set size to (300) %\n wait (0.2) seconds\n broadcast (intro done v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (0.2) seconds\nset [!d v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [intro done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@player\n\ndefine platform\nchange [x spd v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\nset [x spd v] to ((x spd) * (0.8))\nif <(x position) < [-232]> then\n set x to (-232)\n set [x spd v] to ((x spd) * (0.2))\nend\nchange x by (x spd)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change x by ((x spd) / (-4))\n end\n set [x spd v] to [0]\nend\nchange [y spd v] by (-1)\nchange y by (-10)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y spd v] to [10]\nend\nchange y by (10)\nchange y by (y spd)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((y spd) / (-4))\n end\n set [y spd v] to [0]\nend\nset size to (125) %\nif <<touching color (#090909)?> or <(y position) < [-199]>> then\n broadcast (dead v)\nend\nif <(x position) > [245]> then\n broadcast (next level v)\nend\nset size to (100) %\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\ngo to x: (-198) y: (0)\nchange [lvls in a row v] by (1)\nif <(died?) = [y]> then\n set [lvls in a row v] to [0]\nelse\n change [☁ total levels v] by (1)\n if <(lvls in a row) > (☁ world best streak)> then\n set [☁ world best streak v] to (lvls in a row)\n end\n if <(lvls in a row) > (your best)> then\n set [your best v] to (lvls in a row)\n end\nend\nset [died? v] to [n]\nset [x spd v] to [0]\nset [y spd v] to [0]\nforever\n platform\nend\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\ngo to x: (-198) y: (0)\nset [x spd v] to [0]\nset [y spd v] to [0]\nset [died? v] to [y]\nset [lvls in a row v] to [0]\nforever\n platform\nend\n\nwhen I receive [intro done v]\nshow\nset [died? v] to [y]\nbroadcast (next level v)\n\nwhen flag clicked\nset [lvls in a row v] to [0]\nset [your best v] to [0]\nhide\n\n@level\n\ndefine generate\nswitch costume to (aspect 1.1 v)\ndelete all of [aspects v]\ngo to x: (-216) y: (-100)\nset [aspect v] to [1]\nrepeat (2)\n add [1] to [aspects v]\n create clone of (_myself_ v)\n change x by (48)\n change [aspect v] by (1)\nend\nrepeat (8)\n add (pick random (1) to (4)) to [aspects v]\n if <(item (length of [aspects v]) of [aspects v]) = [2]> then\n if <<(item ((length of [aspects v]) - (2)) of [aspects v]) = [3]> and <(item ((length of [aspects v]) - (1)) of [aspects v]) = [3]>> then\n if <(y position) < [-149]> then\n change y by (25)\n else\n if <(y position) < [-124]> then\n change y by (((letter (pick random (1) to (2)) of [13]) - (2)) * (25))\n else\n if <(y position) > [99]> then\n change y by (((letter (pick random (1) to (2)) of [01]) - (2)) * (25))\n else\n change y by (((letter (pick random (1) to (3)) of [013]) - (2)) * (25))\n end\n end\n end\n else\n if <(y position) < [-149]> then\n change y by (((letter (pick random (1) to (2)) of [34]) - (2)) * (25))\n else\n if <(y position) < [-124]> then\n change y by (((letter (pick random (1) to (3)) of [134]) - (2)) * (25))\n else\n if <(y position) > [124]> then\n change y by (((letter (pick random (1) to (2)) of [01]) - (2)) * (25))\n else\n if <(y position) > [99]> then\n change y by (((letter (pick random (1) to (3)) of [013]) - (2)) * (25))\n else\n change y by (((letter (pick random (1) to (4)) of [0134]) - (2)) * (25))\n end\n end\n end\n end\n end\n end\n if <(item (length of [aspects v]) of [aspects v]) = [4]> then\n if << (join (item ((length of [aspects v]) - (1)) of [aspects v]) (item ((length of [aspects v]) + (1)) of [aspects v])) contains [1]?> or < (join (item ((length of [aspects v]) - (1)) of [aspects v]) (item ((length of [aspects v]) + (1)) of [aspects v])) contains [4]?>> then\n switch costume to (aspect 4.2 v)\n else\n switch costume to (aspect 4.1 v)\n end\n else\n if <<not <(item (length of [aspects v]) of [aspects v]) = [2]>> and << (join (item ((length of [aspects v]) - (1)) of [aspects v]) (item ((length of [aspects v]) + (1)) of [aspects v])) contains [1]?> or < (join (item ((length of [aspects v]) - (1)) of [aspects v]) (item ((length of [aspects v]) + (1)) of [aspects v])) contains [4]?>>> then\n switch costume to (aspect 1.2 v)\n else\n switch costume to (aspect 1.1 v)\n end\n end\n if <not <<(item (length of [aspects v]) of [aspects v]) = [3]> and <not <(item ((length of [aspects v]) - (2)) of [aspects v]) = [3]>>>> then\n if <(item (length of [aspects v]) of [aspects v]) = [3]> then\n replace item (length of [aspects v]) of [aspects v] with [1]\n end\n create clone of (_myself_ v)\n end\n change x by (48)\n change [aspect v] by (1)\nend\nset [aspect v] to [none]\n\nwhen I receive [next level v]\nrepeat (1)\n delete this clone\nend\ngenerate\nbroadcast (level generated v)\nhide\n\nwhen I receive [level generated v]\nif <not <(aspect) = [none]>> then\n if <(item (aspect) of [aspects v]) = [4]> then\n if << (join (item ((aspect) - (1)) of [aspects v]) (item ((aspect) + (1)) of [aspects v])) contains [1]?> or < (join (item ((aspect) - (1)) of [aspects v]) (item ((aspect) + (1)) of [aspects v])) contains [4]?>> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (aspect 4.2 v)\n else\n switch costume to (aspect 4.1 v)\n end\n else\n switch costume to (aspect 4.1 v)\n end\n else\n if <<not <(item (aspect) of [aspects v]) = [2]>> and << (join (item ((aspect) - (1)) of [aspects v]) (item ((aspect) + (1)) of [aspects v])) contains [1]?> or < (join (item ((aspect) - (1)) of [aspects v]) (item ((aspect) + (1)) of [aspects v])) contains [4]?>>> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (aspect 1.2 v)\n else\n switch costume to (aspect 1.1 v)\n end\n else\n switch costume to (aspect 1.1 v)\n end\n end\n show\nend\n\nwhen [space v] key pressed\nset [died? v] to [y]\nbroadcast (next level v)\n\n@death streak\n\nwhen I receive [intro done v]\ninitiate\n\nwhen I start as a clone\nswitch costume to (0 v)\nshow\nforever\n go to x: ((-130) + (((!d) - (1)) * (7))) y: (162)\n if <(!d) > (length of (lvls in a row))> then\n hide\n else\n switch costume to (letter (!d) of (lvls in a row))\n show\n end\nend\n\nwhen flag clicked\nhide\n\ndefine initiate\nset [!d v] to [0]\nrepeat (15)\n change [!d v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (text v)\ngo to x: (0) y: (0)\nshow\n\n@world best streak\n\nwhen I receive [intro done v]\ninitiate\n\nwhen I start as a clone\nswitch costume to (0 v)\nshow\nforever\n go to x: ((-130) + (((!d) - (1)) * (7))) y: (126)\n if <(!d) > (length of (☁ world best streak))> then\n hide\n else\n switch costume to (letter (!d) of (☁ world best streak))\n show\n end\nend\n\nwhen flag clicked\nhide\n\ndefine initiate\nset [!d v] to [0]\nrepeat (15)\n change [!d v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (text v)\ngo to x: (0) y: (0)\nshow\n\n@death streak3\n\nwhen I receive [intro done v]\ninitiate\n\nwhen I start as a clone\nswitch costume to (0 v)\nshow\nforever\n go to x: ((-130) + (((!d) - (1)) * (7))) y: (144)\n if <(!d) > (length of (your best))> then\n hide\n else\n switch costume to (letter (!d) of (your best))\n show\n end\nend\n\nwhen flag clicked\nhide\n\ndefine initiate\nset [!d v] to [0]\nrepeat (15)\n change [!d v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (text v)\ngo to x: (0) y: (0)\nshow\n\n@total levels beat\n\nwhen I receive [intro done v]\ninitiate\n\nwhen I start as a clone\nswitch costume to (0 v)\nshow\nforever\n go to x: ((-129) + (((!d) - (1)) * (7))) y: (108)\n if <(!d) > (length of (☁ total levels))> then\n hide\n else\n switch costume to (letter (!d) of (☁ total levels))\n show\n end\nend\n\nwhen flag clicked\nhide\n\ndefine initiate\nset [!d v] to [0]\nrepeat (30)\n change [!d v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (text v)\ngo to x: (0) y: (0)\nshow\n\nforever\n broadcast (next level v)\nend\n\n@thumb\n\nwhen flag clicked\nhide\n\n
Legend Rush [Platformer] V3.0
@Stage\n\nwhen flag clicked\nset [song v] to [0]\nset [time v] to [0]\nbroadcast (Setup v) and wait\nset [gamestatus v] to [intro]\nswitch backdrop to (backdrop1 v)\nbroadcast (Intro v) and wait\nswitch backdrop to (stage v)\nset [gamestatus v] to [menu]\nbroadcast (Music v)\nbroadcast (Play v)\nbroadcast (Start v)\nwait until <key (any v) pressed?>\nset [screen v] to [Menu]\nbroadcast (Menu v) and wait\n\nwhen I receive [begin game v]\nreset timer\nset [time v] to [0]\nswitch backdrop to (backdrop1 v)\nset [gamestatus v] to [playing]\nbroadcast (Music v)\nbroadcast (HPSetup v) and wait\nbroadcast (Render v) and wait\nbroadcast (Render Text v) and wait\nbroadcast (Render Entities v) and wait\nbroadcast (LevelBegin v)\n\nwhen I receive [play v]\nforever\n play sound (Song) until done\nend\n\nwhen I receive [music v]\nstop all sounds\nchange [song v] by (1)\n\nwhen I receive [levelbegin v]\nset volume to (Volume) %\n\nwhen I receive [render v]\nset volume to ((Volume) / (2)) %\n\nwhen I receive [update volume v]\nset volume to (Volume) %\n\n@Hitbox\n\ndefine Water physics when <>\nif <sprite?> then\n set [underwater? v] to [1]\n set [jump height v] to [5]\n set [speed v] to [0.5]\n set [gravity v] to [-0.05]\nelse\n set [underwater? v] to [0]\n set [jump height v] to [9.5]\n set [speed v] to [1.5]\n set [gravity v] to [0.8]\nend\n\ndefine Reset\nshow\nif <(Level) = [10]> then\n go to x: (-220) y: (-48)\nelse\n go to x: (-220) y: (0)\nend\nset [xv v] to [0]\nset [yv v] to [0]\nset [jump height v] to [9.5]\nset [speed v] to [1.5]\nset [gravity v] to [0.8]\nset [falling? v] to [6]\nset [frame v] to [0]\nset [attacking? v] to [0]\nset [jump key v] to [0]\nset [attack key v] to [0]\n\nwhen I receive [render v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [setup v]\nhide\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (map v)?>>\n if <<up?> and <(Underwater?) = [0]>> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [yv v] to [0]\nend\n\ndefine Physics\nset [ghost v] effect to (100)\ngo [backward v] (1) layers\nset size to (60) %\nswitch costume to (hitbox v)\nchange y by (Yv)\nchange [yv v] by ((0) - (Gravity))\nTouch Ground <(Yv) > [0]>\nset rotation style [left-right v]\nset [xv v] to ((Xv) * (0.7))\nif <(Attacking?) > [0]> then\n change [attacking? v] by (-1)\nelse\n if <(Ranged) > [0]> then\n change [ranged v] by (-1)\n else\n if <(Shield) > [0]> then\n change [shield v] by (-1)\n else\n if <key (left arrow v) pressed?> then\n change [xv v] by ((0) - (Speed))\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (Speed)\n end\n end\n end\nend\nif <(Xv) > [0.5]> then\n Walk (90) (Xv)\nelse\n if <(Xv) < [-0.5]> then\n Walk (-90) (Xv)\n else\n set [frame v] to [0]\n end\nend\nif <key (up arrow v) pressed?> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [yv v] to (Jump Height)\n set [falling? v] to [6]\n set [jump key v] to [1]\n start sound [Jump v]\n else\n set [jump key v] to [0]\n end\nend\nif <key (space v) pressed?> then\n if <<(Falling?) < [3]> and <<<(Attack Key) = [0]> and <(Attacking?) = [0]>> and <<(Ranged) = [0]> and <(Shield) = [0]>>>> then\n set [attacking? v] to [5]\n set [attack key v] to [1]\n end\nelse\n set [attack key v] to [0]\nend\nif <mouse down?> then\n if <<(Falling?) < [3]> and <<<(RangedKey) = [0]> and <(Ranged) = [0]>> and <<(Attacking?) = [0]> and <(Shield) = [0]>>>> then\n set [ranged v] to [10]\n set [rangedkey v] to [1]\n end\nelse\n set [rangedkey v] to [0]\nend\nif <key (down arrow v) pressed?> then\n if <<(Falling?) < [3]> and <<<(Shield Key) = [0]> and <(Shield) = [0]>> and <<(Attacking?) = [0]> and <(Ranged) = [0]>>>> then\n set [shield v] to [20]\n set [shield key v] to [1]\n end\nelse\n set [shield key v] to [0]\nend\nif <(y position) < [-180]> then\n Reset\nend\nif <touching (obstacles v)?> then\n Set HP to (0)\nend\nif <touching (win v)?> then\n broadcast (Next v)\nend\nif <not <(HP) > [0]>> then\n start sound [Hit_Hurt v]\n broadcast (Dead v)\nend\nWater physics when <touching (liquids v)?>\nSet Costume\n\ndefine None\npoint in direction (dir)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<not <touching (map v)?>> or <(Slope) = [8]>>\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 set [xv v] to [0]\nend\nchange [frame v] by (0.5)\n\nwhen I receive [next v]\nhide\n\ndefine None\nset [hp v] to (value)\nbroadcast (UpdateHP v)\n\nwhen I receive [dead v]\nwait until <(Animating?) = [1]>\nhide\nstop [other scripts in sprite v]\nbroadcast (LevelBegin v)\n\ndefine Set Costume\nif <(Falling?) < [3]> then\n if <(Attacking?) > [0]> then\n set [costume v] to (((Character) * (8)) + (7))\n else\n if <(Ranged) > [0]> then\n else\n if <(Shield) > [0]> then\n else\n if <([abs v] of (Xv) ) > [0.5]> then\n set [costume v] to ([floor v] of ((((Character) * (8)) + (1)) + ((Frame) mod (4))) )\n else\n set [costume v] to (((Character) * (8)) + (1))\n end\n end\n end\n end\nelse\n if <(Yv) > [0]> then\n set [costume v] to (((Character) * (8)) + (5))\n else\n set [costume v] to (((Character) * (8)) + (6))\n end\nend\n\nwhen I receive [levelbegin v]\nwait until <(Animating?) = [0]>\nReset\nbroadcast (Character v)\nSet HP to (100)\nforever\n Physics\n change [frametick v] by (1)\nend\n\ndefine Calculate FPS\nif <not <(timer) < [1]>> then\n set [fps v] to (FrameTick)\n set [frametick v] to [0]\n reset timer\nend\n\nCalculate FPS\n\n@Map\n\nwhen I receive [setup v]\ngo to x: (0) y: (14)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\nbroadcast (ResetImpData v) and wait\nbroadcast (Render v) and wait\nbroadcast (Render Text v) and wait\nbroadcast (Render Entities v) and wait\nbroadcast (LevelBegin v)\n\nwhen I receive [reset maps v]\ngo to x: (0) y: (14)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [progress v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\nwhen I receive [begin game v]\nset [ghost v] effect to (100)\nshow\n\n@Obstacles\n\nwhen I receive [setup v]\ngo to x: (0) y: (-2)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [reset maps v]\ngo to x: (0) y: (-2)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [progress v]\nnext costume\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [begin game v]\nset [ghost v] effect to (100)\nshow\n\n@Cosmetics\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [setup v]\ngo to x: (0) y: (-2)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [reset maps v]\ngo to x: (0) y: (-2)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [progress v]\nnext costume\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [begin game v]\nset [ghost v] effect to (100)\nshow\n\n@Liquids\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [setup v]\ngo to x: (0) y: (-2)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [reset maps v]\ngo to x: (0) y: (-2)\nswitch costume to (level 1 v)\nset size to (1600) %\nhide\n\nwhen I receive [progress v]\nnext costume\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [begin game v]\nset [ghost v] effect to (100)\nshow\n\n@Character\n\nwhen I receive [render v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [setup v]\nset [yv v] to [0]\nset [xv v] to [0]\nhide\n\nwhen I receive [character v]\nset [yv v] to [0]\nset [xv v] to [0]\nshow\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n point in direction ([direction v] of [hitbox v])\n switch costume to (Costume)\n Set Size\nend\n\ndefine Set Size\nif <<<<<(Costume) > [17]> and <(Costume) < [24]>> and <not <(Costume) = [19]>>> or <<<(Costume) > [25]> and <(Costume) < [33]>> and <not <(Costume) = [27]>>>> or <((Costume) mod (8)) = [0]>> then\n set size to (30) %\nelse\n set size to (60) %\nend\n\n@Imp \n\nwhen I receive [render entities v]\nDelete Clones\nset [n v] to [0]\nrepeat (length of [impx v])\n change [n v] by (1)\n Create imp at X: (item (n) of [impx v]) Y: (item (n) of [impy v])\nend\nbroadcast (Render Health Bars v)\n\ndefine None\nchange [#cloneid v] by (1)\nset [x v] to (x)\nset [y v] to (y)\nadd [10] to [impstatus v]\nadd [000000] to [impid v]\nadd [0] to [projectile data v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nSetup\nrepeat until <not <(Level) = (MyLevel)>>\n ShootProjectileIf <(Timer) > [35]>\n UpdateImpStatus\nend\ndelete this clone\n\ndefine Setup\nshow\ngo to [front v] layer\nset [mylevel v] to (Level)\nset rotation style [left-right v]\ngo to x: (X) y: (Y)\npoint in direction (([direction v] of [hitbox v]) - (180))\n\ndefine Delete Clones\nset [#cloneid v] to [0]\ndelete this clone\n\ndefine UpdateImpStatus\nif <(x position) > ([x position v] of [hitbox v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <<(Attacking?) > [0]> and <touching (character v)?>> then\n if <((direction) - (180)) = ([direction v] of [character v])> then\n replace item (#CloneID) of [impstatus v] with ((item (#CloneID) of [impstatus v]) - (0.25))\n else\n replace item (#CloneID) of [impstatus v] with ((item (#CloneID) of [impstatus v]) - (0.5))\n end\nend\nif <not <(item (#CloneID) of [impstatus v]) > [0]>> then\n set [deletedid v] to (#CloneID)\n delete (#CloneID) of [impstatus v]\n delete (#CloneID) of [impid v]\n delete (#CloneID) of [projectile data v]\n broadcast (ShiftImpID v)\n delete this clone\nend\n\nwhen I receive [shiftimpid v]\nif <(#CloneID) > (DeletedID)> then\n change [#cloneid v] by (-1)\nend\n\nwhen I receive [resetimpdata v]\ndelete (all) of [impstatus v]\ndelete (all) of [projectile data v]\ndelete (all) of [impid v]\ndelete (all) of [impx v]\ndelete (all) of [impy v]\n\nwhen I receive [setup v]\ndelete (all) of [impstatus v]\ndelete (all) of [impid v]\ndelete (all) of [impx v]\ndelete (all) of [impy v]\nDelete Clones\nhide\n\ndefine ShootProjectileIf <>\nif <condition> then\n set [timer v] to [0]\n replace item (#CloneID) of [impid v] with (join ((x position) + (500)) ((y position) + (535)))\n replace item (#CloneID) of [projectile data v] with [1]\nelse\n change [timer v] by (1)\nend\n\n@Blob King\n\nwhen I receive [render entities v]\nDelete Clones\nset [n v] to [0]\nrepeat (((length of [bossx v]) + (length of [bossy v])) / (2))\n change [n v] by (1)\n Create Boss at (item (n) of [bossx v]) (item (n) of [bossy v])\nend\n\ndefine Update Boss Status\nif <(x position) > ([x position v] of [hitbox v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <<(Attacking?) > [0]> and <touching (character v)?>> then\n if <((direction) - (180)) = ([direction v] of [character v])> then\n replace item (#CloneID) of [impstatus v] with ((item (#CloneID) of [impstatus v]) - (0.25))\n else\n replace item (#CloneID) of [impstatus v] with ((item (#CloneID) of [impstatus v]) - (0.5))\n end\nend\nif <not <(item (#CloneID) of [impstatus v]) > [0]>> then\n set [time v] to (timer)\n broadcast (Game Over v)\n set [deletedid2 v] to (#CloneID)\n delete (#CloneID) of [impstatus v]\n delete (#CloneID) of [impid v]\n delete (#CloneID) of [projectile data v]\n broadcast (ShiftBossId v)\n delete this clone\nend\n\nwhen I start as a clone\nSetup\nrepeat until <not <(Level) = (MyLevel)>>\n Shoot Projectiles if <(Timer) > [50]>\n Update Boss Status\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete (all) of [bossx v]\ndelete (all) of [bossy v]\nDelete Clones\nhide\n\nwhen I receive [resetimpdata v]\ndelete (all) of [bossx v]\ndelete (all) of [bossy v]\n\ndefine Delete Clones\nset [#cloneid v] to [0]\ndelete this clone\n\ndefine Setup\ngo to x: (x) y: (y)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (400) %\nset [mylevel v] to (Level)\n\ndefine Shoot Projectiles if <>\nif <condition> then\n set [timer v] to [0]\n replace item (#CloneID) of [impid v] with (join ((x position) + (500)) ((y position) + (518)))\n replace item (#CloneID) of [projectile data v] with [2]\nelse\n change [timer v] by (1)\nend\n\ndefine None\nchange [#cloneid v] by (1)\nset [x v] to (x)\nset [y v] to (y)\nadd [75] to [impstatus v]\nadd [000000] to [impid v]\nadd [0] to [projectile data v]\ncreate clone of (_myself_ v)\n\nwhen I receive [shiftbossid v]\nif <(#CloneID) > (DeletedID)> then\n change [#cloneid v] by (-1)\nend\n\n@Health Bars\n\ndefine Render Health Bars\nhide\nset [#cloneid v] to [0]\nrepeat (length of [impstatus v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I start as a clone\nshow\nset [maxhealth v] to (item (#CloneID) of [impstatus v])\nset [mylevel v] to (Level)\nrepeat until <not <(Level) = (MyLevel)>>\n Update Health Bar\nend\ndelete this clone\n\ndefine Update Health Bar\nset x to ((join (letter (1) of (item (#CloneID) of [impid v])) (join (letter (2) of (item (#CloneID) of [impid v])) (letter (3) of (item (#CloneID) of [impid v])))) - (500))\nset y to ((join (letter (4) of (item (#CloneID) of [impid v])) (join (letter (5) of (item (#CloneID) of [impid v])) (letter (6) of (item (#CloneID) of [impid v])))) - (455))\nset [% v] to (((item (#CloneID) of [impstatus v]) / (MaxHealth)) * (100))\nif <(%) > [90]> then\n switch costume to (10 v)\nelse\n if <(%) > [80]> then\n switch costume to (9 v)\n else\n if <(%) > [70]> then\n switch costume to (8 v)\n else\n if <(%) > [60]> then\n switch costume to (7 v)\n else\n if <(%) > [50]> then\n switch costume to (6 v)\n else\n if <(%) > [40]> then\n switch costume to (5 v)\n else\n if <(%) > [30]> then\n switch costume to (4 v)\n else\n if <(%) > [20]> then\n switch costume to (3 v)\n else\n if <(%) > [10]> then\n switch costume to (2 v)\n else\n if <(%) > [0]> then\n switch costume to (1 v)\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [render health bars v]\nhide\nDelete Clones\nRender Health Bars\n\ndefine Delete Clones\ndelete this clone\n\n@Projectiles\n\nwhen I receive [levelbegin v]\nDeleteClones\nset [mylevel v] to (Level)\nrepeat until <not <(Level) = (MyLevel)>>\n if <(Ranged) > [0]> then\n if <(Ammo) > [0]> then\n change [ammo v] by (-1)\n create clone of (_myself_ v)\n end\n end\n wait until <(Ranged) = [0]>\nend\n\nwhen I receive [setup v]\nDeleteClones\nhide\n\ndefine DeleteClones\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (40))\npoint towards (mouse-pointer v)\nif <(Character) = [0]> then\nelse\n if <(Character) = [1]> then\n else\n if <(Character) = [3]> then\n end\n end\nend\ndelete this clone\n\n@Imp Projectiles\n\nwhen I receive [setup v]\nDeleteClones\nhide\n\ndefine DeleteClones\nset [#cloneid v] to [0]\ndelete this clone\n\ndefine None\nset [direction v] to ([atan v] of (((y position) - (y)) / ((x) - (x position))) )\nif <((x) - (x position)) < [0]> then\n change [direction v] by (180)\nelse\n if <(Direction) < [0]> then\n change [direction v] by (1)\n end\nend\nchange [direction v] by (90)\npoint in direction (Direction)\n\ndefine FindIndex\nset [n v] to [0]\nrepeat until <(item (n) of [projectile data v]) = [1]>\n change [n v] by (1)\n if <(n) > (length of [projectile data v])> then\n set [n v] to [0]\n end\nend\nset [index v] to (n)\nreplace item (n) of [projectile data v] with [0]\n\nwhen I receive [levelbegin v]\nset [mylevel v] to (Level)\nrepeat until <not <(MyLevel) = (Level)>>\n if <[projectile data v] contains [1]?> then\n FindIndex\n set [#cloneid v] to (index)\n create clone of (_myself_ v)\n set [#cloneid v] to [-1]\n end\nend\n\ndefine None\nset [hp v] to (value)\nbroadcast (UpdateHP v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (projectile v)\nclear graphic effects\nset [x v] to ((join (letter (1) of (item (#CloneID) of [impid v])) (join (letter (2) of (item (#CloneID) of [impid v])) (letter (3) of (item (#CloneID) of [impid v])))) - (500))\nset [y v] to ((join (letter (4) of (item (#CloneID) of [impid v])) (join (letter (5) of (item (#CloneID) of [impid v])) (letter (6) of (item (#CloneID) of [impid v])))) - (500))\ngo to x: (X) y: (Y)\nPoint Towards ([x position v] of [hitbox v]) (([y position v] of [hitbox v]) + (30))\nrepeat until <<touching (hitbox v)?> or <<touching (_edge_ v)?> or <touching (map v)?>>>\n move (10) steps\nend\nif <touching (hitbox v)?> then\n Set HP to ((HP) - (35))\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\n@King Projectiles\n\ndefine Delete Clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nDelete Clones\nhide\n\ndefine None\nset [hp v] to (value)\nbroadcast (UpdateHP v)\n\nwhen I start as a clone\nset size to (200) %\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nclear graphic effects\nset [x v] to ((join (letter (1) of (item (#CloneID) of [impid v])) (join (letter (2) of (item (#CloneID) of [impid v])) (letter (3) of (item (#CloneID) of [impid v])))) - (500))\nset [y v] to ((join (letter (4) of (item (#CloneID) of [impid v])) (join (letter (5) of (item (#CloneID) of [impid v])) (letter (6) of (item (#CloneID) of [impid v])))) - (500))\ngo to x: (X) y: (Y)\nPoint towards ([x position v] of [hitbox v]) (([y position v] of [hitbox v]) + (35))\nrepeat until <<touching (hitbox v)?> or <<touching (map v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\nif <touching (hitbox v)?> then\n Set HP to ((HP) - (35))\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\ndefine None\nset [direction v] to ([atan v] of (((y position) - (y)) / ((x) - (x position))) )\nif <((x) - (x position)) < [0]> then\n change [direction v] by (180)\nelse\n if <(Direction) < [0]> then\n change [direction v] by (1)\n end\nend\nchange [direction v] by (90)\npoint in direction (Direction)\n\nwhen I receive [levelbegin v]\nset [mylevel v] to (Level)\nrepeat until <not <(MyLevel) = (Level)>>\n if <[projectile data v] contains [2]?> then\n Find Index\n set [#cloneid v] to (index)\n create clone of (_myself_ v)\n set [#cloneid v] to [-1]\n end\nend\n\ndefine Find Index\nset [n v] to [0]\nrepeat until <(item (n) of [projectile data v]) = [2]>\n change [n v] by (1)\n if <(n) > (length of [projectile data v])> then\n set [n v] to [0]\n end\nend\nset [index v] to (n)\nreplace item (index) of [projectile data v] with [0]\n\n@HP\n\nwhen I receive [setup v]\nDeleteClones\nhide\nswitch costume to (2 v)\n\ndefine DeleteClones\ndelete this clone\n\nwhen I receive [hpsetup v]\nCreateHearts\n\nwhen I start as a clone\ngo to x: ((((#CloneID) - (1)) * (24)) - (225)) y: (160)\nswitch costume to (item (#CloneID) of [heartstatus v])\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [updatehp v]\nif <(#CloneID) > [0]> then\n if <(HP) < ((item (#CloneID) of [heartdata v]) + (1))> then\n replace item (#CloneID) of [heartstatus v] with [0]\n else\n if <(HP) < ((item (#CloneID) of [heartdata v]) + (6))> then\n replace item (#CloneID) of [heartstatus v] with [1]\n else\n if <not <(HP) < ((item (#CloneID) of [heartdata v]) + (6))>> then\n replace item (#CloneID) of [heartstatus v] with [2]\n end\n end\n end\n switch costume to (item (#CloneID) of [heartstatus v])\n go to [front v] layer\n show\nend\n\ndefine CreateHearts\ndelete (all) of [heartdata v]\ndelete (all) of [heartstatus v]\nset [#cloneid v] to [0]\nrepeat (10)\n change [#cloneid v] by (1)\n add (((#CloneID) * (-10)) + (100)) to [heartdata v]\n add [2] to [heartstatus v]\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\n@Death Animation\n\nwhen I receive [render v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [dead v]\nset [animating? v] to [1]\ngo to (character v)\npoint in direction ([direction v] of [character v])\nshow\ngo to [front v] layer\nset rotation style [all around v]\nset size to (60) %\nswitch costume to ((Character) + (1))\nif <not <(y position) < [-180]>> then\n set [yv v] to [5]\n set [xv v] to ([xv v] of [hitbox v])\n repeat until <(y position) < [-180]>\n set [yv v] to ((Yv) - (1))\n set [xv v] to ((Xv) * (0.9))\n turn right (15) degrees\n change y by (Yv)\n change x by (Xv)\n end\nend\nhide\nset [animating? v] to [0]\n\nwhen I receive [setup v]\nset [animating? v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nhide\n\n@Tiles\n\nwhen I receive [render v]\nRender\n\ndefine Upload\nshow\ngo to x: (-232) y: (-172)\nset size to (100) %\nerase all\nbroadcast (show v) and wait\nrepeat (23)\n repeat (30)\n switch costume to (render v)\n if <touching color (#666666)?> then\n switch costume to (dirt v)\n else\n if <touching color (#e5e5e5)?> then\n switch costume to (grass v)\n else\n if <touching color (#000000)?> then\n switch costume to (rock v)\n else\n if <touching color (#006622)?> then\n switch costume to (mossy rock v)\n else\n if <touching color (#990000)?> then\n switch costume to (spike v)\n else\n if <touching color (#ff0000)?> then\n switch costume to (spike2 v)\n else\n if <touching color (#00cc44)?> then\n switch costume to (bricks v)\n else\n if <touching color (#66004c)?> then\n switch costume to (dark wood planks v)\n else\n if <touching color (#cc0099)?> then\n switch costume to (light wood planks v)\n else\n if <touching color (#ff99e5)?> then\n switch costume to (thatch v)\n else\n if <touching color (#ffccf2)?> then\n switch costume to (glass v)\n else\n if <touching color (#4c0099)?> then\n switch costume to (tree trunk dark v)\n else\n if <touching color (#7f00ff)?> then\n switch costume to (tree trunk v)\n else\n if <touching color (#006666)?> then\n switch costume to (cobblestone v)\n else\n if <touching color (#009999)?> then\n switch costume to (mossy cobblestone v)\n else\n if <touching color (#ffff00)?> then\n switch costume to (leaves v)\n else\n if <touching color (#999900)?> then\n switch costume to (leaves dark v)\n else\n if <touching color (#ffff99)?> then\n switch costume to (imp v)\n else\n if <touching color (#003fff)?> then\n switch costume to (pick random (16) to (17))\n else\n if <touching color (#ccffdd)?> then\n switch costume to (tall grass v)\n else\n if <touching color (#99ffbb)?> then\n switch costume to (extra tall grass v)\n else\n if <touching color (#00cc44)?> then\n switch costume to (witheredgrass v)\n else\n if <touching color (#009933)?> then\n switch costume to (flower v)\n else\n if <touching color (#b8ff71)?> then\n switch costume to (boss v)\n else\n if <touching color (#a0c3ff)?> then\n switch costume to (pick random (26) to (27))\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 add ((costume [number v]) - (1)) to [level_data v]\n change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nbroadcast (hide v)\nhide\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [setup v]\nerase all\nhide\n\nwhen I receive [levelbegin v]\nif <(Cloned?) = [1]> then\n set [n v] to [0]\n forever\n go to [front v] layer\n set [n v] to ((1) - (n))\n switch costume to ((n) + (17))\n set [ghost v] effect to (30)\n wait (pick random (0.25) to (0.4)) seconds\n end\nelse\n if <(Cloned?) = [2]> then\n set [n v] to [0]\n forever\n set [n v] to ((1) - (n))\n switch costume to ((n) + (26))\n set [ghost v] effect to (pick random (0) to (10))\n wait (pick random (0.25) to (0.4)) seconds\n end\n end\nend\n\ndefine Render\nLoad Level Data\nshow\ngo to x: (-232) y: (-172)\nset size to (100) %\nerase all\nset [loadmarker v] to [0]\nrepeat (length of [level_ v])\n change [loadmarker v] by (1)\n if <not <(item (loadMarker) of [level_ v]) = [0]>> then\n switch costume to ((item (loadMarker) of [level_ v]) + (1))\n if <<(item (loadMarker) of [level_ v]) = [15]> or <(item (loadMarker) of [level_ v]) = [16]>> then\n next costume\n set [cloned? v] to [1]\n create clone of (_myself_ v)\n set [cloned? v] to [0]\n else\n if <<(item (loadMarker) of [level_ v]) = [25]> or <(item (loadMarker) of [level_ v]) = [26]>> then\n next costume\n set [cloned? v] to [2]\n create clone of (_myself_ v)\n set [cloned? v] to [0]\n else\n if <(item (loadMarker) of [level_ v]) = [24]> then\n add (x position) to [impx v]\n add ((y position) - (8)) to [impy v]\n else\n if <(item (loadMarker) of [level_ v]) = [27]> then\n add (x position) to [bossx v]\n add ((y position) - (8)) to [bossy v]\n else\n stamp\n end\n end\n end\n end\n end\n change x by (16)\n if <((loadMarker) mod (30)) = [0]> then\n change y by (16)\n set x to (-232)\n end\nend\nhide\n\ndefine Load Level Data\ndelete (all) of [level_ v]\nset [loaddatamarker v] to (((Level) - (1)) * (690))\nrepeat until <(length of [level_ v]) = [690]>\n insert [0] at (last) of [level_ v] \n change [loaddatamarker v] by (1)\n if <not <((item (loadDataMarker) of [level_data v]) mod (length of [level_data v])) = [0]>> then\n replace item (last) of [level_ v] with ((item (loadDataMarker) of [level_data v]) mod (length of [level_data v]))\n end\nend\n\ndefine Upload All\ndelete (all) of [level_data v]\nbroadcast (Reset Maps v) and wait\nrepeat (length of [levels v])\n Upload\n broadcast (Progress v) and wait\nend\n\n@Win\n\nwhen I receive [setup v]\nset [level v] to [1]\nhide\n\nwhen I receive [next v]\nhide\n\nwhen I receive [levelbegin v]\nshow\ngo to x: (item (Level) of [winx v]) y: (item (Level) of [winy v])\nif <(Level) = [12]> then\n hide\nend\n\ngo to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\nchange x by (-4)\nchange y by (-10)\nadd (x position) to [winx v]\nadd (y position) to [winy v]\n\n@Character Select\n\nwhen I receive [characterselect v]\nhide\nSetup\nset [ghost v] effect to (100)\nset [posing? v] to [0]\nset [turn v] to [0]\nset [#cloneid v] to [0]\nswitch costume to (jtg stand v)\nrepeat (4)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\n repeat (2)\n next costume\n end\nend\nset [#cloneid v] to [-1]\nrepeat until <not <(Character) = []>>\n change [turn v] by (3)\nend\n\nwhen this sprite clicked\nif <<(#CloneID) > [0]> and <(Posing?) = [0]>> then\n set [character v] to ((#CloneID) - (1))\n broadcast (Begin Game v)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [turn v] to [3]\nset [character v] to []\nhide\ndelete this clone\n\nwhen I receive [start v]\nPose Characters\n\ndefine Pose Characters\nset [posing? v] to [1]\nset [#cloneid v] to [0]\nrepeat (4)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Posing?) = [1]> then\n show\n go to [front v] layer\n set size to (300) %\n if <(#CloneID) = [1]> then\n switch costume to (jtg stand v)\n go to x: (-150) y: (-220)\n point in direction (75)\n else\n if <(#CloneID) = [2]> then\n switch costume to (hakon stand v)\n go to x: (-47) y: (-210)\n point in direction (85)\n else\n if <(#CloneID) = [3]> then\n switch costume to (mtm stand v)\n go to x: (45) y: (-280)\n point in direction (95)\n else\n if <(#CloneID) = [4]> then\n switch costume to (etk stand v)\n go to x: (150) y: (-260)\n point in direction (105)\n end\n end\n end\n end\n wait until <key (any v) pressed?>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Posing?) = [0]> then\n set size to (150) %\n show\n go to [front v] layer\n go to x: ((-165) + (((#CloneID) - (1)) * (100))) y: (-50)\n point in direction ((([cos v] of ((0) - ((Turn) + (#CloneID))) ) * (10)) + (90))\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(Character) = []>>\n point in direction ((([cos v] of ((0) - ((Turn) + (#CloneID))) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n repeat until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n switch costume to ((#CloneID) * (2))\n say (item (#CloneID) of [catchphrases v])\n point in direction (90)\n end\n switch costume to (((#CloneID) * (2)) - (1))\n say [] for (0) seconds\n end\n end\n delete this clone\nend\n\ndefine Setup\ndelete (all) of [catchphrases v]\nadd [Now it's Vidar time!] to [catchphrases v]\nadd [Make the decision!] to [catchphrases v]\nadd [Precision!] to [catchphrases v]\nadd [Flame powers activate!] to [catchphrases v]\n\ndefine Delete Clones\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\n@Currency\n\ndefine Delete Clones\ndelete this clone\n\ndefine None\nchange [#cloneid v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (X) y: (Y)\nset [mylevel v] to (Level)\nrepeat until <<not <(Level) = (MyLevel)>> or <touching (hitbox v)?>>\n repeat (3)\n change size by (5)\n end\n repeat (3)\n change size by (-5)\n end\nend\nif <touching (hitbox v)?> then\n change [money v] by (10)\n repeat (5)\n change y by (4)\n change [ghost v] effect by (20)\n end\nend\ndelete this clone\n\nwhen I receive [render entities v]\nDelete Clones\nset [n v] to [0]\nrepeat (((length of [coinx v]) + (length of [coiny v])) / (2))\n change [n v] by (1)\n Create Coin at (item (n) of [coinx v]) (item (n) of [coiny v])\nend\n\n@Menu\n\nwhen I receive [setup v]\nDelete Clones\nhide\n\ndefine Delete Clones\ndelete this clone\n\ndefine Create Clones\nset [#cloneid v] to [0]\nrepeat (3)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (#CloneID)\nif <(#CloneID) = [1]> then\n go to x: (0) y: (0)\nelse\n if <(#CloneID) = [2]> then\n go to x: (0) y: (-60)\n else\n go to x: (0) y: (-120)\n end\nend\nrepeat until <not <(Screen) = [menu]>>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n go to x: (2) y: ((((#CloneID) - (1)) * (-60)) + (2))\n else\n go to x: (0) y: (((#CloneID) - (1)) * (-60))\n end\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\ndelete this clone\n\nwhen I receive [menu v]\nCreate Clones\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(#CloneID) = [1]> then\n set [screen v] to [Character Select]\n broadcast (CharacterSelect v)\nelse\n if <(#CloneID) = [2]> then\n if then\n set [screen v] to [Character]\n broadcast (Character Options v)\n else\n say [This feature is not ready yet. Expect an update soon!] for (4) seconds\n end\n else\n set [screen v] to [Options]\n broadcast (Options v)\n end\nend\n\n@Volume/Difficulty Changers\n\nwhen I receive [setup v]\nDelete Clones\nset [imp dif v] to [3]\nset [volume v] to [100]\nhide variable [imp dif v]\nhide variable [volume v]\nhide\n\ndefine Delete Clones\ndelete this clone\n\ndefine Create Clones\nshow variable [imp dif v]\nshow variable [volume v]\nset [#cloneid v] to [0]\nrepeat (6)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(#CloneID) = [2]> then\n if <(Imp Dif) < [5]> then\n change [imp dif v] by (1)\n end\nelse\n if <(#CloneID) = [3]> then\n if <(Imp Dif) > [1]> then\n change [imp dif v] by (-1)\n end\n else\n if <(#CloneID) = [5]> then\n if <(Volume) < [100]> then\n change [volume v] by (10)\n end\n else\n if <(#CloneID) = [6]> then\n if <(Volume) > [0]> then\n change [volume v] by (-10)\n end\n end\n end\n broadcast (Update Volume v) and wait\n end\nend\n\nwhen I receive [options v]\nCreate Clones\n\nwhen I start as a clone\nshow\nif <(#CloneID) < [4]> then\n go to x: (-180) y: (25)\nelse\n go to x: (-180) y: (-50)\nend\nset [x v] to (x position)\nset [y v] to (y position)\nif <(#CloneID) = [1]> then\n switch costume to (backing1 v)\n wait until <not <(Screen) = [Options]>>\n delete this clone\nelse\n if <(#CloneID) = [4]> then\n switch costume to (backing2 v)\n wait until <not <(Screen) = [Options]>>\n delete this clone\n else\n if <<(#CloneID) = [2]> or <(#CloneID) = [5]>> then\n switch costume to (up v)\n repeat until <not <(Screen) = [Options]>>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n go to x: ((X) + (1)) y: ((Y) + (1))\n else\n go to x: (X) y: (Y)\n end\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n end\n end\n delete this clone\n else\n switch costume to (down v)\n repeat until <not <(Screen) = [Options]>>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n go to x: ((X) + (1)) y: ((Y) + (1))\n else\n go to x: (X) y: (Y)\n end\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [menu v]\nhide variable [imp dif v]\nhide variable [volume v]\n\n@Character Menu\n\ndefine Update Character Specs\nif <(Upgrade?) = [1]> then\n if <(UpgradeID) = [1]> then\n else\n if <(UpgradeID) = [2]> then\n else\n if <(UpgradeID) = [3]> then\n end\n end\n end\n set [upgrade? v] to [0]\n set [upgradeid v] to [0]\nend\n\nwhen I receive [update specs v]\nUpdate Character Specs\n\ndefine Setup Upgrades\nrepeat (12)\n add [1] to [upgradedata v]\nend\n\nadd [0.5] to [upgradevalues v]\nadd [1] to [upgradevalues v]\nadd [1.5] to [upgradevalues v]\n\nreplace item (((Character) * (3)) + (1)) of [attributes v] with []\nreplace item (((Character) * (3)) + (2)) of [attributes v] with []\nreplace item (((Character) * (3)) + (3)) of [attributes v] with []\n\n@Back Button\n\nwhen I receive [setup v]\nset size to (150) %\nhide\n\nwhen I receive [back button v]\nset [currentscreen v] to (Screen)\ngo to x: (-195) y: (-135)\nswitch costume to (costume1 v)\nshow\nrepeat until <not <(Screen) = (CurrentScreen)>>\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [170]>\n change size by (5)\n end\n else\n repeat until <(size) = [150]>\n change size by (-5)\n end\n end\nend\nhide\n\nwhen this sprite clicked\nset [screen v] to [Menu]\nbroadcast (Menu v)\n\nwhen I receive [options v]\nbroadcast (Back Button v)\n\nwhen I receive [characterselect v]\nbroadcast (Back Button v)\n\nwhen I receive [begin game v]\nhide\n\n@Text\n\ndefine None\nset size to ((size) * (100)) %\nif <(centered?) = [1]> then\n set [. v] to [0]\n set [.. v] to [0]\n set y to (y)\n repeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <(letter ((.) + (1)) of (text)) = [\]> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n change [. v] by (1)\n end\n change [.. v] by (((item (costume [number v]) of [width v]) + (1)) * (size))\n end\n hide\n set x to ((0) - ((..) / (2)))\nelse\n go to x: (x) y: (y)\nend\nset [. v] to [0]\nshow\nrepeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <(letter ((.) + (1)) of (text)) = [\]> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n end\n if <not <(letter (.) of (text)) = [_]>> then\n stamp\n end\n change x by (((item (costume [number v]) of [width v]) + (1)) * (size))\n if <(letter ((.) + (1)) of (text)) = [\]> then\n change [. v] by (1)\n end\nend\nhide\n\nwhen I receive [setup v]\ndelete (all) of [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [8] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [2] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [2] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\n\nwhen I receive [start v]\nrepeat until <key (any v) pressed?>\n Print: [l\egend_r\ush] at x: (0) y: (120) size: (7) centered: (1)\n Print: [p\ress_a\ny_k\ey_to_c\ontinue] at x: (0) y: (20) size: (4) centered: (1)\n wait (0.5) seconds\n erase all\n Print: [l\egend_r\ush] at x: (0) y: (120) size: (7) centered: (1)\n wait (0.3) seconds\n erase all\n Print: [l\egend_r\ush] at x: (0) y: (120) size: (7) centered: (1)\nend\n\nwhen I receive [characterselect v]\nerase all\nPrint: [c\haracter_s\elect] at x: (0) y: (130) size: (7) centered: (1)\nPrint: [c\lick_to_choose!] at x: (0) y: (-140) size: (5) centered: (1)\nPrint: [v\idar] at x: (-200) y: (-90) size: (3) centered: (0)\nPrint: [h\akon] at x: (-100) y: (-90) size: (3) centered: (0)\nPrint: [i\ngrin] at x: (0) y: (-90) size: (3) centered: (0)\nPrint: [p\yrus] at x: (100) y: (-90) size: (3) centered: (0)\n\nwhen I receive [render text v]\nif <(Level) = [1]> then\n Print: [u\se_the_arrows_to_move_and_jump] at x: (0) y: (140) size: (2) centered: (1)\n Print: [a\void_the_spikes!] at x: (0) y: (110) size: (2) centered: (1)\n Print: [a\nd_get_to_the_gems!] at x: (0) y: (80) size: (2) centered: (1)\nelse\n if <(Level) = [2]> then\n Print: [h\ow_hard_can_it_get?] at x: (-50) y: (130) size: (2) centered: (0)\n else\n if <(Level) = [3]> then\n Print: [t\his_hard,_for_now...] at x: (-30) y: (130) size: (2) centered: (1)\n else\n if <(Level) = [4]> then\n Print: [a\_lake?] at x: (0) y: (130) size: (2) centered: (1)\n Print: [w\e'll_just_have_to_swim!] at x: (0) y: (100) size: (2) centered: (1)\n else\n if <(Level) = [5]> then\n Print: [g\oing_diving?] at x: (50) y: (85) size: (2) centered: (0)\n else\n if <(Level) = [7]> then\n Print: [j\ump!] at x: (0) y: (100) size: (3) centered: (1)\n else\n if <(Level) = [8]> then\n Print: [w\hat's_this?_a\n_i\mp?] at x: (0) y: (150) size: (2) centered: (1)\n Print: [a\ttack_him_with_your_weapon!] at x: (0) y: (130) size: (2) centered: (1)\n Print: [p\ress_space!] at x: (0) y: (110) size: (2) centered: (1)\n else\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nerase all\nPrint: [l\egend_r\ush] at x: (0) y: (120) size: (7) centered: (1)\n\nwhen I receive [options v]\nPrint: [d\ifficulty] at x: (-220) y: (60) size: (3) centered: (0)\nPrint: [v\olume] at x: (-217) y: (-15) size: (3) centered: (0)\n\nwhen I receive [game over v]\nPrint: (join [w\ell_done!_y\ou_did_it_in_] (join (Time) [_seconds!])) at x: (0) y: (70) size: (2) centered: (1)\n\n@Splash Text\n\nwhen I receive [setup v]\nset size to (400) %\ngo to x: (165) y: (90)\npoint in direction (70)\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nrepeat until <(GameStatus) = [playing]>\n repeat (10)\n change size by (5)\n end\n repeat (10)\n change size by (-5)\n end\nend\nhide\n\nwhen I receive [characterselect v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\nrepeat until <(GameStatus) = [playing]>\n repeat (10)\n change size by (5)\n end\n repeat (10)\n change size by (-5)\n end\nend\nhide\n\n@Intro\n\ndefine Intro\nif <(SkipIntro?) = [0]> then\n set rotation style [left-right v]\n erase all\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (4)\n switch costume to (platform v)\n show\n stamp\n set size to (75) %\n switch costume to (stand v)\n go to [front v] layer\n go to x: (16) y: (38)\n point in direction (-90)\n wait (1) seconds\n set [y v] to [10]\n set [x v] to [-4]\n start sound [Jump v]\n repeat until <touching color (#b2b2b2)?>\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n change y by (y)\n change x by (x)\n switch costume to (run v)\n end\n start sound [Hit_Hurt v]\n set rotation style [all around v]\n create clone of (_myself_ v)\n set [x v] to [-3]\n change [y v] by (([abs v] of (y) ) * (2))\n repeat until <(y position) < [-180]>\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n change y by (y)\n change x by (x)\n turn left (15) degrees\n switch costume to (stand v)\n end\n go to x: (0) y: (4)\n point in direction ((([cos v] of (3) ) * (10)) + (90))\n switch costume to (writing v)\n set [ghost v] effect to (100)\n set size to (50) %\n start sound [To The Stars v]\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (10)\n end\n reset timer\n set [turn v] to [0]\n repeat until <(timer) > [5.7]>\n change [turn v] by (3)\n point in direction ((([cos v] of (turn) ) * (10)) + (90))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\nend\nhide\ndelete this clone\n\nwhen I receive [intro v]\nIntro\n\nwhen I start as a clone\nerase all\nswitch costume to (platform v)\nset size to (100) %\ngo to x: (0) y: (4)\nset rotation style [all around v]\nshow\ngo [backward v] (99) layers\nset [x v] to [3]\nchange [y v] by (([abs v] of (y) ) * (2))\nrepeat until <(y position) < [-180]>\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n change y by (y)\n change x by (x)\n turn right (15) degrees\nend\ndelete this clone\n\nwhen I receive [setup v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n
This is the best version of LEGEND RUSH.\nPlay in full-screen, and double-click green flag.\nThe point of the game is to collect all of the gemstones at the end of each level by jumping through the platforms.\nAll levels are possible!\nMore levels coming soon!\n\nSigton's Best: 66 secs\n\nControls:\nLeft/right arrows to walk left/right.\nUp arrow to jump.\nSpace to attack.\n\nUpdate Log\nAlpha V0.1 Initial release\nV1.0 Ok, I skipped a lot of the alphas but I thought it was ready to leave alpha stage.\nV1.1 Bugfixes in menu and in the death animation.\nV1.2 Changed all of Hakon's Costumes to the ones used in Scratchers Fantasy by @RiceParadox\nV1.3 Volume changes while rendering\nV1.4 Music Change\nV2.0 Complete re-design of the render system, allowing for super-speed level loading!\nV3.0 HUGE changes for the new version!\n- Imp AI's\n- HP\n- Better Menu's\n- More levels\n- New Platforming engine\n- Attacks\n- Cosmetics\n- Attributes\n- New Hakon Designs\n- Animations\n- Debugging\n- Minor Improvements across the board\n- Health Bars
Home Alone A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n end\n change x by ((X vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [13]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-0.8)\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 <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [357]> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-81) y: (-34)\n\nwhen flag clicked\nforever\n if <touching (paint v)?> then\n go to x: (-93) y: (-32)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nplay sound [Dance of the Sugar Plum Fairy v] until done\n\nwhen flag clicked\ngo to x: (-81) y: (-34)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (ice v)?> then\n go to x: (-93) y: (-32)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (falling presents v)?> then\n go to x: (-93) y: (-32)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ice2 v)?> then\n go to x: (-93) y: (-32)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> and <touching (ice water v)?>> then\n change [x vel v] by (2)\n end\nend\n\n@Level\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Paint\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n wait (1) seconds\n show\n go to [front v] layer\n switch costume to (costume1 v)\n repeat (13)\n next costume\n end\n wait (0.1) seconds\n repeat (13)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n go to [back v] layer\n end\nend\n\n@Ice\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n go to [back v] layer\n end\nend\n\n@Falling Presents\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n switch costume to (pick random (1) to (3))\n set y to (181)\n set x to (pick random (-218) to (218))\n repeat (24)\n change y by (-10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n go to [back v] layer\n delete this clone\n end\nend\n\n@Ice Water\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [6]>> then\n hide\n go to [back v] layer\n end\nend\n\n@Ice2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [6]>> then\n hide\n go to [back v] layer\n end\nend\n\n@You Win\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
Please Subscribe To My Youtube Channel! :D https://www.youtube.com/channel/UCMYa81KvDNX82B045c6HtEA\n\nNew Animation Out! :D https://scratch.mit.edu/projects/780789364/\n\nUse your arrow keys to go threw the levels. I was inspired by my favourite christmas movie home alone. \n\n
The Adventurer | A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\n\n@player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [16]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [speed why v] to [0]\ngo to x: (-150) y: (50)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed why 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 why v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed why) ))\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 (#ff0000)?> 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 why) / (steps))\n if <touching color (#ff0000)?> then\n set y to (last value)\n if <(speed why) < [0]> then\n set [falling v] to [0]\n end\n set [speed why v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n next backdrop\n set x to (-150)\n set y to (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff6b)?> then\n set x to (-150)\n set y to (-30)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@player2\n\nwhen flag clicked\nhide\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#ff0000)?> 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 why) / (steps))\n if <touching color (#ff0000)?> then\n set y to (last value)\n if <(speed why) < [0]> then\n set [falling v] to [0]\n end\n set [speed why v] to [0]\n end\nend\n\nwhen flag clicked\n\n
The adventure a platform \nArrow keys to move\nThis is my first platform I have ever made so if its not good im sorry \nHey i recently fixed it up so it looks a lot cleaner and it harder\nI might make more in the the future but this took forever to code \nyou are free to remix\nAnyways i hope you enjoy
Platformer
@Stage\n\nset [scene # v] to [115]\nbroadcast (Changing Scene v)\n\nset [lives v] to [1]\n\nbroadcast (About to Change Scene v)\n\nbroadcast (Game Over v)\n\nbroadcast (Layering v)\n\nbroadcast (LOAD v)\n\nbroadcast (Lose Life v)\n\nbroadcast (Main Menu v)\n\nbroadcast (Player Bounce v)\n\nbroadcast (Set Up v)\n\nbroadcast (START SONG v)\nbroadcast (song wait v)\n\nbroadcast (Start Game v)\n\n@Blank\n\nwhen flag clicked\nset [song v] to [1]\nset volume to (100) %\nforever\n if <(SONG) = [0]> then\n wait (0.000000001) seconds\n stop all sounds\n clear sound effects\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <(SONG) = [0]> then\n stop all sounds\n clear sound effects\n set volume to (0) %\n end\nend\n\nbroadcast (song wait v)\n\nwhen I receive [song wait v]\nwait (0.000000002) seconds\nif <(SONG) = [1]> then\n repeat (36)\n if <(SONG) = [1]> then\n wait (1) seconds\n end\n end\n if <(SONG) = [1]> then\n wait (0.7) seconds\n end\nend\n\nwhen I receive [start song v]\nwait (0.1) seconds\nrepeat until <(SONG) = [0]>\n set volume to (100) %\n start sound [Sh0-t0's song v]\n broadcast (song wait v) and wait\nend\n\n\n\nwhen flag clicked\nbroadcast (START SONG v)\n\n@Player\n\nwhen flag clicked\nset [cat status v] to [0]\nhide variable [jump force v]\nset [lives v] to [3]\nset [scene # v] to [1]\nset [apples v] to [0]\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Check Touching Solid\n if <(Touching00) > [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 <(Touching00) > [0]> then\n Collide Y Ceiling or floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching00 v] to [1]\n stop [this script v]\nend\nset [touching00 v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jumpthrough v)?> then\n if <(jumpthrough) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jumpthrough v)?> then\n set [touching00 v] to [1]\n else\n set [jumpthrough v] to [1]\n end\n change y by (6)\n end\nelse\n set [jumpthrough v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick player v]\nMoved by moving platform\nswitch backdrop to <touching (level v)?>\nControls-Up and Down\nControls-Left and Right\nMove - in steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\nSet Costume\n\ndefine Controls-Up and Down\nif <<(STICK BUTTON) > [0]> or <<key (up arrow v) pressed?> or <(STICK Y) = [1]>>> then\n if <<(wall slide) > [0]> and <(Jumping) = [0]>> then\n if <(SONG) = [1]> then\n start sound [Jump v]\n end\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n if <(SONG) = [1]> then\n start sound [Jump v]\n end\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(Speed y) < [0]> then\n set [speed y v] to ((Speed y) * (0.6))\n end\nend\n\ndefine Controls-Left and Right\nset [key x v] to (STICK X)\nif <(LONG JUMP) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nif <([abs v] of (STICK X) ) < [0.3]> then\n if <<(Falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((Speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (Acceleration))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed x) * (Resistance))\n\ndefine Reser and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [wall slide v] to [0]\nBegin Scene # (SPAWN SCENE) go to x,y: (Spawn X) (Spawn Y)\npoint in direction (90)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick First v)\n broadcast (Tick Platform v)\n broadcast (Tick Player v)\n broadcast (Tick Last v)\nend\n\nwhen I receive [tick last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) go to x,y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) go to x,y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) go to x,y: [] [-180]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) go to x,y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene#) go to x,y: (x) (y)\nset [scene # v] to (scene#)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Changing Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision with Direction [0]\nelse\n Fix Collision with Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision with Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (1000)\n Check Touching Solid\n if <(Touching00) < [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 <(Touching00) < [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 <(Touching00) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching00) > [0]> then\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 <(Touching00) < [1]> then\n set [falling v] to [9]\n set [speed x v] to [0]\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching00) < [1]> then\n set [falling v] to [9]\n set [speed x v] to [-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 (Touching00)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nrepeat (10)\n if <(SONG) = [1]> then\n start sound [Oops v]\n end\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reser and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved by moving platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(Touching00) > [0]> then\n Find closest space to (x position) (y position) max [16]\n if <(Touching00) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find closest space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(Touching00) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen I receive [start game v]\nset [apples v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Set Up v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReser and Begin Level\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\nif <(MOBILE?) = [NO]> then\n set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n if <(KEY X) = [0]> then\n if <<(Falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((Speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\n else\n change [speed x v] by ((KEY X) * (Acceleration))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\n end\n set [speed x v] to ((Speed x) * (Resistance))\nend\n\nwhen I receive [boost v]\nshow variable [jump force v]\nstop [this script v]\n\nwhen flag clicked\nrepeat (10)\n set [colour v] to [0]\nend\nforever\n set [color v] effect to (COLOUR)\nend\n\nwhen I receive [start game v]\nif <(CAT STATUS) = [1]> then\n broadcast (Glasses v)\nend\n\nwhen I receive [start game v]\nforever\n set [color v] effect to (COLOUR)\nend\n\nwhen I receive [game over v]\nforever\n set [color v] effect to (COLOUR)\nend\n\nwhen I receive [stop v]\nset [gravity v] to [0]\nwait (0.5) seconds\nset [gravity v] to [-1.5]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nbroadcast (Layering v)\n\nwhen I receive [changing scene v]\nswitch costume to (join [Scene] (Scene #))\nSTAMP OUTLINE\nSTAMP SHADOW\n\ndefine STAMP SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine STAMP OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jumpthrough\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nbroadcast (Layering v)\n\nwhen I receive [changing scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nSTAMP OUTLINE\nSTAMP SHADOW\n\ndefine STAMP SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine STAMP OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (5) %\ngo to x: (0) y: (-70)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nif <not <(screen status) = [OVER]>> then\n broadcast (LOAD v)\n wait (pick random (1) to (3.5)) seconds\nend\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nhide\n\nwhen [timer v] > (0.0001)\nhide\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [changing scene v]\nif <(Scene #) = [2]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [-103] [-68] dir [90]\n else\n Spawn [Red] at [-103] [-68] dir [-90]\n end\n Spawn [Red] at [-103] [-68] dir [-90]\nend\nif <(Scene #) = [107]> then\n Spawn [Red] at [-209] [-79] dir [90]\nend\nif <(Scene #) = [109]> then\n Spawn [Red] at [45] [-51] dir [90]\nend\nif <(Scene #) = [10]> then\n Spawn [Red] at [-128] [-89] dir [90]\nend\nif <(Scene #) = [12]> then\n Spawn [Red] at [-96] [-91] dir [90]\nend\nif <(Scene #) = [16]> then\n Spawn [Red] at [48] [-133] dir [-90]\n Spawn [Red] at [-138] [-131] dir [90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move Left and Right\n Move Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(Invulnerable) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (Speed y)\nrepeat until <not <<touching (level v)?> or <touching (jumpthrough v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move Left and Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (platform v)?> or <touching (safe zones v)?>>> then\n if <not <touching (jumpthrough v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn left (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n if <(SONG) = [1]> then\n start sound [Squish Pop v]\n end\n switch costume to (red5 v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (shield v)?> then\n if <(SONG) = [1]> then\n start sound [Squish Pop v]\n end\n broadcast (STOP v)\n switch costume to (red5 v)\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\n end\nend\n\nbroadcast (About to Change Scene v)\nbroadcast (Player Bounce v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [changing scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@HEALTH BAR\n\nwhen flag clicked\nhide\nforever\n SPPED FOLLOW\nend\n\nwhen I receive [start game v]\nshow\n\ndefine SPPED FOLLOW\ngo to [front v] layer\nif <touching (player v)?> then\n go [backward v] (1) layers\nelse\n go to [front v] layer\nend\nif <(LIVES) = [3]> then\n switch costume to (3 v)\nelse\n if <(LIVES) = [2]> then\n switch costume to (2 v)\n else\n if <(LIVES) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (0 v)\n end\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen [timer v] > (0.0001)\nhide\n\ngo to (player v)\nchange y by (35)\n\ndefine FOLLOWING THE CAT\ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (35))\n\nwhen flag clicked\nforever\n FOLLOWING THE CAT\nend\n\ngo to (player v)\nchange y by (35)\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [changing scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nSTAMP OUTLINE\nSTAMP SHADOW\nif <<(Scene #) = [107]> or <<<(Scene #) = [3]> or <(Scene #) = [5]>> or <<(Scene #) = [116]> or <(Scene #) = [13]>>>> then\n forever\n repeat (10)\n change y by (0.1)\n end\n wait (0.01) seconds\n repeat (10)\n change y by (-0.1)\n end\n end\nend\ngo to x: (0) y: (0)\n\nset y to ((5) * ([sin v] of (() * (360)) ))\n\ndefine STAMP SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine STAMP OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Collectables\n\nwhen I receive [changing scene v]\nif <(Scene #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n if <(SONG) = [0]> then\n change [apples v] by (1)\n else\n start sound [Chomp v]\n change [apples v] by (1)\n end\nelse\n if <(costume [name v]) = [Green Flag]> then\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n if <(SONG) = [0]> then\n else\n start sound [Wand v]\n end\n else\n if <(SONG) = [0]> then\n add (costume [name v]) to [collected v]\n else\n add (costume [name v]) to [collected v]\n start sound [Wand v]\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [set up v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [-53] [-54]\nPlace [apple] scene [1] xy [7] [-54]\nPlace [apple] scene [2] xy [198] [-54]\nPlace [apple] scene [2] xy [150] [-54]\nPlace [apple] scene [3] xy [-80] [-42]\nPlace [apple] scene [4] xy [-58] [-47]\nPlace [apple] scene [4] xy [115] [-47]\nPlace [apple] scene [5] xy [-89] [-11]\nPlace [apple] scene [5] xy [161] [-11]\nPlace [apple] scene [6] xy [161] [-11]\nPlace [apple] scene [6] xy [23] [-72]\nPlace [apple] scene [7] xy [-29] [42]\nPlace [apple] scene [7] xy [146] [138]\nPlace [apple] scene [7] xy [151] [48]\nPlace [apple] scene [8] xy [-82] [-12]\nPlace [Key 1] scene [107] xy [-172] [-66]\nPlace [Green Flag] scene [5] xy [40] [48]\nPlace [Green Flag] scene [8] xy [109] [118]\nPlace [Key 2] scene [111] xy [-151] [-28]\nPlace [apple] scene [109] xy [198] [-50]\nPlace [apple] scene [110] xy [84] [-65]\nPlace [apple] scene [110] xy [84] [-144]\nPlace [apple] scene [10] xy [198] [-79]\nPlace [apple] scene [13] xy [20] [0]\nPlace [Green Flag] scene [14] xy [76] [-111]\nPlace [Green Flag] scene [11] xy [13] [17]\nPlace [Key 3] scene [115] xy [107] [-14]\nPlace [Green Flag] scene [17] xy [72] [-123]\nPlace [apple] scene [115] xy [177] [57]\nPlace [apple] scene [16] xy [27] [64]\nPlace [apple] scene [16] xy [27] [-29]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\ndefine STAMP SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine STAMP OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Platform\n\nwhen I receive [changing scene v]\nhide\nif <(Scene #) = [3]> then\n Spawn [costume1] at [-135] [-74] dir [90] turn []\nend\nif <(Scene #) = [8]> then\n Spawn [Key 1] at [40] [-48] dir [90] turn []\nend\nif <(Scene #) = [12]> then\n Spawn [Key 2] at [206] [-63] dir [90] turn []\nend\nif <(Scene #) = [13]> then\n Spawn [costume2] at [13] [-86] dir [90] turn [1]\nend\nif <(Scene #) = [16]> then\n Spawn [Key 3] at [197] [-104] dir [90] turn [1]\nend\n\ndefine Animate Platform\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nforever\n glide (2) secs to x: ((x position) + (170)) y: (y position)\n wait (1) seconds\n glide (2) secs to x: ((x position) - (170)) y: (y position)\n wait (1) seconds\nend\n\nwhen I receive [tick platform v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(Turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (Turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine (key name)\nshow\nswitch costume to (key name)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n if <(SONG) = [0]> then\n repeat (24)\n change y by (2)\n end\n wait (1) seconds\n repeat (24)\n change y by (-2)\n end\n else\n start sound [Buzz Whir v]\n repeat (24)\n change y by (2)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-2)\n end\n start sound [Crunch v]\n end\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [layering v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\ndefine Animate Platform 2\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n glide (2) secs to x: ((x position) + (235)) y: (y position)\n wait (0) seconds\n glide (2) secs to x: ((x position) - (235)) y: (y position)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\nswitch costume to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n (costume [name v])\nend\nif <(Turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (Turn) degrees\n end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\ndefine STAMP SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine STAMP OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\nwait (1) seconds\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [layering v]\ngo to [front v] layer\n\nwhen flag clicked\nshow list [other games v]\nshow list [alt v]\ndelete all of [alt v]\ndelete all of [other games v]\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (stopped v)\nshow\nhide list [alt v]\nhide list [other games v]\nwait (0.1) seconds\nadd [Da1-t0 : https://scratch.mit.edu/users/Da1-t0/] to [alt v]\nwait (0.1) seconds\nadd [https://scratch.mit.edu/projects/783243751/] to [other games v]\nwait (0.1) seconds\nadd [https://scratch.mit.edu/projects/754805464/] to [other games v]\nwait (0.1) seconds\nadd [https://scratch.mit.edu/projects/753112903/] to [other games v]\nwait (0.1) seconds\nadd [https://scratch.mit.edu/projects/740703769/] to [other games v]\nwait (0.1) seconds\nadd [If you enjoyed this game make sure to follow me, ] to [other games v]\nwait (0.1) seconds\nadd [so you know when the next game is out!] to [other games v]\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (arrow v)\ngo to x: (0) y: (100)\nforever\n repeat (20)\n change y by (1)\n end\n go to [front v] layer\n repeat (20)\n change y by (-1)\n end\nend\n\nwhen [timer v] > (0.0001)\n\nwhen I receive [load v]\nrepeat until <(screen status) = [GAME]>\n switch costume to (main menu1 v)\n wait (0.5) seconds\n switch costume to (main menu2 v)\n wait (0.5) seconds\n switch costume to (main menu3 v)\n wait (0.5) seconds\n switch costume to (main menu v)\n wait (0.5) seconds\nend\n\n@Numbers\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (Apples)))\n set x to ((((index) - (0.5)) - ((length of (Apples)) / (2))) * ((size) / (2)))\n change size by ((0.2) * ((100) - (size)))\n if <touching (player v)?> then\n go [backward v] (1) layers\n else\n go to [front v] layer\n end\nend\n\ndefine setup\nchange [☁ views v] by (1)\nhide\nswitch costume to (glow-9 v)\nset size to (100) %\ngo to x: (0) y: (132)\nset [index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nwhen I receive [start game v]\nsetup\n\nset x to ((((index) - (0.5)) - ((length of (Apples)) / (2))) * ((size) / (2)))\n\nif <touching (player v)?> then\n go [backward v] (1) layers\nelse\n go to [front v] layer\nend\n\n@Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n if <(MOBILE?) = [YES]> then\n show\n switch costume to (base v)\n go to x: (-174) y: (-118)\n if <(distance to [mouse-pointer v]) < (size)> then\n STICK ACTIVATED\n end\n else\n hide\n repeat until <not <mouse down?>>\n KEYBOARD CONTROLS\n end\n repeat until <mouse down?>\n KEYBOARD CONTROLS\n end\n end\nend\n\ndefine KEYBOARD CONTROLS\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine STICK ACTIVATED\ngo to (mouse-pointer v)\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (baseactive v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n DETECT STICK MOVEMENT\n DETECT STICK BUTTON\nend\nbroadcast (Deactivate Stick v)\n\ndefine DETECT STICK MOVEMENT\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick x v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine DETECT STICK BUTTON\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n go to [front v] layer\n end\nend\ngo to x: (174) y: (-118)\nwait until <not <mouse down?>>\nswitch costume to (ready v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [start game v]\nforever\n repeat (10)\n go to [front v] layer\n end\n stop [this script v]\nend\n\n@Mobile?\n\nwhen flag clicked\nset [mobile show v] to [1]\nshow\ngo to [front v] layer\nswitch costume to (no v)\ngo to x: (0) y: (-164)\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [mobile? v] to (costume [name v])\nend\n\nwhen this sprite clicked\nnext costume\nset [mobile? v] to (costume [name v])\n\nwhen I receive [start game v]\nset [mobile show v] to [0]\nhide\n\nwhen I receive [game over v]\nset [mobile show v] to [1]\nshow\n\nwhen [timer v] > (0.0001)\nset [mobile show v] to [0]\nhide\n\nwhen I receive [load v]\nhide\n\n@LOVE AND FAV FOR BOOST\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\ngo to x: (141) y: (125)\nset [ghost v] effect to (0)\nwait (pick random (1) to (10)) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nforever\n if <(LOV/FAVE) = [2]> then\n repeat (100)\n change [ghost v] effect by (1)\n end\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@LOVE/FAVE\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [lov/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 [lov/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 [lov/fave v] by (1)\n stop [this script v]\n end\nend\n\n@Music\n\nwhen this sprite clicked\nif <(SONG) = [0]> then\n broadcast (START SONG v)\nend\nnext costume\n\nwhen flag clicked\ngo to x: (-222) y: (161)\nswitch costume to (1 v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (70)\n end\n set [song v] to (costume [name v])\n show\nend\n\n@Costume edit\n\nwhen flag clicked\nset [colour v] to [0]\nset [status v] to [1]\nshow\nset size to (100) %\ngo to x: (181) y: (-70)\nswitch costume to (front v)\ncreate clone of (_myself_ v)\ngo to x: (167) y: (-70)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (-130)\nswitch costume to (loved and faved v)\ncreate clone of (_myself_ v)\nswitch costume to (stand v)\nset size to (50) %\ngo to x: ((((181) - (167)) / (2)) + (167)) y: (-70)\nswitch costume to (stand v)\nforever\n go to [front v] layer\n set [color v] effect to (COLOUR)\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (0)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(costume [name v]) = [FRONT]> then\n change [colour v] by (10)\n set [status v] to [1]\n else\n if <(costume [name v]) = [BACK]> then\n change [colour v] by (-10)\n set [status v] to [1]\n end\n end\n end\n end\nend\n\nwhen I receive [special skin v]\nset [cat status v] to [1]\n\nwhen I start as a clone\nforever\n set [color v] effect to (0)\n if <(costume [name v]) = [LOVED AND FAVED]> then\n if <(LOV/FAVE) > [1]> then\n if <(screen status) = [GAME]> then\n hide\n else\n show\n end\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (loved and faved2 v)\n broadcast (Special skin v)\n else\n switch costume to (loved and faved v)\n end\n end\n set [status v] to [0]\nend\n\nchange [color v] effect by (-5)\nchange [color v] effect by (5)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [game over v]\nshow\nif <(costume [name v]) = [LOVED AND FAVED]> then\n if <(LOV/FAVE) > [1]> then\n show\n else\n hide\n end\nend\n\nset [colour v] to [-40]\n\nrepeat (10)\n\nwhen flag clicked\nset [screen status v] to [MENU]\n\nwhen I receive [start game v]\nset [screen status v] to [GAME]\n\nwhen I receive [game over v]\nset [screen status v] to [OVER]\n\nrepeat until <(status) = [1]>\n repeat (20)\n change [colour v] by (5)\n end\n repeat (20)\n change [colour v] by (-5)\n end\nend\nset [status v] to [0]\n\nwhen [timer v] > (0.001)\nrepeat (100000000000000)\n hide\nend\n\ngo to x: (181) y: (-70)\n\nwhen I receive [load v]\nhide\n\nswitch costume to (loved and faved2 v)\n\nif <mouse down?> then\n repeat (10)\nend\n\n@Shield\n\nwhen flag clicked\nhide\nforever\n FOLLOW\n if <(CAT STATUS) = [1]> then\n show\n if <touching (enemy v)?> then\n set [ghost v] effect to (20)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\n end\n else\n hide\n end\nend\n\ndefine FOLLOW\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n\n
∞---CONTROLS---∞\n \n ---PC---\nArrow Keys to move. You can also use the space key to jump.\n\n ---MOBILE---\nClick the mobile button and use the joystick (on your left). Click the Jump button (on your right this will only appear if you are touching the joystick) to jump. To stop moving bring the joystick closer to the middle.\n\n⭐Tip: Holding the jump button longer makes you jump higher. \n\n\n ※---WHAT TO DO---※\nClick the Play button (if you are on mobile tick the mobile box first) and wait for the game to load. Collect apples and defeat enemies by jumping on them. Open the doors by finding the key with the same colour. You can change the cat's looks as well (you can only change at the start of the game and at the Game Over screen). If you ❤️ and ⭐(after project started) then you can get a shield (to defeat enemies) by clicking shield (this will only appear at the at the Start Screen and Game Over screen).\nWarning: Do not click the green flag and press shift at the same time.\n\n ⨷---Notes and Credits---⨷\n@griffpatch for Platformer tutorial and Awesome Number Counters? | Exciting Scratch Game & How to Tutorials\n\nMusic is a combination of Scratch's built in sounds and my own music/song.\n\nAround 1700 blocks.\n\nFeel free to remix.\n\n |---Things to fix---|\n-When music button pressed twice sound not working\n-Game is unplayable once 300 clone limit is reached\n-Scratch Cat can get stuck in wall causing player to lose life\n-If green flag clicked too fast and player clicks play too fast the loading can't be seen\n\n\nAlso follow my friends @CrazykiTten12356 and @MecuryMaster\n\n\nTested by me 100% beatable.\n\n\n#all#game#platformer#sh0-t0#Da1-t0#fun#trending #scratchcat#multitouch#mobilefriendly#mobile
platformer!! / プラットフォーマー!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (コスチューム1 v)\nforever\n wait (60) seconds\n next backdrop\nend\n\nwhen I receive [game start v]\nif <(BGM) = [1]> then\n forever\n play sound [Nebula v] until done\n end\nend\nif <(BGM) = [2]> then\n forever\n play sound [Radiant v] until done\n end\nend\nif <(BGM) = [3]> then\n play sound [13002 v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\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)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage 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 point in direction (90)\n else\n set [xの力 v] to [0]\n point in direction (-90)\n end\nend\nchange y by (yの力)\nif <touching (stage 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 (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <(Y) < [-400]> then\n 初期位置\nend\nif <touching (障害物 v)?> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage 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 (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage 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 (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n\nwhen I receive [初期化 v]\n初期位置\n\nwhen I receive [game start v]\ngo to x: (0) y: (-20)\npoint in direction (90)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I receive [costume change v]\nnext costume\n\nforever\n switch costume to (コスチューム1 v)\nend\n\n@矢印\n\nwhen flag clicked\ngo to x: (166) y: (-92)\nshow\n\nwhen this sprite clicked\nbroadcast (costume change v)\n\nwhen I receive [home sprite no v]\nhide\n\n@障害物\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 [コスチューム番号 v] to ((コスチューム番号) + (1))\nset [棘の配置 v] to (x座標)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n set [ghost v] effect to (100)\n hide\nelse\n clear graphic effects\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\n\nwhen I receive [game start v]\nset [棘のスプライト v] to [7]\nset [棘の配置 v] to [0]\nset [コスチューム番号 v] to [1]\nhide\nset [ghost v] effect to (100)\nhide\nrepeat ((棘のスプライト) - (1))\n ステージ配置 ((棘の配置) + (480)) [0] (コスチューム番号)\nend\nswitch costume to (none v)\n\n@loading\n\nwhen flag clicked\nhide\n\nwhen I receive [home sprite no v]\ngo to x: (2) y: (8)\nshow\nwait (0.25) seconds\nhide\n\n@STAGE\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nset [配置 v] to (x座標)\nswitch costume to (none v)\nset [番号 v] to ((ステージ番号) + (1))\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [game start v]\nset [ステージの数 v] to [11]\nset [配置 v] to [0]\nset [番号 v] to [1]\nhide\nステージ配置 [0] [0] (番号)\nrepeat ((ステージの数) - (1))\n ステージ配置 ((配置) + (480)) [] (番号)\nend\nswitch costume to (none v)\nbroadcast (プログラム v)\nbroadcast (プログラム3 v)\n\n@cloud\n\nwhen I start as a clone\nshow\ngo to x: (311) y: (pick random (139) to (-150))\nrepeat (80)\n change x by (-7.5)\nend\nhide\n\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I receive [game start v]\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1.0) to (2.0)) seconds\nend\n\n@player色設定\n\nwhen flag clicked\ngo to x: (92) y: (-86)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [costume change v]\nnext costume\n\nwhen I receive [home sprite no v]\nhide\n\n@START スプライト\n\nwhen flag clicked\ngo to x: (-170) y: (-120)\nshow\n\nwhen this sprite clicked\nbroadcast (Home sprite no v)\nbroadcast (GAME START v)\n\nwhen I receive [home sprite no v]\nhide\n\n@設定 スプライト\n\nwhen flag clicked\ngo to x: (-170) y: (-43)\nshow\n\nwhen this sprite clicked\nbroadcast (設定 v)\n\nwhen I receive [home sprite no v]\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@設定画面\n\nwhen flag clicked\nhide variable [音量 v]\nhide variable [bgm v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [設定 v]\nshow variable [音量 v]\nshow variable [bgm v]\nshow\n\nwhen this sprite clicked\nhide variable [音量 v]\nhide variable [bgm v]\nhide\n\nwhen flag clicked\nset [音量 v] to [100]\nforever\n set [音量 v] to (volume)\nend\n\n@クレジット\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen this sprite clicked\nhide\n\nwhen I receive [クレジット v]\nshow\n\n@credit\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-170) y: (32)\nshow\n\nwhen this sprite clicked\nbroadcast (クレジット v)\n\nwhen I receive [home sprite no v]\nhide\n\n@宣伝欄\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (69) y: (65)\nswitch costume to (コスチューム1 v)\nshow\nwait (0.25) seconds\nforever\n repeat (20)\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n switch costume to (コスチューム3 v)\n end\n switch costume to (コスチューム4 v)\n wait (1) seconds\n switch costume to (コスチューム5 v)\n wait (2) seconds\nend\n\nwhen I receive [home sprite no v]\nhide\n\n
傾向5P、ゲーム.アート3P、ありがとう!\n⚠重いので2回旗押し推奨\n宣伝の作品\nhttps://scratch.mit.edu/projects/781848018/\n日本語は下\n<operation method>\n・Arrow keys / w a d \nMobile operation compatible!\n<Comments from the author>\nIf you find it interesting, ♥★ please!\n \n<操作方法>\n・矢印キー w a d \nモバイル操作対応!\n<作者コメント>\n過去最高傑作です!この作品で初傾向に乗りたいので、♥★をお願いします!\n\n\n-nekoL- ❤︎☆!?\nKamakiri1023 ❤︎☆!?\neitan-w❤︎☆!?
Cubo's Adventure! A 3D Platformer #Cubo #Cube
@Stage\n\nwhen flag clicked\nset [cx v] to [0]\nset [cy v] to [200]\nset [cz v] to [0]\nset [godmode? v] to [0]\nset [level v] to [1]\n\nwhen I receive [reset v]\nbroadcast (Startup / clone v) and wait\nbroadcast (Begin v)\nshow variable [fps v]\nforever\n if <key (e v) pressed?> then\n set [x? v] to (((X?) + (1)) mod (2))\n wait until <not <key (e v) pressed?>>\n end\n if <<key (g v) pressed?> and <(username) = [asdf1546]>> then\n set [godmode? v] to (((GODMODE?) + (1)) mod (2))\n wait until <not <key (g v) pressed?>>\n end\nend\n\nwhen I receive [begin v]\nforever\n if <[0] > (CAMDIR\(X\))> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nset [level v] to [5]\n\nwhen I receive [begin v]\n\nstop all sounds\n\nwhen I receive [game start v]\nbroadcast (RESET v)\nforever\n if <(win) = [0]> then\n play sound [Ahrix - Nova v] until done\n end\nend\n\n@Object maker\n\nwhen I receive [frame v]\nROTATION MATRIX || x ((OBJX) - (CAMX)) z ((OBJZ) - (CAMZ)) || sin ((0) - (CYDS)) cos (CYDC)\nROTATION MATRIX || y ((OBJY) - (CAMY)) z (ROTZ) || sin ((0) - (CXDS)) cos (CXDC)\n3D || x (ROTX) y (ROTY) z (ROTZ)\nSORT || DISTANCE ((((OBJX) - (CAMX)) * ((OBJX) - (CAMX))) + ((((OBJY) - (CAMY)) * ((OBJY) - (CAMY))) + (((OBJZ) - (CAMZ)) * ((OBJZ) - (CAMZ)))))\n\nwhen flag clicked\nhide\n\nwhen I receive [startup / clone v]\ndelete all of [checkpoint hitboxes v]\ndelete all of [grass meshes v]\ndelete all of [lava hitbox v]\ndelete all of [trampoline hitbox v]\ndelete all of [winner mesh v]\ndelete all of [dirt meshes v]\nif <[1] = (level)> then\n ADD GRASS || x: [-200] [200] y: [0] [25] z: [200] [-200]\n ADD DIRT || x [-200] [200] y [0] [-1000] z [200] [-200]\n ADD CHECKPOINT || x [-50] [50] y [25] [50] z [50] [-50]\n ADD GRASS || x: [-100] [100] y: [25] [50] z: [500] [300]\n ADD DIRT || x [-100] [100] y [25] [-1000] z [300] [500]\n ADD GRASS || x: [-100] [100] y: [50] [75] z: [700] [900]\n ADD DIRT || x [-100] [100] y [50] [-1000] z [700] [900]\n ADD GRASS || x: [-100] [100] y: [75] [100] z: [1100] [1300]\n ADD DIRT || x [-100] [100] y [75] [-1000] z [1100] [1300]\n ADD GRASS || x: [-100] [100] y: [100] [125] z: [1500] [1700]\n ADD DIRT || x [-100] [100] y [100] [-1000] z [1500] [1700]\n ADD GRASS || x: [-100] [100] y: [125] [150] z: [1900] [2100]\n ADD DIRT || x [-100] [100] y [125] [-1000] z [1900] [2100]\n ADD GRASS || x: [-200] [200] y: [150] [175] z: [2200] [2600]\n ADD DIRT || x [-200] [200] y [150] [-1000] z [2200] [2600]\n ADD CHECKPOINT || x [-50] [50] y [175] [200] z [2350] [2450]\n ADD DIRT || x [300] [1000] y [-1000] [200] z [2300] [2500]\n ADD DIRT || x [1000] [1700] y [-1000] [200] z [2300] [2500]\n ADD GRASS || x: [300] [500] y: [200] [225] z: [2300] [2500]\n ADD LAVA || x [500] [600] y [200] [250] z [2300] [2500]\n ADD GRASS || x: [600] [800] y: [200] [225] z: [2300] [2500]\n ADD LAVA || x [800] [900] y [200] [250] z [2300] [2500]\n ADD GRASS || x: [900] [1100] y: [200] [225] z: [2300] [2500]\n ADD LAVA || x [1100] [1200] y [200] [250] z [2300] [2500]\n ADD GRASS || x: [1200] [1400] y: [200] [225] z: [2300] [2500]\n ADD LAVA || x [1400] [1500] y [200] [250] z [2300] [2500]\n ADD GRASS || x: [1500] [1700] y: [200] [225] z: [2300] [2500]\n ADD DIRT || x [1800] [2200] y [200] [-1000] z [2200] [2600]\n ADD GRASS || x: [1800] [2200] y: [200] [225] z: [2200] [2600]\n ADD CHECKPOINT || x [1950] [2050] y [225] [250] z [2350] [2450]\n ADD DIRT || x [1900] [2100] y [200] [-1000] z [2100] [1900]\n ADD GRASS || x: [1900] [2100] y: [200] [225] z: [2100] [1900]\n ADD TRAMPOLINE || x: [1950] [2050] y: [225] [250] z: [1950] [2050]\n ADD DIRT || x [1800] [2200] y [-1000] [800] z [1800] [1400]\n ADD GRASS || x: [1800] [2200] y: [800] [825] z: [1800] [1400]\n WIN ZONE || x [1900] [2100] y [825] [850] z [1700] [1500]\nelse\n if <[2] = (level)> then\n ADD GRASS || x: [-200] [200] y: [0] [25] z: [200] [-200]\n ADD DIRT || x [-200] [200] y [0] [-1000] z [200] [-200]\n ADD CHECKPOINT || x [-50] [50] y [25] [50] z [50] [-50]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [200] [400]\n ADD DIRT || x [-100] [100] y [0] [-1000] z [200] [600]\n ADD TRAMPOLINE || x: [-100] [100] y: [0] [50] z: [400] [500]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [700] [500]\n ADD TRAMPOLINE || x: [-100] [100] y: [0] [50] z: [700] [800]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [800] [1000]\n ADD TRAMPOLINE || x: [-100] [100] y: [0] [50] z: [1000] [1100]\n ADD DIRT || x [-100] [100] y [0] [-1000] z [1000] [600]\n ADD DIRT || x [-100] [100] y [0] [-1000] z [1000] [1400]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [1100] [1300]\n ADD TRAMPOLINE || x: [-100] [100] y: [0] [50] z: [1300] [1400]\n ADD DIRT || x [-100] [100] y [0] [-1000] z [1800] [1400]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [1400] [1600]\n ADD TRAMPOLINE || x: [-100] [100] y: [0] [50] z: [1600] [1700]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [1700] [1800]\n ADD LAVA || x [-100] [100] y [300] [350] z [200] [600]\n ADD LAVA || x [-100] [100] y [300] [350] z [600] [1000]\n ADD LAVA || x [-100] [100] y [300] [350] z [1400] [1000]\n ADD LAVA || x [-100] [100] y [300] [350] z [1400] [1800]\n ADD GRASS || x: [-200] [200] y: [0] [25] z: [1800] [2200]\n ADD DIRT || x [-200] [200] y [0] [-1000] z [1800] [2200]\n ADD CHECKPOINT || x [-50] [50] y [25] [50] z [1950] [2050]\n ADD DIRT || x [-100] [100] y [100] [-1000] z [2300] [2500]\n ADD GRASS || x: [-100] [100] y: [100] [125] z: [2300] [2500]\n ADD DIRT || x [-200] [-400] y [150] [-1000] z [2300] [2500]\n ADD GRASS || x: [-200] [-400] y: [150] [175] z: [2300] [2500]\n ADD DIRT || x [-500] [-700] y [200] [-1000] z [2300] [2500]\n ADD GRASS || x: [-500] [-700] y: [200] [225] z: [2300] [2500]\n ADD DIRT || x [-800] [-1000] y [250] [-1000] z [2300] [2500]\n ADD GRASS || x: [-800] [-1000] y: [250] [275] z: [2300] [2500]\n ADD GRASS || x: [-700] [-1100] y: [300] [325] z: [1800] [2200]\n ADD DIRT || x [-700] [-1100] y [300] [-1000] z [1800] [2200]\n ADD DIRT || x [-875] [-925] y [300] [-1000] z [1800] [1200]\n ADD LAVA || x [-875] [-925] y [350] [300] z [1550] [1600]\n ADD GRASS || x: [-875] [-925] y: [300] [325] z: [1600] [1800]\n ADD GRASS || x: [-875] [-925] y: [300] [325] z: [1550] [1250]\n ADD LAVA || x [-875] [-925] y [350] [300] z [1250] [1200]\n ADD DIRT || x [-1300] [-925] y [300] [-1000] z [1250] [1200]\n ADD GRASS || x: [-925] [-1100] y: [300] [325] z: [1250] [1200]\n ADD LAVA || x [-1100] [-1150] y [350] [300] z [1250] [1200]\n ADD GRASS || x: [-1150] [-1300] y: [300] [325] z: [1250] [1200]\n ADD DIRT || x [-1250] [-1300] y [475] [-1000] z [1200] [1000]\n ADD GRASS || x: [-1250] [-1300] y: [500] [475] z: [1150] [1200]\n ADD LAVA || x [-1250] [-1300] y [475] [525] z [1150] [1100]\n ADD GRASS || x: [-1250] [-1300] y: [500] [475] z: [1100] [1000]\n ADD DIRT || x [-800] [-1300] y [475] [-1000] z [1050] [1000]\n ADD GRASS || x: [-800] [-1250] y: [475] [500] z: [1050] [1000]\n ADD DIRT || x [-500] [-400] y [475] [-1000] z [1050] [1000]\n ADD GRASS || x: [-500] [-400] y: [475] [500] z: [1050] [1000]\n ADD DIRT || x [-200] [-400] y [475] [-1000] z [1125] [925]\n ADD GRASS || x: [-200] [-400] y: [475] [500] z: [1125] [925]\n WIN ZONE || x [-250] [-350] y [500] [525] z [1075] [975]\n else\n if <[3] = (level)> then\n ADD GRASS || x: [-200] [200] y: [0] [25] z: [200] [-200]\n ADD DIRT || x [-200] [200] y [0] [-1000] z [200] [-200]\n ADD CHECKPOINT || x [-50] [50] y [25] [50] z [50] [-50]\n ADD GRASS || x: [-150] [150] y: [75] [50] z: [400] [500]\n ADD DIRT || x [-150] [150] y [50] [-1000] z [400] [500]\n ADD GRASS || x: [-150] [150] y: [125] [100] z: [700] [800]\n ADD DIRT || x [-150] [150] y [100] [-1000] z [700] [800]\n ADD GRASS || x: [-150] [150] y: [175] [150] z: [1000] [1100]\n ADD DIRT || x [-150] [150] y [150] [-1000] z [1000] [1100]\n ADD GRASS || x: [-150] [150] y: [225] [200] z: [1300] [1400]\n ADD DIRT || x [-150] [160] y [200] [-1000] z [1300] [1400]\n ADD GRASS || x: [-150] [150] y: [275] [250] z: [1600] [1700]\n ADD DIRT || x [-150] [150] y [250] [-1000] z [1600] [1700]\n ADD GRASS || x: [-200] [200] y: [325] [300] z: [1900] [2300]\n ADD DIRT || x [-200] [200] y [300] [-1000] z [1900] [2300]\n ADD CHECKPOINT || x [-50] [50] y [325] [350] z [2050] [2150]\n ADD GRASS || x: [600] [200] y: [325] [300] z: [1900] [2300]\n ADD DIRT || x [600] [200] y [300] [-1000] z [1900] [2300]\n ADD TRAMPOLINE || x: [450] [350] y: [325] [350] z: [2050] [2150]\n ADD GRASS || x: [600] [1000] y: [1025] [1000] z: [1900] [2300]\n ADD GRASS || x: [600] [1000] y: [1025] [1000] z: [2300] [2700]\n ADD DIRT || x [-200] [600] y [1000] [-1000] z [2700] [2300]\n ADD DIRT || x [-200] [600] y [2000] [1000] z [2700] [2300]\n ADD GRASS || x: [1000] [1400] y: [2025] [2000] z: [2700] [1900]\n ADD DIRT || x [600] [1400] y [1000] [-1000] z [2700] [1900]\n ADD DIRT || x [1000] [1400] y [2000] [1000] z [2700] [1900]\n ADD GRASS || x: [1400] [200] y: [2525] [2500] z: [2700] [3100]\n ADD DIRT || x [1400] [200] y [1000] [-1000] z [2700] [3100]\n ADD DIRT || x [1400] [200] y [2500] [1000] z [2700] [3100]\n ADD GRASS || x: [600] [800] y: [1125] [1100] z: [2300] [2700]\n ADD GRASS || x: [1000] [800] y: [1275] [1300] z: [2300] [2700]\n ADD GRASS || x: [600] [800] y: [1475] [1450] z: [2300] [2700]\n ADD GRASS || x: [1000] [800] y: [1675] [1650] z: [2300] [2700]\n ADD GRASS || x: [600] [800] y: [1875] [1850] z: [2300] [2700]\n ADD LAVA || x [500] [400] y [2000] [2050] z [2300] [2700]\n ADD LAVA || x [200] [300] y [2000] [2050] z [2300] [2700]\n ADD LAVA || x [100] [0] y [2000] [2050] z [2300] [2700]\n ADD LAVA || x [-100] [-200] y [2000] [2050] z [2300] [2700]\n ADD GRASS || x: [600] [500] y: [2000] [2025] z: [2300] [2700]\n ADD GRASS || x: [400] [300] y: [2000] [2025] z: [2300] [2700]\n ADD GRASS || x: [200] [100] y: [2000] [2025] z: [2300] [2700]\n ADD GRASS || x: [-100] [0] y: [2000] [2025] z: [2300] [2700]\n ADD DIRT || x [-200] [-600] y [-1000] [1000] z [2700] [1900]\n ADD DIRT || x [-200] [-600] y [2000] [1000] z [2700] [1900]\n ADD GRASS || x: [-200] [-600] y: [2000] [2025] z: [2700] [2300]\n ADD GRASS || x: [-200] [-600] y: [2000] [2025] z: [2300] [1900]\n WIN ZONE || x [-350] [-450] y [2025] [2050] z [2150] [2050]\n else\n if <[4] = (level)> then\n ADD GRASS || x: [-200] [200] y: [0] [25] z: [200] [-200]\n ADD DIRT || x [-200] [200] y [0] [-1000] z [200] [-200]\n ADD CHECKPOINT || x [-50] [50] y [25] [50] z [50] [-50]\n ADD GRASS || x: [0] [100] y: [-25] [0] z: [500] [600]\n ADD DIRT || x [0] [100] y [-25] [-1000] z [500] [600]\n ADD GRASS || x: [-200] [-300] y: [50] [25] z: [800] [900]\n ADD DIRT || x [-200] [-300] y [25] [-1000] z [800] [900]\n ADD GRASS || x: [-400] [-300] y: [100] [75] z: [1200] [1300]\n ADD DIRT || x [-400] [-300] y [75] [-1000] z [1200] [1300]\n ADD GRASS || x: [100] [0] y: [75] [50] z: [1500] [1400]\n ADD DIRT || x [100] [0] y [50] [-1000] z [1500] [1400]\n ADD GRASS || x: [50] [-50] y: [125] [100] z: [1800] [1900]\n ADD DIRT || x [50] [-50] y [100] [-1000] z [1800] [1900]\n ADD GRASS || x: [-200] [200] y: [100] [125] z: [2100] [2500]\n ADD DIRT || x [-200] [200] y [100] [-1000] z [2100] [2500]\n ADD CHECKPOINT || x [-50] [50] y [125] [150] z [2250] [2350]\n ADD GRASS || x: [700] [500] y: [150] [175] z: [2200] [2400]\n ADD DIRT || x [700] [500] y [150] [-1000] z [2200] [2400]\n ADD GRASS || x: [700] [500] y: [250] [275] z: [1900] [1700]\n ADD DIRT || x [700] [500] y [250] [-1000] z [1900] [1700]\n ADD GRASS || x: [700] [500] y: [350] [375] z: [1400] [1200]\n ADD DIRT || x [700] [500] y [350] [-1000] z [1400] [1200]\n ADD GRASS || x: [700] [500] y: [450] [475] z: [900] [700]\n ADD DIRT || x [700] [500] y [450] [-1000] z [900] [700]\n ADD GRASS || x: [700] [500] y: [550] [575] z: [400] [200]\n ADD DIRT || x [700] [500] y [550] [-1000] z [400] [200]\n ADD GRASS || x: [800] [400] y: [550] [575] z: [200] [-200]\n ADD DIRT || x [800] [400] y [550] [-1000] z [200] [-200]\n ADD CHECKPOINT || x [550] [650] y [575] [600] z [50] [-50]\n ADD GRASS || x: [300] [400] y: [550] [575] z: [100] [-100]\n ADD DIRT || x [300] [400] y [550] [-1000] z [100] [-100]\n ADD TRAMPOLINE || x: [300] [400] y: [575] [600] z: [100] [-100]\n ADD GRASS || x: [-300] [-400] y: [550] [575] z: [100] [-100]\n ADD DIRT || x [-300] [-400] y [550] [-1000] z [100] [-100]\n ADD GRASS || x: [-800] [-400] y: [550] [575] z: [200] [-200]\n ADD DIRT || x [-800] [-400] y [550] [-1000] z [200] [-200]\n ADD GRASS || x: [-700] [-500] y: [550] [575] z: [200] [300]\n ADD DIRT || x [-700] [-500] y [550] [-1000] z [200] [300]\n ADD TRAMPOLINE || x: [-700] [-500] y: [600] [575] z: [200] [300]\n ADD GRASS || x: [-700] [-500] y: [550] [575] z: [900] [1000]\n ADD DIRT || x [-700] [-500] y [550] [-1000] z [900] [1000]\n ADD GRASS || x: [-800] [-400] y: [550] [575] z: [1400] [1000]\n ADD DIRT || x [-800] [-400] y [550] [-1000] z [1400] [1000]\n ADD GRASS || x: [-700] [-500] y: [550] [575] z: [1400] [1500]\n ADD DIRT || x [-700] [-500] y [550] [-1000] z [1400] [1500]\n ADD TRAMPOLINE || x: [-700] [-500] y: [600] [575] z: [1400] [1500]\n ADD GRASS || x: [-700] [-500] y: [550] [575] z: [2200] [2100]\n ADD DIRT || x [-700] [-500] y [550] [-1000] z [2200] [2100]\n ADD GRASS || x: [-800] [-400] y: [550] [575] z: [2200] [2600]\n ADD DIRT || x [-800] [-400] y [550] [-1000] z [2200] [2600]\n ADD GRASS || x: [-700] [-500] y: [550] [575] z: [2600] [2700]\n ADD DIRT || x [-700] [-500] y [550] [-1000] z [2600] [2700]\n ADD TRAMPOLINE || x: [-700] [-500] y: [600] [575] z: [2600] [2700]\n ADD GRASS || x: [-700] [-500] y: [550] [575] z: [3400] [3300]\n ADD DIRT || x [-700] [-500] y [550] [-1000] z [3400] [3300]\n ADD GRASS || x: [-800] [-400] y: [550] [575] z: [3400] [3800]\n ADD DIRT || x [-800] [-400] y [550] [-1000] z [3400] [3800]\n ADD GRASS || x: [-400] [-300] y: [550] [575] z: [3500] [3700]\n ADD DIRT || x [-400] [-300] y [550] [-1000] z [3500] [3700]\n ADD TRAMPOLINE || x: [-400] [-300] y: [600] [575] z: [3500] [3700]\n ADD GRASS || x: [800] [400] y: [550] [575] z: [3400] [3800]\n ADD DIRT || x [800] [400] y [550] [-1000] z [3400] [3800]\n ADD GRASS || x: [400] [300] y: [550] [575] z: [3500] [3700]\n ADD DIRT || x [400] [300] y [550] [-1000] z [3500] [3700]\n WIN ZONE || x [650] [550] y [575] [600] z [3550] [3650]\n else\n if <[5] = (level)> then\n ADD GRASS || x: [-200] [200] y: [0] [25] z: [200] [-200]\n ADD DIRT || x [-200] [200] y [0] [-1000] z [200] [-200]\n ADD CHECKPOINT || x [-50] [50] y [25] [50] z [50] [-50]\n ADD GRASS || x: [-100] [100] y: [0] [25] z: [500] [700]\n ADD DIRT || x [-100] [100] y [0] [-1000] z [500] [700]\n ADD GRASS || x: [0] [200] y: [0] [25] z: [1000] [1200]\n ADD DIRT || x [0] [200] y [0] [-1000] z [1000] [1200]\n ADD GRASS || x: [400] [200] y: [0] [25] z: [1500] [1700]\n ADD DIRT || x [400] [200] y [0] [-1000] z [1500] [1700]\n ADD GRASS || x: [500] [700] y: [0] [25] z: [2200] [2000]\n ADD DIRT || x [500] [700] y [0] [-1000] z [2200] [2000]\n ADD GRASS || x: [1000] [1200] y: [0] [25] z: [2200] [2400]\n ADD DIRT || x [1000] [1200] y [0] [-1000] z [2200] [2400]\n ADD GRASS || x: [1900] [1500] y: [0] [25] z: [2200] [2600]\n ADD DIRT || x [1900] [1500] y [0] [-1000] z [2200] [2600]\n ADD CHECKPOINT || x [1650] [1750] y [25] [50] z [2350] [2450]\n ADD GRASS || x: [1900] [1500] y: [100] [125] z: [3000] [2600]\n ADD DIRT || x [1900] [1500] y [100] [-1000] z [3000] [2600]\n ADD LAVA || x [1900] [1500] y [125] [150] z [2750] [2850]\n ADD GRASS || x: [1900] [1500] y: [200] [225] z: [3000] [3400]\n ADD DIRT || x [1900] [1500] y [200] [-1000] z [3000] [3400]\n ADD LAVA || x [1900] [1500] y [225] [250] z [3150] [3250]\n ADD GRASS || x: [1900] [1500] y: [300] [325] z: [3800] [3400]\n ADD DIRT || x [1900] [1500] y [300] [-1000] z [3800] [3400]\n ADD LAVA || x [1900] [1500] y [325] [350] z [3550] [3650]\n ADD GRASS || x: [1900] [1500] y: [400] [425] z: [3800] [4200]\n ADD DIRT || x [1900] [1500] y [400] [-1000] z [3800] [4200]\n ADD CHECKPOINT || x [1650] [1750] y [425] [450] z [3950] [4050]\n ADD DIRT || x [1900] [2700] y [500] [-1000] z [3800] [4200]\n ADD DIRT || x [3500] [2700] y [500] [-1000] z [3800] [4200]\n ADD GRASS || x: [1900] [2100] y: [500] [525] z: [3800] [4000]\n ADD LAVA || x [2100] [1900] y [550] [500] z [4200] [4000]\n ADD GRASS || x: [2100] [2300] y: [500] [525] z: [4200] [4000]\n ADD LAVA || x [2100] [2300] y [550] [500] z [3800] [4000]\n ADD GRASS || x: [2300] [2500] y: [500] [525] z: [3800] [4000]\n ADD LAVA || x [2300] [2500] y [550] [500] z [4200] [4000]\n ADD GRASS || x: [2500] [2700] y: [500] [525] z: [4200] [4000]\n ADD LAVA || x [2500] [2700] y [550] [500] z [3800] [4000]\n ADD GRASS || x: [2700] [2900] y: [500] [525] z: [3800] [4000]\n ADD LAVA || x [2700] [2900] y [550] [500] z [4200] [4000]\n ADD GRASS || x: [2900] [3100] y: [500] [525] z: [4200] [4000]\n ADD LAVA || x [2900] [3100] y [550] [500] z [3800] [4000]\n ADD GRASS || x: [3100] [3300] y: [500] [525] z: [3800] [4000]\n ADD LAVA || x [3100] [3300] y [550] [500] z [4200] [4000]\n ADD GRASS || x: [3300] [3500] y: [500] [525] z: [4200] [4000]\n ADD LAVA || x [3300] [3500] y [550] [500] z [3800] [4000]\n ADD GRASS || x: [3500] [3900] y: [600] [625] z: [4200] [3800]\n ADD DIRT || x [3500] [3900] y [600] [-1000] z [4200] [3800]\n ADD CHECKPOINT || x [3650] [3750] y [625] [650] z [3950] [4050]\n ADD GRASS || x: [3500] [3900] y: [700] [725] z: [3500] [3700]\n ADD DIRT || x [3500] [3900] y [700] [650] z [3500] [3700]\n ADD GRASS || x: [3500] [3900] y: [800] [825 ] z: [3100] [3300]\n ADD DIRT || x [3500] [3900] y [800] [750] z [3100] [3300]\n ADD GRASS || x: [3500] [3900] y: [900] [925 ] z: [2700] [2900]\n ADD DIRT || x [3500] [3900] y [900] [850] z [2700] [2900]\n ADD GRASS || x: [3500] [3900] y: [1000] [1025] z: [2300] [2500]\n ADD DIRT || x [3500] [3900] y [1000] [950] z [2300] [2500]\n ADD GRASS || x: [3500] [3900] y: [1100] [1125] z: [2300] [1900]\n ADD DIRT || x [3500] [3900] y [1100] [-1000] z [2300] [1900]\n ADD CHECKPOINT || x [3650] [3750] y [1125] [1150] z [2050] [2150]\n ADD DIRT || x [3500] [2700] y [1100] [-1000] z [2300] [1900]\n ADD DIRT || x [1900] [2700] y [1100] [-1000] z [2300] [1900]\n ADD LAVA || x [3500] [3100] y [1100] [1125] z [2300] [1900]\n ADD LAVA || x [3100] [2700] y [1100] [1125] z [2300] [1900]\n ADD LAVA || x [2300] [2700] y [1100] [1125] z [2300] [1900]\n ADD GRASS || x: [2300] [1900] y: [1650] [1675] z: [2300] [1900]\n ADD DIRT || x [2300] [1900] y [1650] [1100] z [2300] [1900]\n ADD CHECKPOINT || x [2050] [2150] y [1675] [1700] z [2050] [2150]\n ADD GRASS || x: [3250] [3350] y: [1150] [1125] z: [2050] [2150]\n ADD GRASS || x: [3050] [3150] y: [1250] [1275] z: [2050] [2150]\n ADD DIRT || x [3050] [3150] y [1250] [1100] z [2050] [2150]\n ADD GRASS || x: [2850] [2950] y: [1350] [1375] z: [2050] [2150]\n ADD DIRT || x [2850] [2950] y [1350] [1100] z [2050] [2150]\n ADD GRASS || x: [2650] [2750] y: [1450] [1475] z: [2050] [2150]\n ADD DIRT || x [2650] [2750] y [1450] [1100] z [2050] [2150]\n ADD GRASS || x: [2450] [2550] y: [1550] [1575] z: [2050] [2150]\n ADD DIRT || x [2450] [2550] y [1550] [1100] z [2050] [2150]\n ADD DIRT || x [2300] [1900] y [1650] [-1000] z [3100] [3700]\n ADD DIRT || x [2300] [1900] y [1650] [-1000] z [3100] [2300]\n ADD TRAMPOLINE || x: [2300] [1900] y: [1650] [1675] z: [2500] [2300]\n ADD LAVA || x [2300] [1900] y [1650] [2250] z [2500] [2700]\n ADD TRAMPOLINE || x: [2300] [1900] y: [1650] [1675] z: [2700] [2900]\n ADD LAVA || x [2300] [1900] y [1650] [2250] z [2900] [3100]\n ADD TRAMPOLINE || x: [2300] [1900] y: [1650] [1675] z: [3100] [3300]\n ADD LAVA || x [2300] [1900] y [1650] [2250] z [3300] [3500]\n ADD GRASS || x: [2300] [1900] y: [1650] [1675] z: [3500] [3700]\n ADD GRASS || x: [2300] [2700] y: [1650] [1675] z: [3300] [3700]\n ADD DIRT || x [2300] [2700] y [1650] [-1000] z [3300] [3700]\n ADD CHECKPOINT || x [2450] [2550] y [1700] [1675] z [3450] [3550]\n ADD GRASS || x: [3100] [2700] y: [1750] [1775] z: [3300] [3700]\n ADD DIRT || x [3100] [2700] y [1750] [-1000] z [3300] [3700]\n ADD GRASS || x: [3100] [3500] y: [1850] [1875] z: [3300] [3700]\n ADD DIRT || x [3100] [3500] y [1850] [-1000] z [3300] [3700]\n ADD GRASS || x: [3100] [3500] y: [1950] [1975] z: [3300] [2900]\n ADD DIRT || x [3100] [3500] y [1950] [-1000] z [3300] [2900]\n ADD GRASS || x: [3100] [3500] y: [2050] [2075] z: [2300] [2900]\n ADD DIRT || x [3100] [3500] y [2050] [-1000] z [2300] [2900]\n ADD GRASS || x: [3100] [2700] y: [2150] [2175] z: [2300] [2700]\n ADD DIRT || x [3100] [2700] y [2150] [-1000] z [2300] [2700]\n ADD GRASS || x: [3100] [2700] y: [2250] [2275] z: [3000] [2700]\n ADD DIRT || x [3100] [2700] y [2250] [-1000] z [3000] [2700]\n ADD GRASS || x: [3100] [2700] y: [2350] [2375] z: [3000] [3300]\n ADD DIRT || x [3100] [2700] y [2350] [-1000] z [3000] [3300]\n ADD GRASS || x: [2300] [2700] y: [2450] [2475] z: [3000] [3300]\n ADD DIRT || x [2300] [2700] y [2450] [-1000] z [3000] [3300]\n ADD GRASS || x: [2300] [2700] y: [2550] [2575] z: [3000] [2700]\n ADD DIRT || x [2300] [2700] y [2550] [-1000] z [3000] [2700]\n ADD GRASS || x: [2300] [2700] y: [2650] [2675] z: [2300] [2700]\n ADD DIRT || x [2300] [2700] y [2650] [-1000] z [2300] [2700]\n WIN ZONE || x [2450] [2550] y [2675] [2700] z [2450] [2550]\n end\n end\n end\n end\nend\n\nADD LAVA || x [-100] [0] y [25] [50] z [] []\nADD LAVA || x [-100] [0] y [25] [50] z [] []\n\nADD DIRT || x [100] [200] y [500] [-1000] z [200] [600]\nADD DIRT || x [100] [200] y [500] [-1000] z [600] [1000]\nADD DIRT || x [100] [200] y [500] [-1000] z [1400] [1000]\nADD DIRT || x [100] [200] y [500] [-1000] z [1400] [1800]\n\nADD GRASS || x: [-300] [-400] y: [550] [575] z: [100] [-100]\nADD DIRT || x [-300] [-400] y [550] [-1000] z [100] [-100]\n\nADD TRAMPOLINE || x: [400] [300] y: [600] [575] z: [3500] [3700]\nADD GRASS || x: [700] [500] y: [550] [575] z: [3400] [3300]\nADD DIRT || x [700] [500] y [550] [-1000] z [3400] [3300]\n\nrepeat (6)\n delete (length of [checkpoint hitboxes v]) of [checkpoint hitboxes v]\nend\n\nbroadcast (RESET v)\n\nset [distanceoscreen v] to [300]\n\nWIN ZONE || x [-50] [50] y [25] [50] z [2350] [2450]\n\nset [distanceoscreen v] to [250]\n\ndelete all of [grass meshes v]\n\nset [level v] to [1]\n\nADD CHECKPOINT || x [-50] [50] y [25] [50] z [50] [-50]\n\nset [cz v] to [45]\n\nset [level v] to [4]\n\nADD DIRT || x [600] [1000] y [1000] [-1000] z [1900] [2300]\n\nADD GRASS || x: [1000] [800] y: [1675] [1650] z: [2300] [2700]\n\nADD GRASS || x: [-200] [200] y: [2000] [2025] z: [2300] [2700]\n\nADD GRASS || x: [1900] [2500] y: [500] [525] z: [3800] [4200]\n\n\n\ndefine ADD DIRT || x (x1) (x2) y (y1) (y2) z (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [dirt meshes v]\n add (x2) to [dirt meshes v]\nelse\n add (x2) to [dirt meshes v]\n add (x1) to [dirt meshes v]\nend\nif <(y2) > (y1)> then\n add (y1) to [dirt meshes v]\n add (y2) to [dirt meshes v]\nelse\n add (y2) to [dirt meshes v]\n add (y1) to [dirt meshes v]\nend\nif <(z2) > (z1)> then\n add (z1) to [dirt meshes v]\n add (z2) to [dirt meshes v]\nelse\n add (z2) to [dirt meshes v]\n add (z1) to [dirt meshes v]\nend\n\ndefine ADD TRAMPOLINE || x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [trampoline hitbox v]\n add (x2) to [trampoline hitbox v]\nelse\n add (x2) to [trampoline hitbox v]\n add (x1) to [trampoline hitbox v]\nend\nif <(y2) > (y1)> then\n add (y1) to [trampoline hitbox v]\n add (y2) to [trampoline hitbox v]\nelse\n add (y2) to [trampoline hitbox v]\n add (y1) to [trampoline hitbox v]\nend\nif <(z2) > (z1)> then\n add (z1) to [trampoline hitbox v]\n add (z2) to [trampoline hitbox v]\nelse\n add (z2) to [trampoline hitbox v]\n add (z1) to [trampoline hitbox v]\nend\n\ndefine 3D || x (x) y (y) z (z)\nif <(z) > [30]> then\n set [scrx v] to ((x) * ((DISTANCEOSCREEN) / (z)))\n set [scry v] to ((y) * ((DISTANCEOSCREEN) / (z)))\n go to x: (SCRX) y: (SCRY)\n point in direction ((90) + ([atan v] of (((0) - (SCRX)) / (((DISTANCEOSCREEN) / ([tan v] of (CAMDIR\(X\)) )) - (SCRY))) ))\n if <<(x position) = (SCRX)> and <(y position) = (SCRY)>> then\n set size to ((100) * ((DISTANCEOSCREEN) / (z))) %\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine SORT || DISTANCE (dis)\nset [counter v] to [1]\nrepeat until <not <(dis) < (item (COUNTER) of [objdis v])>>\n change [counter v] by (1)\nend\ninsert (dis) at (COUNTER) of [objdis v] \ngo [forward v] ((COUNTER) - (1)) layers\n\ndefine ADD GRASS || x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nADD HITBOX || x: (x1) (x2) || y: (y1) (y2) || z: (z1) (z2)\n\ndefine ADD LAVA || x (x1) (x2) y (y1) (y2) z (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [lava hitbox v]\n add (x2) to [lava hitbox v]\nelse\n add (x2) to [lava hitbox v]\n add (x1) to [lava hitbox v]\nend\nif <(y2) > (y1)> then\n add (y1) to [lava hitbox v]\n add (y2) to [lava hitbox v]\nelse\n add (y2) to [lava hitbox v]\n add (y1) to [lava hitbox v]\nend\nif <(z2) > (z1)> then\n add (z1) to [lava hitbox v]\n add (z2) to [lava hitbox v]\nelse\n add (z2) to [lava hitbox v]\n add (z1) to [lava hitbox v]\nend\nset [distanceoscreen v] to [300]\n\ndefine WIN ZONE || x (x1) (x2) y (y1) (y2) z (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [winner mesh v]\n add (x2) to [winner mesh v]\nelse\n add (x2) to [winner mesh v]\n add (x1) to [winner mesh v]\nend\nif <(y1) > (y2)> then\n add (y2) to [winner mesh v]\n add (y1) to [winner mesh v]\nelse\n add (y1) to [winner mesh v]\n add (y2) to [winner mesh v]\nend\nif <(z2) > (z1)> then\n add (z1) to [winner mesh v]\n add (z2) to [winner mesh v]\nelse\n add (z2) to [winner mesh v]\n add (z1) to [winner mesh v]\nend\n\nwhen [f v] key pressed\n\ndelete all of [checkpoint hitboxes v]\ndelete all of [grass meshes v]\ndelete all of [lava hitbox v]\ndelete all of [trampoline hitbox v]\ndelete all of [winner mesh v]\ndelete all of [dirt meshes v]\nbroadcast (Startup / clone v)\n\nadd (x1) to [trampoline hitbox v]\nadd (x2) to [trampoline hitbox v]\nadd (y1) to [trampoline hitbox v]\nadd (y2) to [trampoline hitbox v]\nadd (z1) to [trampoline hitbox v]\nadd (z2) to [trampoline hitbox v]\n\ndefine ADD CHECKPOINT || x (x1) (x2) y (y1) (y2) z (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [checkpoint hitboxes v]\n add (x2) to [checkpoint hitboxes v]\nelse\n add (x2) to [checkpoint hitboxes v]\n add (x1) to [checkpoint hitboxes v]\nend\nif <(y2) > (y1)> then\n add (y1) to [checkpoint hitboxes v]\n add (y2) to [checkpoint hitboxes v]\nelse\n add (y2) to [checkpoint hitboxes v]\n add (y1) to [checkpoint hitboxes v]\nend\nif <(z2) > (z1)> then\n add (z1) to [checkpoint hitboxes v]\n add (z2) to [checkpoint hitboxes v]\nelse\n add (z2) to [checkpoint hitboxes v]\n add (z1) to [checkpoint hitboxes v]\nend\nset [distanceoscreen v] to [300]\n\ndefine ROTATION MATRIX || y (y) z (z) || sin (sin) cos (cos)\nset [roty v] to (((z) * (sin)) + ((y) * (cos)))\nset [rotz v] to (((z) * (cos)) - ((y) * (sin)))\n\nADD LAVA || x [2300] [2700] y [1100] [1125] z [2300] [1900]\n\nADD GRASS || x: [2300] [1900] y: [1650] [1675] z: [3100] [2300]\n\nADD LAVA || x [2300] [1900] y [1650] [2300] z [2500] [2700]\n\nADD CHECKPOINT || x [2450] [2550] y [2675] [2700] z [2450] [2550]\n\nAdd OBJ || x (x1) y (y2) z (z1)\nAdd OBJ || x (x2) y (y2) z (z1)\nAdd OBJ || x (x1) y (y1) z (z1)\nAdd OBJ || x (x1) y (y2) z (z2)\nAdd OBJ || x (x2) y (y2) z (z2)\nAdd OBJ || x (x2) y (y1) z (z1)\nAdd OBJ || x (x2) y (y1) z (z2)\nAdd OBJ || x (x1) y (y1) z (z2)\n\ndefine Add OBJ || x (x) y (y) z (z)\nshow\nset [objx v] to (x)\nset [objy v] to (y)\nset [objz v] to (z)\ncreate clone of (_myself_ v)\nhide\n\ndefine ROTATION MATRIX || x (x) z (z) || sin (sin) cos (cos)\nset [rotx v] to (((z) * (sin)) + ((x) * (cos)))\nset [rotz v] to (((z) * (cos)) - ((x) * (sin)))\n\ndefine ADD HITBOX || x: (x1) (x2) || y: (y1) (y2) || z: (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [grass meshes v]\n add (x2) to [grass meshes v]\nelse\n add (x2) to [grass meshes v]\n add (x1) to [grass meshes v]\nend\nif <(y2) > (y1)> then\n add (y1) to [grass meshes v]\n add (y2) to [grass meshes v]\nelse\n add (y2) to [grass meshes v]\n add (y1) to [grass meshes v]\nend\nif <(z2) > (z1)> then\n add (z1) to [grass meshes v]\n add (z2) to [grass meshes v]\nelse\n add (z2) to [grass meshes v]\n add (z1) to [grass meshes v]\nend\n\nAdd OBJ || x [50] y [50] z [50]\nAdd OBJ || x [-50] y [50] z [50]\nAdd OBJ || x [50] y [0] z [50]\nAdd OBJ || x [50] y [50] z [-50]\nAdd OBJ || x [-50] y [50] z [-50]\nAdd OBJ || x [-50] y [0] z [50]\nAdd OBJ || x [-50] y [0] z [-50]\nAdd OBJ || x [50] y [0] z [-50]\nADD HITBOX || x: [50] [-50] || y: [0] [50] || z: [50] [-50]\n\nrepeat (6)\n delete (length of [grass meshes v]) of [grass meshes v]\nend\n\ndelete all of [trampoline hitbox v]\ndelete all of [dirt meshes v]\n\nADD CHECKPOINT || x [650] [550] y [575] [600] z [3550] [3650]\n\nset [level v] to [5]\n\nADD GRASS || x: [-100] [100] y: [0] [25] z: [900] [1100]\n\nADD LAVA || x [0] [100] y [25] [50] z [900] [1000]\n\nADD GRASS || x: [2000] [3000] y: [0] [50] z: [2000] [3000]\n\n@ Player\n\ndefine PHYSICS || ACEL (acel) FRICTION (friction) GRAVITY (gravity) JUMP POWER (jump power)\nif <key (w v) pressed?> then\n change [xspd v] by ((acel) * (CYDS))\n change [zspd v] by ((acel) * (CYDC))\nend\nif <key (s v) pressed?> then\n change [xspd v] by ((() - (acel)) * (CYDS))\n change [zspd v] by ((() - (acel)) * (CYDC))\nend\nif <key (d v) pressed?> then\n change [xspd v] by ((acel) * (CYDC))\n change [zspd v] by ((() - (acel)) * (CYDS))\nend\nif <key (a v) pressed?> then\n change [xspd v] by ((() - (acel)) * (CYDC))\n change [zspd v] by ((acel) * (CYDS))\nend\nchange [yspd v] by (gravity)\nset [xspd v] to ((XSPD) * (friction))\nset [zspd v] to ((ZSPD) * (friction))\nDETECTION || JUMP POWER (jump power)\n\nbroadcast (RESET v)\n\ndefine SOLID DETECTION || x (x) y (y) z (z) || PLAYER HEIGHT (height) WIDTH (x width) (z width)\nif <((y) - (height)) < [-500]> then\n start sound [Crunch v]\n broadcast (RESET v)\n stop [this script v]\nend\nset [counter v] to [0]\nrepeat ((length of [grass meshes v]) / (6))\n if <<((x) + ((x width) / (2))) > (item ((COUNTER) + (1)) of [grass meshes v])> and <((x) - ((x width) / (2))) < (item ((COUNTER) + (2)) of [grass meshes v])>> then\n if <<(y) > (item ((COUNTER) + (3)) of [grass meshes v])> and <((y) - (height)) < (item ((COUNTER) + (4)) of [grass meshes v])>> then\n if <<((z) + ((z width) / (2))) > (item ((COUNTER) + (5)) of [grass meshes v])> and <((z) - ((z width) / (2))) < (item ((COUNTER) + (6)) of [grass meshes v])>> then\n change [hitboxdetected? v] by (1)\n stop [this script v]\n end\n end\n end\n change [counter v] by (6)\nend\nset [counter v] to [0]\nrepeat ((length of [dirt meshes v]) / (6))\n if <<((x) + ((x width) / (2))) > (item ((COUNTER) + (1)) of [dirt meshes v])> and <((x) - ((x width) / (2))) < (item ((COUNTER) + (2)) of [dirt meshes v])>> then\n if <<(y) > (item ((COUNTER) + (3)) of [dirt meshes v])> and <((y) - (height)) < (item ((COUNTER) + (4)) of [dirt meshes v])>> then\n if <<((z) + ((z width) / (2))) > (item ((COUNTER) + (5)) of [dirt meshes v])> and <((z) - ((z width) / (2))) < (item ((COUNTER) + (6)) of [dirt meshes v])>> then\n change [hitboxdetected? v] by (1)\n stop [this script v]\n end\n end\n end\n change [counter v] by (6)\nend\n\nset [hitboxdetected? v] to [1]\n\nset [hitboxdetected? v] to [0]\n\nchange [yspd v] by ((<key (z v) pressed?> - <key (x v) pressed?>) * (acel))\n\ndefine DETECTION || JUMP POWER (jump power)\nset [hitboxdetected? v] to [0]\nchange [player x v] by (XSPD)\nSOLID DETECTION || x (Player X) y (Player Y) z (Player Z) || PLAYER HEIGHT (Player Height) WIDTH (Player X Width) (Player Z Width)\nif <(HITBOXDETECTED?) > [0]> then\n change [player x v] by (() - (XSPD))\n set [xspd v] to ((XSPD) * (.3))\nend\nset [hitboxdetected? v] to [0]\nchange [player y v] by (YSPD)\nSOLID DETECTION || x (Player X) y (Player Y) z (Player Z) || PLAYER HEIGHT (Player Height) WIDTH (Player X Width) (Player Z Width)\nif <(HITBOXDETECTED?) > [0]> then\n change [player y v] by (() - (YSPD))\n set [yspd v] to ((YSPD) * (.3))\n if <<key (space v) pressed?> and <(YSPD) < [0]>> then\n start sound [Jump v]\n set [yspd v] to (jump power)\n end\nend\nset [hitboxdetected? v] to [0]\nchange [player z v] by (ZSPD)\nSOLID DETECTION || x (Player X) y (Player Y) z (Player Z) || PLAYER HEIGHT (Player Height) WIDTH (Player X Width) (Player Z Width)\nif <(HITBOXDETECTED?) > [0]> then\n change [player z v] by (() - (ZSPD))\n set [zspd v] to ((ZSPD) * (.3))\nend\nset [hitboxdetected? v] to [0]\nTRAMPOLINE DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height) (Player X Width) (Player Z Width)\nif <(HITBOXDETECTED?) = [1]> then\n start sound [Drum Boing v]\n set [yspd v] to [40]\nend\nset [hitboxdetected? v] to [0]\nLAVA DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height) WIDTH (Player X Width) (Player Z Width)\nif <(HITBOXDETECTED?) = [1]> then\n start sound [Crunch v]\n broadcast (RESET v)\nend\nset [hitboxdetected? v] to [0]\nCP DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height)\nif <(HITBOXDETECTED?) = [1]> then\n set [cx v] to (Player X)\n set [cy v] to ((Player Y) + (200))\n set [cz v] to (Player Z)\nend\nset [hitboxdetected? v] to [0]\nWIN DETECT (Player X) (Player Y) (Player Z) (Player Height)\nif <(HITBOXDETECTED?) = [1]> then\n broadcast (WIN v)\nend\n\ndefine TRAMPOLINE DETECTION || x (x) y (y) z (z) HEIGHT (height) (x width) (z width)\nset [counter v] to [0]\nrepeat ((length of [trampoline hitbox v]) / (6))\n if <<((x) + ((x width) / (2))) > (item ((COUNTER) + (1)) of [trampoline hitbox v])> and <((x) - ((x width) / (2))) < (item ((COUNTER) + (2)) of [trampoline hitbox v])>> then\n if <<(y) > (item ((COUNTER) + (3)) of [trampoline hitbox v])> and <((y) - (height)) < (item ((COUNTER) + (4)) of [trampoline hitbox v])>> then\n if <<((z) + ((z width) / (2))) > (item ((COUNTER) + (5)) of [trampoline hitbox v])> and <((z) - ((z width) / (2))) < (item ((COUNTER) + (6)) of [trampoline hitbox v])>> then\n set [hitboxdetected? v] to [1]\n stop [this script v]\n end\n end\n end\n change [counter v] by (6)\nend\n\nwhen I receive [reset v]\nset [player x width v] to [50]\nset [player height v] to [50]\nset [player z width v] to [50]\nset [camx v] to (CX)\nset [camy v] to (CY)\nset [camz v] to (CZ)\nset [player x v] to (CX)\nset [player y v] to (CY)\nset [player z v] to (CZ)\nset [camdir\(y\) v] to [0]\nset [camdir\(x\) v] to [-45]\nset [win v] to [0]\ndelete all of [grass meshes v]\ndelete all of [lava hitbox v]\ndelete all of [trampoline hitbox v]\ndelete all of [checkpoint hitboxes v]\ndelete all of [winner mesh v]\n\nbroadcast (Startup / clone v) and wait\n\nwhen I receive [begin v]\nforever\n if <(win) = [0]> then\n if <(GODMODE?) = [1]> then\n GODMODE || [20] [.7]\n else\n PHYSICS || ACEL [4] FRICTION [.7] GRAVITY [-1] JUMP POWER [21]\n end\n delete all of [objdis v]\n GENERATE PLAYER MESH || XP (Player X) YP (Player Y) ZP (Player Z) || XW (Player X Width) YW (Player Height) ZW (Player Z Width)\n POSITION CAMERA\n SHADOW\n set [cxdc v] to ([cos v] of (CAMDIR\(X\)) )\n set [cxds v] to ([sin v] of (CAMDIR\(X\)) )\n set [cydc v] to ([cos v] of (CAMDIR\(Y\)) )\n set [cyds v] to ([sin v] of (CAMDIR\(Y\)) )\n broadcast (PRE FRAME v)\n broadcast (Frame v)\n end\nend\n\ndefine LAVA DETECTION || x (x) y (y) z (z) HEIGHT (height) WIDTH (x width) (z width)\nset [counter v] to [0]\nrepeat ((length of [lava hitbox v]) / (6))\n if <<((x) + ((x width) / (2))) > (item ((COUNTER) + (1)) of [lava hitbox v])> and <((x) - ((x width) / (2))) < (item ((COUNTER) + (2)) of [lava hitbox v])>> then\n if <<(y) > (item ((COUNTER) + (3)) of [lava hitbox v])> and <((y) - (height)) < (item ((COUNTER) + (4)) of [lava hitbox v])>> then\n if <<((z) + ((z width) / (2))) > (item ((COUNTER) + (5)) of [lava hitbox v])> and <((z) - ((z width) / (2))) < (item ((COUNTER) + (6)) of [lava hitbox v])>> then\n set [hitboxdetected? v] to [1]\n stop [this script v]\n end\n end\n end\n change [counter v] by (6)\nend\n\nset [hitboxdetected? v] to [0]\n\ndefine GODMODE || (acel) (friction)\nset [yspd v] to ((<key (z v) pressed?> - <key (x v) pressed?>) * (acel))\nif <key (w v) pressed?> then\n change [xspd v] by ((acel) * (CYDS))\n change [zspd v] by ((acel) * (CYDC))\nend\nif <key (s v) pressed?> then\n change [xspd v] by ((() - (acel)) * (CYDS))\n change [zspd v] by ((() - (acel)) * (CYDC))\nend\nif <key (d v) pressed?> then\n change [xspd v] by ((acel) * (CYDC))\n change [zspd v] by ((() - (acel)) * (CYDS))\nend\nif <key (a v) pressed?> then\n change [xspd v] by ((() - (acel)) * (CYDC))\n change [zspd v] by ((acel) * (CYDS))\nend\nset [xspd v] to ((XSPD) * (friction))\nset [zspd v] to ((ZSPD) * (friction))\nchange [player x v] by (XSPD)\nchange [player y v] by (YSPD)\nchange [player z v] by (ZSPD)\n\ndefine CP DETECTION || x (x) y (y) z (z) HEIGHT (height)\nset [counter v] to [0]\nrepeat ((length of [checkpoint hitboxes v]) / (6))\n if <<(x) > (item ((COUNTER) + (1)) of [checkpoint hitboxes v])> and <(x) < (item ((COUNTER) + (2)) of [checkpoint hitboxes v])>> then\n if <<(y) > (item ((COUNTER) + (3)) of [checkpoint hitboxes v])> and <((y) - (height)) < (item ((COUNTER) + (4)) of [checkpoint hitboxes v])>> then\n if <<(z) > (item ((COUNTER) + (5)) of [checkpoint hitboxes v])> and <(z) < (item ((COUNTER) + (6)) of [checkpoint hitboxes v])>> then\n set [hitboxdetected? v] to [1]\n stop [this script v]\n end\n end\n end\n change [counter v] by (6)\nend\n\nset [hitboxdetected? v] to [0]\n\ndefine WIN DETECT (x) (y) (z) (height)\nset [counter v] to [0]\nrepeat ((length of [winner mesh v]) / (6))\n if <<(x) > (item ((COUNTER) + (1)) of [winner mesh v])> and <(x) < (item ((COUNTER) + (2)) of [winner mesh v])>> then\n if <<(y) > (item ((COUNTER) + (3)) of [winner mesh v])> and <((y) - (height)) < (item ((COUNTER) + (4)) of [winner mesh v])>> then\n if <<(z) > (item ((COUNTER) + (5)) of [winner mesh v])> and <(z) < (item ((COUNTER) + (6)) of [winner mesh v])>> then\n set [hitboxdetected? v] to [1]\n stop [this script v]\n end\n end\n end\n change [counter v] by (6)\nend\n\nset [hitboxdetected? v] to [0]\n\nstop [other scripts in sprite v]\nstop [this script v]\n\nset [camx v] to [-1574]\nset [camy v] to [1279]\nset [camz v] to [-282]\nset [camdir\(x\) v] to [-33]\nset [camdir\(y\) v] to [48]\n\nset [camdir\(y\) v] to (() * (0.2))\n\nchange [hitboxdetected? v] by (1)\n\nCP DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height)\nTRAMPOLINE DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height) [] []\n\nCP DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height)\nTRAMPOLINE DETECTION || x (Player X) y (Player Y) z (Player Z) HEIGHT (Player Height) [] []\n\nset [cx v] to [0]\nset [cy v] to [200]\nset [cz v] to [0]\n\ndefine GENERATE PLAYER MESH || XP (xp) YP (yp) ZP (zp) || XW (xw) YW (yw) ZW (zw)\ndelete all of [player mesh v]\nif <((xp) + ((xw) / (2))) > ((xp) - ((xw) / (2)))> then\n add ((xp) - ((xw) / (2))) to [player mesh v]\n add ((xp) + ((xw) / (2))) to [player mesh v]\nelse\n add ((xp) + ((xw) / (2))) to [player mesh v]\n add ((xp) - ((xw) / (2))) to [player mesh v]\nend\nif <(yp) > ((yp) - (yw))> then\n add ((yp) - (yw)) to [player mesh v]\n add (yp) to [player mesh v]\nelse\n add (yp) to [player mesh v]\n add ((yp) - (yw)) to [player mesh v]\nend\nif <((zp) + ((zw) / (2))) > ((zp) - ((zw) / (2)))> then\n add ((zp) - ((zw) / (2))) to [player mesh v]\n add ((zp) + ((zw) / (2))) to [player mesh v]\nelse\n add ((zp) + ((zw) / (2))) to [player mesh v]\n add ((zp) - ((zw) / (2))) to [player mesh v]\nend\n\ndefine POSITION CAMERA\nif <key (o v) pressed?> then\n change [camtoplayerdis v] by (-25)\nend\nif <key (i v) pressed?> then\n change [camtoplayerdis v] by (25)\nend\nif <(CAMTOPLAYERDIS) > [0]> then\n set [camtoplayerdis v] to [-1]\nend\nif <mouse down?> then\n set [camxaxisangle v] to ((mouse y) * (.4))\n change [camyaxisangle v] by ((mouse x) * (0.03))\nend\nchange [camyaxisangle v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (3))\nset [camyaxisangle v] to ((CAMYAXISANGLE) mod (360))\nchange [camxaxisangle v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (3))\nif <(CAMXAXISANGLE) > [-3]> then\n set [camxaxisangle v] to [-3]\nend\nif <[-87] > (CAMXAXISANGLE)> then\n set [camxaxisangle v] to [-87]\nend\nset [camx v] to ((Player X) + (([sin v] of (CAMYAXISANGLE) ) * ((CAMTOPLAYERDIS) * ([cos v] of (CAMXAXISANGLE) ))))\nset [camy v] to ((Player Y) + (([sin v] of (CAMXAXISANGLE) ) * (CAMTOPLAYERDIS)))\nset [camz v] to ((Player Z) + (([cos v] of (CAMYAXISANGLE) ) * ((CAMTOPLAYERDIS) * ([cos v] of (CAMXAXISANGLE) ))))\nset [camdir\(y\) v] to ((< ((Player X) - (CAMX)) contains [-]?> * (180)) + ((90) - ([atan v] of (((Player Z) - (CAMZ)) / ((Player X) - (CAMX))) )))\nset [camdir\(x\) v] to ([atan v] of (((CAMY) - (Player Y)) / ((CAMTOPLAYERDIS) * ([cos v] of (CAMXAXISANGLE) ))) )\n\nset [camyaxisangle v] to [0]\n\nCP DETECTION || x [] y [] z [] HEIGHT [100]\n\ndefine SHADOW\ndelete all of [shadow v]\nset [countery v] to ((Player Y) - (Player Height))\nif < (Player X Width) contains [-]?> then\n set [x1 v] to ((Player X) + ((Player X Width) / (2)))\n set [x2 v] to ((Player X) - ((Player X Width) / (2)))\nelse\n set [x1 v] to ((Player X) - ((Player X Width) / (2)))\n set [x2 v] to ((Player X) + ((Player X Width) / (2)))\nend\nif < (Player Z Width) contains [-]?> then\n set [z1 v] to ((Player Z) + ((Player Z Width) / (2)))\n set [z2 v] to ((Player Z) - ((Player Z Width) / (2)))\nelse\n set [z1 v] to ((Player Z) - ((Player Z Width) / (2)))\n set [z2 v] to ((Player Z) + ((Player Z Width) / (2)))\nend\nSOLID DETECTION || x (Player X) y (COUNTERY) z (Player Z) || PLAYER HEIGHT [0] WIDTH (Player X Width) (Player Z Width)\nLAVA DETECTION || x (Player X) y (COUNTERY) z (Player Z) HEIGHT [0] WIDTH (Player X Width) (Player Z Width)\nif <(HITBOXDETECTED?) = [1]> then\n\nset [z1 v] to ((Player Z) + ((Player Z Width) / (2)))\nset [z2 v] to ((Player Z) - ((Player Z Width) / (2)))\n\nCP DETECTION || x (Player X) y (COUNTERY) z (Player Z) HEIGHT [0]\nTRAMPOLINE DETECTION || x (Player X) y (COUNTERY) z (Player Z) HEIGHT [0] [] []\nCP DETECTION || x (Player X) y (COUNTERY) z (Player Z) HEIGHT [0]\nTRAMPOLINE DETECTION || x (Player X) y (COUNTERY) z (Player Z) HEIGHT [0] [] []\n\n\n\nset [camxaxisangle v] to [0]\nset [camyaxisangle v] to [-30]\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n change [camtoplayerdis v] by (25)\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n change [camtoplayerdis v] by (-25)\nend\n\nwhen I receive [begin v]\nforever\n if <key (r v) pressed?> then\n start sound [Crunch v]\n broadcast (RESET v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Horizon\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [frame v]\n\nwhen I receive [pre frame v]\nerase all\nshow\ngo to x: (0) y: (([tan v] of ((0) - (CAMDIR\(X\))) ) * (DISTANCEOSCREEN))\nstamp\nhide\n\n@PEN\n\nwhen I receive [frame v]\nRENDER\n\ndefine ROTATION MATRIX || x (x) z (z) sin (sin) cos (cos)\nset [rotx v] to (((z) * (sin)) + ((x) * (cos)))\nset [rotz v] to (((z) * (cos)) - ((x) * (sin)))\n\ndefine ROTATION MATRIX || y (y) z (z) sin (sin) cos (cos)\nset [roty v] to (((z) * (sin)) + ((y) * (cos)))\nset [rotz v] to (((z) * (cos)) - ((y) * (sin)))\n\ndefine 3D || x (x) y (y) z (z) TYPE (type)\nif <(z) > [0]> then\n set [scrx v] to ((x) * ((DISTANCEOSCREEN) / (z)))\n set [scry v] to ((y) * ((DISTANCEOSCREEN) / (z)))\n if <(type) = [3]> then\n add (SCRX) to [triangle fill v]\n add (SCRY) to [triangle fill v]\n else\n if <(type) = [2]> then\n go to x: (SCRX) y: (SCRY)\n else\n GO TO (SCRX) (SCRY)\n end\n end\nend\nset [targetx v] to (SCRX)\nset [targety v] to (SCRY)\n\ndefine GET POS OF || x: (x) y: (y) z: (z) TYPE (type)\nROTATION MATRIX || x ((x) - (CAMX)) z ((z) - (CAMZ)) sin ((0) - (CYDS)) cos (CYDC)\nROTATION MATRIX || y ((y) - (CAMY)) z (ROTZ) sin ((0) - (CXDS)) cos (CXDC)\n3D || x (ROTX) y (ROTY) z (ROTZ) TYPE (type)\n\ndefine DRAW (type)\npen up\nset pen size to (3)\nset pen (transparency v) to (0)\nset pen (brightness v) to (100)\nif <(type) = [1]> then\n set pen color to (#c38865)\nelse\n if <(type) = [2]> then\n set pen color to (#fff694)\n else\n if <(type) = [3]> then\n set pen color to (#dc0000)\n else\n if <(type) = [4]> then\n set pen color to (#00a9ff)\n else\n if <(type) = [5]> then\n set pen color to (#cc55ff)\n else\n if <(type) = [6]> then\n set pen color to (#000000)\n else\n if <(type) = [7]> then\n set pen color to (#ff9400)\n else\n if <(type) = [8]> then\n set pen color to (#1cb919)\n else\n set pen (transparency v) to (100)\n set pen color to (#b0d8e9)\n end\n end\n end\n end\n end\n end\n end\nend\npen up\nif <(X?) = [1]> then\n set pen (brightness v) to (60)\nelse\n set pen (brightness v) to (95)\nend\nset pen size to (10)\nif <(type) = [6]> then\n set pen (brightness v) to (0)\n TOP FILL\nelse\n pen up\n DRAW SIDE\n pen up\n DRAW TOPS\n pen up\n set pen size to (3)\n pen up\n set pen (brightness v) to (95)\n pen up\n if <(X?) = [1]> then\n TOP FILL\n pen up\n SIDE FILL\n pen up\n end\nend\n\ndefine DRAW SIDE\npen up\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [2]\npen down\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [1]\npen up\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [2]\npen down\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [1]\npen up\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [2]\npen down\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [1]\npen up\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [1]\npen down\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [1]\npen up\n\nset [targetx v] to [99]\nset [targety v] to [1000]\n\npen up\n\ndefine DRAW TOPS\npen up\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [1]\npen down\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [1]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [1]\npen up\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [2]\npen down\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [1]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [1]\npen up\nif <(X?) = [1]> then\nend\n\nTOP FILL\n\nDRAW []\n\nforever\n pen down\n go to (random position v)\nend\n\ndefine RENDER\nMESH RENDER\nshow\nswitch costume to (costume3 v)\nset pen (transparency v) to (100)\npen up\nset [i2 v] to [1]\nrepeat (length of [mesh data v])\n set [i v] to [1]\n READ VALUE (item (i2) of [mesh data v])\n set [i3 v] to (value)\n READ VALUE (item (i2) of [mesh data v])\n set [x1 v] to (value)\n READ VALUE (item (i2) of [mesh data v])\n set [x2 v] to (value)\n READ VALUE (item (i2) of [mesh data v])\n set [y1 v] to (value)\n READ VALUE (item (i2) of [mesh data v])\n set [y2 v] to (value)\n READ VALUE (item (i2) of [mesh data v])\n set [z1 v] to (value)\n READ VALUE (item (i2) of [mesh data v])\n set [z2 v] to (value)\n DRAW (i3)\n change [i2 v] by (1)\nend\nSHADOW RENDER\nPLAYER RENDER\nswitch costume to (costume1 v)\nhide\n\nDIRT RENDER\nGRASS RENDER\nBOUNCE RENDER\nLAVA RENDER\nCP RENDER\nWIN RENDER\n\nSHADOW RENDER\nPLAYER RENDER\n\nerase all\n\nDRAW [1]\n\ndefine GO TO (x) (y)\nset [i v] to [1]\nrepeat (20)\n go to x: ((TARGETX) + ((((SCRX) - (TARGETX)) / (20)) * (i))) y: ((TARGETY) + ((((SCRY) - (TARGETY)) / (20)) * (i)))\n change [i v] by (1)\nend\n\nGET POS OF || x: (x1) y: [] z: [] TYPE []\nGET POS OF || x: (x2) y: [] z: (z2) TYPE []\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE []\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE []\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE []\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE []\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE []\npen up\n\nGO TO [] []\nGET POS OF || x: (x1) y: [] z: (z1) TYPE []\n\nif <not <(i) = [20]>> then\n repeat until <(i) = [20]>\nend\n\n\n\nif <not <touching (border v)?>> then\n\nchange [i v] by (1)\n\nset [i v] to [0]\n\ngo to x: ((SCRX) - ()) y: ((SCRY) - ())\n\ndefine SIDE X\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [2]\npen down\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [1]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [1]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [1]\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [1]\npen up\n\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [2]\nGET POS OF || x: (x1) y: [] z: (z1) TYPE []\n\ndefine TOP X\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [1]\npen down\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [1]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [1]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [1]\npen up\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [1]\npen down\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [1]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [1]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [1]\npen up\n\ndefine BOUNCE RENDER\nset [counter v] to [0]\nrepeat ((length of [trampoline hitbox v]) / (6))\n set [x1 v] to (item ((Counter) + (1)) of [trampoline hitbox v])\n set [x2 v] to (item ((Counter) + (2)) of [trampoline hitbox v])\n set [y1 v] to (item ((Counter) + (3)) of [trampoline hitbox v])\n set [y2 v] to (item ((Counter) + (4)) of [trampoline hitbox v])\n set [z1 v] to (item ((Counter) + (5)) of [trampoline hitbox v])\n set [z2 v] to (item ((Counter) + (6)) of [trampoline hitbox v])\n DRAW [2]\n change [counter v] by (6)\n pen up\nend\n\ndefine LAVA RENDER\nset [counter v] to [0]\nrepeat ((length of [lava hitbox v]) / (6))\n set [x1 v] to (item ((Counter) + (1)) of [lava hitbox v])\n set [x2 v] to (item ((Counter) + (2)) of [lava hitbox v])\n set [y1 v] to (item ((Counter) + (3)) of [lava hitbox v])\n set [y2 v] to (item ((Counter) + (4)) of [lava hitbox v])\n set [z1 v] to (item ((Counter) + (5)) of [lava hitbox v])\n set [z2 v] to (item ((Counter) + (6)) of [lava hitbox v])\n DRAW [3]\n change [counter v] by (6)\n pen up\nend\n\ndefine CP RENDER\nset [counter v] to [0]\nrepeat ((length of [checkpoint hitboxes v]) / (6))\n set [x1 v] to (item ((Counter) + (1)) of [checkpoint hitboxes v])\n set [x2 v] to (item ((Counter) + (2)) of [checkpoint hitboxes v])\n set [y1 v] to (item ((Counter) + (3)) of [checkpoint hitboxes v])\n set [y2 v] to (item ((Counter) + (4)) of [checkpoint hitboxes v])\n set [z1 v] to (item ((Counter) + (5)) of [checkpoint hitboxes v])\n set [z2 v] to (item ((Counter) + (6)) of [checkpoint hitboxes v])\n DRAW [4]\n change [counter v] by (6)\n pen up\nend\n\ndefine WIN RENDER\nset [counter v] to [0]\nset [x1 v] to (item ((Counter) + (1)) of [winner mesh v])\nset [x2 v] to (item ((Counter) + (2)) of [winner mesh v])\nset [y1 v] to (item ((Counter) + (3)) of [winner mesh v])\nset [y2 v] to (item ((Counter) + (4)) of [winner mesh v])\nset [z1 v] to (item ((Counter) + (5)) of [winner mesh v])\nset [z2 v] to (item ((Counter) + (6)) of [winner mesh v])\nDRAW [5]\npen up\n\nhide\n\nclear graphic effects\n\nset pen color to (#07a6e9)\n\ndefine PLAYER RENDER\nset [counter v] to [0]\nset [x1 v] to (item ((Counter) + (1)) of [player mesh v])\nset [x2 v] to (item ((Counter) + (2)) of [player mesh v])\nset [y1 v] to (item ((Counter) + (3)) of [player mesh v])\nset [y2 v] to (item ((Counter) + (4)) of [player mesh v])\nset [z1 v] to (item ((Counter) + (5)) of [player mesh v])\nset [z2 v] to (item ((Counter) + (6)) of [player mesh v])\nDRAW [7]\npen up\n\ndefine SHADOW RENDER\nset [counter v] to [0]\nrepeat ((length of [shadow v]) / (6))\n set [x1 v] to (item ((Counter) + (1)) of [shadow v])\n set [x2 v] to (item ((Counter) + (2)) of [shadow v])\n set [y1 v] to (item ((Counter) + (3)) of [shadow v])\n set [y2 v] to (item ((Counter) + (4)) of [shadow v])\n set [z1 v] to (item ((Counter) + (5)) of [shadow v])\n set [z2 v] to (item ((Counter) + (6)) of [shadow v])\n DRAW [6]\n pen up\nend\n\nset pen (transparency v) to (100)\nset pen color to (#b0d8e9)\n\ndefine GRASS RENDER\nset [counter v] to [0]\nrepeat ((length of [grass meshes v]) / (6))\n set [x1 v] to (item ((Counter) + (1)) of [grass meshes v])\n set [x2 v] to (item ((Counter) + (2)) of [grass meshes v])\n set [y1 v] to (item ((Counter) + (3)) of [grass meshes v])\n set [y2 v] to (item ((Counter) + (4)) of [grass meshes v])\n set [z1 v] to (item ((Counter) + (5)) of [grass meshes v])\n set [z2 v] to (item ((Counter) + (6)) of [grass meshes v])\n pen up\n DRAW [8]\n pen up\n change [counter v] by (6)\nend\n\ndefine DIRT RENDER\nset [counter v] to [0]\nrepeat ((length of [dirt meshes v]) / (6))\n set [x1 v] to (item ((Counter) + (1)) of [dirt meshes v])\n set [x2 v] to (item ((Counter) + (2)) of [dirt meshes v])\n set [y1 v] to (item ((Counter) + (3)) of [dirt meshes v])\n set [y2 v] to (item ((Counter) + (4)) of [dirt meshes v])\n set [z1 v] to (item ((Counter) + (5)) of [dirt meshes v])\n set [z2 v] to (item ((Counter) + (6)) of [dirt meshes v])\n pen up\n DRAW [1]\n pen up\n change [counter v] by (6)\nend\n\ndefine TOP FILL\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [3]\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\n\nTOP X\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nif <(length of [triangle fill v]) = [6]> then\n set [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\n set [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\n set [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\n set [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\n set [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\n set [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\n set [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\n set [aox v] to ((incx) - (ax))\n set [aoy v] to ((incy) - (ay))\n set [box v] to ((incx) - (bx))\n set [boy v] to ((incy) - (by))\n set [cox v] to ((incx) - (cx))\n set [coy v] to ((incy) - (cy))\n if <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\n else\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\n end\n set [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\n set [td v] to ((1) + (0))\n go to x: (round (incx)) y: (round (incy))\n if <[200] > (ind)> then\n set pen size to (ind)\n else\n set pen size to (200)\n end\n pen down\n repeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n if <[150] > ((ind) * (td))> then\n set pen size to ((ind) * (td))\n else\n set pen size to (150)\n end\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n end\n set pen size to (res)\n go to x: (ax) y: (ay)\n go to x: (bx) y: (by)\n go to x: (cx) y: (cy)\n go to x: (ax) y: (ay)\n pen up\nend\n\nset pen size to (10)\n\ndefine SIDE FILL\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x2) y: (y1) z: (z1) TYPE [3]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x2) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x2) y: (y1) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\ndelete all of [triangle fill v]\nGET POS OF || x: (x1) y: (y2) z: (z1) TYPE [3]\nGET POS OF || x: (x1) y: (y2) z: (z2) TYPE [3]\nGET POS OF || x: (x1) y: (y1) z: (z2) TYPE [3]\nfill (item (1) of [triangle fill v]) (item (2) of [triangle fill v]) (item (3) of [triangle fill v]) (item (4) of [triangle fill v]) (item (5) of [triangle fill v]) (item (6) of [triangle fill v]) resolution: (1)\n\nSIDE FILL\n\nset pen (brightness v) to (100)\n\ndefine MESH RENDER\ndelete all of [hitdis v]\ndelete all of [mesh data v]\nset [lena v] to [0]\nrepeat (8)\n change [lena v] by (1)\n if <(lena) = [1]> then\n set [lenb v] to (length of [dirt meshes v])\n else\n if <(lena) = [2]> then\n set [lenb v] to (length of [trampoline hitbox v])\n else\n if <(lena) = [3]> then\n set [lenb v] to (length of [lava hitbox v])\n else\n if <(lena) = [4]> then\n set [lenb v] to (length of [checkpoint hitboxes v])\n else\n if <(lena) = [5]> then\n set [lenb v] to (length of [winner mesh v])\n else\n if <(lena) = [6]> then\n set [lenb v] to (length of [shadow v])\n else\n if <(lena) = [7]> then\n set [lenb v] to (length of [player mesh v])\n else\n set [lenb v] to (length of [grass meshes v])\n end\n end\n end\n end\n end\n end\n end\n set [i v] to [0]\n repeat ((lenb) / (6))\n if <(lena) = [1]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [dirt meshes v]) + (item ((i) + (2)) of [dirt meshes v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [dirt meshes v]) + (item ((i) + (4)) of [dirt meshes v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [dirt meshes v]) + (item ((i) + (6)) of [dirt meshes v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n if <(lena) = [2]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [trampoline hitbox v]) + (item ((i) + (2)) of [trampoline hitbox v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [trampoline hitbox v]) + (item ((i) + (4)) of [trampoline hitbox v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [trampoline hitbox v]) + (item ((i) + (6)) of [trampoline hitbox v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n if <(lena) = [3]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [lava hitbox v]) + (item ((i) + (2)) of [lava hitbox v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [lava hitbox v]) + (item ((i) + (4)) of [lava hitbox v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [lava hitbox v]) + (item ((i) + (6)) of [lava hitbox v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n if <(lena) = [4]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [checkpoint hitboxes v]) + (item ((i) + (2)) of [checkpoint hitboxes v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [checkpoint hitboxes v]) + (item ((i) + (4)) of [checkpoint hitboxes v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [checkpoint hitboxes v]) + (item ((i) + (6)) of [checkpoint hitboxes v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n if <(lena) = [5]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [winner mesh v]) + (item ((i) + (2)) of [winner mesh v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [winner mesh v]) + (item ((i) + (4)) of [winner mesh v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [winner mesh v]) + (item ((i) + (6)) of [winner mesh v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n if <(lena) = [6]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [shadow v]) + (item ((i) + (2)) of [shadow v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [shadow v]) + (item ((i) + (4)) of [shadow v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [shadow v]) + (item ((i) + (6)) of [shadow v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n if <(lena) = [7]> then\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [player mesh v]) + (item ((i) + (2)) of [player mesh v])) / (2)))\n set [y1 v] to ((CAMY) - (item ((i) + (4)) of [player mesh v]))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [player mesh v]) + (item ((i) + (6)) of [player mesh v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n else\n set [x1 v] to ((CAMX) - (((item ((i) + (1)) of [grass meshes v]) + (item ((i) + (2)) of [grass meshes v])) / (2)))\n set [y1 v] to ((CAMY) - (((item ((i) + (3)) of [grass meshes v]) + (item ((i) + (4)) of [grass meshes v])) / (2)))\n set [z1 v] to ((CAMZ) - (((item ((i) + (5)) of [grass meshes v]) + (item ((i) + (6)) of [grass meshes v])) / (2)))\n set [lenc v] to ([sqrt v] of (((x1) * (x1)) + (((y1) * (y1)) + ((z1) * (z1)))) )\n end\n end\n end\n end\n end\n end\n end\n SORT (lenc) TYPE (lena)\n change [i v] by (6)\n end\nend\n\nchange [counter v] by (1)\n\ndefine SORT (dis) TYPE (type)\nset [counter v] to [1]\nrepeat until <not <(item (Counter) of [hitdis v]) > (dis)>>\n change [counter v] by (1)\nend\ninsert (dis) at (Counter) of [hitdis v] \nset [value v] to []\nVALUE ADD (type) DELIMITER [/]\nset [td v] to [0]\nrepeat (6)\n change [td v] by (1)\n if <(type) = [1]> then\n VALUE ADD (item ((i) + (td)) of [dirt meshes v]) DELIMITER [/]\n else\n if <(type) = [2]> then\n VALUE ADD (item ((i) + (td)) of [trampoline hitbox v]) DELIMITER [/]\n else\n if <(type) = [3]> then\n VALUE ADD (item ((i) + (td)) of [lava hitbox v]) DELIMITER [/]\n else\n if <(type) = [4]> then\n VALUE ADD (item ((i) + (td)) of [checkpoint hitboxes v]) DELIMITER [/]\n else\n if <(type) = [5]> then\n VALUE ADD (item ((i) + (td)) of [winner mesh v]) DELIMITER [/]\n else\n if <(type) = [6]> then\n VALUE ADD (item ((i) + (td)) of [shadow v]) DELIMITER [/]\n else\n if <(type) = [7]> then\n VALUE ADD (item ((i) + (td)) of [player mesh v]) DELIMITER [/]\n else\n VALUE ADD (item ((i) + (td)) of [grass meshes v]) DELIMITER [/]\n end\n end\n end\n end\n end\n end\n end\nend\ninsert (value) at (Counter) of [mesh data v] \n\ndefine VALUE ADD (value) DELIMITER (d)\nset [value v] to (join (value) (join (value) (d)))\n\nif <(type) = [1]> then\n set pen color to (#c38865)\nelse\n if <(type) = [2]> then\n set pen color to (#fff694)\n else\n if <(type) = [3]> then\n set pen color to (#dc0000)\n else\n if <(type) = [4]> then\n set pen color to (#00a9ff)\n else\n if <(type) = [5]> then\n set pen color to (#cc55ff)\n else\n if <(type) = [6]> then\n set pen color to (#000000)\n else\n if <(type) = [7]> then\n set pen color to (#ff9400)\n else\n if <(type) = [8]> then\n set pen color to (#1cb919)\n else\n set pen (transparency v) to (100)\n set pen color to (#b0d8e9)\n end\n end\n end\n end\n end\n end\n end\nend\nDRAW TOPS\nDRAW SIDE\n\nSORT [] TYPE []\n\nforever\nend\n\ndefine READ VALUE (value)\nset [value v] to []\nREAD LETTER (value)\nrepeat until <<[] = (ltr)> or <(ltr) = [/]>>\n set [value v] to (join (value) (ltr))\n READ LETTER (value)\nend\n\ndefine READ LETTER (value)\nset [ltr v] to (letter (i) of (value))\nchange [i v] by (1)\n\nset [i v] to [1]\n\nTOP X\nSIDE X\n\nif <(type) = [7]> then\n DRAW TOPS\n DRAW SIDE\nend\n\nif then\nend\n\nset pen size to (10)\nif <(type) = [6]> then\n set pen (brightness v) to (0)\n TOP FILL\nelse\n pen up\n DRAW SIDE\n pen up\n DRAW TOPS\n pen up\n set pen size to (3)\n pen up\n set pen (brightness v) to (95)\n pen up\n if <(X?) = [1]> then\n TOP FILL\n pen up\n SIDE FILL\n pen up\n end\nend\n\n@BORDER\n\n@win manager and fps\n\nwhen flag clicked\nhide\nset [camxaxisangle v] to [-30]\nset [camyaxisangle v] to [0]\nset [camtoplayerdis v] to [-375]\nforever\n last tick (t30)\nend\n\nwhen I receive [win v]\nchange [level v] by (1)\nif <(level) = [6]> then\n stop all sounds\n broadcast (CREDITS v)\nelse\n start sound [Coin v]\n set [cx v] to [0]\n set [cy v] to [200]\n set [cz v] to [0]\n set [godmode? v] to [0]\n set [camxaxisangle v] to [-30]\n set [camyaxisangle v] to [0]\n set [camtoplayerdis v] to [-375]\n broadcast (RESET v)\nend\n\ndefine last tick (lasttick)\nset [t30 v] to ((30) * (timer))\nset [fps v] to (round ((30) / ((t30) - (lasttick))))\n\nwhen I start as a clone\nshow\nclear graphic effects\nswitch costume to (black v)\n\nstop [all v]\n\nplay sound [Tada v] until done\n\nwhen I receive [credits v]\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [win v] to [1]\ngo to [front v] layer\nswitch costume to (empty v)\nrepeat (6)\n next costume\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (100)\n change [ghost v] effect by (-1)\n end\n wait (5) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\nend\nnext costume\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (10) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nnext costume\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\ndelete this clone\n\nset [ghost v] effect to (100)\nswitch costume to (txt v)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (10) seconds\n\ngo to [front v] layer\n\nrepeat (2)\n next costume\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (100)\n change [ghost v] effect by (-1)\n end\n wait (5) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\nend\n\nbroadcast (CREDITS v)\n\nwhen I receive [credits v]\nplay sound [Vexento - Affectus v] until done\nstop [all v]\n\nstart sound [Vexento - Affectus v]\n\n@Screenshot 2022-11-14 16\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nset [level v] to [5]\nset [camy v] to [1227]\nset [camx v] to [-1106]\nset [camz v] to [2529]\nset [camdir\(y\) v] to [120]\nset [camdir\(x\) v] to [-27]\n\n@Nova thing plus scratch confirmer\n\nwhen flag clicked\n\ndefine try\ndelete all of [checking list v]\nrepeat (200001)\n add [] to [checking list v]\nend\nif <not <<not <[1] = <[50] = [50]>>> or <(length of [checking list v]) = [200001]>>> then\n set [scratch? v] to [1]\nelse\n set [scratch? v] to [0]\nend\n\nwhen I receive [game start v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\ntry\ngo to x: (0) y: (0)\nif <(Scratch?) = [1]> then\n show\n go to [front v] layer\n create clone of (_myself_ v)\n go to [front v] layer\n switch costume to (nova v)\n wait until <not <mouse down?>>\n wait until <mouse down?>\nend\nbroadcast (GAME START v)\nhide\n\n@TRUE INTRO 3\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@TRUE INTRO 1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (0.5) seconds\nshow\ngo to [front v] layer\ngo to x: (-500) y: (0)\nglide toward [0] [10]\nwait (0.5) seconds\nglide towards [80] [10]\nwait (0.5) seconds\nset [type v] to [1]\nbroadcast (a v)\n\nset [type v] to [0]\n\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine glide toward (x) (speed)\nrepeat until <<(x position) = (x)> or <(x position) > (x)>>\n change x by ([ceiling v] of (((x) - (x position)) / (speed)) )\nend\ngo to x: (x) y: (y position)\n\ndefine glide towards (y) (speed)\nrepeat until <<(y position) = (y)> or <(y position) > (y)>>\n change y by ([ceiling v] of (((y) - (y position)) / (speed)) )\nend\ngo to x: (x position) y: (y)\n\nwhen I start as a clone\nif <(type) = [0]> then\n switch costume to (costume3 v)\n go to [front v] layer\n go to x: (0) y: (0)\nelse\n switch costume to (costume1 v)\n go to x: (0) y: (80)\n repeat until <<(y position) = [-50]> or <[-50] > (y position)>>\n change y by ([floor v] of (((-50) - (y position)) / (10)) )\n end\n go to x: (x position) y: (-50)\n wait (0.5) seconds\n broadcast (shut v)\nend\n\nglide (1) secs to x: (0) y: (-50)\n\nglide towards [-50] [10]\n\nif <(type) = [1]> then\n\nthink [Hmm...] for (2) seconds\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nplay sound [Introsong6 v] until done\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@TRUE INTRO 2\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [shut v]\nwait (0.5) seconds\nshow\nclear graphic effects\ngo to x: (0) y: (500)\nrepeat until <<(y position) = [0]> or <[0] > (y position)>>\n go to [front v] layer\n change y by ([floor v] of (((0) - (y position)) / (10)) )\nend\ngo to x: (x position) y: (0)\nbroadcast (start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@TRUE INTRO 4\n\nwhen I receive [a v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (0) y: (80)\nrepeat until <<(y position) = [-50]> or <[-50] > (y position)>>\n change y by ([floor v] of (((-50) - (y position)) / (10)) )\nend\ngo to x: (x position) y: (-50)\nwait (0.5) seconds\nbroadcast (shut v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@THUMBNAIL\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nset [level v] to [5]\n\n
Use Turbowarp please:\n\nhttps://turbowarp.org/781128412?stuck&hqpen&offscreen&size=640x360\n\nCONTROLS:\nWASD to move\nSPACE to jump\nARROW KEYS or Mouse to rotate the camera\nI/O or MOUSE SCROLL to zoom in/out\nR to reset to your last checkpoint\nE to toggle wireframe mode\n\nCUBO'S ADVENTURE!\n\nCubo has decided to take a hike to the tallest mountain near the sky islands he calls home! Navigate Cubo through the dangerous obstacles and reach the summit!\n\nCredits:\nPls ♥️ & ⭐, that would mean A LOT to me!\n\nThis took a whole month to make. Probably the longest and hardest project of which I have ever shared. I hope you guys enjoy!\n\n@asdf1546\nMost of the code, including integration of scripts\n\n@TheGreenFlash\n3D projection engine\n\n@TheLogFather\nTriangle filler\n\nAnd you, for taking the time to view my game! I hope you enjoy this game!
Scrolling Platformer Tutorial Part 1
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Slide Engine\n\nwhen flag clicked\nSlide Engine by @-CloudCodes- | # of slides [14]\n\ndefine Slide Engine by @-CloudCodes- | # of slides (slides)\nhide\nset [scroll x v] to [0]\nClones (slides)\nforever\n Scroll ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> * <not <(scroll x) = (((slides) - (1)) * (480))>>) - (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> * <not <(scroll x) = [0]>>)) (scroll x)\nend\n\ndefine Clones (#)\nswitch costume to (slide 1 v)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n show\n POSITION ((((costume [number v]) - (1)) * (480)) - (scroll x))\nend\n\ndefine POSITION (x)\ngo to x: (x) y: (0)\nif <(x) = (x position)> then\n show\nelse\n hide\nend\n\ndefine Scroll (r/l) (x)\nif <(r/l) = [0]> then\n\nshow\n\n
~ Scrolling Platformer Tutorial~\n---------------------------------------------------------------------------------\n❤️+⭐= Cookies XD\n ~Rules~\n-----------------------------\nThis is a really helpful scrolling platformer tutorial for beginners. I use this code for my platformers too. There is going to be more tutorials of platformers coming out soon! If you want a tutorial you can ask me for one :)\nYou need to press see inside to see the code and to use it in your platformer that you are making.\n\nNext up: Tile scrolling platformer XD
Red & Green! platformer
@Stage\n\nwhen flag clicked\nif <(pick random (1) to (2)) = [1]> then\n forever\n play sound [Inferno v] until done\n play sound [Treenan v] until done\n end\nelse\n forever\n play sound [Treenan v] until done\n play sound [Inferno v] until done\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (緑 v)\nset [ステージ数 v] to [1]\ngo to x: (-200) y: (50)\nset [x v] to [0]\nset [y v] to [0]\nset size to (70) %\nforever\n if <[0] = (ばくよう)> then\n go to [back v] layer\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1.75)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n if <<<(costume [number v]) = [1]> and <touching (ステージ\(緑\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(赤\) v)?>>> then\n change y by (1)\n if <<<(costume [number v]) = [1]> and <touching (ステージ\(緑\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(赤\) v)?>>> then\n change y by (1)\n if <<<(costume [number v]) = [1]> and <touching (ステージ\(緑\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(赤\) v)?>>> then\n change y by (3)\n if <<<(costume [number v]) = [1]> and <touching (ステージ\(緑\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(赤\) v)?>>> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<<(costume [number v]) = [1]> and <touching (ステージ\(緑\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(赤\) v)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [245]> then\n 次!\n end\n if <<[-184] > (y position)> or <touching (針など v)?>> then\n ☠\n end\n change y by (-1)\n if <<not <<<(costume [number v]) = [1]> and <touching (ステージ\(赤\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(緑\) v)?>>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<touching (ステージ\(赤\) v)?> or <touching (ステージ\(緑\) v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n broadcast (a v)\n end\nend\n\ndefine 次!\nset [あ v] to [0]\nswitch costume to (緑 v)\ngo to x: (-200) y: (10)\nbroadcast (つぎのすてーじ v) and wait\nrepeat until <(あ) = [1]>\n set [x v] to [0]\n set [y v] to [0]\nend\n\ndefine ☠\nset rotation style [all around v]\nset [ばくよう v] to [1]\nset [y v] to [10]\nset [ghost v] effect to (0)\nstart sound [Crunch v]\nswitch costume to (やられたっ v)\ngo to [front v] layer\nrepeat (25)\n turn right (10) degrees\n change [ghost v] effect by (4)\n change [y v] by (-1)\n change y by (Y)\nend\nset [x v] to [0]\nset [y v] to [0]\nset [ばくよう v] to [0]\nset rotation style [left-right v]\nswitch costume to (緑 v)\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (-200) y: (10)\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <<key (z v) pressed?> or <mouse down?>>> then\n if <(ばくよう) = [0]> then\n if <(costume [name v]) = [赤]> then\n switch costume to (緑 v)\n else\n switch costume to (赤 v)\n end\n wait until <not <<key (space v) pressed?> or <<key (z v) pressed?> or <mouse down?>>>>\n end\n end\nend\n\nwhen flag clicked\nset [ばくよう v] to [0]\nforever\n if <<<<(costume [number v]) = [1]> and <touching (ステージ\(赤\) v)?>> or <<(costume [number v]) = [2]> and <touching (ステージ\(緑\) v)?>>> or <key (r v) pressed?>> then\n ☠\n end\nend\n\nwhen flag clicked\nset [あ v] to [0]\nforever\n if <touching color (#9ce76a)?> then\n set [あ v] to [1]\n else\n set [あ v] to [0]\n end\nend\n\nwhen I receive [a v]\nchange y by (1)\n\n@ステージ(緑)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\nrepeat (10)\n hide variable [time v]\n hide variable [☁ world record v]\nend\nwait until <(costume [number v]) = [10]>\nset [time v] to (round (timer))\nif <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\n\n@ねくすと\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or >>> then\n show\n go to x: (0) y: (465)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\n delete this clone\nend\nif <<[4] < (costume [number v])> and <(costume [number v]) < [9]>> then\n change [color v] effect by (20)\n show\n go to x: (0) y: (-465)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [number v]) = [5]> then\n wait (0.35) seconds\n あ\nend\nif <(costume [number v]) = [6]> then\n wait (0.25) seconds\n あ\nend\nif <(costume [number v]) = [7]> then\n wait (0.15) seconds\n あ\nend\nif <(costume [number v]) = [8]> then\n あ\nend\n\ndefine あ\nrepeat until <(x position) > [460]>\n change x by (((1) + (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [つぎのすてーじ v]\nstart sound [Rip v]\nchange [color v] effect by (15)\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.15) seconds\nクローン [5]\nwait (0.05) seconds\nクローン [6]\nwait (0.05) seconds\nクローン [7]\nwait (0.05) seconds\nクローン [8]\nchange [ステージ数 v] by (1)\n\nwhen I receive [つぎのすてーじ v]\nwait (2.5) seconds\nset [あ v] to [1]\n\n@ステージ(赤)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ数)\nend\n\n@針など\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (ステージ数)\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
     ✨Red & Green! platformer✨\n\n赤と緑を切り替えて進むプラットフォーマーです\nIt is a platformer that switches between red and green\n\n少しむずかしいですが頑張ってください!\nIt is a little difficult, but please do your best!\n\n少しのバグはご了承ください\nPlease be aware that there are a few bugs\n\n▼遊び方 / how to play\n矢印キーまたはW,A,Dキーで移動できます\nArrow keys or W,A,D keys to move\n\nスペースキー,Zキー,タップで赤と緑を変えることができます\nYou can change red and green with the space key, Z key, and tap\n\n針に触れるとやられてしまいます\nTouch the needle and you're hit\n\n▼クレジット / Credit\nmusic : @-Xaf-\nBasic player movements : @-seven7-\nfont : american captain\n\n良いと思ってくれたら❤⭐、フォローお願いします!\nIf you think it's good, please ❤⭐follow me!\n\n▼追記(japanese)\n1/13 : 実は一年前に作リ途中だったもののリメイクです\n1/14 : 伸びクソ悪い()\n4/3 : 久しぶりに見たら以外に伸びてて草 あとむずいラシイ\n\n#game #all #platformer #goriraf0612 #red #green
Classic Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Dream Speedrun Music Sound Effect \(1\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<(STICK BUTTON) > [0]> or <(STICK Y) = [1]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(FALLING) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (STICK X)\nif <([abs v] of (KEY X) ) < [0.3]> then\n if <<(FALLING) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE#) + (1)) Go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE#) + (-1)) Go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE#) + (100)) Go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE#) + (-100)) Go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x, y: (x) (y)\nset [scene# v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (512)\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 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 Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(FALLING) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Check Can Wall Slide\nif <(FALLING) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to: (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to: (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to [front v] layer\nswitch costume to (join [Scene] (SCENE#))\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\nif <(SCENE#) = [-2]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nif <(SCENE#) = [4]> then\n Spawn [Key 1] at [-26] [50] dir [90] turn []\nend\nif <(SCENE#) = [0]> then\n Spawn [Square] at [86] [-4] dir [90] turn [1]\n Spawn [Plank] at [-86] [-20] dir [90] turn [-0.5]\nend\nif <(SCENE#) = [-1]> then\n Spawn [Circle] at [0] [-150] dir [90] turn [-2]\nend\nif <(SCENE#) = [-2]> then\n Spawn [costume2] at [144] [0] dir [90] turn [-1]\n Spawn [costume2] at [48] [-2] dir [85] turn [-1]\n Spawn [costume2] at [-48] [-4] dir [80] turn [-1]\n Spawn [costume2] at [-144] [-8] dir [75] turn [-1]\nend\nif <(SCENE#) = [-3]> then\n Spawn [costume3] at [29] [-106] dir [45] turn [-1]\n Spawn [costume3] at [29] [-34] dir [-45] turn [-1]\n Spawn [costume3] at [29] [38] dir [45] turn [-1]\n Spawn [costume3] at [29] [110] dir [-45] turn [-1]\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate Platform\nshow\npoint in direction (90)\nforever\n glide (1.5) secs to x: (x position) y: ((y position) - (90))\n wait (0) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE#) = [1]> then\n Spawn [Red] at [101] [60] dir [-90]\n \n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [209] [-76] dir [-90]\n else\n Spawn [Red] at [87] [-76] dir [90]\n end\n Spawn [Red] at [6] [34] dir [-90]\n end\nend\nif <(SCENE#) = [4]> then\n Spawn [Red] at [58] [23] dir [-90]\nend\nif <(SCENE#) = [103]> then\n Spawn [Red] at [109] [-39] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-174) y: (-118)\n repeat until <not <mouse down?>>\n Keyboard Controls\n end\n repeat until <mouse down?>\n Keyboard Controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\ndefine Keyboard Controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate Stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (174) y: (-118)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [change scene v]\nwait (0) seconds\ngo to [front v] layer\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE#) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE#)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [155] [-25]\nPlace [apple] scene [1] xy [-27] [43]\nPlace [apple] scene [2] xy [16] [-65]\nPlace [apple] scene [103] xy [-132] [48]\nPlace [Key 1] scene [103] xy [192] [4]\nPlace [apple] scene [104] xy [124] [-150]\nPlace [apple big] scene [5] xy [100] [-4]\nPlace [Green Flag] scene [2] xy [160] [-50]\nPlace [Green Flag] scene [4] xy [138] [57]\nPlace [Green Flag] scene [-2] xy [-209] [44]\nPlace [apple] scene [-2] xy [-142] [29]\nPlace [apple] scene [-2] xy [-41] [29]\nPlace [apple] scene [-2] xy [55] [29]\nPlace [apple] scene [-2] xy [152] [29]\nPlace [apple] scene [-1] xy [173] [-112]\nPlace [apple big] scene [-3] xy [-126] [61]\nPlace [apple] scene [-3] xy [29] [140]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nswitch costume to (apple big v)\ngo to [front v] layer\n\nwhen I receive [reset game v]\ndelete this clone\n\n
Use the arrow keys or the W S D keys to move. Collect the key to open the door and WIN the game. #games
platformer over it☁ v1.1.5 #online #scrolling #game
@Stage\n\nwhen I receive [begin v]\nif <(music?) = [on]> then\n forever\n play sound [Soul_and_Mind 48000 loop v] until done\n end\nend\n\nwhen I receive [потом надо сбросить че говорил v]\nwait (5) seconds\nset [что говорит кот v] to []\n\nwhen I receive [begin v]\nforever\n if <(скроллинг У) > [1850]> then\n set [brightness v] effect to (((1850) - (скроллинг У)) / (8))\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Player\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ ☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ ☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ ☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ ☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ ☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ ☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ ☁ p7 v] to (value)\n else\n set [☁ ☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (Х игрока) to [buffer v]\nadd (У игрока) to [buffer v]\nadd (direction) to [buffer v]\nadd (# костюм игрока) to [buffer v]\nadd (что говорит кот) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nforever\n Player Tick\n Send Cloud Data\nend\n\nwhen flag clicked\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\ndefine Player Tick\nswitch costume to (хитбокс v)\nуправление\nif <(состояние чата) = [закрыт]> then\n change [скроллинг х v] by (round (((Х игрока) - (скроллинг Х)) / (15)))\nelse\n change [скроллинг х v] by (round (((Х игрока) - ((скроллинг Х) + (50))) / (15)))\nend\nchange [скроллинг у v] by (round (((У игрока) - ((скроллинг У) + (20))) / (16)))\nустановка ХУ игрока\nbroadcast (платформа v)\nрендер костюма игрока\nрендер стен карты\nswitch costume to (# костюм игрока)\nset [color v] effect to (cat color \(C\))\nпроверка че кот говорит\n\ndefine вычисления У игрока (y)\nchange [у игрока v] by (скорость У игрока)\nустановка ХУ игрока\nchange [от земли v] by (1)\nrepeat until <not <touching (платформа v)?>>\n if <(y) < [0]> then\n change [у игрока v] by (1)\n set [от земли v] to [0]\n else\n change [у игрока v] by (-1)\n end\n установка ХУ игрока\n set [скорость у игрока v] to [0]\nend\n\ndefine старт\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [х игрока v] to [0]\nset [у игрока v] to [0]\nset [скорость у игрока v] to [0]\nset [скроллинг х v] to [0]\nset [скроллинг у v] to [0]\nset [скорость х игрока v] to [0]\nset [# костюм игрока v] to [1]\nset [что говорит кот v] to []\nset [сила гравитации игрока v] to [-1]\nset size to (50) %\n\ndefine установка ХУ игрока\ngo to x: ((Х игрока) - (скроллинг Х)) y: ((У игрока) - (скроллинг У))\n\ndefine вычисления Х игрока (x)\nchange [х игрока v] by (скорость Х игрока)\nустановка ХУ игрока\nif <touching (платформа v)?> then\n repeat (2)\n change [у игрока v] by (1)\n установка ХУ игрока\n if <not <touching (платформа v)?>> then\n stop [this script v]\n end\n end\n change [у игрока v] by (-2)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [скорость х игрока v] to [-1]\n else\n set [скорость х игрока v] to [1]\n end\n else\n set [скорость х игрока v] to [0]\n end\n repeat until <not <touching (платформа v)?>>\n if <(x) > [0]> then\n change [х игрока v] by (-1)\n else\n change [х игрока v] by (1)\n end\n установка ХУ игрока\n end\nend\n\ndefine управление\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [скорость х игрока v] by (1)\n change [# костюм игрока v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [скорость х игрока v] by (-1)\n change [# костюм игрока v] by (1)\nend\nset [скорость х игрока v] to ((скорость Х игрока) * (.8))\nif <([abs v] of (скорость Х игрока) ) > [.9]> then\n вычисления Х игрока (скорость Х игрока)\nend\nпроверка гравитации\nchange [скорость у игрока v] by (сила гравитации игрока)\nif <(скорость У игрока) < [-24]> then\n set [скорость у игрока v] to [-24]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(от земли) < [4]>> then\n set [скорость у игрока v] to [8]\nend\nвычисления У игрока (скорость У игрока)\n\ndefine рендер костюма игрока\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(скорость У игрока) > [0]> then\n set [# костюм игрока v] to [2]\n else\n set [# костюм игрока v] to [3]\n end\nelse\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [скорость смены костюма игрока v] by (0.5)\n set [# костюм игрока v] to (round (скорость смены костюма игрока))\n if <(# костюм игрока) < [4]> then\n set [скорость смены костюма игрока v] to [4]\n set [# костюм игрока v] to [4]\n end\n if <(# костюм игрока) = [20]> then\n set [скорость смены костюма игрока v] to [4]\n set [# костюм игрока v] to [4]\n end\n else\n set [скорость смены костюма игрока v] to [1]\n set [# костюм игрока v] to [1]\n end\nend\n\nwhen [space v] key pressed\n\nset [х игрока v] to [660]\nset [у игрока v] to [3060]\nset [скроллинг х v] to (Х игрока)\nset [скроллинг у v] to (У игрока)\n\ndefine рендер стен карты\nif <(скроллинг У) < [-20]> then\n set [скроллинг у v] to [-20]\nend\nif <(скроллинг Х) < [-120]> then\n set [скроллинг х v] to [-120]\nend\nif <(скорость У игрока) < [-9]> then\n set [скорость у игрока v] to [-9]\nend\nif <(У игрока) < [-250]> then\n broadcast (белая штука v)\n старт\nend\n\ndefine проверка гравитации\nset [сила гравитации игрока v] to [-1]\nif <touching (water v)?> then\n set [сила гравитации игрока v] to [-0.1]\nend\nif <(У игрока) > [2060]> then\n set [сила гравитации игрока v] to [-0.3]\nend\n\nwhen I receive [послеменю v]\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponents v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (подклучено! v)\nelse\n broadcast (не подключено\( v)\nend\nстарт\nbroadcast (begin v)\n\ndefine проверка че кот говорит\nif <(что говорит кот) > [0]> then\n if <(что говорит кот) = [1]> then\n say [Hello!]\n else\n if <(что говорит кот) = [2]> then\n say [come with me]\n else\n if <(что говорит кот) = [3]> then\n say [okey]\n else\n if <(что говорит кот) = [4]> then\n say [nice!]\n else\n if <(что говорит кот) = [5]> then\n say [sorry i am out]\n else\n if <(что говорит кот) = [6]> then\n say [you are good]\n else\n if <(что говорит кот) = [7]> then\n say [noo]\n else\n if <(что говорит кот) = [8]> then\n say [thanks]\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n say []\nend\n\nwhen I receive [не подключено\( v]\nif <(player #) > [1]> then\n set [ghost v] effect to (50)\nend\n\nset [х игрока v] to [3050]\n\nset [у игрока v] to [550]\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nset rotation style [left-right v]\nset size to (50) %\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ ☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ ☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ ☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ ☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ ☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ ☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ ☁ P7)\n else\n set [value v] to (☁ ☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n set [че кот мультипульти говорит v] to (join (player #) (join [: ] (value)))\n say (join (player #) (join [: ] (value)))\n value = read from encoded\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (скроллинг Х))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (скроллинг У))\n delete (1) of [buffer v]\n point in direction (item (1) of [buffer v])\n delete (1) of [buffer v]\n if <(› press N \(animation\)) = [0]> then\n switch costume to (item (1) of [buffer v])\n else\n switch costume to (stand v)\n end\n delete (1) of [buffer v]\n if <(item (1) of [buffer v]) = []> then\n delete (1) of [buffer 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 проверка че кот говорит\nif <(item (1) of [buffer v]) = [1]> then\n say (join (че кот мультипульти говорит) (join [ - ] [hello]))\nelse\n if <(item (1) of [buffer v]) = [2]> then\n say (join (че кот мультипульти говорит) (join [ - ] [come with me]))\n else\n if <(item (1) of [buffer v]) = [3]> then\n say (join (че кот мультипульти говорит) (join [ - ] [okey]))\n else\n if <(item (1) of [buffer v]) = [4]> then\n say (join (че кот мультипульти говорит) (join [ - ] [nice!]))\n else\n if <(item (1) of [buffer v]) = [5]> then\n say (join (че кот мультипульти говорит) (join [ - ] [sorry i am out]))\n else\n if <(item (1) of [buffer v]) = [6]> then\n say (join (че кот мультипульти говорит) (join [ - ] [you are good]))\n else\n if <(item (1) of [buffer v]) = [7]> then\n say (join (че кот мультипульти говорит) (join [ - ] [noo]))\n else\n if <(item (1) of [buffer v]) = [8]> then\n say (join (че кот мультипульти говорит) (join [ - ] [thanks]))\n end\n end\n end\n end\n end\n end\n end\nend\n\n@платформа\n\nwhen I receive [платформа v]\nswitch costume to ( v)\ngo to x: ((смещение х платформы) - (скроллинг Х)) y: ((смещение у платформы) - (скроллинг У))\nswitch costume to (костюм платформы)\nif <<(костюм платформы) = [15]> or <(костюм платформы) = [14]>> then\n change [color v] effect by (1)\nend\n\nrepeat (4)\n change [смещение х платформы v] by (-480)\n change [костюм платформы v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [begin v]\nset [смещение х платформы v] to [0]\nset [костюм платформы v] to [1]\nset [смещение у платформы v] to [0]\ncreate clone of (_myself_ v)\nrepeat (5)\n change [смещение х платформы v] by (480)\n change [костюм платформы v] by (1)\n set [смещение у платформы v] to [0]\n create clone of (_myself_ v)\nend\nrepeat (3)\n change [смещение х платформы v] by (480)\n change [костюм платформы v] by (1)\n change [смещение у платформы v] by (360)\n create clone of (_myself_ v)\nend\nrepeat (2)\n change [смещение х платформы v] by (-480)\n change [костюм платформы v] by (1)\n change [смещение у платформы v] by (360)\n create clone of (_myself_ v)\nend\nrepeat (4)\n change [смещение х платформы v] by (-480)\n change [костюм платформы v] by (1)\n create clone of (_myself_ v)\nend\nchange [смещение х платформы v] by (-480)\nrepeat (3)\n change [смещение у платформы v] by (360)\n change [костюм платформы v] by (1)\n create clone of (_myself_ v)\nend\n\n@scratch blocks\n\n@Background\n\nwhen I receive [платформа v]\nустановиться\ngo to [back v] layer\ngo [backward v] (100) layers\n\nwhen I receive [setup - opponents v]\nset [ghost v] effect to (30)\nswitch costume to (background3 v)\nset size to (100) %\ngo [backward v] (100000) layers\nset [х фона v] to [0]\nset [у фона v] to [0]\ncreate clone of (_myself_ v)\nset [х фона v] to [1]\ncreate clone of (_myself_ v)\nset [у фона v] to [1]\ncreate clone of (_myself_ v)\nset [х фона v] to [0]\n\ndefine перейти в (x) (y)\nif <(x) < [-448]> then\n change [х фона v] by (2)\n установиться\nelse\n if <(x) > [448]> then\n change [х фона v] by (-2)\n установиться\n else\n if <(y) < [-308]> then\n change [у фона v] by (2)\n установиться\n else\n if <(y) > [308]> then\n change [у фона v] by (-2)\n установиться\n else\n go to x: (x) y: (y)\n end\n end\n end\nend\n\ndefine установиться\nперейти в (((х фона) * (448)) - ((скроллинг Х) / (4))) (((у фона) * (308)) - ((скроллинг У) / (4)))\n\n@Water\n\nwhen I receive [платформа v]\ngo to x: (((((timer) * (30)) - (скроллинг Х)) mod (480)) - (480)) y: (((-116) + ((10) * ([sin v] of ((timer) * (90)) ))) - (скроллинг У))\n\nwhen I receive [begin v]\nif <(sound effect?) = [on]> then\n forever\n if <touching (player v)?> then\n play sound [Plunge v] until done\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I receive [begin v]\nif <(sound effect?) = [on]> then\n forever\n if <(y position) > [-200]> then\n play sound [Ocean Wave v] until done\n end\n end\nend\n\n@Спрайт 2\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (99) layers\nshow\n\nwhen I receive [платформа v]\nswitch costume to (костюм 2 v)\ngo to x: ((200) - ((скроллинг Х) / (3))) y: (() - ((скроллинг У) / (3)))\nswitch costume to (костюм 1 v)\n\n@футаж\n\nwhen I receive [не подключено\( v]\nswitch costume to (costume3 v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [подклучено! v]\nif <(costume [number v]) < [4]> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait (0) seconds\nelse\n if <(costume [number v]) = [5]> then\n wait (0.5) seconds\n else\n wait (1) seconds\n end\nend\ngo to [front v] layer\nset size to (1) %\nif <(sound effect?) = [on]> then\n start sound [Lo Geh Tabla v]\nend\nrepeat (10)\n change size by (((100) - (size)) / (3))\nend\nif <(costume [number v]) = [4]> then\n wait (1) seconds\nelse\n if <(costume [number v]) = [5]> then\n wait (0.5) seconds\n else\n wait (0) seconds\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [послеменю v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nrepeat (2)\n switch costume to (костюм 1 v)\n create clone of (_myself_ v)\n switch costume to (костюм 2 v)\n create clone of (_myself_ v)\n switch costume to (костюм 3 v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n wait (2) seconds\nend\n\n@прибабасы\n\nwhen I receive [платформа v]\nswitch costume to (костюм 2 v)\ngo to x: ((3360) - (скроллинг Х)) y: ((720) - (скроллинг У))\nswitch costume to (костюм прибабаса)\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n set [костюм прибабаса v] to [2]\n if <(sound effect?) = [on]> then\n play sound [Meow2 v] until done\n else\n wait (0.59) seconds\n end\n set [костюм прибабаса v] to [1]\n set [brightness v] effect to (0)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nset [костюм прибабаса v] to [1]\nhide\n\n@чат\n\nwhen flag clicked\nset [состояние чата v] to [закрыт]\nswitch costume to (chat v)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [подклучено! v]\nshow\nforever\n set [color v] effect to (chat color \(H\))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if <mouse down?> then\n hide\n broadcast (показать чат v)\n repeat (8)\n next costume\n create clone of (_myself_ v)\n end\n go to [front v] layer\n set [состояние чата v] to [открыт]\n switch costume to (chat v)\n show\n wait until <not <mouse down?>>\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n set [состояние чата v] to [закрыт]\n broadcast (спрятать чат v)\n end\n wait until <not <mouse down?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (2) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\nend\nforever\n set [color v] effect to (chat color \(H\))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if <mouse down?> then\n set [что говорит кот v] to ((costume [number v]) - (2))\n broadcast (потом надо сбросить че говорил v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [спрятать чат v]\nif <(costume [number v]) = [2]> then\n\n@белая штука\n\nwhen flag clicked\nhide\n\nwhen I receive [белая штука v]\nstart sound [Cymbal v]\nset [ghost v] effect to (0)\nshow\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@обложка\n\nwhen flag clicked\nhide\n\n@прибабас 2\n\nwhen I receive [платформа v]\nif <(costume [number v]) = [1]> then\n switch costume to (костюм 2 v)\n go to x: ((480) - (скроллинг Х)) y: ((2880) - (скроллинг У))\n switch costume to (костюм 1 v)\nend\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\nhide\n\nwhen I receive [begin v]\nshow\nwait (1) seconds\nwait until <touching (player v)?>\nset [brightness v] effect to (50)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (костюм 3 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Спрайт 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [спрятать чат v]\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (((-100) - (x position)) / (4))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [показать чат v]\ngo to x: (-100) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (15)\n change x by (((0) - (x position)) / (4))\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin v]\nforever\n set [color v] effect to (chat color \(H\))\nend\n\n@меню\n\nwhen flag clicked\nset [music? v] to [on]\nset [sound effect? v] to [on]\nswitch costume to (menu v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nswitch costume to (menu-start.game v)\ncreate clone of (_myself_ v)\nswitch costume to (menu-settings v)\ncreate clone of (_myself_ v)\nswitch costume to (menu-credits v)\ncreate clone of (_myself_ v)\nswitch costume to (menu v)\n\nbroadcast (послеменю v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n go to [front v] layer\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (послеменю v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n go to [front v] layer\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n switch costume to (settings-music-on v)\n create clone of (_myself_ v)\n switch costume to (settings-se-on v)\n create clone of (_myself_ v)\n switch costume to (settings-bck v)\n create clone of (_myself_ v)\n switch costume to (back button v)\n create clone of (_myself_ v)\n broadcast (закрыть задний фон меню v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n go to [front v] layer\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n switch costume to (credits v)\n create clone of (_myself_ v)\n switch costume to (back button v)\n create clone of (_myself_ v)\n switch costume to (menu-credits v)\n broadcast (закрыть задний фон меню v)\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n go to [front v] layer\n set [brightness v] effect to (0)\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [11]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n go to [front v] layer\n set [brightness v] effect to (0)\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (back нажат v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n set [brightness v] effect to (0)\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [8]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n set [brightness v] effect to (0)\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(costume [number v]) = [8]> then\n switch costume to (settings-music-off v)\n set [music? v] to [off]\n else\n switch costume to (settings-music-on v)\n set [music? v] to [on]\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 [number v]) = [10]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n set [brightness v] effect to (0)\n repeat (10)\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(costume [number v]) = [10]> then\n switch costume to (settings-se-off v)\n set [sound effect? v] to [off]\n else\n switch costume to (settings-se-on v)\n set [sound effect? v] to [on]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [послеменю v]\nhide\ndelete this clone\n\nwhen I receive [back нажат v]\nif <(costume [number v]) > [4]> then\n delete this clone\nend\n\nwhen I receive [back нажат v]\nif <(costume [number v]) = [1]> then\n switch costume to (menu-start.game v)\n create clone of (_myself_ v)\n switch costume to (menu-settings v)\n create clone of (_myself_ v)\n switch costume to (menu-credits v)\n create clone of (_myself_ v)\n switch costume to (menu v)\nend\n\nwhen I receive [закрыть задний фон меню v]\nif <(costume [number v]) < [5]> then\n delete this clone\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@турбомод детектор\n\nwhen flag clicked\nset [turbo? \(tmd\) v] to [false]\nhide\nset [2 \(tmd\) v] to [0]\nset [1 \(tmd\) v] to [0]\nforever\n set [2 \(tmd\) v] to (tick \(tmd\))\n wait (0.01) seconds\n set [1 \(tmd\) v] to ((((tick \(tmd\)) - (2 \(tmd\))) * (1)) * (1))\n set [turbo? \(tmd\) v] to <((1 \(tmd\)) * (1)) > [10]>\nend\n\nwhen flag clicked\nset [tick \(tmd\) v] to [0]\nforever\n change [tick \(tmd\) v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(turbo? \(tmd\)) = [true]> then\n show\n stop [all v]\n end\nend\n\n@privilege\n\ndefine привилегия\nset [привилегия \(privilege\) v] to [no]\nset [chat color \(h\) v] to [0]\nset [cat color \(c\) v] to [0]\nset [› press n \(animation\) v] to [0]\nhide variable [chat color \(h\) v]\nhide variable [cat color \(c\) v]\ndelete all of [privilege users v]\nadd [-Andye-] to [privilege users v]\nadd [Obstagoon2] to [privilege users v]\nadd [Universal_Wolf] to [privilege users v]\nadd [TheNewEASMan] to [privilege users v]\nadd [-sparklegirl123] to [privilege users v]\nadd [MrAlwaysSus] to [privilege users v]\nadd [v-x-nadia-y-c] to [privilege users v]\nadd [BluishBarley] to [privilege users v]\nadd [ironkid1212] to [privilege users v]\nadd [BAD_CODER_9000] to [privilege users v]\nadd [fun19567] to [privilege users v]\nadd [Structed] to [privilege users v]\nadd [snniperwwolf] to [privilege users v]\nadd [adobeflash4life] to [privilege users v]\nadd [_FBItoons_] to [privilege users v]\nadd [cakesareyummy11] to [privilege users v]\nadd [SAKA_G050412] to [privilege users v]\nadd [BB8UltraG] to [privilege users v]\nadd (username) to [privilege users v]\n\nwhen flag clicked\nпривилегия\nif < (privilege users) contains (username)?> then\n set [привилегия \(privilege\) v] to [yes]\nend\n\nwhen [c v] key pressed\nif <(привилегия \(privilege\)) = [yes]> then\n if <(› press C \(color\)) = [0]> then\n show variable [cat color \(c\) v]\n set [› press c \(color\) v] to [1]\n else\n hide variable [cat color \(c\) v]\n set [› press c \(color\) v] to [0]\n end\nend\n\nwhen [n v] key pressed\nif <(привилегия \(privilege\)) = [yes]> then\n if <(› press N \(animation\)) = [0]> then\n set [› press n \(animation\) v] to [1]\n else\n set [› press n \(animation\) v] to [0]\n end\nend\n\nwhen [h v] key pressed\nif <(привилегия \(privilege\)) = [yes]> then\n if <(› press H \(chat\)) = [0]> then\n show variable [chat color \(h\) v]\n set [› press h \(chat\) v] to [1]\n else\n hide variable [chat color \(h\) v]\n set [› press h \(chat\) v] to [0]\n end\nend\n\n@монетки\n\ndefine монетка в (х) (у)\nset [х монеток v] to (х)\nset [у монеток v] to (у)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\nset [количество монеток v] to [0]\nhide\n\nwhen I receive [begin v]\nshow\nмонетка в [-290] [220]\nмонетка в [620] [100]\nмонетка в [1650] [200]\nмонетка в [1600] [70]\nмонетка в [2530] [250]\nмонетка в [3360] [630]\nмонетка в [3000] [1750]\nмонетка в [2630] [2200]\nмонетка в [1650] [1900]\nмонетка в [320] [2490]\nhide\n\nwhen I receive [платформа v]\nswitch costume to (костюм 2 v)\ngo to x: ((х монеток) - (скроллинг Х)) y: ((у монеток) - (скроллинг У))\nswitch costume to (костюм 1 v)\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change [у монеток v] by (([cos v] of ((timer) * (200)) ) * (0.5))\nend\nif <(sound effect?) = [on]> then\n start sound [Coin v]\nend\nchange [количество монеток v] by (1)\nrepeat (10)\n change [у монеток v] by (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Спрайт 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nif <(username) = [-Andye-]> then\n forever\n go to (mouse-pointer v)\n say (join ((mouse x) + (скроллинг Х)) (join [ : ] ((mouse y) + (скроллинг У))))\n end\nend\n\nwhen I receive [begin v]\nshow\nforever\n go to [front v] layer\n switch costume to ((количество монеток) + (1))\nend\n\n
★★★ Project ★★★\nthis project where you have to go through a scrolling platformer, it is quite complicated\n\n★★★ My new game is out! ★★★\nplease: https://scratch.mit.edu/projects/804509693/\nFollow me for cookie!!!\n★★★ instructions ★★★\n› player control arrows / wasd or by touching the screen. mobile friendly\n› you need collect exactly 10 coins\n\n★★★ multiplayer ★★★\nyou can play with other players!\nuse chat to talk to yourself\n! if you are not logged in or you are a new scratcher then the multiplayer will not work!\n› if there are too many scratchers, then you can go to \n★ second official server: ★\nhttps://scratch.mit.edu/projects/784230004\n\n★★★ You can get new stuff! ★★★\nif it's on this list then you can use the new stuff!\n› press C (color) to change your color (other users will not see this.\n› press N (animation) to enable/disable drawing for other players.\n› press H (chat) to change the color of your chat\nto get the privilege you have to like and favorite this project and comment: "!P" and I will give you the privilege\n\nP.s I did not think that there would be so many requests for the privilege, so I added it to everyone\n\n★★★ thanks ★★★\n@mason123mason for blocks costume\n(here: https://scratch.mit.edu/projects/483569461/)\n@griffpatch for online engine and scratch cat costume and water costume and music: "Soul_and_Mind 48000 loop"\ninspired by original getting over it (here)\nhttps://scratch.mit.edu/projects/389464290\n\n★★★ abaut chekpoints ★★★\nGuys, I will not make checkpoints because this is a game of difficulty, in the original getting over it there are no checkpoints!\n\n★★★ Tags ★★★\n#online #scrolling #platformer #GettingOverIt #getting #over #it #remake #by #-Andye- #and #inspired #griffpatch #good #games #super #all #cool #nice #scratchstyle #cat #games
PLATFORMER!
@Stage\n\nwhen flag clicked\n\nset [brightness v] effect to (100)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nforever\n play sound [Inferno v] until done\nend\n\n@プレイヤー\n\n@ステージ\n\ngo to x: (0) y: (-87)\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ完 v]\nshow\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ完 v]\nshow\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@プレイヤー2\n\nwhen flag clicked\nset [ステージのバグ解消 v] to [0]\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (0)\nset size to (35) %\nset rotation style [left-right v]\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.75)\n switch costume to (ささきさん\(?\)(左々木さん) v)\n end\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 (-1.75)\n switch costume to (ささきさん\(?\)(左々木さん) v)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [ジャンプ v]\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>> then\n switch costume to (上田さん\(?\) v)\n start sound [ジャンプ v]\n change [y v] by (16)\n end\n change y by (1)\n if <[240] < (x position)> then\n broadcast (次のステージ v)\n go to x: (-210) y: (0)\n 戻る(クリア)\n wait (1.3) seconds\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [20]\n start sound [ジャンプ v]\n end\n if <<(y position) = [-183]> or <touching (障害物 v)?>> then\n 戻る\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\ndefine 戻る\nif <(ステージのバグ解消) = [0]> then\n start sound [Crunch v]\n if <not <(ステージ) = [8]>> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (-69)\n end\n show\nend\n\nwhen I receive [すてーじかわった v]\nwait (0.8) seconds\n戻る(クリア)\n\nwhen I receive [次! v]\nhide\nwait (2.5) seconds\n\nwhen I start as a clone\nswitch costume to (コスチューム6 v)\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine 戻る(クリア)\nset [ステージのバグ解消 v] to [0]\nwait (3) seconds\nif <not <<(ステージ) = [8]> or <(ステージ) = [9]>>> then\n go to x: (-210) y: (0)\nelse\n if <not <(ステージ) = [9]>> then\n go to x: (-210) y: (-69)\n else\n go to x: (-200) y: (-9)\n end\nend\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (15)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n\n\n\n\nwhen I receive [イントロ完 v]\n\nbroadcast (次のステージ v)\n\nshow\n\nbroadcast (次のステージ v)\nset [ステージ v] to [7]\n戻る(クリア)\n\n@inntoro1\n\nwhen flag clicked\n\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\nstart sound [Elektronomia & JJD - Free \[NCS Release\].mp3 v]\nerase all\nset [変数 v] to [0]\ngo to x: (0) y: (0)\nreset timer\nset pen size to (0)\nset pen color to (#000000)\nrepeat (50)\n pen down\n set pen size to ((変数) + ((timer) * (500)))\n change [変数 v] by (1)\nend\n\nset pen size to ((変数) + ((timer) * (400)))\nchange [変数 v] by (1)\n\nwhen I receive [スタート v]\nwait (1) seconds\nset pen size to (0)\nset [変数 v] to [0]\nreset timer\nrepeat (50)\n set pen color to (#3081d7)\n pen down\n set pen size to ((変数) + ((timer) * (5500)))\n change [変数 v] by (1)\nend\n\nwhen I receive [スタート v]\nwait (1.5) seconds\nset pen size to (0)\nset [変数 v] to [0]\nreset timer\nrepeat (50)\n set pen color to (#7eced7)\n pen down\n set pen size to ((変数) + ((timer) * (5500)))\n change [変数 v] by (1)\nend\n\nwhen I receive [スタート v]\nwait (1.8) seconds\nset pen size to (0)\nset [変数 v] to [0]\nreset timer\nrepeat (50)\n set pen color to (#000000)\n pen down\n set pen size to ((変数) + ((timer) * (5500)))\n change [変数 v] by (1)\nend\n\nwhen I receive [スタート v]\nwait (2.1) seconds\nset pen size to (0)\nset [変数 v] to [0]\nreset timer\nrepeat (50)\n set pen color to (#3081d7)\n pen down\n set pen size to ((変数) + ((timer) * (5500)))\n change [変数 v] by (1)\nend\n\nwhen I receive [スタート v]\nset size to (100) %\nwait (2.3) seconds\nset pen size to (0)\nset [変数 v] to [0]\nreset timer\nrepeat (40)\n set pen color to (#000000)\n pen down\n set pen size to ((変数) + ((timer) * (5500)))\n change [変数 v] by (1)\nend\n\nwhen I receive [次 v]\nreset timer\nerase all\nswitch costume to (コスチューム2 v)\nrepeat (5)\n point in direction ((100) + (([sin v] of ((timer) * (300)) ) * (10)))\n set size to ((90) + (([sin v] of ((timer) * (100)) ) * (10))) %\nend\nrepeat (185)\n point in direction ((100) + (([sin v] of ((timer) * (300)) ) * (5)))\n set size to ((90) + (([sin v] of ((timer) * (100)) ) * (10))) %\nend\nrepeat (20)\n point in direction ((100) + (([sin v] of ((timer) * (300)) ) * (5)))\n change size by (1)\nend\nrepeat (2)\n change [ghost v] effect by (50)\nend\nhide\nbroadcast (作品スタート v)\n\npoint in direction (90)\n\nchange size by (1)\n\nwhen I receive [スタート v]\nwait (2.5) seconds\nset pen size to (0)\nset [変数 v] to [0]\nreset timer\nrepeat (40)\n set pen color to (#bfe0ff)\n pen down\n set pen size to ((変数) + ((timer) * (5500)))\n change [変数 v] by (1)\nend\n\nchange size by (10)\n\nwhen I start as a clone\nif <(kuro-nn) = [1]> then\n show\n change [ghost v] effect by (0)\n point in direction (90)\n switch costume to (コスチューム3 v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (110)\n set x to ((1) + (([sin v] of ((timer) * (100)) ) * (10)))\n turn right ((0) + (([sin v] of ((timer) * (100)) ) * (0.8))) degrees\n set size to ((250) + (([sin v] of ((timer) * (100)) ) * (50))) %\n end\n broadcast (終わり v)\n hide\nend\nif <(kuro-nn) = [2]> then\n switch costume to (コスチューム5 v)\n point in direction (90)\n set [設定2 v] to [0]\n set [設定1 v] to [0]\n set [変数 v] to [0]\n show\n go to x: (0) y: (0)\n forever\n go to [front v] layer\n set size to ((100) + (([sin v] of ((timer) * (600)) ) * (5))) %\n end\nend\nif <(kuro-nn) = [3]> then\n show\n reset timer\n forever\n if <(設定2) = [0]> then\n switch costume to (コスチューム6 v)\n show\n point in direction ((timer) * (50))\n set size to ((100) + (([sin v] of ((timer) * (600)) ) * (5))) %\n else\n hide\n end\n end\nend\n\npoint in direction (90)\n\nrepeat (10)\n set x to ((1) + (([sin v] of ((timer) * (100)) ) * (10)))\n turn right ((0) + (([sin v] of ((timer) * (100)) ) * (0.8))) degrees\n go to [back v] layer\n change [ghost v] effect by (1)\n change size by (1)\nend\n\npoint in direction (90)\n\nreset timer\n\nwhen I receive [次 v]\nset [kuro-nn v] to [1]\ncreate clone of (_myself_ v)\n\nset size to (pick random (90) to (110)) %\nset [2 v] to [0]\n\nif <(y position) > [168]> then\n delete this clone\nend\n\nchange size by (pick random (0.5) to (1))\n\nset x to (0)\nset y to (-169)\nset x to (pick random (-200) to (200))\nforever\n forever\nend\n\nchange [2 v] by (0.1)\nchange y by (10)\n\nwhen I receive [次 v]\n\nstamp\n\nswitch costume to (コスチューム5 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [次 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwhen I receive [次 v]\nreset timer\n\nwhen flag clicked\n\nif <[1] > (timer)> then\n\nrepeat (10)\n\nturn right (5) degrees\n\nwhen I receive [作品スタート v]\n\nwhen I receive [作品スタート v]\n\nwhen I receive [作品スタート v]\nbroadcast (イントロ完 v)\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nshow\n\nwhen I receive [終わり v]\nrepeat (100)\n change volume by (-1)\nend\n\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\n\nturn right (20) degrees\nrepeat (10)\n\nset size to ((300) + (([sin v] of ((timer) * (100)) ) * (50))) %\n\nforever\n erase all\nend\n\nwhen flag clicked\n\nset size to ((250) + (([sin v] of ((timer) * (100)) ) * (50))) %\n\nwhen I receive [スタート v]\nwait (2.7) seconds\nbroadcast (次 v)\n\nwhen flag clicked\nset [kuro-nn v] to [1]\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\n\nwhen I receive [次 v]\nwait (0.001) seconds\nset [kuro-nn v] to [2]\ncreate clone of (_myself_ v)\n\nrepeat (1)\nwait (0.1) seconds\n\nwhen I start as a clone\n\nwhen I receive [終わり v]\nset [変数 v] to [1]\nset pen size to (0)\nset pen color to (#000000)\nwait (0.25) seconds\nhide\nset [設定2 v] to [2]\nrepeat (30)\n pen down\n change pen size by (30)\nend\nerase all\nchange size by (10)\n\nwhen I receive [次 v]\nwait (0.09) seconds\ncreate clone of (_myself_ v)\nset [kuro-nn v] to [3]\n\nwhen I receive [終わり v]\nwait (1) seconds\nforever\n erase all\nend\n\nshow\nswitch costume to (コスチューム7 v)\ngo to [front v] layer\nset [ghost v] effect to (99)\n\nwhen I receive [次 v]\n\nwait (0.2) seconds\nset [kuro-nn v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I receive [次 v]\n\nwait (0.3) seconds\n\ncreate clone of (_myself_ v)\nset [kuro-nn v] to [4]\n\nwhen I receive [飛ばす v]\nerase all\nbroadcast (終わり v)\nstop [this script v]\n\nwhen flag clicked\n\nforever\n\ncreate clone of (_myself_ v)\nset [kuro-nn v] to [4]\n\nwhen flag clicked\n\nbroadcast (飛ばす v)\nforever\n if <mouse down?> then\nend\n\nwhen I receive [飛ばす v]\nhide\n\nwhen I receive [次 v]\npen down\nset pen color to (#5283ff)\n\nwhen I receive [終わり v]\n\nwhen I receive [終わり v]\nset [設定2 v] to [か]\n\nbroadcast (作品スタート v)\n\nwhen I receive [終わり v]\n\n@NEXTだお\n\nwhen I start as a clone\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [next]>>>> then\n set [brightness v] effect to (0)\n go to [front v] layer\n set x to (-465)\n set y to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\n wait (0.9) seconds\n delete this clone\nend\nif <<(costume [name v]) = [4]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [6]>>> then\n go to [front v] layer\n change [color v] effect by (10)\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <<(costume [name v]) = [☆]> or <<(costume [name v]) = [♡]> or <(costume [name v]) = [👤]>>> then\n set [color v] effect to (0)\n go to [front v] layer\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [name v]) = [4]> then\n wait (0.3) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n wait (0.2) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [6]> then\n wait (0.1) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [♡]> then\n wait (0.2) seconds\n repeat until <[319] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [👤]> then\n wait (0.125) seconds\n repeat until <[360] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [☆]> then\n wait (0.2) seconds\n repeat until <[185] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nset [next v] to [0]\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [次のステージ v]\nset [next v] to [1]\nchange [ステージ v] by (1)\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\nset [next v] to [0]\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\n@飾り的なやつ\n\ngo to x: (49) y: (-110)\n\nchange y by (10)\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [イントロ完 v]\nshow\n\n@サムネ\n\nchange volume by (-10)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nwhen I receive [イントロ完 v]\nset [193 v] to [0]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <not <(193) = [1]>> then\n go to [front v] layer\n hide variable [記録 v]\n go to [front v] layer\n clear graphic effects\n show\n set [brightness v] effect to (100)\n repeat (100)\n go to [front v] layer\n change [brightness v] effect by (-1)\n end\n set [brightness v] effect to (0)\nelse\n hide\nend\n\nwhen flag clicked\nhide variable [☁ 記録 v]\nhide variable [記録 v]\nset [記録 v] to [0]\n\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nset [193 v] to [1]\n\nwhen I receive [イントロ完 v]\nrepeat until <(ステージ) = [20]>\n if <not <(NEXT) = [1]>> then\n wait (0.1) seconds\n change [記録 v] by (0.1)\n end\nend\nshow variable [記録 v]\nif <(☁ 記録) < (記録)> then\n show variable [☁ 記録 v]\n set [☁ 記録 v] to (記録)\nelse\n hide variable [☁ 記録 v]\nend\n\n\n\nwhen I receive [イントロ完 v]\n\nwhen flag clicked\nset [next v] to [0]\n\n
フォロー推奨 I would appreciate it if you could follow these people as well.\n@Ranu0507 @kusadango-scratch\n下までいってね scroll down\nフォローよろしく! please follow!\nplease ⭐️&❤️ Ask for tips in the comments!\n⭐️と❤️を押してください修正ならいくらでもするから...\nMobile クソ鬼畜\nplatformerとにかく⭐️と❤️を押してくださいい(泣)\n一応下までスクロールしとこうか(?) scroll down↓↓↓↓\nPlease scroll down.\nモバイルok\nうえにたっぷしてじゃんぷ\nあとは左右たっぷ\n上キーでジャンプ\n左右キーで動く\n壁ジャンプ(?)\n\nClick on the top of the player to jump\nTap left or right to move\nIt also moves with the direction key.\n↓↓↓Scroll down. 下にスクロールしてね\n\nIf you clear it, the record will come out!\nクリアしたら記録が出る\nI'll say it again. If you clear it, "Record" will come out.\nもう一度言いますクリアしたら『記録』がでます。
Forest of Monstropia | Part 1 | RPG platformer
@Stage\n\n@background\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (layer_id) layers\n if <<(current level) > [9]> and <(current level) < [18]>> then\n switch costume to (cave v)\n set [brightness v] effect to (-20)\n set y to (0)\n set size to (100) %\n else\n clear graphic effects\n switch costume to (blank v)\n set size to (140) %\n if <<(current level) = [18]> and <(layer_id) = [8]>> then\n set x to (0)\n switch costume to (to be continued v)\n else\n switch costume to (join [layer_] ([ceiling v] of ((layer_id) / (2)) ))\n end\n end\n if <(story) = []> then\n hide\n else\n show\n end\nend\n\ndefine setup\nset [background x v] to [0]\nset [layer_id v] to [0]\nswitch costume to (blank v)\nset size to (140) %\ngo to x: (0) y: (0)\nswitch costume to (layer_0 v)\ncreate clone of (_myself_ v)\nrepeat (4)\n set [x v] to [0]\n change [layer_id v] by (1)\n create clone of (_myself_ v)\n set [x v] to ((476) * ((size) / (100)))\n change [layer_id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [set platforms v]\nset [screen size v] to ((476) * ((size) / (100)))\nif <(layer_id) > [0]> then\n set [screen x v] to ((x) - (((Background X) / (4)) * ([ceiling v] of ((layer_id) / (2)) )))\n set x to (round (((screen x) mod ((screen size) * (2))) - (screen size)))\n set y to (0)\n if <(current level) = [18]> then\n clear graphic effects\n set size to (140) %\n end\nend\n\nwhen I receive [start v]\nsetup\nswitch costume to (blank v)\nhide\n\nwhen I receive [create v]\nsetup\nswitch costume to (blank v)\n\n@Player\n\nwhen flag clicked\nset [mode v] to []\nhide\nwait (0.2) seconds\nif <[] = (mode)> then\n set [mode v] to [Start]\n wait (0) seconds\n wait until <(story) = [done]>\nelse\n ask [] and wait\nend\nbroadcast (mode) and wait\n\ndefine Detect floor or ceiling <ceiling?>\nchange [distance from ground v] by (1)\nrepeat until <not <touching (solid platforms v)?>>\n if <ceiling?> then\n change y by (-1)\n else\n change y by (1)\n set [distance from ground v] to [0]\n end\n set [y velocity v] to [0]\nend\nif <touching (liquid platforms v)?> then\n change [y velocity v] by (2)\n change y by (round ((y velocity) / (10)))\nend\n\ndefine Walk (dir) (speed)\nset rotation style [left-right v]\nif <not <(dir) = [0]>> then\n point in direction (dir)\nend\nchange x by (speed)\nset [slope? v] to [0]\nrepeat until <<(slope?) = [10]> or <not <touching (solid platforms v)?>>>\n change y by (1)\n change [slope? v] by (1)\nend\nif <(slope?) = [10]> then\n change x by (() - (speed))\n change y by (() - (slope?))\nend\nset [speed x v] to ((speed x) * ((1) - ((slope?) / (10))))\nif <touching (liquid platforms v)?> then\n set [speed x v] to ((speed x) * (0.5))\nend\nchange [c_walk v] by (((player speed) / (1.5)) / ((cps) * (detect left or right key)))\nset [c_walk v] to ((c_walk) mod (4))\n\ndefine Jump on key <key>\nif <key> then\n if <(distance from ground) < [4]> then\n if <[player powers v] contains [High Jump]?> then\n set [y velocity v] to [13]\n else\n set [y velocity v] to [15]\n set [distance from ground v] to [6]\n end\n end\nend\nif <<(y velocity) < [2]> or <key>> then\n change [y velocity v] by (-0.5)\nelse\n change [y velocity v] by (-3)\nend\nchange [c_jump v] by ((1) / ((4) * <key>))\nset [c_jump v] to ((c_jump) mod (4))\n\nwhen I receive [set player v]\nPlayer Tick\n\ndefine Switch Costume\nif <<not <(p_atk) = [0]>> and <[player powers v] contains [Armor]?>> then\n switch costume to (([floor v] of (((timer) - (p_atk)) * (8)) ) + (21))\n if <(costume [number v]) = [24]> then\n set [p_atk v] to [0]\n end\nelse\n if <(distance from ground) < [4]> then\n switch costume to ([floor v] of ((3) + ((<[player powers v] contains [Armor]?> * (10)) + (c_walk))) )\n else\n switch costume to ([floor v] of ((7) + ((<[player powers v] contains [Armor]?> * (10)) + (c_jump))) )\n end\nend\n\ndefine setup\npoint in direction (90)\ngo to x: (item (((current level) * (2)) - (1)) of [spawn position v]) y: (item ((current level) * (2)) of [spawn position v])\nset [skip? v] to [false]\nset [y velocity v] to [0]\nset [c_walk v] to [0]\nset [cps v] to [4]\nset [speed x v] to [0]\nset [talking? v] to [false]\nif <[player powers v] contains [armor]?> then\n set [player health v] to [6]\nelse\n set [player health v] to [3]\nend\nset size to (133) %\nif <(current level) > [4]> then\n if <not <[player powers v] contains [High Jump]?>> then\n add [High Jump] to [player powers v]\n end\nend\nif <(current level) > [11]> then\n if <not <[player powers v] contains [armor]?>> then\n add [armor] to [player powers v]\n end\nend\nif <[player powers v] contains [speed]?> then\n set [player speed v] to [2.5]\nelse\n set [player speed v] to [1.5]\n if <(current level) > [15]> then\n set [player speed v] to [2.5]\n add [speed] to [player powers v]\n end\nend\n\nwhen I receive [start v]\ndelete all of [player powers v]\nset [background x v] to [0]\nset [player health v] to [3]\nsetup\nshow\nset [mode v] to [Started]\nrepeat until <(length of [_levels data v]) < (current level)>\n set [die_count v] to [0]\n broadcast (Clear Text v)\n broadcast (Delete All Clones v) and wait\n broadcast (reset level list v) and wait\n broadcast (reset v) and wait\n broadcast (set platforms v)\n if <(current level) = [17]> then\n broadcast (boss health v)\n end\n repeat until <<touching (next level v)?> or <(skip?) = [true]>>\n go to [front v] layer\n broadcast (set player v)\n if < (this level) contains [9_]?> then\n broadcast (set Enemy v)\n end\n if <<(y position) < [-179]> or <key (r v) pressed?>> then\n change [player health v] by (-1)\n end\n if <(player health) < [1]> then\n repeat (3)\n switch costume to (damaged1 v)\n wait (0.1) seconds\n switch costume to (damaged2 v)\n wait (0.1) seconds\n end\n broadcast (Restart Player v)\n wait until <(talking?) = [false]>\n end\n end\n change [current level v] by (1)\n change [background x v] by (240)\nend\nstop [all v]\n\nwhen flag clicked\ndelete all of [player powers v]\nrepeat until <(mode) = [Started]>\n if <(<key (c v) pressed?> + <key (space v) pressed?>) = [2]> then\n if <(timer) < [0.2]> then\n broadcast (story done v)\n set [mode v] to [Create]\n end\n end\nend\n\nwhen I receive [restart player v]\nset [p_atk v] to [0]\nchange [die_count v] by (1)\nsetup\n\ndefine Player Tick\nswitch costume to (hitbox v)\nchange [y velocity v] by (-1)\nchange y by (y velocity)\nDetect floor or ceiling <(y velocity) > [0]>\nset [speed x v] to ((speed x) * (0.7))\nif <<(x position) > [239]> or <[-239] > (x position)>> then\n set [speed x v] to ((speed x) * (0))\nend\nset [detect left or right key v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nchange [speed x v] by ((detect left or right key) * (player speed))\nWalk ((detect left or right key) * (90)) (<(p_atk) = [0]> * (speed x))\nJump on key <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nSwitch Costume\nif <[player powers v] contains [armor]?> then\n if <<key (space v) pressed?> and <(p_atk) = [0]>> then\n set [p_atk v] to (timer)\n end\nend\n\nwhen I receive [reset v]\nsetup\n\nwhen I receive [story done v]\nset [current level v] to [1]\n\n@solid platforms\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n if <touching (block hider v)?> then\n hide\n end\nend\n\nwhen I receive [reset v]\nsetup\n\ndefine setup\nset [id# v] to [0]\nset x to (-220)\nswitch costume to (block v)\nrepeat (12)\n set y to (160)\n repeat (9)\n change [id# v] by (1)\n if <not <<(item (id#) of [this level v]) = [0]> or <<(letter (1) of (item (id#) of [this level v])) = [6]> or <<(letter (1) of (item (id#) of [this level v])) = [5]> or <(letter (1) of (item (id#) of [this level v])) > [7]>>>>> then\n create clone of (_myself_ v)\n end\n if <(item (id#) of [this level v]) = [9_3]> then\n create clone of (_myself_ v)\n end\n change y by (-40)\n end\n change x by (40)\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@platform graphics\n\ndefine add level_data to list\ndelete all of [this level v]\nset [i v] to [0]\nadd [] to [this level v]\nrepeat (length of (item (current level) of [_levels data v]))\n if <(letter (i) of (item (current level) of [_levels data v])) = [,]> then\n add [] to [this level v]\n change [i v] by (1)\n end\n replace item (length of [this level v]) of [this level v] with (join (item (length of [this level v]) of [this level v]) (letter (i) of (item (current level) of [_levels data v])))\n change [i v] by (1)\nend\n\ndefine detect key pressed from list (i) (max)\nif <key ((item (i) of [key to costume v]) v) pressed?> then\n set [costume set v] to (i)\n if <(i) = (costume set)> then\n change [costume# v] by (1)\n else\n set [costume# v] to [1]\n end\n if <(costume set) = [11]> then\n set [costume# v] to ((costume#) mod (13))\n else\n set [costume# v] to ((costume#) mod (5))\n end\n stop [this script v]\nend\nif <key (space v) pressed?> then\n set [costume# v] to [0]\n stop [this script v]\nend\nif <(max) > (i)> then\n detect key pressed from list ((i) + (1)) (max)\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nforever\n show\n if <<<(item (id#) of [this level v]) = [0]> or <(item (id#) of [this level v]) = [11_12]>> or <<(id#) = [0]> or <<(letter (1) of (item (id#) of [this level v])) > [7]> and <(mode) = [Started]>>>> then\n switch costume to (1_1 v)\n set [ghost v] effect to (100)\n if <(letter (1) of (item (id#) of [this level v])) = [8]> then\n if <touching (player v)?> then\n say [Press 'E' to Take the Special Power]\n if <key (e v) pressed?> then\n add (item (letter (length of (item (id#) of [this level v])) of (item (id#) of [this level v])) of [powers v]) to [player powers v]\n if <[player powers v] contains [Armor]?> then\n set [player health v] to [6]\n end\n if <[player powers v] contains [Speed]?> then\n set [player speed v] to [2.5]\n end\n replace item (id#) of [this level v] with [0]\n say []\n end\n else\n say []\n end\n end\n else\n if <touching (block hider v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n switch costume to (item (id#) of [this level v])\n if <(item (id#) of [this level v]) = [5_1]> then\n switch costume to (join [_] (join [water] ([ceiling v] of (((timer) * (4)) mod (4)) )))\n end\n if <(item (id#) of [this level v]) = [5_3]> then\n switch costume to (join [_] (join [lava] ([ceiling v] of ((([cos v] of ((timer) * (90)) ) * (2)) + (2)) )))\n end\n end\n end\n if <<<touching (builder_cursor v)?> and <mouse down?>> and <(mode) = [Create]>> then\n if <(costume#) = [0]> then\n replace item (id#) of [this level v] with [0]\n else\n replace item (id#) of [this level v] with (join (costume set) (join [_] (costume#)))\n end\n end\nend\n\ndefine setup\nset [id# v] to [0]\nswitch costume to (1_1 v)\nset x to (-220)\nrepeat (12)\n set y to (160)\n repeat (9)\n change [id# v] by (1)\n create clone of (_myself_ v)\n change y by (-40)\n end\n change x by (40)\nend\n\nwhen I receive [reset v]\nsetup\nhide\n\nwhen I receive [create v]\nshow\nsetup\nforever\n go to (builder_cursor v)\nend\n\nwhen I receive [reset level list v]\nadd level_data to list\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [create v]\nforever\n if <<(costume#) = [0]> or <(id#) = [0]>> then\n set [ghost v] effect to (100)\n else\n switch costume to (join (costume set) (join [_] (costume#)))\n set [ghost v] effect to (0)\n end\n set size to (100) %\n detect key pressed from list [1] [17]\n wait until <not <key ((item (costume set) of [key to costume v]) v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\n@bg_music\n\nwhen I receive [start v]\nset [music v] to [on]\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n if <(music) = [on]> then\n repeat (10)\n change volume by (-10)\n end\n set [music v] to [off]\n else\n repeat (10)\n change volume by (10)\n end\n set [music v] to [on]\n end\n wait until <not <key (m v) pressed?>>\n end\n if <(current level) = [17]> then\n stop [other scripts in sprite v]\n stop all sounds\n set volume to (0) %\n wait (1) seconds\n start sound [boss fight v]\n repeat (100)\n change volume by (1)\n end\n wait until <(boss health) = [null]>\n change volume by (-1)\n end\n if <(current level) = [18]> then\n broadcast (bg music v)\n end\nend\n\nwhen I receive [start v]\nbroadcast (bg music v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Main - Third Area v] until done\n if <(story) = [done]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [bg music v]\nstop all sounds\nforever\n play sound [SMG2 - Battle Belt Galaxy v] until done\nend\n\n@liquid platforms\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\nsetup\n\ndefine setup\nset [id# v] to [0]\nset x to (-220)\nswitch costume to (block v)\nrepeat (12)\n set y to (160)\n repeat (9)\n change [id# v] by (1)\n if <<(letter (1) of (item (id#) of [this level v])) = [5]> and <(letter (3) of (item (id#) of [this level v])) < [3]>> then\n create clone of (_myself_ v)\n end\n change y by (-40)\n end\n change x by (40)\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@thumbnail\n\ncreate thumbnail\n\nwhen flag clicked\nhide\n\ndefine create thumbnail\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (thumbnail v)\ngo to [front v] layer\nset size to (100) %\nshow\n\n@Builder_cursor\n\nwhen flag clicked\nhide\n\nwhen I receive [create v]\nsetup\nforever\n show\n go to [front v] layer\n go to (mouse-pointer v)\n go to x: ((([floor v] of ((x position) / (40)) ) * (40)) + (20)) y: ((round ((y position) / (40))) * (40))\n set [x v] to (x position)\n set [y v] to (y position)\n if <(y) > [160]> then\n set [y v] to [160]\n end\n if <(x) > [220]> then\n set [x v] to [220]\n end\n go to x: (x) y: (y)\n if <key (q v) pressed?> then\n if <not <[_levels data v] contains (this level)?>> then\n set [level_data v] to []\n add level_data to variable | loop start [1]\n if <not <[_levels data v] contains (level_data)?>> then\n add (level_data) to [_levels data v]\n end\n end\n wait until <not <key (q v) pressed?>>\n end\nend\n\ndefine setup\nif <(answer) < [1]> then\n delete all of [this level v]\n set [level width v] to [12]\n set [level height v] to [9]\n repeat ((level width) * (level height))\n add [0] to [this level v]\n end\nelse\n add level_data to list (answer)\nend\n\ndefine add level_data to variable | loop start (i)\nif <(i) > [108]> then\n stop [this script v]\nend\nset [level_data v] to (join (level_data) (join (item (i) of [this level v]) [,]))\nadd level_data to variable | loop start ((i) + (1))\n\ndefine add level_data to list (level #)\ndelete all of [this level v]\nset [i v] to [0]\nadd [] to [this level v]\nrepeat (length of (item (level #) of [_levels data v]))\n if <(letter (i) of (item (level #) of [_levels data v])) = [,]> then\n add [] to [this level v]\n change [i v] by (1)\n end\n replace item (length of [this level v]) of [this level v] with (join (item (length of [this level v]) of [this level v]) (letter (i) of (item (level #) of [_levels data v])))\n change [i v] by (1)\nend\n\nwhen I receive [create v]\nif <not <(answer) < [1]>> then\n forever\n if <key (w v) pressed?> then\n set [level_data v] to []\n add level_data to variable | loop start [1]\n replace item (answer) of [_levels data v] with (level_data)\n wait until <not <key (w v) pressed?>>\n end\n end\nend\n\nif <not <[_levels data v] contains (level_data)?>> then\n add (level_data) to [_levels data v]\nend\n\n@Dangers//danger\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(letter (1) of (item (id#) of [this level v])) = [6]> or <(item (id#) of [this level v]) = [5_3]>> then\n forever\n show\n switch costume to (item (id#) of [this level v])\n set [ghost v] effect to (100)\n if <<touching (player v)?> and <(player health) > [0]>> then\n change [player health v] by (-0.15)\n end\n end\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [rock-rain v]\nif then\n delete this clone\nend\nshow\nclear graphic effects\nrepeat (4)\n set size to (150) %\n go to x: (0) y: (360)\n set size to (100) %\n repeat until <(y position) < [-360]>\n go to [back v] layer\n go [forward v] (8) layers\n set size to (150) %\n if <<(y position) > [0]> and <[11] > (y position)>> then\n set [id# v] to [rock]\n switch costume to (pick random (7) to (8))\n create clone of (_myself_ v)\n end\n change y by (-5)\n set size to (100) %\n end\nend\n\ngo to [front v] layer\n\nwhen I start as a clone\nif < (costume [name v]) contains [rock_rain]?> then\n set size to (150) %\n go to x: (0) y: (360)\n set size to (100) %\n repeat until <(y position) < [-360]>\n go to [front v] layer\n set size to (150) %\n change y by (-5)\n set size to (100) %\n if <<touching (player v)?> and <(player health) > [0]>> then\n change [player health v] by (-0.25)\n end\n end\n delete this clone\nend\n\ndefine setup\nset [id# v] to [1]\nset x to (-220)\nrepeat (12)\n set y to (160)\n repeat (9)\n if <<(letter (1) of (item (id#) of [this level v])) = [6]> or <(item (id#) of [this level v]) = [5_3]>> then\n set [spawn x v] to ((x position) - (8))\n set [spawn y v] to (y position)\n create clone of (_myself_ v)\n end\n change y by (-40)\n change [id# v] by (1)\n end\n change x by (40)\nend\n\nwhen I receive [reset v]\nhide\nsetup\n\n@Dangers//enemy spider\n\ndefine point towards x: (x) y: (y)\nset [direction v] to (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + ((180) * <(y) < (y position)>))\n\nwhen I start as a clone\nshow\nset size to (55) %\nset [health v] to [20]\n\ndefine move to (sprite name)\nif <not <touching ((sprite name) v)?>> then\n point towards x: ([x position v] of (sprite name)) y: ([y position v] of (sprite name))\n change x by (([sin v] of (direction) ) * (5))\n change y by (([cos v] of (direction) ) * (5))\nend\n\ndefine setup\nset [id# v] to [1]\nset x to (-220)\nrepeat (12)\n set y to (160)\n repeat (9)\n if <(letter (1) of (item (id#) of [this level v])) = [9]> then\n if <(letter (3) of (item (id#) of [this level v])) = [2]> then\n set [spawn x v] to ((x position) - (8))\n set [spawn y v] to (y position)\n create clone of (_myself_ v)\n end\n end\n change y by (-40)\n change [id# v] by (1)\n end\n change x by (40)\nend\n\ndefine Detect floor or ceiling <ceiling?>\nchange [distance from ground v] by (1)\nrepeat until <not <touching (solid platforms v)?>>\n if <ceiling?> then\n change y by (-1)\n else\n change y by (1)\n set [distance from ground v] to [0]\n end\n set [y velocity v] to [0]\nend\nif <touching (liquid platforms v)?> then\n change [y velocity v] by (2)\n change y by (round ((y velocity) / (10)))\nend\n\nwhen I receive [delete all clones v]\nset [clone# v] to [0]\ndelete this clone\n\ndefine enemy tick\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (hitbox v)\nchange [y velocity v] by (-1)\nchange y by (y velocity)\nDetect floor or ceiling <(y velocity) > [0]>\nset [speed x v] to ((speed x) * (0.7))\nchange [speed x v] by ((move left or right?) * (2))\nset [move left or right? v] to (<([x position v] of [player v]) > ((x position) - (28))> + (<((x position) + (28)) > ([x position v] of [player v])> * (-1)))\nWalk ((move left or right?) * (90)) (speed x)\nif <<(slope?) = [10]> or <<([y position v] of [player v]) > (x position)> or <touching ((join [] [Dangers//enemy spider]) v)?>>> then\n if <(distance from ground) < [4]> then\n set [y velocity v] to [5]\n set [distance from ground v] to [6]\n end\nend\nif <touching (player v)?> then\n if <not <(mood) = [attack]>> then\n set [time_stop v] to (timer)\n end\n set [mood v] to [attack]\nend\nswitch costume\n\nwhen I receive [set enemy v]\nif <<not <(clone#) = [0]>> and <not <(health) = [null]>>> then\n if <(health) < [1]> then\n set [health v] to [null]\n hide\n play sound [spiderdeath v] until done\n else\n show\n enemy tick\n end\n if <<touching color (#d30003)?> or <(y position) < [-178]>> then\n change [health v] by (-9)\n switch costume to (spider damage1 v)\n wait (0.2) seconds\n switch costume to (spider damage2 v)\n end\n if <<touching (player v)?> and <([costume # v] of [player v]) = [23]>> then\n change [health v] by (-2)\n set [mood v] to [ idle]\n switch costume to (spider damage1 v)\n play sound (pick random (1) to (4)) until done\n wait (0.2) seconds\n switch costume to (spider damage2 v)\n end\nend\n\nwhen I receive [reset v]\nhide\nsetup\n\ndefine Walk (dir) (speed)\nset rotation style [left-right v]\nif <not <(dir) = [0]>> then\n point in direction (() - (dir))\nend\nchange x by (speed)\nset [slope? v] to [0]\nrepeat until <<(slope?) = [10]> or <not <touching (solid platforms v)?>>>\n change y by (1)\n change [slope? v] by (1)\nend\nif <(slope?) = [10]> then\n change x by (() - (speed))\n change y by (() - (slope?))\nend\n\ndefine switch costume\nif <<([abs v] of (round (speed x)) ) > [0]> and <not <(slope?) = [10]>>> then\n switch costume to (join [spider walk] ((round (((timer) / (0.1)) mod (3))) + (1)))\nelse\n if <(mood) = [attack]> then\n switch costume to (join [spider attack] ((round ((((timer) - (time_stop)) / (0.12)) mod (3))) + (1)))\n end\n if <(costume [name v]) = [spider attack2]> then\n if <touching (player v)?> then\n change [player health v] by (-0.20)\n end\n play sound (pick random (1) to (4)) until done\n end\n if <(costume [name v]) = [spider attack4]> then\n set [mood v] to [ idle]\n end\n if <(mood) = [ idle]> then\n switch costume to (join [spider idle] ((round (((timer) / (0.15)) mod (3))) + (1)))\n end\nend\n\nwhen I start as a clone\ngo to x: (spawn x) y: (spawn y)\nchange [clone# v] by (1)\n\nwhen I receive [restart player v]\nif <not <(id#) = [109]>> then\n set [health v] to [20]\n go to x: (spawn x) y: (spawn y)\n clear graphic effects\n show\nend\n\nif <<(move left or right?) = [0]> and <touching (solid platforms v)?>> then\n set x to (spawn x)\n set y to (spawn y)\nend\n\nwhen I receive [spider rain v]\nif then\n delete this clone\nend\ngo to x: (0) y: (0)\nset [clone# v] to [1]\nrepeat (round ((pick random (0.3) to (3.25)) * (2)))\n set [spawn x v] to (pick random (-240) to (240))\n set [spawn y v] to [0]\n create clone of (_myself_ v)\n wait (pick random (0.8) to (2)) seconds\nend\nset [clone# v] to [0]\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (spawn x) y: (spawn y)\nforever\n if <touching (solid platforms v)?> then\n wait (0.15) seconds\n if <touching (solid platforms v)?> then\n delete this clone\n end\n end\nend\n\n@Dangers//enemy bull\n\ndefine point towards x: (x) y: (y)\nset [direction v] to (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + ((180) * <(y) < (y position)>))\n\nwhen I start as a clone\nshow\nset size to (120) %\nset [health v] to [10]\n\ndefine move to (sprite name)\nif <not <touching ((sprite name) v)?>> then\n point towards x: ([x position v] of (sprite name)) y: ([y position v] of (sprite name))\n change x by (([sin v] of (direction) ) * (5))\n change y by (([cos v] of (direction) ) * (5))\nend\n\ndefine setup\nset [id# v] to [1]\nset x to (-220)\nrepeat (12)\n set y to (160)\n repeat (9)\n if <(letter (1) of (item (id#) of [this level v])) = [9]> then\n if <(letter (3) of (item (id#) of [this level v])) = [1]> then\n set [spawn x v] to ((x position) - (8))\n set [spawn y v] to (y position)\n create clone of (_myself_ v)\n end\n end\n change y by (-40)\n change [id# v] by (1)\n end\n change x by (40)\nend\n\ndefine Detect floor or ceiling <ceiling?>\nchange [distance from ground v] by (1)\nrepeat until <not <touching (solid platforms v)?>>\n if <ceiling?> then\n change y by (-1)\n else\n change y by (1)\n set [distance from ground v] to [0]\n end\n set [y velocity v] to [0]\nend\nif <touching (liquid platforms v)?> then\n change [y velocity v] by (2)\n change y by (round ((y velocity) / (10)))\nend\n\nwhen I receive [delete all clones v]\nset [clone# v] to [0]\ndelete this clone\n\ndefine enemy tick\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (hitbox v)\nchange [y velocity v] by (-1)\nchange y by (y velocity)\nDetect floor or ceiling <(y velocity) > [0]>\nset [speed x v] to ((speed x) * (0.7))\nchange [speed x v] by ((move left or right?) * (1.4))\nset [move left or right? v] to (<([x position v] of [player v]) > ((x position) - (28))> + (<((x position) + (28)) > ([x position v] of [player v])> * (-1)))\nWalk ((move left or right?) * (90)) (speed x)\nif <<(slope?) = [10]> or <<([y position v] of [player v]) > (x position)> or <touching ((join [] [Dangers//enemy bull]) v)?>>> then\n if <(distance from ground) < [4]> then\n set [y velocity v] to [5]\n set [distance from ground v] to [6]\n end\nend\nif <touching (player v)?> then\n if <not <(mood) = [attack]>> then\n set [time_stop v] to (timer)\n end\n set [mood v] to [attack]\nend\nswitch costume\n\nwhen I receive [set enemy v]\nif <not <(clone#) = [0]>> then\n if <(health) < [1]> then\n hide\n else\n show\n enemy tick\n end\n if <<touching color (#d30003)?> or <(y position) < [-178]>> then\n change [health v] by (-9)\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n end\n if <<touching (player v)?> and <([costume # v] of [player v]) = [23]>> then\n change [health v] by (-5)\n set [mood v] to [ idle]\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reset v]\nhide\nsetup\n\ndefine Walk (dir) (speed)\nset rotation style [left-right v]\nif <not <(dir) = [0]>> then\n point in direction (dir)\nend\nchange x by (speed)\nset [slope? v] to [0]\nrepeat until <<(slope?) = [10]> or <not <touching (solid platforms v)?>>>\n change y by (1)\n change [slope? v] by (1)\nend\nif <(slope?) = [10]> then\n change x by (() - (speed))\n change y by (() - (slope?))\nend\n\ndefine switch costume\nif <<([abs v] of (round (speed x)) ) > [0]> and <not <(slope?) = [10]>>> then\n switch costume to (join [enemy bull_run] ((round (((timer) / (0.1)) mod (7))) + (1)))\nelse\n if <(mood) = [attack]> then\n switch costume to (join [enemy bull_1atk] ((round ((((timer) - (time_stop)) / (0.12)) mod (5))) + (1)))\n end\n if <(costume [name v]) = [enemy bull_1atk2]> then\n if <touching (player v)?> then\n change [player health v] by (-0.5)\n end\n play sound [High Whoosh v] until done\n end\n if <(costume [name v]) = [enemy bull_1atk6]> then\n set [mood v] to [ idle]\n end\n if <(mood) = [ idle]> then\n switch costume to (join [enemy bull_ idle] ((round (((timer) / (0.15)) mod (4))) + (1)))\n end\nend\n\nwhen I start as a clone\ngo to x: (spawn x) y: (spawn y)\nchange [clone# v] by (1)\n\nwhen I receive [restart player v]\nif <not <(id#) = [109]>> then\n set [health v] to [10]\n go to x: (spawn x) y: (spawn y)\n clear graphic effects\n show\nend\n\nset x to (-)\n\n\n\nif <<(move left or right?) = [0]> and <touching (solid platforms v)?>> then\n set x to (spawn x)\n set y to (spawn y)\nend\n\n@Boss\n\ndefine setup\nset [time_stop v] to [0]\nset [id# v] to [1]\nset [mood v] to [think]\nset x to (-220)\nrepeat (12)\n set y to (160)\n repeat (9)\n if <(letter (1) of (item (id#) of [this level v])) = [9]> then\n if <(letter (3) of (item (id#) of [this level v])) = [3]> then\n set [spawn x v] to ((x position) - (10))\n set [spawn y v] to (y position)\n go to x: (spawn x) y: (spawn y)\n show\n set size to (160) %\n set [max health v] to [1500]\n set [boss health v] to (max health)\n start sound [boss spawned v]\n stop [this script v]\n end\n end\n change y by (-40)\n change [id# v] by (1)\n end\n change x by (40)\nend\n\ndefine enemy tick\ngo to [front v] layer\ngo [backward v] (2) layers\nif <(mood) = [think]> then\n set [time_stop v] to ((timer) + (5))\n set [mood v] to [idle]\nend\nif <(timer) > (time_stop)> then\n if <(mood) = [idle]> then\n set [mood v] to (join [A] (pick random (1) to (4)))\n set [time_stop v] to ((timer) + (5))\n if <(mood) = [A4]> then\n broadcast (Rock-rain v)\n end\n if <(mood) = [A1]> then\n broadcast (Spider rain v)\n end\n else\n set [time_stop v] to ((timer) + (7))\n set [mood v] to [idle]\n end\nend\nif < (mood) contains [A]?> then\n if <touching (player v)?> then\n change [player health v] by (-0.1)\n end\nend\nswitch costume\n\nwhen I receive [set enemy v]\nif <not <(boss health) = [null]>> then\n if <(boss health) < [1]> then\n set [boss health v] to [null]\n broadcast (Boss died v)\n else\n if <(boss health) > (max health)> then\n set [boss health v] to (max health)\n end\n show\n enemy tick\n end\n if <(y position) < [-178]> then\n change [boss health v] by (-10000)\n end\n if <<touching (player v)?> and <<([costume # v] of [player v]) = [23]> and <([x position v] of [player v]) > [120]>>> then\n change [boss health v] by (-5)\n switch costume to (boss_damage1 v)\n play sound (pick random (1) to (3)) until done\n wait (0.2) seconds\n switch costume to (boss_damage2 v)\n end\n if <(player health) < [1]> then\n change [boss health v] by (25)\n end\nend\n\nwhen I receive [reset v]\nhide\nsetup\n\ndefine Walk (dir) (speed)\nset rotation style [left-right v]\nif <not <(dir) = [0]>> then\n point in direction (() - (dir))\nend\nchange x by (speed)\nset [slope? v] to [0]\nrepeat until <<(slope?) = [10]> or <not <touching (solid platforms v)?>>>\n change y by (1)\n change [slope? v] by (1)\nend\nif <(slope?) = [10]> then\n change x by (() - (speed))\n change y by (() - (slope?))\nend\n\ndefine switch costume\nif < (mood) contains [A]?> then\n if < (mood) contains [3]?> then\n switch costume to (join [Boss-] (join (mood) (join [_] (round ((((timer) * (1.17)) mod (5)) + (1))))))\n else\n if < (mood) contains [4]?> then\n switch costume to (join [Boss-] (join (mood) (join [_] ((round (((timer) / (0.2)) mod (5))) + (1)))))\n else\n switch costume to (join [Boss-] (join (mood) (join [_] ((round (((timer) / (0.2)) mod (3))) + (1)))))\n end\n end\nelse\n switch costume to (join [Boss_idle] ((round (((timer) / (0.2)) mod (3))) + (1)))\nend\n\nwhen I receive [restart player v]\nif <not <(id#) = [109]>> then\n go to x: (spawn x) y: (spawn y)\n clear graphic effects\n show\nend\n\nwhen flag clicked\nhide\n\nplay sound [boss spawned v] until done\n\nwhen I receive [boss died v]\nif <(current level) = [17]> then\n show\n switch costume to (boss_death1 v)\n repeat (3)\n wait (0.15) seconds\n next costume\n end\nend\n\nchange [boss health v] by (-1000)\n\n@next level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Extra Powers\n\nwhen I receive [reset v]\nsetup\n\nwhen I start as a clone\nshow\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nif <(item (id#) of [this level v]) = [8_3]> then\n switch costume to (speed v)\n set size to (100) %\nelse\n if <(item (id#) of [this level v]) = [8_2]> then\n switch costume to (sword v)\n set size to (100) %\n else\n switch costume to (magical power1 v)\n forever\n repeat (40)\n wait (0.04) seconds\n switch costume to (join [magical power] ((costume [number v]) + (1)))\n set [color v] effect to (([cos v] of ((timer) / (50)) ) * (20))\n end\n repeat (40)\n wait (0.04) seconds\n switch costume to (join [magical power] ((costume [number v]) - (1)))\n set [color v] effect to (([cos v] of ((timer) / (50)) ) * (20))\n end\n end\n end\nend\n\ndefine setup\nset [id# v] to [0]\nset x to (-220)\nrepeat (12)\n set y to (160)\n repeat (9)\n change [id# v] by (1)\n if <(letter (1) of (item (id#) of [this level v])) = [8]> then\n create clone of (_myself_ v)\n end\n change y by (-40)\n end\n change x by (40)\nend\n\nwhen I start as a clone\nforever\n if <(item (id#) of [this level v]) = [0]> then\n set size to (60) %\n switch costume to (circle smoke1 v)\n repeat (10)\n change [ghost v] effect by (2.5)\n next costume\n wait (0.08) seconds\n end\n delete this clone\n end\nend\n\n@skip\n\nwhen I receive [reset v]\nhide\nset [ghost v] effect to (100)\nset [pixelate v] effect to (200)\n\nwhen flag clicked\nhide\nset [current level v] to []\nswitch costume to (skip button v)\ngo to x: (202) y: (160)\nset [skip? v] to [false]\nforever\n if <<<(die_count) > [4]> or <<(story) = []> and <(story seen?) = [1]>>> and <(current level) < [17]>> then\n show\n set size to (120) %\n repeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-20)\n end\n set [ghost v] effect to (0)\n set [pixelate v] effect to (0)\n repeat until <not <<(die_count) > [4]> or <(story) = []>>>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n if <mouse down?> then\n set [skip? v] to [true]\n if <(story) = []> then\n broadcast (story done v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (2))\n end\n end\n end\nend\n\n@Health-bar\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-205) y: (160)\nforever\n if <not <(costume [name v]) = (player health)>> then\n go to [front v] layer\n switch costume to ([floor v] of (player health) )\n end\nend\n\n@block hider\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [set player v]\nhide\nif <<(current level) = [11]> and <[player powers v] contains [armor]?>> then\n show\n if <not <(costume [number v]) > [3]>> then\n next costume\n end\nelse\n if <<(current level) = [15]> and <[player powers v] contains [speed]?>> then\n switch costume to (5 v)\n show\n wait until <not <<(current level) = [15]> and <[player powers v] contains [speed]?>>>\n else\n if <(current level) = [16]> then\n if <<([x position v] of [player v]) > [30]> or <(costume [name v]) = [7]>> then\n show\n switch costume to (7 v)\n else\n if <<([x position v] of [player v]) > [-60]> or <(costume [name v]) = [6]>> then\n show\n switch costume to (6 v)\n end\n end\n else\n if <<(current level) = [17]> and <<(boss health) = [0]> or <(boss health) = [null]>>> then\n show\n switch costume to (8 v)\n end\n end\n end\nend\n\nwhen I receive [restart player v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nswitch costume to (1 v)\n\nwhen I receive [boss died v]\nstop [other scripts in sprite v]\nshow\n\n@Story\n\nwhen flag clicked\nset [story v] to []\nshow\nswitch costume to (1 v)\nrepeat (9)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n if <(costume [number v]) = [4]> then\n switch costume to (3.1 v)\n repeat (3)\n wait (0.3) seconds\n next costume\n end\n wait (0.3) seconds\n end\n create clone of (_myself_ v)\n set [ghost v] effect to (100)\n next costume\n wait (0.3) seconds\nend\nwait until <key (any v) pressed?>\nbroadcast (story done v)\n\nset [story seen? v] to [0]\n\nwhen I start as a clone\nwait until <(story) = [done]>\ndelete this clone\n\nwhen flag clicked\nforever\n broadcast (Clear Text v)\nend\n\nwhen I receive [story done v]\nset [skip? v] to [false]\nset [story v] to [done]\nset [story seen? v] to [1]\ngo to [front v] layer\nswitch costume to (blank v)\nset [ghost v] effect to (0)\nrepeat (15)\n change [ghost v] effect by ((100) / (15))\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\n\n@boss health bar\n\nwhen I start as a clone\nswitch costume to (base v)\nforever\n show\n switch costume to (big v)\n position bar\n switch costume to (base v)\n if <<(boss health) < [1]> or <(boss health) = [null]>> then\n set [boss health v] to [0]\n play sound [boss died v] until done\n stop all sounds\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\ndefine position bar\ngo to x: (135) y: (155)\nset [percent v] to ((boss health) / (max health))\nset [color v] effect to (((percent) * (30)) + (20))\n\nwhen I receive [boss health v]\nswitch costume to (full v)\nset size to (400) %\nshow\nclear graphic effects\ncreate clone of (_myself_ v)\nforever\n show\n go to [front v] layer\n switch costume to (big v)\n position bar\n set [width v] to ((46) * ((size) / (100)))\n change x by ((percent) * (width))\n if <(percent) < [0.5]> then\n switch costume to (empty v)\n else\n switch costume to (full v)\n end\n if <<(boss health) = [0]> or <(boss health) = [null]>> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Time\n\nwhen flag clicked\nhide\n\ndefine Write time at (x) (y)\ngo to x: (x) y: (y)\nset size to (100) %\nset [letter# v] to [0]\nrepeat (6)\n change [letter# v] by (1)\n create clone of (_myself_ v)\n change x by (16)\nend\n\nwhen I receive [start v]\nWrite time at [-222] [130]\nreset timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (letter (letter#) of ((round ((timer) * (10))) / (10)))\n if <(current level) = [18]> then\n stop [this script v]\n end\nend\n\n
The Whole Tile Engine is totally made by me!!! Without any other projects help...\nSorry, the controls are not made for mobile or tablet.\nControls: ---------------------------------------------------------\n» W,A,D / Arrow keys : Move and Jump\n» Space : Attack (When you get sword)\n» R : Restart\nSkip button will come if you died many times\n-----------------------------------------------------------------------\nJust like any normal generic platformer, you will die on touching spikes, or lava, but it has an amazing story.\n\nThere are 3 powers you will get from the forest-\ni] Jump Boost\nii] Helmet and Sword\niii] Speed boost\n\nComment your timing after finishing! \nMy best: 234.4 secs
Long Platformer!! 長いプラットフォーマー!!
@Stage\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [2]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [3]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [4]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [5]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [6]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [7]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [8]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [9]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [10]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [11]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [12]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [13]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [14]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [15]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [16]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [17]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [18]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [19]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [20]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [21]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [22]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [23]> then\n switch backdrop to (洞窟 v)\n end\n if <(ステージ) = [24]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [25]> then\n switch backdrop to (いつも(?) v)\n end\n if <(ステージ) = [26]> then\n switch backdrop to (海 v)\n end\n if <(ステージ) = [27]> then\n switch backdrop to (海 v)\n end\n if <(ステージ) = [28]> then\n switch backdrop to (海 v)\n end\n if <(ステージ) = [29]> then\n switch backdrop to (海 v)\n end\n if <(ステージ) = [30]> then\n switch backdrop to (海 v)\n end\n if <(ステージ) = [31]> then\n switch backdrop to (海 v)\n end\n if <(ステージ) = [32]> then\n switch backdrop to (海 v)\n end\n if <[32] < (ステージ)> then\n switch backdrop to (いつも(?) v)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<(username) = [mototyanman]> and <key (space v) pressed?>> then\n ask [ステージ番号は?] and wait\n set [ステージ v] to (answer)\n end\nend\n\nwhen I receive [スタート v]\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nbroadcast (スタート v)\nforever\n go to [front v] layer\nend\n\n@ステージ\n\nwhen I receive [次のステージ v]\nnext costume\nset [ステージ v] to (costume [number v])\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n go [backward v] (7) layers\n go to x: (0) y: (0)\n switch costume to (ステージ)\nend\n\nset [ステージ v] to [33]\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [35]> then\n broadcast (ゴール☆ v)\n stop [this script v]\n end\nend\n\nwhen I receive [スキップ v]\nnext costume\nset [ステージ v] to (costume [number v])\n\n@プレイヤー\n\ndefine 初期設定\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 (右 v)\n\ndefine 動作\ngo to [front v] layer\ngo [backward v] (4) layers\nif <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (右 v)\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (左 v)\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nif <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 <(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\nend\nif <touching (水 v)?> then\nchange y by (Y)\nif <touching (ステージ 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (水 v)?> then\n set [y v] to [3]\n else\n if <touching (ステージ v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\nelse\n if <touching (水 v)?> then\n set [y v] to [-3]\n end\nend\nchange y by (1)\nif <[240] < (x position)> then\n 初期設定\n broadcast (次のステージ v)\n broadcast (ネクスト v)\nend\nif <(y position) < [-180]> then\n start sound [弓矢が刺さる v]\n 初期設定\nend\nif <touching (障害物 v)?> then\n start sound [弓矢が刺さる v]\n 初期設定\nend\nif <touching (大砲弾 v)?> then\n start sound [弓矢が刺さる v]\n 初期設定\nend\nif <touching (敵(海の時の) v)?> then\n 初期設定\n broadcast (海の敵に触れたねw v)\nend\nif <<touching (バネ v)?> and <<touching color (#0092ff)?> or <<([costume # v] of [バネ v]) = [21]> or <([costume # v] of [バネ v]) = [22]>>>> then\n start sound [構えを取る v]\n set [y v] to [18]\nend\nif <<touching (バネ v)?> and > then\n start sound [構えを取る v]\n set [y v] to [20]\nend\n\nwhen I receive [スタート v]\nshow\n初期設定\nforever\n 動作\n 残像\nend\n\nwhen flag clicked\nhide\n\ndefine 残像\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (残像☆ v)\nrepeat (6)\n change size by (-6)\nend\ndelete this clone\n\nset [ステージ v] to [25]\n\nwhen I receive [ネクスト v]\nrepeat until <(ネクスト終了) = [1]>\n 初期設定\nend\n\nwhen I receive [スキップ v]\n初期設定\n\n@障害物\n\nwhen I receive [スタート v]\npoint in direction (90)\nforever\n go to [back v] layer\n switch costume to (ステージ)\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [28]>> then\n turn left (2.5) degrees\n go to x: (0) y: (30)\n else\n point in direction (90)\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nshow\n\nset [ステージ v] to [27]\n\n@バネ\n\nwhen flag clicked\nshow\n\nwhen I receive [スタート v]\npoint in direction (90)\nforever\n go to [back v] layer\n switch costume to (ステージ)\n point in direction (90)\n go to x: (0) y: (0)\nend\n\n@太陽\n\nwhen I receive [スタート v]\nshow\nset [大きさ v] to [0]\nforever\n change [大きさ v] by (5)\n set size to ((([cos v] of (大きさ) ) * (20)) + (100)) %\n go to [back v] layer\nend\n\nwhen I receive [スタート v]\nforever\n if <<[13] < (ステージ)> and <[33] > (ステージ)>> then\n hide\n else\n show\n end\nend\n\n@光\n\ndefine ブロック名ぃぃぃぃぃぃぃぃぃぃぃぃぃ\ngo to [front v] layer\ngo [backward v] (6) layers\ngo to (プレイヤー v)\nswitch costume to (コスチューム2 v)\nset size to (300) %\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nforever\n if <<[13] < (ステージ)> and <[24] > (ステージ)>> then\n if <<(username) = [mototyanman]> and <key (b v) pressed?>> then\n hide\n else\n show\n ブロック名ぃぃぃぃぃぃぃぃぃぃぃぃぃ\n end\n else\n hide\n end\nend\n\nset [ステージ v] to [13]\n\n@水\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (ステージ)\n point in direction (90)\n go to x: (0) y: (0)\nend\n\n@タイマーの補助\n\nwhen I receive [スタート v]\ngo to x: (0) y: (4)\nreset timer\nswitch costume to (コスチューム2 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nset [time v] to (round ((time) * (1.9)))\n\nwhen I receive [ゴール☆ v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\n go [backward v] (100) layers\nend\n\n@敵(海の時の)\n\nwhen I receive [スタート v]\nset rotation style [left-right v]\n初期位置\nforever\n point towards (プレイヤー v)\n if <(ステージ) = [32]> then\n wait until <(ネクスト終了) = [1]>\n プログラム\n show\n else\n hide\n end\nend\n\ndefine 初期位置\ngo to x: (150) y: (-25)\n\ndefine プログラム\nmove (3) steps\n\nset [ステージ v] to [32]\n\nwhen I receive [海の敵に触れたねw v]\n初期位置\n\n@タイマー\n\nwhen I start as a clone\nshow\nブロック名 []\nwait () seconds\nforever\n if <not <[34] < (ステージ)>> then\n delete this clone\n end\nend\n\ndefine タイマー\nset [時間 v] to (timer)\ngo to x: (-120) y: (150)\nset [順番 v] to [1]\nrepeat (length of (時間))\n switch costume to (letter (順番) of (時間))\n create clone of (_myself_ v)\n change [順番 v] by (1)\n change x by (15)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nrepeat until <[34] < (ステージ)>\n タイマー\nend\n\nset [ステージ v] to [32]\n\ndefine ブロック名 (number or text)\ngo to [front v] layer\ngo [backward v] (4) layers\n\nset [時間 v] to ((timer) + ((30) * (スキップ回数)))\n\n@大砲土台\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [30]> then\n show\n ぷろぐらむ\n else\n hide\n end\nend\n\ndefine ぷろぐらむ\ngo to x: (160) y: (-50)\n\n@大砲弾\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [30]> then\n ぷろぐらむ\n end\nend\n\ndefine ぷろぐらむ\nrepeat until <not <(ステージ) = [30]>>\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [30]> then\n point towards (プレイヤー v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to (大砲 v)\npoint towards (プレイヤー v)\nrepeat until <<touching (_edge_ v)?> or <<touching (プレイヤー v)?> or <<touching (ステージ v)?> or <not <(ステージ) = [30]>>>>>\n move (25) steps\nend\ndelete this clone\n\nset [ステージ v] to [30]\n\n@大砲\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [30]> then\n show\n ぷろぐらむ\n else\n hide\n end\nend\n\ndefine ぷろぐらむ\ngo to (大砲土台 v)\nmove (20) steps\npoint towards (プレイヤー v)\n\nset [ステージ v] to [30]\n\n@ハート星探知機\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\n set size to () %\n repeat until <[99] < (size)>\n change size by (((100) - (size)) / (4))\n end\n wait (1) seconds\n repeat until <(size) < [10]>\n change size by (((8) - (size)) / (4))\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@☆と♡要求\n\nwhen flag clicked\nhide\nrepeat until <((星) + (ハート)) = [2]>\n set [id v] to [マウス]\n create clone of (_myself_ v)\n set [id v] to [コスチューム]\n create clone of (_myself_ v)\n wait (15) seconds\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [コスチューム]> then\n switch costume to (コスチューム1 v)\n go to x: (144) y: (100000)\n glide (1) secs to x: (144) y: (132)\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム3 v)\n glide (0.9) secs to x: (144) y: (210)\n delete this clone\nend\nif <(ID) = [マウス]> then\n switch costume to (マウス v)\n go to x: (144) y: (1000000)\n 滑らか: [126] [105] [7]\n 滑らか: [196] [116] [7]\n 滑らか: [220] [180] [5]\n delete this clone\nend\n\ndefine 滑らか: (x) (y) (スピード)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (スピード))\n change y by (((y) - (y position)) / (スピード))\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [コスチューム]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\n if <(ID) = [マウス]> then\n go to [front v] layer\n end\nend\n\n@ターボを対策\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(ターボ対策) > [10000]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\n@隠しブロック\n\nwhen I receive [スタート v]\nforever\n go to x: (0) y: (0)\n if <(ステージ) = [34]> then\n show\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (40)\n else\n clear graphic effects\n end\n else\n hide\n end\nend\n\n@NEXT\n\nwhen I receive [ネクスト v]\nset [ネクスト終了 v] to [0]\nshow\ngo to x: (468) y: (0)\n[0] まで繰り返す [4]\nwait (0.25) seconds\n[-465] まで繰り返す [4]\nhide\nset [ネクスト終了 v] to [1]\n\ndefine (x) まで繰り返す (スピード)\nrepeat until <(round (x position)) = (x)>\n change x by (((x) - (x position)) / (スピード))\nend\n\ndefine ブロック名\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I receive [スタート v]\nhide\nforever\n ブロック名\nend\n\n@スプライト1\n\nwhen flag clicked\nset [スキップ回数 v] to [0]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen this sprite clicked\nchange [スキップ回数 v] by (1)\nbroadcast (スキップ v)\n\n
【日本語】(English is below.)\n~~~~操作方法~~~~\n矢印キー・WASDキーで動く。\n壁キックできます。\nモバイル対応しています。\n~~~~~~~~~~~~\nステージ数:35\n~~~~~~~~~~~~\n\nhttps://turbowarp.org/782104711?fps=60&interpolate&hqpen\n ↑重い場合はこちらへ\n=====================\n【English】\n~~~~ How to operate ~~~~\nMove with arrow keys and WASD keys.\ncan kick the wall\nMobile compatible.\n~~~~~~~~~~~~\nNumber of stages: 35\n~~~~~~~~~~~~\n\nhttps://turbowarp.org/782104711?fps=60&interpolate&hqpen\n↑ Click here if it is heav
Winter World | Platformer 2 #games
@Stage\n\nwhen I receive [start v]\nwait (2) seconds\nforever\n set volume to (50) %\n play sound [\[Royalty Free Music\] Winter Sunshine - Nicolai Heidlas v] until done\nend\n\nwhen I receive [sound on v]\nset volume to (50) %\n\nwhen I receive [sound v]\nset volume to (0) %\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n switch backdrop to (backdrop3 v)\nend\nif <(Level) = [10]> then\n switch backdrop to (backdrop9 v)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> and <<touching (orbs v)?> or <touching (line v)?>>> then\n change [y v v] by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed v)?> then\n change [x v v] by (-6)\n end\n if <touching (size o meter v)?> then\n broadcast (Small v)\n set size to (40) %\n wait (3) seconds\n set size to (100) %\n end\nend\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\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 <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <<touching (ground v)?> or <<touching (moving ground v)?> or <touching (ice ghost stuff v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (moving ground v)?> or <touching (ice ghost stuff 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 [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (gears v)?> or <touching (danger v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [y v v] to [15]\n end\nend\n\nwhen I receive [start v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nset [change? v] to [0]\nforever\n if <touching (flag v)?> then\n start sound [Ding Sound Effect v]\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen flag clicked\nclear graphic effects\nforever\n if <<<touching (spikes v)?> or <touching (moving danger v)?>> or <touching (moving spikes v)?>> then\n start sound [\[another deltarune noise\] v]\n broadcast (Dead v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-65)\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <touching (trampoline v)?> then\n\nset [y v v] to [0]\n\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [key v]\nswitch costume to (key 7 v)\n\nwhen I receive [dead v]\nif <(costume [name v]) = [Key 7]> then\n switch costume to (costume7 v)\nend\n\n@Snow\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.4)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-227) to (228)) y: (180)\nrepeat until <(y position) < [-174]>\n change y by (-2)\nend\ndelete this clone\n\n@Stuff\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Hands\n\nwhen I receive [start v]\nset size to (50) %\nswitch costume to (costume1 v)\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [small v]\nset size to (22) %\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (costume1 v)\nset size to (50) %\n\n@Flag\n\nwhen flag clicked\nhide\nswitch costume to (green flag v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nwait (1) seconds\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\nforever\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (Sound v)\nelse\n switch costume to (costume1 v)\n broadcast (Sound On v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (70)\nforever\n go to x: (-26) y: (19)\n glide (8) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\n\n@Spikes\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nshow\nforever\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [11]> then\n switch costume to (costume12 v)\nend\n\n@Moving danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <(costume [number v]) = [5]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [6]>\n repeat (45)\n change x by (3)\n end\n repeat (45)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [8]>\n repeat (55)\n change x by (-3)\n end\n repeat (55)\n change x by (3)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n repeat (60)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Moving ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\n repeat (40)\n change x by (3)\n end\n repeat (40)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [5]>\n repeat (60)\n change x by (2)\n end\n repeat (60)\n change x by (-2)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [7]>\n repeat (80)\n change x by (-3)\n end\n repeat (80)\n change x by (3)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Skip\n\nwhen flag clicked\nhide\nset volume to (100) %\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nchange [level v] by (1)\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [ground v]) = [11]> then\n change volume by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(volume) = [90]> then\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nswitch costume to (t1 v)\n\nwhen I receive [start v]\nshow\nwait (1) seconds\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n repeat (10)\n change y by (-0.2)\n end\n repeat (10)\n change y by (0.2)\n end\nend\n\n@Moving spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (28) y: (18)\nshow\nforever\n repeat (20)\n change y by (-2)\n end\n wait (2) seconds\n repeat (20)\n change y by (2)\n end\n wait (2) seconds\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Size O meter\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (28) y: (18)\nshow\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Speed\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\n@Orbs\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\n@Bird\n\nwhen I receive [start v]\nset [ghost v] effect to (49)\ngo to x: (251) y: (pick random (21) to (176))\nforever\n repeat (6)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nhide\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2)\nend\n\n@Bird2\n\nwhen I receive [start v]\nset [ghost v] effect to (49)\ngo to x: (251) y: (pick random (21) to (176))\nforever\n repeat (6)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nhide\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2.5)\nend\n\n@Love fave\n\nwhen I receive [start v]\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 (costume2 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@Sprite1\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\n
Welcome to Winter World 2! Its winter so time for another winter game! Have Fun!\n\nReshared because I changed a few things\n\n----------------------INSTRUCTIONS------------------------\n\n- Use arrows or WASD keys to move\n- Trampolines make you bounce high \n- The pink and brown things make you small \n- you jump on the yellow circles \n- The 5 arrows in a row make you fling backwards\n\nAlso watch out for moving enemies and spikes!\n\n---------------------------CREDITS---------------------------\n\nThanks to @InfinitelyEndless for most of the platformer character code! :D\n\nNO ADVERTIZING\n\n#games #games #games #games #games #games #games #games #games #games #games #games
Brick Breaker Platformer v1.0 #games #all #trending
@Stage\n\n@Logo\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nif <(device) = [2]> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume1 v)\nend\ngo to x: (0) y: (112)\nforever\n play sound [Drive Around v] until done\nend\n\nwhen I receive [play v]\nrepeat (35)\n change x by (-10)\nend\nhide\nbroadcast (buttons v)\nswitch costume to (costume2 v)\ngo to x: (310) y: (112)\nshow\nrepeat (31)\n change x by (-10)\nend\n\nwhen I receive [level v]\nrepeat until <(x position) < [-220]>\n change x by (-10)\nend\nhide\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [Kick Back v]\n\n@Menu Ball\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (95)\nset [menu vy v] to [0]\nforever\n if <touching (menu platform v)?> then\n set [menu vy v] to [11]\n else\n change [menu vy v] by (-1)\n end\n change y by (menu vy)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nrepeat (24)\n change x by (-10)\nend\nhide\nstop [other scripts in sprite v]\n\n@Menu Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nrepeat (26)\n change x by (-10)\nend\nhide\n\n@Play\n\nwhen I receive [begin v]\ngo to x: (0) y: (-100)\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n if <(size) < [130]> then\n change size by (5)\n end\n else\n if <(size) > [100]> then\n change size by (-5)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nrepeat (27)\n change x by (-10)\nend\nhide\n\n@Button\n\nwhen flag clicked\nhide\ndelete all of [levels unlocked v]\nadd [1] to [levels unlocked v]\n\nwhen I receive [buttons v]\nrepeat (1)\n delete this clone\nend\ncreate all clones\n\nwhen I start as a clone\nshow\nforever\n if (item (clone id) of [levels unlocked v]) then\n set [brightness v] effect to (-20)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (level v)\n set [level v] to (clone id)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [level v]\nstop [other scripts in sprite v]\nrepeat until <(x position) < [-220]>\n change x by (-10)\nend\ndelete this clone\n\ndefine create all clones\ngo to x: (-200) y: (50)\nset [clone id v] to [0]\nrepeat (5)\n repeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (45)\n end\n go to x: (-200) y: ((y position) - (45))\nend\n\n@Number Counter\n\nwhen flag clicked\nhide\nerase all\n\ndefine create clone (number)\nset [i v] to [0]\nrepeat (length of (number))\n change [i v] by (1)\n switch costume to (join [costume] (letter (i) of (number)))\n create clone of (_myself_ v)\n if <(length of (number)) > [1]> then\n change x by (15)\n end\nend\nif <(length of (number)) > [1]> then\n change x by (-7)\nend\n\nwhen I receive [buttons v]\nerase all\ncreate all clones\n\nwhen I start as a clone\nshow\nforever\n if (item (number) of [levels unlocked v]) then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [level v]\nerase all\nrepeat until <(x position) < [-220]>\n change x by (-10)\nend\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine create all clones\ngo to x: (-200) y: (46)\nset [number v] to [1]\nrepeat (5)\n repeat (10)\n if <(length of (number)) > [1]> then\n change x by (-12)\n end\n create clone (number)\n if <(length of (number)) > [1]> then\n change x by (35)\n else\n change x by (45)\n end\n change [number v] by (1)\n end\n go to x: (-200) y: ((y position) - (45))\nend\n\nwhen I receive [number counter v]\nrepeat (3)\n setup number counter\nend\n\ndefine stamp (number)\nset [i v] to [0]\nrepeat until <(i) = (length of (number))>\n change x by (15)\n change [i v] by (1)\n if <<(item (brick i) of [required bricks v]) = (item (brick i) of [bricks v])> or <(item (brick i) of [required bricks v]) < (item (brick i) of [bricks v])>> then\n switch costume to (costume10 v)\n set [i v] to (length of (number))\n else\n switch costume to (join [costume] (letter (i) of (number)))\n end\n stamp\nend\n\nwhen I receive [begin v]\nerase all\n\nwhen I receive [play v]\nerase all\nstop [other scripts in sprite v]\n\nrepeat until <(brick i) = [0]>\nend\n\ndefine setup number counter\nerase all\ngo to x: (-170) y: (150)\nset [brick i v] to [0]\nrepeat (length of [required bricks v])\n change [brick i v] by (1)\n if <(item (brick i) of [required bricks v]) > [0]> then\n stamp ((item (brick i) of [required bricks v]) - (item (brick i) of [bricks v]))\n change y by (-30)\n set x to (-170)\n end\nend\n\n@Player\n\nwhen I receive [gameplay v]\nbroadcast (required bricks v) and wait\nwait (0.5) seconds\nshow\nset [brightness v] effect to (100)\nset [brightness v] to [100]\ngo to x: (0) y: (180)\nset [wet? v] to [0]\nset [vx v] to [0]\nset [vy v] to [0]\nset [playing v] to [1]\nforever\n if <(repel) = [0]> then\n set [vx v] to ((vx) * (0.75))\n change x by (vx)\n if <<key (right arrow v) pressed?> or <<(device) = [2]> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [vx v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<(device) = [2]> and <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [vx v] by (-2)\n end\n change [vy v] by (-1)\n if <touching (bricks v)?> then\n broadcast (check brick color v) and wait\n end\n change y by (vy)\n if <touching (_edge_ v)?> then\n if <(y position) < [-180]> then\n broadcast (retry v)\n stop [this script v]\n else\n if <([abs v] of (x position) ) > [225]> then\n set [vx v] to ((-4) * (vx))\n end\n end\n end\n else\n set [vx v] to ((vx) * (0.75))\n change x by (vx)\n if <<key (right arrow v) pressed?> or <<(device) = [2]> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [vx v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<(device) = [2]> and <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [vx v] by (-2)\n end\n change y by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nreset timer\nrepeat until <(timer) > [0.5]>\n change [vy v] by (-1)\n change y by (vy)\n set [vx v] to ((vx) * (.75))\n change x by (vx)\n if <touching (_edge_ v)?> then\n if <(y position) < [-180]> then\n hide\n else\n if <([abs v] of (x position) ) > [225]> then\n set [vx v] to ((-4) * (vx))\n end\n end\n end\nend\nhide\n\nwhen I receive [retry v]\nhide\nset [playing v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [gameplay v]\nwait (3) seconds\nbroadcast (boss v)\n\nwhen I receive [wet v]\nstart sound [Splash v]\nif <(wet?) = [0]> then\n set [wet? v] to [1]\n repeat until <(brightness) = [0]>\n change [brightness v] effect by (-10)\n change [brightness v] by (-10)\n end\n clear graphic effects\nend\n\nwhen I receive [dry v]\nif <(wet?) = [1]> then\n set [wet? v] to [0]\n repeat until <(brightness) = [100]>\n change [brightness v] effect by (10)\n change [brightness v] by (10)\n end\nend\n\nwhen I receive [buttons v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [clear lava v]\nset [brightness v] effect to (-5)\nwait (0.14) seconds\nset [brightness v] effect to (100)\n\n@Bricks\n\nwhen flag clicked\nhide\nset [clone? v] to [0]\n\nwhen I receive [level v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nrepeat (1)\n delete this clone\nend\nset [playing v] to [0]\nif <<(level) < [10]> or <(level) = [10]>> then\n levels 1-10 (level)\nelse\n if <<(level) < [20]> or <(level) = [20]>> then\n levels 11-20 (level)\n else\n if <<(level) < [30]> or <(level) = [30]>> then\n levels 21-30 (level)\n else\n if <<(level) < [40]> or <(level) = [40]>> then\n levels 31-40 (level)\n else\n levels 41-50 (level)\n end\n end\n end\nend\nif <(level) < [21]> then\n add [0] to [required bricks v]\nend\nif <(level) < [23]> then\n add [0] to [required bricks v]\nend\nif <(level) < [27]> then\n add [0] to [required bricks v]\nend\nif <(level) < [31]> then\n add [0] to [required bricks v]\nend\nif <(level) < [34]> then\n add [0] to [required bricks v]\nend\nif <(level) < [36]> then\n add [0] to [required bricks v]\nend\nif <(level) < [38]> then\n add [0] to [required bricks v]\nend\nif <(level) < [41]> then\n add [0] to [required bricks v]\nend\nif <(level) < [43]> then\n add [0] to [required bricks v]\nend\nif <(level) < [46]> then\n add [0] to [required bricks v]\nend\nif <(level) < [50]> then\n add [0] to [required bricks v]\nend\nrepeat (17)\n add [0] to [bricks v]\nend\nbroadcast (start game v)\n\ndefine levels 1-10 (number)\ndelete all of [required bricks v]\ndelete all of [bricks v]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nhide\nset [boss? v] to [0]\nset [xchange v] to [80]\nif <(number) = [1]> then\n go to x: (-150) y: (50)\n add [16] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (4)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n end\nelse\n if <(number) = [2]> then\n go to x: (-125) y: (0)\n add [9] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (3)\n repeat (2)\n create clone of (_myself_ v)\n change x by (250)\n end\n set x to (-125)\n change y by (-50)\n end\n set x to (-100)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [3]> then\n go to x: (-150) y: (50)\n add [6] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-150)\n end\n repeat (2)\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-150)\n end\n else\n if <(number) = [4]> then\n go to x: (-150) y: (50)\n add [9] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (3)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-150)\n end\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [5]> then\n go to x: (0) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (2)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (100)\n end\n change x by (-100)\n repeat (2)\n change x by (-100)\n create clone of (_myself_ v)\n change y by (-50)\n end\n else\n if <(number) = [6]> then\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n go to x: (0) y: (50)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (150)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (-200)\n create clone of (_myself_ v)\n change y by (-50)\n set x to (-50)\n repeat (2)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [7]> then\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n go to x: (-50) y: (50)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-150)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n repeat (2)\n change x by (100)\n create clone of (_myself_ v)\n end\n change y by (-50)\n set x to (-150)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n repeat (2)\n change x by (100)\n create clone of (_myself_ v)\n end\n change y by (-50)\n set x to (-50)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n else\n if <(number) = [8]> then\n go to x: (-125) y: (50)\n add [8] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n repeat (4)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n set x to (-125)\n change y by (-50)\n end\n else\n if <(number) = [9]> then\n go to x: (-150) y: (50)\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (200)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (-100)\n create clone of (_myself_ v)\n change x by (200)\n change y by (-50)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume3 v)\n set x to (0)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-75)\n create clone of (_myself_ v)\n else\n if <(number) = [10]> then\n go to x: (-100) y: (50)\n add [9] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (3)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-100)\n change y by (-50)\n end\n switch costume to (costume3 v)\n set x to (-50)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n set size to (600) %\n switch costume to (costume2 v)\n set x to (0)\n set y to (300)\n set [boss? v] to [1]\n create clone of (_myself_ v)\n set [boss? v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nset [times cleared v] to [0]\nset [shape v] to [0]\nclear graphic effects\nif <(boss?) > [0]> then\n hide\n if <(boss?) = [2]> then\n stop [this script v]\n end\nelse\n show\nend\nwait until <(playing) = [1]>\nif <(boss?) = [3]> then\n show\n switch costume to (pick random (1) to (20))\n set size to (100) %\n set x to (clone x)\n set y to ((boss y) - (29))\n point in direction ((pick random (0) to (1)) * (180))\nend\nif <<(costume [number v]) > [11]> and <(costume [number v]) < [15]>> then\n if <([abs v] of (direction) ) = [90]> then\n glide (0.1) secs to x: ((x position) + (xchange)) y: (y position)\n else\n glide (0.1) secs to x: (x position) y: ((y position) + (xchange))\n end\nend\nforever\n if <(boss?) = [3]> then\n change y by (-5)\n if <(y position) < [-170]> then\n delete this clone\n end\n end\n if <touching (player v)?> then\n broadcast (number counter v)\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [18]>> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [0]\n else\n set [vy v] to [0]\n change [vy v] by (-1)\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n if <(costume [number v]) = [1]> then\n replace item (1) of [bricks v] with ((item (1) of [bricks v]) + (1))\n else\n replace item (15) of [bricks v] with ((item (15) of [bricks v]) + (1))\n end\n wall jump\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n start sound [pop v]\n delete this clone\n else\n if <(costume [number v]) = [2]> then\n if <(wet?) = [0]> then\n broadcast (retry v)\n else\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [0]\n else\n set [vy v] to [0]\n change [vy v] by (-1)\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n replace item (2) of [bricks v] with ((item (2) of [bricks v]) + (1))\n wall jump\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n start sound [pop v]\n broadcast (dry v)\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n set [vy v] to [0]\n replace item (3) of [bricks v] with ((item (3) of [bricks v]) + (1))\n wall jump\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n start sound [pop v]\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [0]\n else\n set [vy v] to [0]\n change [vy v] by (-1)\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n broadcast (wet v)\n replace item (4) of [bricks v] with ((item (4) of [bricks v]) + (1))\n simplify lists\n wall jump\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n start sound [pop v]\n delete this clone\n else\n if <(costume [number v]) < [7]> then\n gray and dark green bricks\n else\n if <(costume [number v]) = [7]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n start sound [pop v]\n change [times cleared v] by (1)\n if <(times cleared) = [2]> then\n set [times cleared v] to [2]\n replace item (7) of [bricks v] with ((item (7) of [bricks v]) + (1))\n simplify lists\n wall jump\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n if <(times cleared) = [2]> then\n delete this clone\n end\n end\n change [brightness v] effect by (-20)\n wall jump\n wait until <not <touching (player v)?>>\n broadcast (number counter v)\n else\n if <(costume [number v]) = [8]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n broadcast (number counter v)\n start sound [pop v]\n wall jump\n replace item (8) of [bricks v] with ((item (8) of [bricks v]) + (1))\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n hide\n if <(boss?) = [3]> then\n delete this clone\n end\n wait (3) seconds\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(costume [number v]) = [9]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n broadcast (number counter v)\n start sound [pop v]\n wall jump\n replace item (9) of [bricks v] with ((item (9) of [bricks v]) + (1))\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n hide\n if <(boss?) = [3]> then\n delete this clone\n end\n wait (3) seconds\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n replace item (9) of [bricks v] with ((item (9) of [bricks v]) - (1))\n else\n if <(costume [number v]) = [10]> then\n set [vy v] to [0]\n else\n if <<(costume [number v]) > [10]> and <(costume [number v]) < [15]>> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n start sound [pop v]\n if <(costume [number v]) = [14]> then\n broadcast (number counter v)\n wall jump\n replace item (11) of [bricks v] with ((item (11) of [bricks v]) + (1))\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n delete this clone\n else\n if <(boss?) = [3]> then\n replace item (11) of [bricks v] with ((item (11) of [bricks v]) + (1))\n end\n next costume\n set [xchange v] to ((xchange) / (-2))\n repeat (2)\n create clone of (_myself_ v)\n set [xchange v] to ((xchange) * (-1))\n end\n repeat (1)\n delete this clone\n end\n end\n else\n if <(costume [number v]) = [15]> then\n broadcast (retry v)\n else\n if <(costume [number v]) = [16]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n start sound [pop v]\n broadcast (number counter v)\n wall jump\n replace item (13) of [bricks v] with ((item (13) of [bricks v]) + (1))\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n delete all of [positions v]\n add (x position) to [positions v]\n add (y position) to [positions v]\n add (size) to [positions v]\n add (direction) to [positions v]\n create clone of (bomb v)\n delete this clone\n else\n if <(costume [number v]) = [17]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [0]\n else\n set [vy v] to [0]\n change [vy v] by (-1)\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n start sound [pop v]\n replace item (14) of [bricks v] with ((item (14) of [bricks v]) + (1))\n wall jump\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n broadcast (dry v)\n delete this clone\n else\n if <(costume [number v]) = [19]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [0]\n else\n set [vy v] to [0]\n change [vy v] by (-1)\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n start sound [pop v]\n replace item (16) of [bricks v] with ((item (16) of [bricks v]) + (1))\n wall jump\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [20]> then\n broadcast (retry 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 if <<touching (bomb v)?> and <not <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <<<(costume [number v]) = [10]> or <(costume [number v]) = [15]>> or <(costume [number v]) = [16]>>>>> then\n broadcast (number counter v)\n set [costume v] to (join (letter ((length of [costume]) + (1)) of (costume [name v])) (letter ((length of [costume]) + (2)) of (costume [name v])))\n replace item (costume) of [bricks v] with ((item (costume) of [bricks v]) + (1))\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n if <not <[levels unlocked v] contains ((level) + (1))?>> then\n add ((level) + (1)) to [levels unlocked v]\n end\n end\n delete this clone\n end\n if <<<(distance to [player v]) < [100]> and <not <touching (player v)?>>> and <(costume [number v]) = [18]>> then\n set [vx v] to ((([x position v] of [player v]) - (x position)) / (10))\n set [vy v] to ((([y position v] of [player v]) - (y position)) / (10))\n set [repel v] to [1]\n end\n set [repel v] to [0]\n if < (costume [name v]) contains [costume16]?> then\n change [shape v] by (1)\n if <(shape) = [30]> then\n set [shape v] to [0]\n if <(costume [number v]) = [19]> then\n switch costume to (costume16b v)\n else\n if <(costume [number v]) = [20]> then\n switch costume to (costume16a v)\n end\n end\n end\n end\nend\n\nwhen I receive [retry v]\nbroadcast (level v)\n\nwhen I receive [play v]\nif <(costume [number v]) = [2]> then\n stop [other scripts in sprite v]\nend\nrepeat (2)\n stop [other scripts in sprite v]\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [boss v]\nif <<(boss?) = [1]> and <(clone?) = [1]>> then\n if <(level) > [39]> then\n wait (1) seconds\n end\n hide\n wait until <not <touching (player v)?>>\n show\n set y to (300)\n repeat until <(y position) = [0]>\n change y by (-1)\n end\n wait (12) seconds\n broadcast (retry v)\nend\nif <<(boss?) = [2]> and <(clone?) = [1]>> then\n wait (1) seconds\n hide\n wait until <not <touching (player v)?>>\n show\n set y to (300)\n broadcast (calculate brick amount v)\n repeat until <<(costume [number v]) > [21]> or <(y position) = [0]>>\n repeat (3)\n set [boss? v] to [3]\n set [boss y v] to (y position)\n set [clone x v] to (((pick random (-4) to (3)) * (60)) + (30))\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (5)\n change y by (-1)\n end\n end\n wait until <(costume [number v]) = [24]>\n if <(y position) > [140]> then\n glide (0.5) secs to x: (0) y: (140)\n end\nend\n\ndefine levels 11-20 (number)\ndelete all of [required bricks v]\ndelete all of [bricks v]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nhide\nset [boss? v] to [0]\nset [xchange v] to [80]\nif <(number) = [11]> then\n go to x: (-150) y: (50)\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (2)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-150)\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n end\nelse\n if <(number) = [12]> then\n go to x: (-50) y: (50)\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [3] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n change x by (-200)\n repeat (2)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n change x by (-100)\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [13]> then\n go to x: (-150) y: (50)\n add [2] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n change y by (-50)\n change x by (-300)\n switch costume to (costume2 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n change y by (-50)\n set x to (-150)\n switch costume to (costume4 v)\n repeat (2)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n change x by (-300)\n switch costume to (costume4 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n else\n if <(number) = [14]> then\n go to x: (-50) y: (50)\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [2] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume3 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n end\n switch costume to (costume4 v)\n set x to (-100)\n create clone of (_myself_ v)\n set x to (100)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n repeat (2)\n change y by (-50)\n set x to (-50)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n end\n else\n if <(number) = [15]> then\n go to x: (-150) y: (50)\n add [1] to [required bricks v]\n add [4] to [required bricks v]\n add [1] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume4 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (150)\n end\n change y by (-50)\n switch costume to (costume2 v)\n set x to (-200)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-200)\n switch costume to (costume5 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n repeat (2)\n change x by (100)\n create clone of (_myself_ v)\n end\n else\n if <(number) = [16]> then\n go to x: (150) y: (-100)\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [2] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume5 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-100)\n end\n change y by (75)\n repeat (3)\n point in direction (0)\n set x to (-200)\n create clone of (_myself_ v)\n change y by (75)\n point in direction (180)\n set x to (-100)\n create clone of (_myself_ v)\n end\n set x to (-50)\n point in direction (0)\n repeat (3)\n create clone of (_myself_ v)\n change y by (-75)\n end\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (-150) y: (150)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n repeat (2)\n change y by (-50)\n create clone of (_myself_ v)\n end\n change y by (-50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n go to x: (150) y: (75)\n create clone of (_myself_ v)\n else\n if <(number) = [17]> then\n go to x: (150) y: (-100)\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [2] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume5 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-100)\n end\n change y by (75)\n switch costume to (costume5 v)\n point in direction (0)\n set x to (-200)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n change y by (75)\n point in direction (180)\n set x to (-100)\n create clone of (_myself_ v)\n switch costume to (costume6 v)\n point in direction (0)\n set x to (-200)\n create clone of (_myself_ v)\n switch costume to (costume6 v)\n change y by (75)\n point in direction (180)\n set x to (-100)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n point in direction (0)\n set x to (-200)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n change y by (75)\n point in direction (180)\n set x to (-100)\n create clone of (_myself_ v)\n switch costume to (costume6 v)\n set x to (-50)\n point in direction (0)\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n change y by (-75)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n change y by (-75)\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (-150) y: (150)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n repeat (2)\n change y by (-50)\n create clone of (_myself_ v)\n end\n change y by (-50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n go to x: (150) y: (75)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n else\n if <(number) = [18]> then\n go to x: (0) y: (100)\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n change x by (-100)\n change y by (-50)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-100)\n change y by (-50)\n end\n change y by (-50)\n repeat (2)\n change x by (100)\n create clone of (_myself_ v)\n end\n switch costume to (costume5 v)\n change y by (-50)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (50)\n switch costume to (costume1 v)\n repeat (3)\n change y by (50)\n create clone of (_myself_ v)\n end\n else\n if <(number) = [19]> then\n go to x: (-200) y: (0)\n add [9] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (100)\n set y to (50)\n point in direction (90)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n point in direction (90)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (-90)\n end\n change y by (-50)\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (costume4 v)\n set x to (-100)\n create clone of (_myself_ v)\n change y by (-100)\n switch costume to (costume1 v)\n set x to (-200)\n repeat (5)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [20]> then\n go to x: (-100) y: (50)\n add [9] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n repeat (3)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-100)\n change y by (-50)\n end\n switch costume to (costume2 v)\n set x to (-200)\n set y to (100)\n create clone of (_myself_ v)\n set x to (200)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n change y by (50)\n set x to (-200)\n create clone of (_myself_ v)\n set x to (200)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n set size to (600) %\n set x to (0)\n point in direction (90)\n set [boss? v] to [1]\n create clone of (_myself_ v)\n set [boss? v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine gray and dark green bricks\nif <(costume [number v]) = [5]> then\n wall jump\n start sound [pop v]\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [-1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\nelse\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [18]>> then\n if <(direction) = [90]> then\n set [vy v] to [1]\n else\n if <(direction) = [-90]> then\n set [vy v] to [-1]\n else\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n end\nend\n\ndefine levels 21-30 (number)\ndelete all of [required bricks v]\ndelete all of [bricks v]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nhide\nset [boss? v] to [0]\nset [xchange v] to [80]\nif <(number) = [21]> then\n go to x: (-150) y: (50)\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [6] to [required bricks v]\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n repeat (2)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (100)\n set x to (150)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (-150)\n set x to (150)\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n change x by (-100)\n change y by (-100)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n change y by (100)\n point in direction (-90)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n point in direction (90)\n change x by (-100)\n change y by (-100)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n change y by (100)\n create clone of (_myself_ v)\n point in direction (-90)\n switch costume to (costume7 v)\n change x by (-100)\n create clone of (_myself_ v)\n change y by (-100)\n point in direction (90)\n create clone of (_myself_ v)\nelse\n if <(number) = [22]> then\n go to x: (-150) y: (100)\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n repeat (2)\n switch costume to (costume7 v)\n change y by (-50)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n change y by (-50)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n change y by (-50)\n create clone of (_myself_ v)\n change y by (100)\n change x by (150)\n end\n change y by (50)\n switch costume to (costume5 v)\n point in direction (-90)\n create clone of (_myself_ v)\n point in direction (90)\n change y by (-50)\n switch costume to (costume7 v)\n change y by (-50)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n change x by (-100)\n switch costume to (costume4 v)\n change y by (-50)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n change y by (-50)\n create clone of (_myself_ v)\n else\n if <(number) = [23]> then\n go to x: (-200) y: (0)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [15] to [required bricks v]\n switch costume to (costume8 v)\n repeat (5)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n switch costume to (costume5 v)\n set x to (-200)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change x by (100)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [24]> then\n go to x: (-200) y: (0)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [15] to [required bricks v]\n switch costume to (costume8 v)\n repeat (5)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n switch costume to (costume2 v)\n set x to (-200)\n repeat (3)\n create clone of (_myself_ v)\n change x by (200)\n end\n change y by (-50)\n switch costume to (costume5 v)\n set x to (-200)\n repeat (5)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [25]> then\n go to x: (-150) y: (50)\n add [10] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [8] to [required bricks v]\n switch costume to (costume8 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-150)\n switch costume to (costume1 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-150)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n change y by (-50)\n set x to (-150)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [26]> then\n go to x: (-150) y: (-50)\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [11] to [required bricks v]\n add [0] to [required bricks v]\n set x to (-200)\n point in direction (0)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (180)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change y by (75)\n repeat (2)\n set x to (-200)\n point in direction (0)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (180)\n create clone of (_myself_ v)\n change y by (75)\n end\n switch costume to (costume5 v)\n point in direction (0)\n change x by (50)\n repeat (3)\n change y by (-75)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (180)\n create clone of (_myself_ v)\n change x by (-100)\n point in direction (0)\n end\n change x by (150)\n repeat (3)\n set x to (100)\n point in direction (0)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (180)\n create clone of (_myself_ v)\n change y by (75)\n end\n set y to (-150)\n set x to (150)\n point in direction (90)\n switch costume to (costume6 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-100)\n end\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n set y to (50)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (50)\n point in direction (-90)\n switch costume to (costume2 v)\n repeat (2)\n create clone of (_myself_ v)\n change y by (50)\n point in direction (90)\n end\n set x to (150)\n set y to (50)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (50)\n point in direction (-90)\n switch costume to (costume2 v)\n repeat (2)\n create clone of (_myself_ v)\n change y by (50)\n point in direction (90)\n switch costume to (costume4 v)\n end\n set x to (180)\n change y by (-50)\n change x by (-100)\n create clone of (_myself_ v)\n else\n if <(number) = [27]> then\n go to x: (-100) y: (50)\n add [12] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n switch costume to (costume9 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume1 v)\n repeat (3)\n change y by (-50)\n set x to (-150)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n end\n else\n if <(number) = [28]> then\n go to x: (-100) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [6] to [required bricks v]\n switch costume to (costume9 v)\n repeat (2)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n create clone of (_myself_ v)\n set x to (-100)\n change y by (-50)\n end\n else\n if <(number) = [29]> then\n go to x: (-100) y: (50)\n add [9] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n repeat (2)\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-100)\n switch costume to (costume9 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-100)\n change y by (-50)\n end\n go to x: (100) y: (50)\n switch costume to (costume1 v)\n repeat (5)\n create clone of (_myself_ v)\n change y by (-50)\n end\n else\n if <(number) = [30]> then\n go to x: (-100) y: (50)\n add [5] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change y by (-50)\n set x to (-100)\n switch costume to (costume3 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change y by (-50)\n set x to (-100)\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change y by (-50)\n set x to (-50)\n switch costume to (costume7 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n set size to (600) %\n set x to (0)\n set [boss? v] to [1]\n point in direction (90)\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n set [boss? v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine simplify lists\ndelete all of [simplified lists v]\nset [list i v] to [0]\nadd [] to [simplified lists v]\nrepeat (length of [required bricks v])\n change [list i v] by (1)\n replace item (1) of [simplified lists v] with (join (item (1) of [simplified lists v]) (item (list i) of [required bricks v]))\nend\nset [list i v] to [0]\nadd [] to [simplified lists v]\nrepeat (length of [required bricks v])\n change [list i v] by (1)\n if <((item (list i) of [required bricks v]) - (item (list i) of [bricks v])) < [0]> then\n replace item (2) of [simplified lists v] with (join (item (2) of [simplified lists v]) (item (list i) of [required bricks v]))\n else\n replace item (2) of [simplified lists v] with (join (item (2) of [simplified lists v]) (item (list i) of [bricks v]))\n end\nend\n\ndefine wall jump\nif <touching (player v)?> then\n if <<(direction) = [90]> or <<key (up arrow v) pressed?> or <<(device) = [2]> and <<mouse down?> and <(mouse y) > ([y position v] of [player v])>>>>> then\n if <not <<(costume [number v]) = [3]> or <(costume [number v]) = [6]>>> then\n set [vy v] to [11]\n if <not <([abs v] of (direction) ) = [90]>> then\n if <(direction) = [0]> then\n set [vx v] to ((((direction) + (180)) / ([abs v] of ((direction) + (180)) )) * (20))\n else\n set [vx v] to ((((-1) * ((direction) + (180))) / ((direction) + (180))) * (20))\n end\n end\n end\n end\nend\n\nwhen I receive [buttons v]\nhide\nstop [other scripts in sprite v]\n\ndefine levels 31-40 (number)\ndelete all of [required bricks v]\ndelete all of [bricks v]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nhide\nset [boss? v] to [0]\nset [xchange v] to [80]\nif <(number) = [31]> then\n go to x: (-150) y: (50)\n add [2] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume10 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-150)\n repeat (2)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume10 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n repeat (2)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n repeat (2)\n switch costume to (costume10 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change x by (100)\n end\nelse\n if <(number) = [32]> then\n go to x: (-150) y: (50)\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume10 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n change y by (-50)\n set x to (-150)\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (200)\n end\n set x to (-150)\n change y by (-50)\n repeat (2)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume9 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n repeat (2)\n switch costume to (costume10 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume8 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-150)\n change y by (-50)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n repeat (3)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [33]> then\n go to x: (-150) y: (50)\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (3)\n switch costume to (costume10 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (50)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change y by (-100)\n change x by (-200)\n repeat (2)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (-100)\n end\n change y by (50)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n else\n if <(number) = [34]> then\n go to x: (150) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [32] to [required bricks v]\n switch costume to (costume5 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-100)\n end\n change y by (-50)\n change x by (-100)\n switch costume to (costume11a v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n end\n else\n if <(number) = [35]> then\n go to x: (-100) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [32] to [required bricks v]\n switch costume to (costume11a v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n set x to (-100)\n change y by (-50)\n switch costume to (costume2 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n set x to (-100)\n change y by (-50)\n switch costume to (costume11a v)\n point in direction (-90)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\n set x to (-150)\n change y by (-100)\n point in direction (90)\n switch costume to (costume5 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [36]> then\n go to x: (-150) y: (50)\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [8] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume12 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n set x to (-150)\n change y by (-50)\n switch costume to (costume12 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (100)\n end\n point in direction (-90)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change y by (-150)\n set x to (-150)\n point in direction (90)\n switch costume to (costume12 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume11a v)\n create clone of (_myself_ v)\n else\n if <(number) = [37]> then\n go to x: (-150) y: (50)\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [24] to [required bricks v]\n add [0] to [required bricks v]\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume12 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n set x to (-150)\n change y by (-50)\n change x by (100)\n point in direction (-90)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (90)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (-100)\n switch costume to (costume5 v)\n point in direction (0)\n set x to (-200)\n repeat (5)\n create clone of (_myself_ v)\n change y by (75)\n end\n set x to (-100)\n set y to (-100)\n point in direction (90)\n repeat (3)\n switch costume to (costume11a v)\n create clone of (_myself_ v)\n change x by (100)\n end\n else\n if <(number) = [38]> then\n go to x: (-100) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n switch costume to (costume13 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n change y by (-50)\n create clone of (_myself_ v)\n change x by (-200)\n change y by (-50)\n end\n else\n if <(number) = [39]> then\n go to x: (-100) y: (50)\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n repeat (2)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (200)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (-200)\n end\n else\n if <(number) = [40]> then\n go to x: (-100) y: (50)\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n switch costume to (costume1 v)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n end\n set x to (-100)\n change y by (-50)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n point in direction (-90)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n point in direction (90)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n repeat (2)\n create clone of (_myself_ v)\n switch costume to (costume9 v)\n change y by (-50)\n end\n set x to (-100)\n change y by (50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n set x to (-100)\n change y by (-50)\n switch costume to (costume9 v)\n point in direction (-90)\n repeat (2)\n next costume\n create clone of (_myself_ v)\n change x by (100)\n point in direction (90)\n end\n point in direction (-90)\n switch costume to (costume12 v)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (90)\n switch costume to (costume8 v)\n create clone of (_myself_ v)\n set x to (0)\n change y by (-50)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume9 v)\n create clone of (_myself_ v)\n set size to (600) %\n set x to (0)\n set [boss? v] to [1]\n point in direction (-90)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n set [boss? v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine levels 41-50 (number)\ndelete all of [required bricks v]\ndelete all of [bricks v]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nhide\nset [boss? v] to [0]\nset [xchange v] to [80]\nif <(number) = [41]> then\n go to x: (-100) y: (50)\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume14 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n set y to (50)\n change x by (200)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume14 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nelse\n if <(number) = [42]> then\n go to x: (-100) y: (50)\n add [0] to [required bricks v]\n add [5] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [2] to [required bricks v]\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (-100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume14 v)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (-100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n go to x: (100) y: (-50)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (-100)\n switch costume to (costume14 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change y by (-50)\n change x by (-100)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n go to x: (-100) y: (-150)\n create clone of (_myself_ v)\n else\n if <(number) = [43]> then\n go to x: (-150) y: (50)\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n repeat (2)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change y by (-50)\n end\n change x by (100)\n set y to (0)\n repeat (2)\n repeat (3)\n switch costume to (costume15 v)\n create clone of (_myself_ v)\n change y by (-50)\n end\n change x by (100)\n set y to (0)\n end\n set y to (50)\n repeat (2)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change y by (-50)\n end\n else\n if <(number) = [44]> then\n go to x: (-50) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [3] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n repeat (2)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-50)\n repeat (2)\n switch costume to (costume15 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n set x to (-150)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n repeat (2)\n switch costume to (costume15 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n repeat (2)\n switch costume to (costume15 v)\n create clone of (_myself_ v)\n change x by (100)\n end\n change y by (-50)\n else\n if <(number) = [45]> then\n go to x: (0) y: (50)\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n add [0] to [required bricks v]\n add [2] to [required bricks v]\n point in direction (90)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n point in direction (90)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume15 v)\n create clone of (_myself_ v)\n change y by (-50)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change y by (-100)\n change x by (50)\n switch costume to (costume6 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-100)\n end\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n change y by (50)\n repeat (3)\n set x to (-200)\n point in direction (0)\n create clone of (_myself_ v)\n change y by (75)\n point in direction (180)\n change x by (100)\n create clone of (_myself_ v)\n end\n point in direction (-90)\n set x to (-150)\n change y by (-150)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change y by (75)\n point in direction (0)\n switch costume to (costume15 v)\n create clone of (_myself_ v)\n else\n if <(number) = [46]> then\n go to x: (-50) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [7] to [required bricks v]\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n else\n if <(number) = [47]> then\n go to x: (-50) y: (50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [13] to [required bricks v]\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-50)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n repeat (3)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change y by (50)\n end\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change y by (50)\n else\n if <(number) = [48]> then\n go to x: (-150) y: (50)\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [4] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [8] to [required bricks v]\n repeat (2)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-150)\n switch costume to (costume16b v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume16a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (100)\n change y by (-50)\n set x to (-150)\n end\n else\n if <(number) = [49]> then\n go to x: (-150) y: (50)\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n add [1] to [required bricks v]\n switch costume to (costume1 v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n end\n set x to (-150)\n point in direction (-90)\n change y by (-50)\n repeat (4)\n create clone of (_myself_ v)\n point in direction (90)\n next costume\n change x by (100)\n end\n set x to (-150)\n point in direction (-90)\n change y by (-50)\n repeat (2)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n end\n point in direction (90)\n switch costume to (costume12 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume11a v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume14 v)\n set x to (-150)\n point in direction (90)\n change y by (-50)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume13 v)\n create clone of (_myself_ v)\n change x by (100)\n switch costume to (costume15 v)\n repeat (2)\n create clone of (_myself_ v)\n next costume\n change x by (100)\n end\n else\n if <(level) = [50]> then\n go to x: (-200) y: (-50)\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [0] to [required bricks v]\n add [1] to [required bricks v]\n switch costume to (costume5 v)\n repeat (5)\n create clone of (_myself_ v)\n change x by (100)\n end\n switch costume to (costume17a v)\n set x to (0)\n set size to (600) %\n point in direction (90)\n set [boss? v] to [2]\n create clone of (_myself_ v)\n set [boss? v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [calculate brick amount v]\nforever\n calculate bricks cleared\n if <<(bricks cleared) > [15]> or <(bricks cleared) = [15]>> then\n if <(costume [number v]) = [21]> then\n repeat (3)\n next costume\n end\n end\n end\n if <touching (player v)?> then\n if <(bricks cleared) < [15]> then\n if <<(costume [number v]) > [20]> and <(costume [number v]) < [24]>> then\n broadcast (retry v)\n end\n else\n if <(costume [number v]) = [24]> then\n if <(direction) = [90]> then\n set [vy v] to [11]\n else\n if <(direction) = [-90]> then\n set [vy v] to [0]\n else\n set [vy v] to [0]\n change [vy v] by (-1)\n if <(direction) = [0]> then\n set [vx v] to [10]\n else\n if <(direction) = [180]> then\n set [vx v] to [-10]\n end\n end\n end\n end\n replace item (17) of [bricks v] with ((item (17) of [bricks v]) + (1))\n wall jump\n simplify lists\n if <(item (1) of [simplified lists v]) = (item (2) of [simplified lists v])> then\n broadcast (play v)\n end\n start sound [pop v]\n delete this clone\n end\n end\n end\nend\n\ndefine calculate bricks cleared\nset [boss i v] to [0]\nset [bricks cleared v] to [0]\nrepeat (17)\n change [boss i v] by (1)\n change [bricks cleared v] by (item (boss i) of [bricks v])\nend\n\n@Text\n\nwhen I receive [start game v]\ngo to [front v] layer\nif <<(new level) = [1]> and <not <[blank levels v] contains (level)?>>> then\n set [new level v] to [0]\n repeat (1)\n delete this clone\n end\n show\n set [brightness v] effect to (-50)\n switch costume to (level)\n repeat (15)\n change [brightness v] effect by (10)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\nend\nbroadcast (gameplay v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\nclear graphic effects\nset [new level v] to [1]\n\nwhen I receive [gameplay v]\nrepeat (15)\n change [brightness v] effect by (-10)\nend\nhide\nclear graphic effects\n\nwhen I receive [begin v]\ndelete all of [blank levels v]\nadd [9] to [blank levels v]\nadd [13] to [blank levels v]\nadd [14] to [blank levels v]\nadd [18] to [blank levels v]\nadd [26] to [blank levels v]\nadd [29] to [blank levels v]\nadd [35] to [blank levels v]\nadd [37] to [blank levels v]\nadd [42] to [blank levels v]\nadd [45] to [blank levels v]\nadd [48] to [blank levels v]\n\nwhen I receive [buttons v]\nhide\nstop [other scripts in sprite v]\n\n@Required Bricks\n\nwhen flag clicked\nhide\n\nwhen I receive [required bricks v]\nrepeat (1)\n delete this clone\nend\ngo to x: (-202) y: (150)\nswitch costume to (costume1 v)\nset [brick i v] to [0]\nrepeat (length of [required bricks v])\n change [brick i v] by (1)\n if <not <((item (brick i) of [required bricks v]) - (item (brick i) of [bricks v])) = [0]>> then\n create clone of (_myself_ v)\n change y by (-30)\n end\n next costume\nend\nbroadcast (number counter v) and wait\nbroadcast (back check v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [buttons v]\nhide\nstop [other scripts in sprite v]\n\n@Device\n\nwhen flag clicked\nhide\nbroadcast (device v)\n\nwhen I receive [device v]\ngo to x: (-50) y: (0)\nswitch costume to (costume1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n change x by (100)\nend\nswitch costume to (costume3 v)\nbroadcast (which one to click v) and wait\n\nwhen I start as a clone\nshow\n\nwhen I receive [which one to click v]\nif <not <(costume [number v]) = [3]>> then\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [device v] to (costume [number v])\n broadcast (begin v)\nend\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen I receive [back check v]\nshow\ngo to x: (182) y: (-143)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v)\n end\nend\n\nwhen I receive [buttons v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Bomb\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\ngo to x: (item (1) of [positions v]) y: (item (2) of [positions v])\nset size to ((item (3) of [positions v]) - (50)) %\npoint in direction (item (4) of [positions v])\nstart sound [Boom Cloud v]\nrepeat (25)\n change [ghost v] effect by (5)\n change size by (10)\n if <touching (player v)?> then\n broadcast (retry v)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [retry v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
I finally got around to finishing this project.\nThis project has 3.6k+ blocks!\nShoutout to @StrongBlader for curating this!\n\nInstructions:\n\nLeft and right arrow to move.\nUp arrow to wall jump.\nAll levels are possible on both mobile and PC.\nThere are 50 levels in total.\nPlease ❤️ and ⭐️ this project and follow @Pandan_the_coder for more quality games!\n\nWhat each brick does (in the order that it appears):\n\nWhite: Clear it and bounce\nRed: Kills you unless you touched the blue brick before\nLight green: Clear without bouncing\nBlue: Makes you able to clear lava\nGray: Bounce without clearing\nDark green: Don’t bounce or clear\nBrown: Clear twice\nOrange: Comes back after a few seconds but doesn’t increase the required bricks remaining\nPurple: Like orange but does increase the required bricks\nBeige: Makes you fall down slowly\nCyan: Splits when cleared\nSpiky: Like red, but can’t be cleared by blue\nBlack: Explodes\nDark Blue: Gets rid of water\nGold: Repels you\nPink: Shapeshifts, if it’s a circle you have to avoid it, if it’s a square you can clear it.\nThere are also bosses. There are 5 bosses.\n\n#brick #breaker #platformer #pandan #games #all #trending #pandan_the_coder #ball #break #block\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 #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 #games
Rainbow Runner || Platformer || #games
@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nswitch backdrop to (4 v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music#) = [1]> then\n set volume to (35) %\n set [canmoveplayer v] to [1]\n repeat until <(Total Coins Collected) > [24]>\n play sound [1 v] until done\n end\n stop [this script v]\nelse\n if <(Music#) = [2]> then\n set volume to (35) %\n set [canmoveplayer v] to [1]\n repeat until <(Level) = [14]>\n play sound [2 v] until done\n end\n stop [this script v]\n end\nend\n\nplay sound [2 v] until done\n\nwhen I receive [particles v]\n\nwhen I receive [show intro v]\nwait until <(Total Coins Collected) > [24]>\nstop all sounds\nset volume to (0) %\nstop [this script v]\n\nwhen I receive [round 2 v]\nswitch backdrop to (3 v)\n\nrepeat (10)\n change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [round 3 v]\nswitch backdrop to (2 v)\n\nwhen I receive [win 2 v]\nset volume to (0) %\n\nstop [this script v]\n\nwhen I receive [round 4 v]\nswitch backdrop to (6 v)\n\nwhen I receive [stop sounds v]\nset volume to (0) %\n\nset volume to (35) %\n\nwhen I receive [countdown4 v]\nstop all sounds\n\nbroadcast (Countdown4 v)\n\nset [music# v] to [3]\n\nif <(Music#) = [4]> then\n wait (0.5) seconds\n stop all sounds\n set volume to (35) %\n set [canmoveplayer v] to [1]\n repeat until <(Level) = [20]>\n play sound [Song v] until done\n end\n stop [this script v]\nend\n\nwhen I receive [play music v]\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\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\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n if <(id) = [2]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n else\n if <(id) = [3]> then\n go to x: (0) y: (0)\n switch costume to (logo v)\n go to [front v] layer\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 (((92) - (direction)) / (5)) degrees\n end\n repeat (23)\n change size by (((100) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n else\n if <(id) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n else\n if <(id) = [6]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n else\n if <(id) = [7]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n show\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n set [1 v] to (pick random (-15) to (15))\n set [2 v] to (pick random (-15) to (15))\n set [3 v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n go to x: (0) y: (0)\n repeat (25)\n go to [front v] layer\n switch costume to (thing 1 v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (1)\n change y by (2)\n turn right (3) degrees\n set [1 v] to ((1) * (0.9))\n set [2 v] to ((2) * (0.9))\n switch costume to (pick random (6) to (7))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n forever\n change [yv v] by (-0.1)\n change y by (YV)\n end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n delete this clone\nelse\n if <(id) = [2]> then\n delete this clone\n else\n if <(id) = [3]> then\n delete this clone\n else\n if <(id) = [5]> then\n delete this clone\n else\n if <(id) = [6]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n else\n if <(id) = [7]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (20)\n change [ghost v] effect by (10)\nend\n\n@Player\n\nwhen I receive [animation v]\n\nset size to (80) %\nrepeat (100)\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n change x by (10)\n change y by (10)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n Ground Touch <(Y Velocity) > [0]>\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 <(STICK X) > [0.3]> then\n change [x velocity v] by (speed)\n end\n if <(STICK X) < [-0.3]> 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 (coinlock v)?>> or > then\n repeat until <<not <<<touching (level v)?> or <touching (coinlock v)?>> or >> 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 color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or > then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or >>\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 color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or > then\n repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or >>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [falling? v] to [-1]\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or <<touching (jump through v)?> or <touching (spawnedlevel v)?>>>> then\n if <<(Jump) = [0]> and <(Jump) < [3]>> then\n if <(Jumps) < (TotalJumps)> then\n change [jumps v] by (1)\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\n if <(Falling?) < [7]> then\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 else\n broadcast (Shake v)\n end\n end\n else\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump v] to [0]\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 <(STICK BUTTON) > [0]>> 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\nset [playery v] to (round (y position))\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [7]> or <<(Level) = [14]> or <(Level) = [20]>>>>> then\n broadcast (ResetLava v)\n broadcast (Swich to black v)\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 Spawn Position\n JumpCount\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 JumpCount\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 <(CanMovePlayer) = [1]> then\n if <(STICK X) < [-0.3]> then\n point in direction (-90)\n end\n if <(STICK X) > [0.3]> then\n point in direction (90)\n end\n set rotation style [left-right v]\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\nif <touching (left v)?> then\n change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n change [x velocity v] by (1.1)\nend\nif <<touching color (#d6538a)?> and <not <(CHEAT) = [1]>>> then\n broadcast (Stop Sounds v)\n set [lost v] to [1]\n start sound [Splash v]\n start sound [Eliminated v]\n change y by (150)\n set [canmoveplayer v] to [0]\n broadcast (Level Fail v)\nend\nif <<<touching color (#ffe07a)?> and <(Level) > [14]>> and <(CHEAT) = [0]>> then\n broadcast (Stop Sounds v)\n set [lostgame v] to [1]\n start sound [Splash v]\n start sound [Eliminated v]\n change y by (150)\n set [canmoveplayer v] to [0]\n broadcast (LevelFail2 v)\nend\n\nbroadcast (Swich to black v)\n\nwhen I receive [intro done v]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-51)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nrepeat (10)\n go [backward v] (1) layers\nend\nforever\n if <touching (slippery v)?> then\n Platformer Physics [2.2] [0.83] [14]\n Detection\n else\n Platformer Physics [1.9] [0.8] [12.8]\n Detection\n end\n Ground Touch <(Y Velocity) > [0]>\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]\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\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\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [5]> or >>>> then\n go to x: (-215) y: ((-57) + (35))\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: (-215) y: ((82) + (30))\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: (-215) y: ((7) + (30))\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [8]> or <(Level) = [9]>> then\n go to x: (-215) y: (-23)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [jumps v] to [0]\nend\nif then\n go to x: (-215) y: ((23) + (30))\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) = [11]> or > then\n go to x: (-215) y: ((-60) + (10))\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: (-215) y: ((-44) + (30))\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: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nRespawn Position 2\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\nwhen I receive [win v]\nhide\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset [canmoveplayer v] to [0]\nset size to (20) %\nrepeat (20)\n change size by (((100) - (size)) / (10))\nend\nset [canmoveplayer v] to [1]\nrepeat (80)\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\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwait (1) seconds\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 I receive [win v]\nstart sound [Qualified 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\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\n if <(Level) > [15]> then\n set [totaljumps v] to [999]\n end\nend\n\nif <touching (left v)?> then\n change x by (-4.8)\nend\nif <touching (right v)?> then\n change x by (4.8)\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\nif <(Speed?) = [1]> then\n Platformer Physics [2] [0.8] [14]\n Detection\nend\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [5]> or >>>> then\n go to x: (-215) y: (-51)\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: (-215) y: (-23)\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: (-215) y: (82)\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) = [9]> or >> then\n go to x: (-215) y: (6)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif <<(Level) = [10]> or > then\n go to x: (-215) y: (23)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif <<(Level) = [12]> or > then\n go to x: (-215) y: (-60)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif <(Level) = [14]> then\n set y to (-160)\n set size to (100) %\nend\nif <(Level) = [11]> then\n go to x: (-215) y: (-60)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif <<(Level) = [13]> or > then\n go to x: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nSpawn2\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <touching (jump through v)?> then\n if <<touching (jump through v)?> and <not <up?>>> then\n set [slope v] to [0]\n repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <not <touching (jump through v)?>> then\n change y by ((0) - (round (Slope)))\n repeat until <not <touching (jump through v)?>>\n change y by (1)\n switch costume to (idle v)\n set [falling? v] to [0]\n set [y velocity v] to [0]\n end\n else\n if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n change y by ((0) - (round (Slope)))\n end\n end\n end\nend\n\nif <touching (jump through v)?> then\n repeat until <not <touching (jump through v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to [12.8]\n end\n if <(Falling?) < [7]> then\n start sound (pick random (27) to (33))\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n end\nend\nchange y by (1)\n\nforever\n Jump\nend\n\nbroadcast (Animation v)\n\ngo to x: (-215) y: (-51)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Total Coins Collected) = [25]>\ngo [backward v] (3) layers\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\n\nwhen I receive [round 2 v]\nset [canmoveplayer v] to [0]\ngo to x: (-215) y: (-23)\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ndefine Respawn\nif <key (r v) pressed?> 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 Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n Respawn\nend\n\ndefine JumpCount\nif <(Level) = [8]> then\n set [jumps v] to [0]\n set [totaljumps v] to [2]\nend\nif <(Level) = [9]> then\n set [jumps v] to [0]\n set [totaljumps v] to [3]\nend\nif <(Level) = [10]> then\n set [jumps v] to [0]\n set [totaljumps v] to [3]\nend\nif <(Level) = [11]> then\n set [jumps v] to [0]\n set [totaljumps v] to [8]\nend\nif <(Level) = [12]> then\n set [jumps v] to [0]\n set [totaljumps v] to [9]\nend\nif <(Level) = [13]> then\n set [jumps v] to [0]\n set [totaljumps v] to [2]\nend\nif <(Level) = [16]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\n\nset [total coins collected v] to [25]\n\nwhen flag clicked\nwait (1) seconds\nwait until <<touching (coins v)?> and <(Level) = [13]>>\ngo to x: (-215) y: (-44)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\nswitch costume to (idle v)\nset [canmoveplayer v] to [0]\nbroadcast (Win 2 v)\nwait (0) seconds\nset volume to (100) %\nstart sound [Qualified v]\nbroadcast (Hide saw v)\n\nwhen I receive [showp v]\nswitch costume to (idle v)\ngo to x: (-215) y: (-44)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\nbroadcast (Next v)\n\nrepeat (10)\n\nset [canmoveplayer v] to [1]\n\nbroadcast (Swich to black v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Animation v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level v)\nstart sound [Checkpoint v]\nset size to (100) %\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nSpawn Position\nJumpCount\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n set [totaljumps v] to [999]\nend\n\nset [touchingslime v] to [1]\nbroadcast (Particles v)\nbroadcast (Lock v)\nbroadcast (Start Keys v)\nbroadcast (Animation v)\nbroadcast (Reset orb v)\nbroadcast (Next v)\nswitch costume to (idle v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nJumpCount\nSpawn Position\nRespawn Position\nset [touchingslime v] to [0]\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nset [lost v] to [0]\n\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound (pick random (11) to (16))\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nstart sound [Checkpoint v]\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen I receive [win3 v]\nset volume to (100) %\nstart sound [Qualified v]\n\nstart sound (pick random (11) to (16))\n\nplay sound [3 v] until done\n\nwhen I receive [countdown4 v]\ngo to x: (-215) y: (-37)\npoint in direction (90)\nswitch costume to (idle v)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\ndefine Respawn Position 2\nif then\n go to x: (-215) y: (-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: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (-32)\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) = [18]> or <<(Level) = [19]> or >> then\n go to x: (-215) y: (-32)\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: (-158) y: (-32)\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\ngo to x: (-215) y: (-40)\n\nset [canmoveplayer v] to [1]\n\ndefine Spawn2\nif then\n go to x: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif then\n go to x: (-215) y: (-37)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif <<(Level) = [18]> or <<(Level) = [19]> or >> then\n go to x: (-215) y: (-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]\n set [totaljumps v] to [6]\nend\nif then\n go to x: (-158) y: (-34)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <<touching (wincoin v)?> and <(Level) = [20]>>\nset [cheat v] to [1]\nset [win v] to [1]\ngo to x: (-215) y: (-30)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\nswitch costume to (idle v)\nset [canmoveplayer v] to [0]\nbroadcast (Win4 v)\nwait (0) seconds\nset volume to (100) %\nstart sound [Qualified v]\n\ngo to x: (-215) y: (-30)\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\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\nwhen I receive [animation start v]\nhide\n\n@Elimination Lava\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n repeat until <(Level) > [18]>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [lavarise v]\nif <(Level) = [17]> then\n wait (0) seconds\n wait until <(CoinsCollected) = [2]>\n go to [front v] layer\n set [yv v] to [0.5]\n repeat until <(y position) > [110]>\n change [yv v] by (0.05)\n set size to (20) %\n change y by (yv)\n set size to (100) %\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\nif <(Level) < [19]> then\n set [yv v] to [-0.5]\n repeat until <(y position) < [0]>\n change [yv v] by (-0.05)\n set size to (20) %\n change y by (yv)\n set size to (100) %\n end\nend\n\nwhen I receive [resetlava v]\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nwait until <(Level) = [19]>\nwait (0.1) seconds\ngo to x: (0) y: (-40)\nrepeat until <(y position) > [300]>\n set [yv v] to [0.3]\n set size to (20) %\n change y by (yv)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next v]\nwait until <(Level) = [20]>\nwait (0.1) seconds\ngo to x: (0) y: (-40)\nrepeat until <(y position) > [500]>\n set [yv v] to [0.2]\n set size to (20) %\n change y by (yv)\n set size to (100) %\nend\n\ngo to [front v] layer\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [9]>\ngo [backward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <key (space v) pressed?> then\n if <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen [space v] key pressed\n\n@Lava\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\nwait (5) seconds\nrepeat (29)\n go [forward v] (1) layers\nend\n\ngo [forward v] (10) 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)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [12]> then\n Clone At X: [5] [30] At Size [45]\nend\nif <(Level) = [13]> then\n Clone At X: [198] [-130] At Size [55]\nend\nif <(Level) = [16]> then\n Clone At X: [43] [60] At Size [55]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nif <(Level) = [12]> then\n go [forward v] (50) layers\nend\nforever\n turn right (5) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I start as a clone\nforever\n if <<(Level) = [4]> or <<(Level) = [6]> or >> then\n turn right (5) degrees\n end\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nforever\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\nend\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nwait until <(Level) = [14]>\n\nwhen I receive [hide saw v]\ndelete this clone\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\n\ngo [forward v] (5) layers\n\nwhen flag clicked\n\n\ngo to [back v] layer\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 [backward v] (5) layers\n\n@ThumbnailG\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <<(LostGame) = [0]> or <(Win) = [1]>> then\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\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@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\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\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)\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@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\n\ngo [backward v] (10) layers\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\nwhen I receive [intro done v]\n\ngo [forward v] (1) layers\n\nwhen flag clicked\n\ngo [backward v] (5) layers\nwait until <(Level) = [2]>\ngo [forward v] (10) layers\nwait until <(Level) = [4]>\ngo [backward v] (10) layers\nwait until <(Level) = [6]>\ngo [backward v] (2) layers\n\nwait until <(Level) = [11]>\ngo [forward v] (5) 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@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@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\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 (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n else\n change size by (((110) - (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 (((100) - (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 (((90) - (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 (((100) - (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 (((90) - (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@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@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [9]>\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\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@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]\n\nif then\n delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Hidden\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 Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\nend\n\n@Hidden2\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 Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\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@Flash\n\nwhen I receive [swich to black v]\nset [brightness v] effect to (88)\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n next costume\n go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\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 [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone At X: [34] [141] At Size: [100] [0]\n Clone At X: [120] [141] At Size: [100] [0.3]\nend\nif <(Level) = [10]> then\n Clone At X: [-51] [116] At Size: [100] [0]\n Clone At X: [51] [116] At Size: [100] [0.3]\nend\nif <(Level) = [11]> then\n Clone At X: [25] [-142] At Size: [100] [0]\n Clone At X: [-194] [75] At Size: [100] [0]\n Clone At X: [134] [135] At Size: [100] [0]\nend\nif <(Level) = [12]> then\n Clone At X: [16] [-136] At Size: [100] [0]\n Clone At X: [96] [-136] At Size: [100] [0.3]\n Clone At X: [-64] [150] At Size: [100] [0]\nend\nif <(Level) = [13]> then\n Clone At X: [110] [-10] At Size: [200] [0]\nend\nif <(Level) = [17]> then\n Clone At X: [21] [-20] At Size: [100] [0]\n Clone At X: [-175] [131] At Size: [100] [0]\nend\nif <(Level) = [18]> then\n Clone At X: [-158] [101] At Size: [100] [0]\n Clone At X: [-6] [-63] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n Clone At X: [110] [-60] At Size: [100] [0]\n Clone At X: [-26] [145] At Size: [100] [0]\nend\nif <(Level) = [20]> then\n Clone At X: [-40] [-81] At Size: [100] [0]\n Clone At X: [40] [-81] At Size: [100] [0.4]\n Clone At X: [189] [125] At Size: [100] [0]\nend\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Collect v]\nset rotation style [all around v]\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\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\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\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nClone At X: [-68] [106] At Size: [100] [0]\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif then\n delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n go to [front v] layer\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.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 (pick random (1) to (2))\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\n@Slippery\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\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n wait until <touching (player v)?>\n broadcast (Speed Up v)\n wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\n\n\nwhen flag clicked\nforever\n Keyboard controls\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@How To Play\n\nwhen flag clicked\nhide\nset [win v] to [0]\n\nwhen I receive [show intro v]\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\n\nwhen I receive [round 2 v]\ngo [forward v] (5) layers\nswitch costume to (3 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown2 v)\nhide\nwait (1) seconds\n\nbroadcast (Round 4 v)\n\nwhen I receive [round 3 v]\nswitch costume to (4 v)\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown3 v)\ngo to [front v] layer\nbroadcast (ShowP v)\nhide\nwait (1) seconds\n\nwhen I receive [round 4 v]\nswitch costume to (5 v)\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown4 v)\ngo to [front v] layer\nhide\nwait (1) seconds\n\nbroadcast (Countdown4 v)\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\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\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen flag clicked\nset [music# v] to [0]\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown2 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\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\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\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\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Shots1 v)\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nbroadcast (Shots1 v)\n\nwhen I receive [countdown4 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\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\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\n@Level 1 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 [total coins collected v] to [0]\nset [can move? v] to [1]\nhide variable [counter collect v]\nset [counter collect v] to (join [0] (join [ of ] [25]))\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 [intro done v]\nif then\n delete this clone\nend\nshow variable [counter collect v]\nwait until <(Level) = [1]>\nClone At X: [-94] [5] At Size: [100]\nClone At X: [-54] [5] At Size: [100]\nClone At X: [-14] [5] At Size: [100]\nClone At X: [162] [-20] At Size: [100]\nwait until <(Level) = [2]>\nClone At X: [-80] [-60] At Size: [100]\nClone At X: [-40] [-60] At Size: [100]\nwait until <(Level) = [3]>\nClone At X: [-55] [10] At Size: [100]\nClone At X: [-20] [10] At Size: [100]\nClone At X: [60] [47] At Size: [100]\nClone At X: [100] [47] At Size: [100]\nClone At X: [140] [47] At Size: [100]\nwait until <(Level) = [4]>\nClone At X: [-48] [-149] At Size: [100]\nClone At X: [-8] [-149] At Size: [100]\nClone At X: [-210] [0] At Size: [100]\nClone At X: [89] [121] At Size: [100]\nClone At X: [129] [121] At Size: [100]\nClone At X: [169] [121] At Size: [100]\nwait until <(Level) = [5]>\nClone At X: [-76] [6] At Size: [100]\nClone At X: [-36] [6] At Size: [100]\nwait until <(Level) = [6]>\nClone At X: [-11] [79] At Size: [100]\nClone At X: [29] [79] At Size: [100]\nClone At X: [69] [79] At Size: [100]\nClone At X: [-60] [-141] At Size: [100]\nClone At X: [174] [-136] At Size: [100]\nwait until <(Level) = [7]>\nClone At X: [-137] [-90] At Size: [100]\nClone At X: [-68] [106] At Size: [100]\n\nwhen I start as a clone\nshow\nswitch costume to (coin v)\nclear graphic effects\nwait until <touching (player v)?>\nchange [total coins collected v] by (1)\nset [counter collect v] to (join (Total Coins Collected) (join [ of ] [25]))\nstart sound [Collect v]\nset rotation style [all around v]\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\nend\n\nset size to (110) %\nswitch costume to (+1 v)\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n change y by (1)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\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\nSpin\n\nbroadcast (Next v)\n\nwhen flag clicked\nforever\n set [can move? v] to [1]\nend\n\nClone At X: [-94] [5] At Size: [100]\nClone At X: [-54] [5] At Size: [100]\nClone At X: [-14] [5] At Size: [100]\nClone At X: [158] [-20] At Size: [100]\n\nshow variable [counter collect v]\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n delete this clone\nend\n\nClone At X: [-76] [6] At Size: [100]\nClone At X: [-36] [6] At Size: [100]\n\nClone At X: [-137] [-90] At Size: [100]\n\nset [counter collect v] to (join [25] (join [ of ] [25]))\n\nhide variable [counter collect v]\n\nwhen I start as a clone\nforever\n if <(Level) > [8]> then\n hide\n end\nend\n\nClone At X: [-68] [106] At Size: [100] [0]\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 x: (-20) y: (0)\nforever\n go to x: (-20) y: (0)\n if <(Level) = [2]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [forward v] (3) layers\n\n@Button1\n\nwhen flag clicked\nwait until <(Level) = [2]>\nset size to (90) %\nswitch costume to (1 v)\nwait until <touching (player v)?>\nbroadcast (Pressed1 v)\nstart sound [Press v]\nswitch costume to (2 v)\n\nwhen flag clicked\nwait until <(Level) = [2]>\ngo to x: (-130) y: (-50)\nshow\nwait until <(Level) = [3]>\nshow\ngo to x: (-71) y: (-75)\nwait until <(Level) = [4]>\nhide\nwait until <(Level) = [7]>\ngo to x: (120) y: (56)\nshow\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [3]>\nset size to (90) %\nswitch costume to (1 v)\nwait until <touching (player v)?>\nbroadcast (Pressed1 v)\nstart sound [Press v]\nswitch costume to (2 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [7]>\nset size to (90) %\nswitch costume to (1 v)\nwait until <touching (player v)?>\nbroadcast (Pressed1 v)\nstart sound [Press v]\nswitch costume to (2 v)\n\ngo [backward v] (29) layers\n\n@Moving Saws\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nclear graphic effects\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))\n change [ghost v] effect by (5)\nend\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) = [2]> then\n Clone At X: [37] [-34] At Size [60]\nend\nif <(Level) = [3]> then\n Clone At X: [200] [135] At Size [40]\nend\nif <(Level) = [4]> then\n Clone At X: [184] [-129] At Size [60]\nend\nif <(Level) = [7]> then\n Clone At X: [-40] [-60] At Size [60]\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo [backward v] (15) layers\nforever\n turn right (5) degrees\nend\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [pressed1 v]\nif <(Level) = [2]> then\n Smooth Glide To X: [37] Y: [-250] Size: [60] Dir: [] & Speed: [30] || Costume: [1]\nelse\n if <(Level) = [3]> then\n Smooth Glide To X: [200] Y: [-250] Size: [60] Dir: [] & Speed: [30] || Costume: [1]\n else\n if <(Level) = [7]> then\n Smooth Glide To X: [-40] Y: [-250] Size: [60] Dir: [] & Speed: [30] || Costume: [1]\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(y position) < [-200]> then\n change [ghost v] effect by (16)\n end\nend\n\nClone At X: [200] [135] At Size [40]\n\nClone At X: [-40] [-60] At Size [60]\n\nClone At X: [37] [-34] At Size [60]\n\nwhen flag clicked\nwait until <(Level) = [17]>\nwait until <(CoinsCollected) = [2]>\n\nbroadcast (Next Level v)\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 [back v] layer\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n if <(Level) = [3]> then\n show\n next costume\n else\n hide\n end\nend\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 go to x: (0) y: (0)\n if <(Level) = [5]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [7]>\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [win 1 v]\nswitch costume to (level 1 win v)\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 2 v)\nbroadcast (Next Level v)\n\nswitch costume to (untitled drawing \(3\) v)\n\nwhen I receive [win 2 v]\nswitch costume to (level 2 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 3 v)\n\nwhen I receive [win3 v]\nset [canmoveplayer v] to [0]\nswitch costume to (level 3 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 4 v)\n\nset [win v] to [1]\nset [brightness v] effect to (100)\nnext costume\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (-10)\nend\n\nstop [all v]\n\nbroadcast (Win3 v)\n\nwait (2) seconds\n\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [win4 v]\nset [canmoveplayer v] to [0]\nswitch costume to (level 4 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nstop [all v]\n\n@Timer\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\ngo to [front v] layer\nforever\n show\n set size to (120) %\n go to x: (((Timer: Clone #) * (20)) - (-195)) y: (142)\n if <(length of (round (TIME))) < (Timer: Clone #)> then\n hide\n else\n show\n switch costume to (letter (Timer: Clone #) of (TIME))\n end\nend\n\nwhen I receive [show intro v]\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [show intro v]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [countdown 1 v]\ndelete this clone\n\nwhen I receive [round 2 v]\nset [level v] to [8]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [round 2 v]\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [round 3 v]\nset [level v] to [14]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [round 3 v]\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [round 4 v]\nset [level v] to [15]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [round 4 v]\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [countdown4 v]\ndelete this clone\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 go to x: (0) y: (0)\n if <(Level) = [8]> then\n show\n next costume\n else\n hide\n end\nend\n\n@Particles 1\n\nwhen I start as a clone\nshow\nchange size by (pick random (1) to (15))\nchange [color v] effect by (pick random (0) to (3))\nset [ghost v] effect to (pick random (10) to (20))\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (9) to (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen I receive [intro done v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n if <(Total Coins Collected) < [25]> then\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\ndefine Snow\nSnow\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [intro done v]\nwait until <(Total Coins Collected) > [24]>\nwait (1) seconds\ndelete this clone\n\nwhen [space v] key pressed\ndelete this clone\n\nset [total coins collected v] to [24]\n\n@JumpCounter\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide\nhide variable [jumpcounter v]\nwait (1) seconds\nwait until <(Level) = [8]>\nwait (17) seconds\ngo to x: (0) y: (0)\nshow\nshow variable [jumpcounter v]\nset [jumps v] to [0]\nset [totaljumps v] to [2]\nforever\n set [jumpcounter v] to (join (Jumps) (join [/] (TotalJumps)))\n if <(Jumps) = (TotalJumps)> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [shake v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nset [jumps v] to [0]\nset [totaljumps v] to [2]\n\nrepeat (5)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [win 2 v]\nhide\nhide variable [jumpcounter v]\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: (2)\nforever\n go to x: (0) y: (2)\n if <(Level) = [9]> 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 x: (0) y: (2)\nforever\n go to x: (0) y: (2)\n if <(Level) = [11]> then\n go to [back v] layer\n show\n next costume\n else\n hide\n end\nend\n\n@CoinLock2\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [10]>\ngo to x: (0) y: (0)\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nshow\nclear graphic effects\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@CoinLock3\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [11]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@Button2\n\nwhen flag clicked\nset [pressed2 v] to [0]\nwait until <(Level) = [11]>\nset size to (90) %\nswitch costume to (1 v)\nwait until <touching (player v)?>\nbroadcast (Pressed2 v)\nset [pressed2 v] to [1]\nstart sound [Press v]\nswitch costume to (2 v)\n\nwhen flag clicked\nset [pressed2 v] to [0]\nwait until <(Level) = [11]>\ngo to x: (144) y: (-120)\nshow\nwait until <(Level) = [12]>\ngo to x: (56) y: (-145)\nshow\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nhide\n\ngo [forward v] (5) layers\n\ngo [backward v] (5) layers\n\nwhen flag clicked\nwait until <(Level) = [12]>\nset [pressed2 v] to [0]\nset size to (90) %\nswitch costume to (1 v)\nwait until <touching (player v)?>\nbroadcast (Pressed2 v)\nset [pressed2 v] to [1]\nstart sound [Press v]\nswitch costume to (2 v)\n\n@SpawnedLevel\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nwait until <(Pressed2) = [1]>\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [pressed2 v]\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (3)\nend\n\nwhen flag clicked\nwait until <(Level) = [12]>\nrepeat (10)\n hide\nend\nwait until <(Pressed2) = [1]>\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\n@CoinLock4\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [12]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@Slime\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait until <(Level) = [14]>\nshow\nrepeat (2)\n set size to (20) %\n change y by (-20)\n set size to (100) %\nend\n\nwhen I receive [rise slime v]\nshow\nset [ghost v] effect to (0)\nset [yv v] to [0.4]\nrepeat until <(y position) > [163]>\n change [yv v] by (0.005)\n set size to (20) %\n change y by (yv)\n set size to (100) %\nend\n\ndefine Go off Screen\nrepeat until <(y position) < [-15]>\n set size to (20) %\n change y by (-20)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) > [13]> then\n show\n Go off Screen\nend\n\nwait (0.1) seconds\nbroadcast (Rise Slime v)\n\nwhen flag clicked\nhide\n\nGo off Screen\n\nbroadcast (Rise Slime v)\n\ndefine Fall\nset [yv v] to [-0.65]\nrepeat until <(y position) < [-20]>\n change [yv v] by (-0.1)\n set size to (20) %\n change y by (yv)\n set size to (100) %\nend\n\nwhen I receive [fall v]\nFall\n\nFall\n\n@Tank\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown3 v]\npoint in direction (90)\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 [0]\n set [speed y v] to [0]\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 [shots1 v]\nbroadcast (Count v)\npoint in direction (90)\nset volume to (100) %\nstart sound [Shot v]\nrepeat (2)\n create clone of (greencandy v)\nend\nrepeat (3)\n create clone of (purplecandy v)\nend\nrepeat (1)\n create clone of (bluecandy v)\nend\n\nwhen I receive [begin round 5 v]\nhide\n\nwhen [d v] key pressed\n\ngo to x: (-200) y: (130)\n\nbroadcast (Shots1 v)\n\nrepeat (2)\n create clone of (greencandy v)\nend\nrepeat (3)\n create clone of (purplecandy v)\nend\nrepeat (1)\n create clone of (bluecandy v)\nend\nrepeat (4)\n create clone of (red v)\nend\n\nwhen I receive [shots2 v]\nbroadcast (Count2 v)\npoint in direction (90)\nset volume to (100) %\nstart sound [Shot v]\nrepeat (4)\n create clone of (greencandy v)\nend\nrepeat (2)\n create clone of (purplecandy v)\nend\nrepeat (3)\n create clone of (bluecandy v)\nend\n\nwhen I receive [shots3 v]\nbroadcast (Count3 v)\npoint in direction (90)\nset volume to (100) %\nstart sound [Shot v]\nrepeat (1)\n create clone of (greencandy v)\nend\nrepeat (2)\n create clone of (purplecandy v)\nend\nrepeat (3)\n create clone of (goldcandy v)\nend\nrepeat (4)\n create clone of (bluecandy v)\nend\n\nwhen I receive [shots4 v]\nbroadcast (Count4 v)\npoint in direction (90)\nset volume to (100) %\nstart sound [Shot v]\nrepeat (3)\n create clone of (greencandy v)\nend\nrepeat (1)\n create clone of (purplecandy v)\nend\nrepeat (4)\n create clone of (goldcandy v)\nend\n\n@Tank2\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown3 v]\npoint in direction (-90)\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 [0]\n set [speed y v] to [0]\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 [begin round 5 v]\nhide\n\n@GreenCandy\n\nwhen I start as a clone\nset size to (130) %\nset [tank# v] to (pick random (1) to (2))\nif <(tank#) = [1]> then\n go to (tank v)\n point in direction ([direction v] of [tank v])\nelse\n go to (tank2 v)\n point in direction ([direction v] of [tank2 v])\nend\nmove (10) steps\nshow\nclear graphic effects\nset [speed x v] to ((pick random (2.0) to (5.0)) * ([sin v] of (direction) ))\nset [speed y v] to ((pick random (2.0) to (5.0)) * ([cos v] of (direction) ))\nrepeat until <touching (slime v)?>\n Tick\nend\nrepeat (150)\n Tick\nend\nrepeat (20)\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\nRotate [15]\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)\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\nif <([abs v] of (dir) ) > [720]> then\n delete this clone\nend\n\n@BlueCandy\n\nwhen I start as a clone\nset size to (130) %\nset [tank# v] to (pick random (1) to (2))\nif <(tank#) = [1]> then\n go to (tank v)\n point in direction ([direction v] of [tank v])\nelse\n go to (tank2 v)\n point in direction ([direction v] of [tank2 v])\nend\nmove (10) steps\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nset [speed x v] to ((pick random (1.0) to (2.0)) * ([sin v] of (direction) ))\nset [speed y v] to ((pick random (1.0) to (2.0)) * ([cos v] of (direction) ))\nrepeat until <touching (slime v)?>\n Tick\nend\nrepeat (150)\n Tick\nend\nrepeat (20)\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\nset [tank# v] to (pick random (1) to (2))\nif <(tank#) = [1]> then\n go to (tank v)\n point in direction ([direction v] of [tank v])\nelse\n go to (tank2 v)\n point in direction ([direction v] of [tank2 v])\nend\n\n@PurpleCandy\n\nwhen I start as a clone\nset size to (130) %\nset [tank# v] to (pick random (1) to (2))\nif <(tank#) = [1]> then\n go to (tank v)\n point in direction ([direction v] of [tank v])\nelse\n go to (tank2 v)\n point in direction ([direction v] of [tank2 v])\nend\nmove (10) steps\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nset [speed x v] to ((pick random (3.0) to (6.5)) * ([sin v] of (direction) ))\nset [speed y v] to ((pick random (3.0) to (6.5)) * ([cos v] of (direction) ))\nrepeat until <touching (slime v)?>\n Tick\nend\nrepeat (150)\n Tick\nend\nrepeat (20)\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@GoldCandy\n\nwhen I start as a clone\nset size to (130) %\nset [tank# v] to (pick random (1) to (2))\nif <(tank#) = [1]> then\n go to (tank v)\n point in direction ([direction v] of [tank v])\nelse\n go to (tank2 v)\n point in direction ([direction v] of [tank2 v])\nend\nmove (10) steps\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nset [speed x v] to ((pick random (5.0) to (6.0)) * ([sin v] of (direction) ))\nset [speed y v] to ((pick random (5.0) to (6.0)) * ([cos v] of (direction) ))\nrepeat until <touching (slime v)?>\n Tick\nend\nrepeat (150)\n Tick\nend\nrepeat (20)\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@Screen\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\n\nwhen I receive [q1 v]\nstart sound [Asked v]\nswitch costume to (2 v)\nwait (1) seconds\nstart sound [Reappear v]\nwait (3) seconds\nbroadcast (Q1Remove v)\n\nstart sound [Asked v]\nswitch costume to (2 v)\nwait (1) seconds\n\nwhen I receive [shots1 v]\nswitch costume to (1 v)\n\nwhen I receive [q2 v]\nstart sound [Asked v]\nswitch costume to (3 v)\nwait (1) seconds\nstart sound [Reappear v]\nwait (3) seconds\nbroadcast (Q2Remove v)\n\nwhen I receive [q3 v]\nstart sound [Asked v]\nswitch costume to (4 v)\nwait (1) seconds\nstart sound [Reappear v]\nwait (3) seconds\nbroadcast (Q3Remove v)\n\nwhen I receive [q4 v]\nstart sound [Asked v]\nswitch costume to (5 v)\nwait (1) seconds\nstart sound [Reappear v]\nwait (3) seconds\nbroadcast (Q4Remove v)\n\nswitch costume to (1 v)\n\nwhen I receive [resetblocks v]\nswitch costume to (1 v)\n\nwhen I receive [countdown4 v]\nhide\n\n@Numbers\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [14]>\nswitch costume to (10 v)\n\nwhen I receive [count v]\ngo to x: (0) y: (120)\nshow\ngo to [front v] layer\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)\nbroadcast (Rise Slime 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\nbroadcast (Ask v)\nstart sound [0 v]\nswitch costume to (0 v)\nwait (1) seconds\nhide\nwait (2) seconds\nbroadcast (Q1 v)\n\nwhen I receive [count2 v]\ngo to x: (0) y: (120)\nshow\ngo to [front v] layer\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)\nbroadcast (Rise Slime 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\nbroadcast (Ask2 v)\nstart sound [0 v]\nswitch costume to (0 v)\nwait (1) seconds\nhide\nwait (2) seconds\nbroadcast (Q2 v)\n\nwhen I receive [count3 v]\ngo to x: (0) y: (120)\nshow\ngo to [front v] layer\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)\nbroadcast (Rise Slime 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\nbroadcast (Ask3 v)\nstart sound [0 v]\nswitch costume to (0 v)\nwait (1) seconds\nhide\nwait (2) seconds\nbroadcast (Q3 v)\n\nwhen I receive [count4 v]\ngo to x: (0) y: (120)\nshow\ngo to [front v] layer\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)\nbroadcast (Rise Slime 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\nbroadcast (Ask4 v)\nstart sound [0 v]\nswitch costume to (0 v)\nwait (1) seconds\nhide\nwait (2) seconds\nbroadcast (Q4 v)\n\n@Platform\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [ask v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q3remove v]\nclear graphic effects\nstart sound [Dissappear v]\nwait (2) seconds\nwait (1) seconds\nbroadcast (Fall v)\nwait (1) seconds\nbroadcast (ResetBLOCKS v)\nwait (1) seconds\nbroadcast (Shots4 v)\n\nwhen I receive [q2remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Fall v)\nwait (1) seconds\nbroadcast (ResetBLOCKS v)\nwait (1) seconds\nbroadcast (Shots3 v)\n\nwhen I receive [q4remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Fall v)\nwait (1) seconds\nbroadcast (ResetBLOCKS v)\nwait (2) seconds\nbroadcast (Win3 v)\n\nwhen I receive [q1remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Fall v)\nwait (1) seconds\nbroadcast (ResetBLOCKS v)\nwait (1) seconds\nbroadcast (Shots2 v)\n\nwhen I receive [q2 v]\nswitch costume to (3 v)\n\nwhen I receive [q1 v]\nswitch costume to (2 v)\n\nwhen I receive [ask2 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [ask3 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q3 v]\nswitch costume to (4 v)\n\nwhen I receive [ask4 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q4 v]\nswitch costume to (5 v)\n\nbroadcast (Win3 v)\n\nwhen I receive [resetblocks v]\nswitch costume to (1 v)\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@Platform2\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [ask v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q3remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q1remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q1 v]\nswitch costume to (2 v)\n\nwhen I receive [ask2 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q2 v]\nswitch costume to (3 v)\n\nwhen I receive [resetblocks v]\nswitch costume to (1 v)\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [ask3 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q3 v]\nswitch costume to (4 v)\n\nwhen I receive [ask4 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q4 v]\nswitch costume to (5 v)\n\n@Platform3\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [ask v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q4remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q2remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q3remove v]\nclear graphic effects\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (2) seconds\nstart sound [Tick v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q1 v]\nswitch costume to (2 v)\n\nwhen I receive [resetblocks v]\nswitch costume to (1 v)\nstart sound [Dissappear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [ask2 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q2 v]\nswitch costume to (3 v)\n\nwhen I receive [ask3 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q3 v]\nswitch costume to (4 v)\n\nwhen I receive [ask4 v]\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [q4 v]\nswitch costume to (5 v)\n\n@Music2\n\nwhen I receive [win3 v]\nset volume to (0) %\n\nwhen I receive [stop sounds v]\nset volume to (0) %\n\nwhen I receive [play music v]\nif <(Music#) = [3]> then\n set volume to (15) %\n set [canmoveplayer v] to [1]\n play sound [3 v] until done\nend\n\n@Fail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [level fail v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [stop sounds v]\nset volume to (0) %\n\nwhen I receive [levelfail2 v]\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\ngo to [front v] layer\nstop [all v]\n\nset [canmoveplayer v] to [1]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [play music v]\nif <(Music#) = [3]> then\n wait (1) seconds\n show\n switch costume to (1 v)\n wait (2) seconds\n hide\nend\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 go to x: (0) y: (0)\n if <(Level) = [15]> then\n show\n next costume\n set [brightness v] effect to (2)\n else\n hide\n end\nend\n\n@CoinLock5\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [17]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nbroadcast (LavaRise v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@CoinLock6\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [18]>\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\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 x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n if <(Level) = [18]> then\n show\n next costume\n set [brightness v] effect to (2)\n else\n hide\n end\nend\n\n@Music3\n\nwhen I receive [win4 v]\nset volume to (0) %\n\nset volume to (25) %\n\nwhen I receive [stop sounds v]\nset volume to (0) %\n\nwhen I receive [play music v]\nif <(Music#) = [4]> then\n set volume to (25) %\n set [canmoveplayer v] to [1]\n forever\n play sound [Song v] until done\n end\nend\n\nstop all sounds\n\nset [music# v] to [3]\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) = [19]> then\n Clone At X: [58] [25] At Size: [90]\nend\nif <(Level) = [20]> then\n Clone At X: [-6] [-25] At Size: [90]\n Clone At X: [189] [65] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward 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\n@CoinLock7\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [19]>\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\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 x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n if <(Level) = [19]> then\n show\n next costume\n set [brightness v] effect to (2)\n else\n hide\n end\nend\n\n@CoinLock8\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [20]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\ngo [forward v] (2) layers\n\n@WinCoin\n\ndefine Spin\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\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 [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [20]> then\n Clone At X: [-210] [138] At Size: [190] [0]\nend\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Collect v]\nset rotation style [all around v]\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\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\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\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nbroadcast (Next v)\n\n
Pixely (Platformer create) v1
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to ([costume name v] of [play v])\nend\n\nwhen flag clicked\nforever\n play sound [1Curiosity v] until done\nend\n\n@Blocks\n\nwhen flag clicked\nt1\nA\nwait () seconds\nset [a v] to [1]\nStart [-219] [-90]\n\nwhen I start as a clone\nshow\nif <[1] = (a)> then\n forever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait (0) seconds\n if <[3] = (costume [number v])> then\n wait until <not <mouse down?>>\n end\nelse\n forever\n change size by ((((139) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (5))\n end\nend\n\ndefine Start (x) (y)\nset [c v] to [0]\ngo to x: (x) y: (y)\nhide\nrepeat (12)\n repeat (15)\n change [c v] by (1)\n switch costume to ((item (C) of [block_data v]) - (10))\n create clone of (_myself_ v)\n change x by (23)\n end\n change y by (23)\n set x to (x)\nend\n\nwhen this sprite clicked\nif <[1] = (a)> then\n\ndefine t1\nset [a v] to [0]\nswitch costume to (block1 v)\ngo to x: (160) y: (150)\nrepeat (4)\n repeat (3)\n create clone of (_myself_ v)\n change x by (30)\n next costume\n if <[3] = (costume [number v])> then\n next costume\n end\n end\n set x to (160)\n change y by (-25)\nend\n\nwhen I receive [create v]\nwait (0.8) seconds\ndelete this clone\n\nwhen I receive [piay v]\nwait (0.8) seconds\ndelete this clone\n\nwhen I receive [piay v]\nwait (1) seconds\nStart [-161] [-126]\n\nwhen I receive [create v]\nwait (1) seconds\nStart [-219] [-90]\n\nwhen I receive [create v]\nwait (0.8) seconds\nt1\nwait () seconds\nset [a v] to [1]\n\nwhen flag clicked\ndelete all of [data_2 v]\nadd [1] to [data_2 v]\nadd [2] to [data_2 v]\nadd [3] to [data_2 v]\nadd [7] to [data_2 v]\nadd [10] to [data_2 v]\nadd [11] to [data_2 v]\nadd [13] to [data_2 v]\n\nwhen I receive [c v]\nif <[c] = (costume [name v])> then\n set [a v] to [0]\n t1\n set [a v] to [1]\n wait (0.3) seconds\n Start [-219] [-90]\nend\n\nwhen I receive [c v]\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (c v)\nend\n\ndefine A\nset [block v] to [1]\ndelete all of [block_data v]\nadd [13] to [block_data v]\nrepeat (13)\n add [11] to [block_data v]\nend\nadd [13] to [block_data v]\nrepeat (10)\n add [13] to [block_data v]\n repeat (13)\n add [14] to [block_data v]\n end\n add [13] to [block_data v]\nend\nrepeat (15)\n add [13] to [block_data v]\nend\n\n@Play\n\nwhen flag clicked\ngo to x: (161) y: (-144)\nswitch costume to (play v)\nshow\nforever\n set [ghost v] effect to (15)\n change size by ((((139) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (5))\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [Connect v]\n broadcast (Play v)\n wait (0.8) seconds\n next costume\nelse\n start sound [Connect v]\n broadcast (Create v)\n wait (0.8) seconds\n next costume\nend\n\nwhen I receive [a v]\nhide\n\nwhen I receive [b v]\nshow\n\nwhen I receive [win v]\nif <(costume [number v]) = [1]> then\n start sound [Connect v]\n broadcast (Play v)\n wait (0.8) seconds\n next costume\nelse\n start sound [Connect v]\n broadcast (Create v)\n wait (0.8) seconds\n next costume\nend\n\n@black\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (a v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [create v]\nwait (0.2) seconds\nset [ghost v] effect to (100)\nif <[1] = (Win?)> then\n switch costume to (a3 v)\nelse\n switch costume to (a v)\nend\nrepeat (15)\n change [ghost v] effect by (-7)\nend\nwait (0.5) seconds\nrepeat (15)\n change [ghost v] effect by (7)\nend\n\nwhen I receive [piay v]\nset [ghost v] effect to (100)\nswitch costume to (a2 v)\nrepeat (15)\n change [ghost v] effect by (-7)\nend\nwait (0.5) seconds\nrepeat (15)\n change [ghost v] effect by (7)\nend\n\n@hit\n\nwhen I receive [play v]\nA\nbroadcast (PIay v)\n\ndefine A\ndelete all of [block_data v]\ngo to x: (-219) y: (-90)\nshow\nrepeat (12)\n repeat (15)\n B\n change x by (23)\n end\n change y by (23)\n set x to (-219)\nend\n\ndefine B\nset [ghost v] effect to (100)\nif <<touching color (#985800)?> and <touching color (#06820b)?>> then\n add [11] to [block_data v]\nelse\n if <touching color (#985800)?> then\n add [12] to [block_data v]\n else\n if <touching color (#512f00)?> then\n add [13] to [block_data v]\n else\n if <touching color (#549a10)?> then\n add [15] to [block_data v]\n else\n if <touching color (#ac4545)?> then\n add [16] to [block_data v]\n else\n if <touching color (#446aab)?> then\n add [17] to [block_data v]\n else\n if <touching color (#ab447b)?> then\n add [18] to [block_data v]\n else\n if <touching color (#44ab6a)?> then\n add [19] to [block_data v]\n else\n if <touching color (#bfbfbf)?> then\n add [20] to [block_data v]\n else\n if <touching color (#bfae3c)?> then\n add [21] to [block_data v]\n else\n if <touching color (#afafaf)?> then\n add [22] to [block_data v]\n else\n if <touching color (#00840b)?> then\n add [23] to [block_data v]\n else\n add [14] to [block_data 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\nif <touching color (#6de3e2)?> then\nelse\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [save v]\nA\n\n@Player\n\nwhen flag clicked\nset [player_x v] to [0]\nset [player_y v] to [0]\nhide\nwait (0.2) seconds\nforever\n hide\n wait until <[2] = ([costume # v] of [play v])>\n wait (.1) seconds\n set [player_x v] to [0]\n set [player_y v] to [0]\n go to x: (XX1) y: (YY1)\n show\n wait (1) seconds\n repeat until <<touching color (#549a10)?> or <[1] = ([costume # v] of [black v])>>\n A\n end\n set [win? v] to [0]\n if <touching color (#549a10)?> then\n set [win? v] to [1]\n broadcast (Win v)\n end\n wait (.8) seconds\n set [win? v] to [0]\nend\n\ndefine A\nset [x v] to (x position)\nset [y v] to (y position)\nshow\nswitch costume to (hitbox v)\nset [player_x v] to ((0.8) * ((Player_X) + (((0.9) - ((0.5) * <touching color (#446aab)?>)) * (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> - <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>))))\nchange x by (Player_X)\nchange y by (0)\nif <<touching color (#985800)?> or > then\n if <[0] < (Player_X)> then\n if <<<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <<<mouse down?> and <[0] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n broadcast (Crunch v)\n set [player_x v] to [-6]\n set [player_y v] to [7]\n else\n set [player_x v] to [1]\n end\n repeat until <<<touching color (#985800)?> or > = [0]>\n change x by (-1)\n end\n else\n if <<<mouse down?> and <[0] < (mouse y)>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> or <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or >>>> then\n broadcast (Crunch v)\n set [player_x v] to [6]\n set [player_y v] to [7]\n else\n set [player_x v] to [-1]\n end\n repeat until <<<touching color (#985800)?> or > = [0]>\n change x by (1)\n end\n end\nend\nchange y by (-5)\nif <<<touching color (#985800)?> or <<touching color (#446aab)?> or <<touching color (#bfbfbf)?> or <<touching color (#bfae3c)?> or <<touching color (#00840b)?> or <touching color (#512f00)?>>>>>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>> then\n if <(A) = [1]> then\n broadcast (Jump v)\n set [player_y v] to ((9) - ((4) * <touching color (#446aab)?>))\n end\nend\nchange y by (5)\nchange y by (Player_Y)\nchange [player_y v] by ((-1) + ((0.5) * <touching color (#446aab)?>))\nif <<(Player_Y) < [-1]> and <touching color (#446aab)?>> then\n set [player_y v] to [-1]\nend\nif <<touching color (#985800)?> or > then\n if <[0] < (Player_Y)> then\n change x by (-1)\n set [player_y v] to [0]\n repeat until <<<touching color (#985800)?> or > = [0]>\n change y by (-1)\n end\n else\n set [player_y v] to [0]\n repeat until <<<touching color (#985800)?> or > = [0]>\n change y by (1)\n end\n end\nend\nswitch costume to (player v)\nif <<touching (_edge_ v)?> or <<touching color (#488584)?> or <<touching color (#6de393)?> or <<touching color (#418757)?> or <touching color (#3b6e6d)?>>>>> then\n go to x: (X) y: (Y)\nend\nif <<(y position) < [-131]> or <<touching color (#ac4545)?> or <touching color (#afafaf)?>>> then\n set [player_x v] to [0]\n set [player_y v] to [0]\n broadcast (Oops v)\n go to x: (XX1) y: (YY1)\nend\nif <touching color (#ab447b)?> then\n set [player_y v] to [12]\n broadcast (Jump v)\nend\nif <touching color (#44ab6a)?> then\n broadcast (Jump v)\n set [player_y v] to [10]\nend\n\nwhen flag clicked\nset [a v] to [1]\nforever\n wait until <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>\n wait (.01) seconds\n wait until <[3] < (Player_Y)>\n set [a v] to [0]\n wait until <[0] = <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>>\n set [a v] to [1]\nend\n\nwhen I receive [crunch v]\nplay sound [Crunch v] until done\n\nwhen I receive [jump v]\nplay sound [Jump v] until done\n\nwhen I receive [oops v]\nplay sound [Oops v] until done\n\n@Player2\n\nwhen flag clicked\nset drag mode [draggable v]\nforever\n go to x: ((XX1) + (-58)) y: ((YY1) + (36))\n show\n wait until <[2] = ([costume # v] of [play v])>\n set [xx1 v] to ((x position) + (58))\n set [yy1 v] to ((y position) + (-36))\n hide\n wait until <[1] = ([costume # v] of [play v])>\nend\n\nwhen flag clicked\nforever\n set [t v] to <<touching (mouse-pointer v)?> and <mouse down?>>\nend\n\nwhen flag clicked\nforever\n set [xx v] to (x position)\n set [yy v] to (y position)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <[0] = <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <<touching color (#985800)?> or <<touching color (#446aab)?> or <<touching color (#bfbfbf)?> or <<touching color (#bfae3c)?> or <<touching color (#00840b)?> or <touching color (#512f00)?>>>>>> then\n go to x: (XX) y: (YY)\n end\nend\n\nwhen flag clicked\nsay [Drag to move] for (2.5) seconds\n\nwhen I receive [c v]\ngo to x: ((join (letter (361) of (AA)) (join (letter (362) of (AA)) (letter (363) of (AA)))) - (500)) y: ((join (letter (364) of (AA)) (join (letter (365) of (AA)) (letter (366) of (AA)))) - (500))\n\n@save\n\nwhen flag clicked\ngo to x: (190) y: (15)\nforever\n set [ghost v] effect to (15)\n change size by ((((35) + ((6) * <touching (mouse-pointer v)?>)) - (size)) / (5))\n if <[1] = ([costume # v] of [play v])> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Save v)\nwait (0.2) seconds\nA\nwait until <mouse down?>\nshow list [save code v]\n\nwhen flag clicked\nshow list [save code v]\n\ndefine A\nhide list [save code v]\ndelete all of [save code v]\nset [n1 v] to [0]\nset [nn v] to []\nrepeat (180)\n change [n1 v] by (1)\n set [nn v] to (join (NN) (item (n1) of [block_data v]))\nend\nadd (join (NN) (join (round (([x position v] of [player2 v]) + (500))) (round (([y position v] of [player2 v]) + (500))))) to [save code v]\n\n@load\n\nwhen flag clicked\ngo to x: (190) y: (-70)\nforever\n set [ghost v] effect to (15)\n change size by ((((35) + ((6) * <touching (mouse-pointer v)?>)) - (size)) / (5))\n if <[1] = ([costume # v] of [play v])> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (A v)\nask [] and wait\nbroadcast (B v)\nA\n\ndefine A\nset [aa v] to (answer)\nif <<<(AA) = ((AA) / (1))> and <[366] = (length of (AA))>> and <[0] < (AA)>> then\n delete all of [block_data v]\n set [n2 v] to [-1]\n repeat (180)\n change [n2 v] by (2)\n add (join (letter (n2) of (AA)) (letter ((1) + (n2)) of (AA))) to [block_data v]\n end\n broadcast (C v)\nend\n\n@Thumbnail1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
・:*+.Pixely.:+\n Create your level and share it in the comments!\n\n||Credits ❤️ And ⭐️ PLZ B]\nFont ➡︎ bump it up\nBGM ➡︎ Curiosity Pls Follow me :)\n\nPlease Enjoy!\n\n
100% pen platformer [54 lvls]
@Stage\n\ndelete all of [letter v]\nadd [_0] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_1] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [0,2____0,-2] to [letter v]\nadd [-1,1____0,2] to [letter v]\nadd [_2] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [1,2____1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____-1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_3] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [1,2____1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [1,-2____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_4] to [letter v]\nadd [0,2____-1,-1] to [letter v]\nadd [-1,-1____1,-1] to [letter v]\nadd [1,0____1,-2] to [letter v]\nadd [_5] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,2____-1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [1,-2____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_6] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,2____-1,-2] to [letter v]\nadd [1,0____1,-2] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_7] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,2____-1,1] to [letter v]\nadd [1,2____0,-2] to [letter v]\nadd [_8] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_9] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,0____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_a] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_b] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [-1,2____0,2] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [1,-2____1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [0,2____0,0] to [letter v]\nadd [_c] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [_d] to [letter v]\nadd [-1,2____1,1] to [letter v]\nadd [-1,-2____1,-1] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-1____1,1] to [letter v]\nadd [_e] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,2____-1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____-1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_f] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,2____-1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____-1,0] to [letter v]\nadd [_g] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [0,0____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,0] to [letter v]\nadd [_h] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_i] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [0,-2____0,2] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_j] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [0,-2____0,2] to [letter v]\nadd [-1,-2____0,-2] to [letter v]\nadd [_k] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [-1,0____1,-2] to [letter v]\nadd [-1,0____1,2] to [letter v]\nadd [_l] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [_m] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [-1,2____0,1] to [letter v]\nadd [0,1____1,2] to [letter v]\nadd [_n] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [-1,2____1,-2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_o] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_p] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [1,0____1,2] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [_r] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,0____1,2] to [letter v]\nadd [-1,0____1,-2] to [letter v]\nadd [_s] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [-1,2____-1,0] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [1,-2____1,0] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [_t] to [letter v]\nadd [-1,2____1,2] to [letter v]\nadd [0,-2____0,2] to [letter v]\nadd [_u] to [letter v]\nadd [-1,-2____1,-2] to [letter v]\nadd [-1,-2____-1,2] to [letter v]\nadd [1,-2____1,2] to [letter v]\nadd [_v] to [letter v]\nadd [-1,2____0,-2] to [letter v]\nadd [0,-2____1,2] to [letter v]\nadd [_w] to [letter v]\nadd [-1,2____-0.5,-2] to [letter v]\nadd [-0.5,-2____0,2] to [letter v]\nadd [0,2____0.5,-2] to [letter v]\nadd [0.5,-2____1,2] to [letter v]\nadd [_x] to [letter v]\nadd [-1,-2____1,2] to [letter v]\nadd [-1,2____1,-2] to [letter v]\nadd [_y] to [letter v]\nadd [0,-2____0,0] to [letter v]\nadd [0,0____1,2] to [letter v]\nadd [0,0____-1,2] to [letter v]\nadd [_<] to [letter v]\nadd [1,2____-1,0] to [letter v]\nadd [-1,0____1,-2] to [letter v]\nadd [_>] to [letter v]\nadd [-1,2____1,0] to [letter v]\nadd [1,0____-1,-2] to [letter v]\nadd [_+] to [letter v]\nadd [0,-1____0,1] to [letter v]\nadd [-1,0____1,0] to [letter v]\nadd [_%] to [letter v]\nadd [-1,-2____1,2] to [letter v]\nadd [-1,2____0,2] to [letter v]\nadd [-1,1____0,1] to [letter v]\nadd [0,-1____1,-1] to [letter v]\nadd [0,-2____1,-2] to [letter v]\nadd [-1,1____-1,2] to [letter v]\nadd [0,1____0,2] to [letter v]\nadd [1,-2____1,-1] to [letter v]\nadd [0,-2____0,-1] to [letter v]\n\ndelete all of [difficulty name v]\nadd [Effortless] to [difficulty name v]\nadd [Easy] to [difficulty name v]\nadd [Medium] to [difficulty name v]\nadd [Hard] to [difficulty name v]\nadd [Difficult] to [difficulty name v]\nadd [Challenging] to [difficulty name v]\nadd [Intense] to [difficulty name v]\nadd [Remorseless] to [difficulty name v]\nadd [Insane] to [difficulty name v]\nadd [Extreme] to [difficulty name v]\nadd [Terrifying] to [difficulty name v]\nadd [Catastrophic] to [difficulty name v]\n\nif <not <(item (6) of [select v]) = []>> then\n set [text x v] to ((item (4) of [select v]) - (item (2) of [select v]))\n set [mod v] to (((timer) / ((item (6) of [select v]) * (2))) mod (2))\n if <(mod) > [1]> then\n set [mod v] to ((2) - (mod))\n end\n set [text x v] to ((text x) * (mod))\n add ((item (2) of [select v]) + (text x)) to [pos v]\n if <(item (3) of [pos v]) < (item (1) of [pos v])> then\n set [switch v] to (item (1) of [pos v])\n replace item (1) of [pos v] with (item (3) of [pos v])\n replace item (3) of [pos v] with (switch)\n end\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (16)) until done\n wait (4) seconds\nend\n\ndelete all of [difficulty name v]\nadd [Effortless] to [difficulty name v]\nadd [Very Easy] to [difficulty name v]\nadd [Easy] to [difficulty name v]\nadd [Medium] to [difficulty name v]\nadd [Hard] to [difficulty name v]\nadd [Difficult] to [difficulty name v]\nadd [Challenging] to [difficulty name v]\nadd [Intense] to [difficulty name v]\nadd [Insane] to [difficulty name v]\nadd [Extreme] to [difficulty name v]\nadd [Nightmare] to [difficulty name v]\nadd [Impossible] to [difficulty name v]\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (fps tick)\n set [fps tick v] to [0]\nend\n\n@pen\n\nwhen flag clicked\ndelete all of [particle v]\ndelete all of [deco v]\nset [zoom v] to [0.75]\nset [level v] to [1]\nset [select level v] to [1]\nset [mode v] to [0]\nif <(language::translate) = [Français]> then\n set [input v] to [zqsd]\nelse\n set [input v] to [wasd]\nend\nget screen size\nreset variables\nreset lists\nforever\n tick\nend\n\ndefine tick\nerase pen\nanimate\nif <(mode) = [0]> then\n make buttons\nelse\n get visible parts list\n if <(death) = [0]> then\n move\n end\n render\n set [click? v] to <mouse down?>\nend\nchange [fps tick v] by (1)\n\ndefine render\npen up\nset [i v] to [1]\nrepeat until <(i) > (length of [checkpoint v])>\n set [math v] to [0]\n check visible position (item (i) of [checkpoint v]) (item ((i) + (1)) of [checkpoint v])\n if <(math) = [1]> then\n if <((i) / (2)) < (level)> then\n set pen color to (#3fff58)\n else\n if <(length of [level keys v]) > [0]> then\n set pen color to (#c1c1c1)\n else\n set pen color to (#ff3f3f)\n end\n end\n set pen size to ((8) * (zoom))\n go to x: ((((item (i) of [checkpoint v]) - (scroll x)) + (4)) * (zoom)) y: ((((item ((i) + (1)) of [checkpoint v]) - (scroll y)) + (68)) * (zoom))\n pen down\n go to x: ((x position) + ((24) * (zoom))) y: ((y position) + ((-12) * (zoom)))\n go to x: ((x position) + ((-24) * (zoom))) y: ((y position) + ((-12) * (zoom)))\n pen up\n set pen color to (#828282)\n set pen size to ((8) * (zoom))\n go to x: (((item (i) of [checkpoint v]) - (scroll x)) * (zoom)) y: ((((item ((i) + (1)) of [checkpoint v]) - (scroll y)) + (8)) * (zoom))\n pen down\n change y by ((64) * (zoom))\n pen up\n end\n change [i v] by (2)\nend\nset [i v] to [1]\nrepeat until <(i) > (length of [select part v])>\n if <(item ((i) + (x)) of [select part v]) = [text]> then\n pen up\n position [1] [2]\n print (item ((i) + (3)) of [select part v]) at (x position) (y position) size [2] [0.5] [3.5] color [] [] [] [] align [0.5] []\n pen up\n else\n if <(item ((i) + (x)) of [select part v]) = [key]> then\n if <(item # of (join (join (item ((i) + (1)) of [select part v]) [-]) (item ((i) + (2)) of [select part v])) in [delete v]) = [0]> then\n set pen color to (#ffcb3f)\n set pen size to ((24) * (zoom))\n position [1] [2]\n change x by ((-12) * (zoom))\n change y by (((([sin v] of ((timer) * (180)) ) * (4)) * (zoom)) - (0))\n pen down\n set pen size to ((6) * (zoom))\n change x by ((32) * (zoom))\n change y by ((-8) * (zoom))\n pen up\n change x by ((-10) * (zoom))\n change y by ((8) * (zoom))\n pen down\n change y by ((-8) * (zoom))\n pen up\n set pen color to (#000000)\n set pen size to ((12) * (zoom))\n change x by ((-22) * (zoom))\n change y by ((8) * (zoom))\n pen down\n pen up\n end\n else\n set pen size to ((8) * (zoom))\n if <(item (i) of [select part v]) = [walljump]> then\n set pen color to (#7fff7d)\n set pen size to ((16) * (zoom))\n else\n if <(item (i) of [select part v]) = [platform]> then\n set pen color to (#9aa8c1)\n else\n if <(item (i) of [select part v]) = [tramp]> then\n set pen color to (#ffc27d)\n else\n if <(item (i) of [select part v]) = [kill]> then\n set pen color to (#ff7d7d)\n end\n end\n end\n end\n position [1] [2]\n pen down\n position [3] [4]\n pen up\n end\n end\n change [i v] by (5)\nend\nset [i v] to [1]\nrepeat until <(i) > (length of [select part v])>\n if <(item (i) of [select part v]) = [part]> then\n set pen size to ((16) * (zoom))\n set pen color to (#ffffff)\n position [1] [2]\n pen down\n position [3] [4]\n pen up\n end\n change [i v] by (5)\nend\nset [i v] to [1]\nrepeat until <(i) > (length of [particle v])>\n delete all of [select v]\n set [i2 v] to [0]\n repeat (5)\n add (item ((i) + (i2)) of [particle v]) to [select v]\n change [i2 v] by (1)\n end\n set pen color to (#3fa2ff)\n set pen size to (((3) * (zoom)) * ([sqrt v] of (item (5) of [select v]) ))\n go to x: ((item (1) of [select v]) - (scroll x)) y: ((item (2) of [select v]) - (scroll y))\n replace item (i) of [particle v] with ((item (1) of [select v]) + (item (3) of [select v]))\n replace item ((i) + (1)) of [particle v] with ((item (2) of [select v]) + (item (4) of [select v]))\n replace item ((i) + (2)) of [particle v] with ((item (3) of [select v]) * (0.95))\n replace item ((i) + (3)) of [particle v] with ((item (4) of [select v]) - (1.75))\n pen down\n pen up\n replace item ((i) + (4)) of [particle v] with ((item (5) of [select v]) - (1))\n if <(item (5) of [select v]) < [0]> then\n repeat (5)\n delete (i) of [particle v]\n end\n else\n change [i v] by (5)\n end\nend\nif <not <(death) = [1]>> then\n set pen color to (#3fa2ff)\n set pen size to ((18) * (zoom))\n go to x: (((px) - (scroll x)) * (zoom)) y: (((py) - (scroll y)) * (zoom))\n pen down\n pen up\nend\nprint (level) at [0] [160] size [6] [0.5] [3.5] color [] [] [] [] align [0.5] []\nprint (item ([ceiling v] of ((level) / (5)) ) of [difficulty name v]) at ((screen size x) / (2)) [164] size [3] [0.5] [3.5] color [] [] [] [] align [1] []\nprint [<] at [-48] [160] size [4] [0.5] [3.5] color [] [] [] [] align [0.5] []\nbutton from [-56] [148] to [-40] [172]\nchange level [-1]\nprint [>] at [48] [160] size [4] [0.5] [3.5] color [] [] [] [] align [0.5] []\nbutton from [40] [148] to [56] [172]\nchange level [1]\n\n set pen size to (20)\n set pen color to (#ffffff)\n go to x: (216) y: (-156)\n pen down\n pen up\n set pen size to (4)\n draw line from [205] [-156] to [227] [-156]\n draw line from [216] [-167] to [216] [-145]\n draw line from [208] [-148] to [224] [-164]\n draw line from [208] [-164] to [224] [-148]\n set pen size to (12)\n set pen color to (#000000)\n go to x: (216) y: (-156)\n pen down\n pen up\nend\n\ndefine move\nget pressed key\nset [move speed v] to (round ((FPS) / (32)))\nif <(move speed) = [0]> then\n set [move speed v] to [1]\nend\nif <<<key (left arrow v) pressed?> or <key ((letter (2) of (input)) v) pressed?>> or <(item (2) of [pressed key v]) = [1]>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key ((letter (4) of (input)) v) pressed?>> or <(item (4) of [pressed key v]) = [1]>> then\n change [sx v] by (2)\nend\nif <<<key (down arrow v) pressed?> or <key ((letter (3) of (input)) v) pressed?>> or <(item (3) of [pressed key v]) = [1]>> then\n set [touch platform? v] to [0]\nend\nupdate x\nset [sx v] to ((sx) * ((1) - ((0.25) / (move speed))))\nchange [sy v] by ((-1.75) / (move speed))\nif <(sy) < [-32]> then\n set [sy v] to [-32]\nend\nif <<<<key (up arrow v) pressed?> or <key ((letter (1) of (input)) v) pressed?>> or <(item (1) of [pressed key v]) = [1]>> and <(air) < [3]>> then\n set [sy v] to [16]\nend\nchange [air v] by ((1) / (move speed))\nupdate y\nchange [scroll x v] by (((px) - (scroll x)) / ((8) * (move speed)))\nchange [scroll y v] by (((py) - (scroll y)) / ((8) * (move speed)))\nget touched list\nif <<<(py) < ((item ((level) * (2)) of [checkpoint v]) - (960))> or <key (r v) pressed?>> or <[touched v] contains [kill]?>> then\n set [death v] to [1]\nend\nif <[touched v] contains [tramp]?> then\n start sound [Drum Boing v]\n set [sy v] to [32]\nend\nif <not <[touched v] contains [platform]?>> then\n set [touch platform? v] to [1]\nend\ncheckpoint?\nset [px v] to (round (px))\nset [py v] to (round (py))\n\ndefine update y\nchange [py v] by ((sy) / (move speed))\nset [touch part? v] to [0]\nset [i v] to [1]\nrepeat until <(i) > (length of [select part v])>\n if <<(item (i) of [select part v]) = [part]> or <<(item (i) of [select part v]) = [platform]> and <<(touch platform?) = [1]> and <(sy) < [0]>>>> then\n update select\n if <(item (i) of [select part v]) = [platform]> then\n set [thickness v] to [12]\n else\n set [thickness v] to [16]\n end\n is part touched (thickness)\n if <(touch part?) = [1]> then\n if <([abs v] of (sy) ) > [2]> then\n start sound [Crunch v]\n end\n if <(sy) < [0]> then\n if <not <<(item (i) of [select part v]) = [platform]> and <(sy) > [0]>>> then\n get height (thickness)\n set [height v] to ((height) + (math))\n if <(item (4) of [select v]) > (item (2) of [select v])> then\n clamp value (height) ((item (2) of [select v]) - (thickness)) ((item (4) of [select v]) + (thickness))\n else\n clamp value (height) ((item (4) of [select v]) - (thickness)) ((item (2) of [select v]) + (thickness))\n end\n set [py v] to (math)\n set [sy v] to [0]\n set [air v] to [0]\n end\n else\n if <not <(item (i) of [select part v]) = [platform]>> then\n get height (thickness)\n set [height v] to ((height) - (math))\n if <(item (4) of [select v]) > (item (2) of [select v])> then\n clamp value (height) ((item (2) of [select v]) - (thickness)) ((item (4) of [select v]) + (thickness))\n else\n clamp value (height) ((item (4) of [select v]) - (thickness)) ((item (2) of [select v]) + (thickness))\n end\n set [py v] to (math)\n set [sy v] to [0]\n set [air v] to ((1) / (0))\n end\n end\n stop [this script v]\n end\n end\n change [i v] by (5)\nend\n\ndefine reset variables\nset [px v] to (item (((level) * (2)) - (1)) of [checkpoint v])\nset [py v] to ((item ((level) * (2)) of [checkpoint v]) + (16))\nset [scroll x v] to (px)\nset [scroll y v] to (py)\nset [sx v] to [0]\nset [sy v] to [0]\nset [air v] to [0]\nset [death v] to [0]\nset [touch platform? v] to [1]\n\nwhen flag clicked\nforever\n if <(death) = [1]> then\n particle\n start sound [Lose v]\n wait (1) seconds\n reset lists\n reset variables\n set [death v] to [0]\n end\nend\n\ndefine update x\nchange [px v] by ((sx) / ((move speed) * (move speed)))\nset [i v] to [1]\nrepeat until <(i) > (length of [select part v])>\n if <(item (i) of [select part v]) = [part]> then\n update select\n if <<(item (1) of [select v]) = (item (3) of [select v])> or <(item (2) of [select v]) = (item (4) of [select v])>> then\n if <(item (i) of [select part v]) = [platform]> then\n set [thickness v] to [12]\n else\n set [thickness v] to [16]\n end\n is part touched (thickness)\n if <(touch part?) = [1]> then\n change [py v] by (0.01)\n is part touched (thickness)\n if <(touch part?) = [1]> then\n if <([abs v] of (sx) ) > [2]> then\n start sound [Crunch v]\n end\n if <(sx) > [0]> then\n set [px v] to ((item (1) of [select v]) - (16))\n else\n set [px v] to ((item (3) of [select v]) + (16))\n end\n get touched list\n if <<[touched v] contains [walljump]?> and <<<key (up arrow v) pressed?> or <key ((letter (1) of (input)) v) pressed?>> or <(item (1) of [pressed key v]) = [1]>>> then\n if <(sx) > [0]> then\n set [sx v] to [-40]\n else\n set [sx v] to [40]\n end\n set [sy v] to [20]\n else\n set [sx v] to [0]\n end\n stop [this script v]\n end\n change [py v] by (-0.01)\n end\n end\n end\n change [i v] by (5)\nend\n\ndefine is part touched (thickness)\nset [touch part? v] to [0]\nget height (thickness)\nis value clamped? (px) (item (1) of [select v]) (item (3) of [select v]) (thickness)\nif <(bool) = [true]> then\n is value clamped? (py) (item (2) of [select v]) (item (4) of [select v]) (thickness)\n if <<(bool) = [true]> and <([abs v] of ((py) - (height)) ) < (math)>> then\n set [touch part? v] to [1]\n end\nend\n\ndefine animate\nif <(pick random (1) to ((4) * (move speed))) = [1]> then\n add (((screen size x) / (2)) + (16)) to [deco v]\n add (pick random (192) to (-192)) to [deco v]\n add (pick random (0) to (50)) to [deco v]\n add (pick random (1.5) to (4)) to [deco v]\nend\nset [i v] to [1]\nrepeat until <(i) > (length of [deco v])>\n set pen color to (#ffffff)\n set pen (brightness v) to (item ((i) + (2)) of [deco v])\n set pen size to (8)\n go to x: (item (i) of [deco v]) y: (item ((i) + (1)) of [deco v])\n pen down\n pen up\n replace item (i) of [deco v] with ((item (i) of [deco v]) - ((item ((i) + (3)) of [deco v]) / (move speed)))\n if <(item (i) of [deco v]) < (((screen size x) / (-2)) - (16))> then\n repeat (4)\n delete (i) of [deco v]\n end\n else\n change [i v] by (4)\n end\nend\n\ndefine position (x) (y)\ngo to x: (((item ((i) + (x)) of [select part v]) - (scroll x)) * (zoom)) y: (((item ((i) + (y)) of [select part v]) - (scroll y)) * (zoom))\n\ndefine get touched list\ndelete all of [touched v]\nset [i v] to [1]\nrepeat until <(i) > (length of [select part v])>\n delete all of [select v]\n set [i2 v] to [1]\n repeat (4)\n add (item ((i) + (i2)) of [select part v]) to [select v]\n change [i2 v] by (1)\n end\n if <(item (i) of [select part v]) = [key]> then\n is part touched [24]\n else\n is part touched [12]\n end\n if <(touch part?) = [1]> then\n if <not <[touched v] contains (item (i) of [select v])?>> then\n add (item (i) of [select part v]) to [touched v]\n end\n if <(item (i) of [select part v]) = [key]> then\n add (join (join (item (1) of [select v]) [-]) (item (2) of [select v])) to [delete v]\n delete (item # of (join (join (item (1) of [select v]) [-]) (item (2) of [select v])) in [level keys v]) of [level keys v]\n end\n end\n change [i v] by (5)\nend\n\ndefine print (text) at (x) (y) size (size) (bold) (space) color (r) (g) (b) (a) align (ax) (ay)\nset [text i v] to [1]\nset pen color to (#ffffff)\nset pen size to ((size) * (bold))\nrepeat until <(text i) > (length of (text))>\n set [i2 v] to ((item # of (join [_] (letter (text i) of (text))) in [letter v]) + (1))\n repeat until <<(i2) > (length of [letter v])> or <(letter (1) of (item (i2) of [letter v])) = [_]>>\n delete all of [pos v]\n set [i3 v] to [1]\n add joined pos [,] []\n add joined pos [_] [1]\n add joined pos [,] [4]\n add joined pos [] [1]\n set [text x v] to (((text i) - (((length of (text)) + (1)) * (ax))) * (space))\n set [text y v] to ((size) * (ay))\n go to x: ((((item (1) of [pos v]) + (text x)) * (size)) + (x)) y: ((((item (2) of [pos v]) + (text y)) * (size)) + (y))\n pen down\n go to x: ((((item (3) of [pos v]) + (text x)) * (size)) + (x)) y: ((((item (4) of [pos v]) + (text y)) * (size)) + (y))\n pen up\n change [i2 v] by (1)\n end\n change [text i v] by (1)\nend\n\ndefine checkpoint?\nset [i v] to [1]\nrepeat until <(i) > (length of [checkpoint v])>\n get lenght ((item (i) of [checkpoint v]) - (px)) (((item ((i) + (1)) of [checkpoint v]) - ((py) - (48))) / (2))\n if <(math) < [32]> then\n if <<(level) < (((i) + (1)) / (2))> and <(length of [level keys v]) = [0]>> then\n start sound [Collect v]\n set [level v] to (((i) + (1)) / (2))\n set [select level v] to (level)\n reset keys\n end\n end\n change [i v] by (2)\nend\n\ndefine get lenght (x) (y)\nset [math v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n\ndefine add joined pos (letter) (add)\nchange [i3 v] by (add)\nset [join v] to []\nrepeat until <<(i3) > (length of (item (i2) of [letter v]))> or <(letter (i3) of (item (i2) of [letter v])) = (letter)>>\n set [join v] to (join (join) (letter (i3) of (item (i2) of [letter v])))\n change [i3 v] by (1)\nend\nadd (join) to [pos v]\n\ndefine reset lists\ndelete all of [select part v]\nset [part x v] to [0]\nset [part y v] to [0]\nreset keys\n\ndefine erase pen\ngo to x: (0) y: (0)\nset pen size to (1024)\nset pen color to (#000000)\nerase all\npen down\npen up\n\ndefine get rotation\nset [math v] to (((item (4) of [select v]) - (item (2) of [select v])) / ((item (3) of [select v]) - (item (1) of [select v])))\n\ndefine max (x) (y)\nif <(x) > (y)> then\n set [math v] to (x)\nelse\n set [math v] to (y)\nend\n\ndefine particle\nrepeat (8)\n add (px) to [particle v]\n add (py) to [particle v]\n add (pick random (-6) to (6)) to [particle v]\n add (pick random (-6) to (12)) to [particle v]\n add (pick random (8) to (16)) to [particle v]\nend\n\ndefine get visible parts list\ndelete all of [select part v]\nset [i v] to ((item ([floor v] of (((px) / (1024)) - (1.7)) ) of [chunk pos v]) + (1))\nset [i3 v] to ([floor v] of (((px) / (1024)) + (1.7)) )\nif <(i3) > (length of [chunk pos v])> then\n set [i3 v] to (length of [chunk pos v])\nend\nrepeat until <(i) > ((item (i3) of [chunk pos v]) + (1))>\n delete all of [select v]\n set [i2 v] to [0]\n repeat (6)\n add (item ((i) + (i2)) of [pen v]) to [select v]\n change [i2 v] by (1)\n end\n set [math v] to [0]\n delete all of [pos v]\n add (item (2) of [select v]) to [pos v]\n add (item (3) of [select v]) to [pos v]\n add (item (4) of [select v]) to [pos v]\n add (item (5) of [select v]) to [pos v]\n check visible position (item (2) of [select v]) (item (3) of [select v])\n check visible position (item (4) of [select v]) (item (5) of [select v])\n if <(math) = [1]> then\n add (item (i) of [pen v]) to [select part v]\n set [i2 v] to [1]\n repeat (4)\n add (item (i2) of [pos v]) to [select part v]\n change [i2 v] by (1)\n end\n end\n change [i v] by (6)\nend\n\ndefine check visible position (x) (y)\nset [zoom distance v] to (zoom)\nif <(zoom distance) > [0.9]> then\n set [zoom distance v] to [0.9]\nend\nif <<([abs v] of (((x) - (scroll x)) * (((zoom distance) * (480)) / (screen size x))) ) < [272]> and <([abs v] of (((y) - (scroll y)) * (zoom distance)) ) < [240]>> then\n set [math v] to [1]\nend\n\ndefine draw line from (x) (y) to (x2) (y2)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen [9 v] key pressed\nif <(username) = [BasisEssence779]> then\n delete all of [all keys v]\n delete all of [checkpoint v]\n delete all of [deco v]\n delete all of [particle v]\n delete all of [pen v]\n delete all of [select part v]\n delete all of [level keys v]\n delete all of [delete v]\nend\n\ndefine is value clamped? (v) (min) (max) (thickness)\nif <(min) < (max)> then\n set [bool v] to <<(v) > ((min) - (thickness))> and <(v) < ((max) + (thickness))>>\nelse\n set [bool v] to <<(v) > ((max) - (thickness))> and <(v) < ((min) + (thickness))>>\nend\n\ndefine set height (x) (x2)\nif <(px) > (item (x) of [select v])> then\n set [height v] to (item (4) of [select v])\nelse\n if <(px) < (item (x2) of [select v])> then\n set [height v] to (item (2) of [select v])\n end\nend\n\ndefine update select\ndelete all of [select v]\nset [i2 v] to [1]\nrepeat (4)\n add (item ((i) + (i2)) of [select part v]) to [select v]\n change [i2 v] by (1)\nend\n\ndefine button from (x) (y) to (x2) (y2)\nset [pressed? v] to [0]\nif <<mouse down?> and <(click?) = [false]>> then\n if <<(mouse x) > (x)> and <(mouse x) < (x2)>> then\n if <<(mouse y) > (y)> and <(mouse y) < (y2)>> then\n set [pressed? v] to [1]\n end\n end\nend\n\ndefine change level (n)\nif <(pressed?) = [1]> then\n clamp value ((level) + (n)) [1] ((length of [checkpoint v]) / (2))\n set [level v] to (math)\n reset lists\n reset variables\nend\n\ndefine get pressed key\ndelete all of [pressed key v]\nrepeat (4)\n add [0] to [pressed key v]\nend\nif <mouse down?> then\n if <(mouse x) > [64]> then\n replace item (4) of [pressed key v] with [1]\n else\n if <(mouse x) < [-64]> then\n replace item (2) of [pressed key v] with [1]\n end\n end\n if <(mouse y) > [64]> then\n replace item (1) of [pressed key v] with [1]\n else\n if <(mouse y) < [-64]> then\n replace item (3) of [pressed key v] with [1]\n end\n end\nend\n\ndefine make buttons\ngo to x: (-40) y: (-64)\nset pen size to (8)\nset pen color to (#ffffff)\npen down\ngo to x: (40) y: (-64)\ngo to x: (40) y: (-144)\ngo to x: (-40) y: (-144)\ngo to x: (-40) y: (-64)\npen up\nset pen size to (8)\ngo to x: (-12) y: (-88)\npen down\ngo to x: (16) y: (-104)\ngo to x: (-12) y: (-120)\ngo to x: (-12) y: (-88)\npen up\nbutton from [-40] [-144] to [40] [-64]\nif <(pressed?) = [1]> then\n set [mode v] to [1]\nend\nprint [100% pen platformer] at [0] [136] size [5] [0.5] [4] color [] [] [] [] align [0.5] [0]\nprint (join (((length of [checkpoint v]) / (2)) - (1)) [ levels]) at [0] [88] size [5] [0.5] [4] color [] [] [] [] align [0.5] [0]\nif <not <is turbowarp?>> then\n print [Turbowarp is recomended] at [0] [12] size [3] [0.5] [4] color [] [] [] [] align [0.5] [0]\n print [for this project] at [0] [-12] size [3] [0.5] [4] color [] [] [] [] align [0.5] [0]\nend\n\ndefine get height (thickness)\nget rotation\nset [height v] to ((item (2) of [select v]) + (((px) - (item (1) of [select v])) * (math)))\nset [math v] to ((thickness) / ([sin v] of ((90) - ([atan v] of ([abs v] of (math) ) )) ))\nif <(item (1) of [select v]) = (item (3) of [select v])> then\n if <(item (4) of [select v]) > (item (2) of [select v])> then\n set height [3] [1]\n else\n set height [1] [3]\n end\nend\n\ndefine clamp value (var) (min) (max)\nset [math v] to (var)\nif <(var) > (max)> then\n set [math v] to (max)\nelse\n if <(var) < (min)> then\n set [math v] to (min)\n end\nend\n\ndefine get screen size\nswitch costume to (blank v)\ngo to x: ((1) / (0)) y: ((1) / (0))\nif <(x position) = [Infinity]> then\n go to x: (0) y: (0)\n repeat until <touching (_edge_ v)?>\n change x by (1)\n end\n set [screen size x v] to ((x position) * (2))\nelse\n set [screen size x v] to ((x position) * (2))\nend\nswitch costume to (pen v)\n\ndefine reset keys\ndelete all of [level keys v]\nset [i v] to ((item # of (join [_] (level)) in [all keys v]) + (1))\nrepeat until <<(letter (1) of (item (i) of [all keys v])) = [_]> or <(i) > (length of [all keys v])>>\n add (item (i) of [all keys v]) to [level keys v]\n change [i v] by (1)\nend\ndelete all of [delete v]\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [part x v] to [0]\nset [part y v] to [0]\ndelete all of [checkpoint v]\ndelete all of [pen v]\nbuild levels\n\ndefine new checkpoint at (x) (y)\nset [part x v] to ((x) + (part x))\nset [part y v] to ((y) + (part y))\nadd ((part x) * (16)) to [checkpoint v]\nadd ((part y) * (16)) to [checkpoint v]\nadd (join [_] ((length of [checkpoint v]) / (2))) to [all keys v]\n\ndefine new part (type) from (x) (y) to (x2) (y2)\nadd (type) to [pen v]\nadd (((x) + (part x)) * (16)) to [pen v]\nadd (((y) + (part y)) * (16)) to [pen v]\nadd (((x2) + (part x)) * (16)) to [pen v]\nadd (((y2) + (part y)) * (16)) to [pen v]\nadd [] to [pen v]\nif <(((y) + (part x)) * (16)) > (((length of [chunk pos v]) + (1)) * (1024))> then\n add (length of [pen v]) to [chunk pos v]\nend\nif <(type) = [key]> then\n add (join (join (((x) + (part x)) * (16)) [-]) (((y) + (part y)) * (16))) to [all keys v]\nend\n\ndefine spike at (x) (y) size (sx) (sy) rotation (r)\ndelete all of [function v]\nadd function (sx) [1]\nadd function (sy) [1]\nadd function (r) [90]\ndelete all of [pos v]\nadd ((x) + ((((2) * (item (2) of [function v])) * ([cos v] of (item (3) of [function v]) )) + ((0.5) * ([cos v] of (item (3) of [function v]) )))) to [pos v]\nadd (((y) + ((0.5) * ([sin v] of (item (3) of [function v]) ))) + (([cos v] of (item (3) of [function v]) ) * (item (1) of [function v]))) to [pos v]\nadd (((y) + ((0.5) * ([sin v] of (item (3) of [function v]) ))) - (([cos v] of (item (3) of [function v]) ) * (item (1) of [function v]))) to [pos v]\nadd ((y) + ((((2) * (item (2) of [function v])) + (0.5)) * ([sin v] of (item (3) of [function v]) ))) to [pos v]\nadd ((x) - (((item (1) of [function v]) * ([sin v] of (item (3) of [function v]) )) - ((0.5) * ([cos v] of (item (3) of [function v]) )))) to [pos v]\nadd ((x) + (((item (1) of [function v]) * ([sin v] of (item (3) of [function v]) )) + ((0.5) * ([cos v] of (item (3) of [function v]) )))) to [pos v]\nnew part [kill] from (item (5) of [pos v]) (item (2) of [pos v]) to (item (1) of [pos v]) (item (4) of [pos v])\nnew part [kill] from (item (1) of [pos v]) (item (4) of [pos v]) to (item (6) of [pos v]) (item (3) of [pos v])\n\ndefine build levels\nreset list\n< 5\n< 10\n< 15\n< 20\n< 50\n> 50\nnew level\nadd (length of [pen v]) to [chunk pos v]\n\nwhen [space v] key pressed\nif <(username) = [BasisEssence779]> then\n set [part x v] to [0]\n set [part y v] to [0]\n set [level v] to [53]\n set [death v] to [1]\nend\n\ndefine new grow part (type) from (x) (y) to (x2) (y2) time (t)\nadd (type) to [pen v]\nadd (((x) + (part x)) * (16)) to [pen v]\nadd (((y) + (part y)) * (16)) to [pen v]\nadd (((x2) + (part x)) * (16)) to [pen v]\nadd (((y2) + (part y)) * (16)) to [pen v]\nadd (t) to [pen v]\n\nwhen [m v] key pressed\nif <(username) = [BasisEssence779]> then\n set [part x v] to [0]\n set [part y v] to [0]\n build levels\nend\n\ndefine < 5\nnew checkpoint at [0] [0]\nnew part [part] from [-4] [0] to [28] [0]\nnew text at [0] [-3] text [Use WASD or arrow keys to move.]\nnew text at [0] [-5] text [Press the screen if you play on mobile.]\nnew checkpoint at [24] [0]\nnew text at [0] [10] text [Flags are checkpoints.]\nnew text at [0] [8] text [If you die, you will respawn here.]\nnew part [part] from [8] [0] to [8] [4]\nnew part [part] from [16] [0] to [16] [4]\nnew part [part] from [24] [0] to [24] [4]\nnew part [part] from [4] [0] to [36] [0]\nnew checkpoint at [32] [0]\nnew text at [0] [-3] text [Jump over these gaps!]\nnew part [part] from [10] [0] to [14] [0]\nnew part [part] from [20] [0] to [24] [0]\nnew part [part] from [30] [0] to [38] [0]\nnew checkpoint at [34] [0]\nnew text at [0] [-3] text [Don't touch these deadly spikes.]\nnew part [part] from [4] [0] to [32] [0]\nspike at [8] [0] size [] [] rotation []\nspike at [20] [0] size [] [] rotation []\nnew checkpoint at [28] [0]\nnew text at [0] [-3] text [Trampolines make you bounce]\nnew text at [0] [-5] text [high in the air.]\nnew part [part] from [4] [0] to [12] [0]\ntramp at [8] [0]\nnew part [part] from [12] [8] to [12] [12]\nnew part [part] from [12] [12] to [30] [12]\nspike at [18] [12] size [] [] rotation []\nnew checkpoint at [26] [12]\nnew text at [0] [-3] text [Get the key above you to]\nnew text at [0] [-5] text [unlock the next checkpoint!]\nnew part [part] from [4] [0] to [36] [0]\nnew part [part] from [12] [6] to [16] [6]\nnew part [part] from [4] [12] to [8] [12]\nnew part [key] from [6] [15] to [6] [15]\nspike at [24] [0] size [] [] rotation []\nnew checkpoint at [32] [0]\nnew part [part] from [4] [0] to [12] [0]\nnew part [part] from [8] [0] to [8] [4]\nnew part [part] from [20] [0] to [24] [0]\nnew part [part] from [32] [0] to [40] [0]\nnew part [part] from [40] [0] to [40] [12]\nnew part [part] from [36] [6] to [40] [6]\nnew part [part] from [40] [12] to [48] [12]\nnew checkpoint at [44] [12]\n\ndefine < 50\nnew part [part] from [4] [0] to [16] [0]\nspike at [8] [0] size [] [] rotation []\nspike at [11] [0] size [] [] rotation []\nspike at [14] [0] size [] [] rotation []\nnew part [part] from [16] [0] to [16] [18]\nnew part [part] from [12] [6] to [20] [6]\nnew part [part] from [12] [12] to [16] [12]\nnew part [part] from [12] [18] to [20] [18]\nnew part [key] from [20] [9] to [20] [9]\nnew part [part] from [24] [12] to [25] [12]\nnew part [part] from [25] [12] to [25] [18]\nnew part [part] from [25] [18] to [33] [18]\nspike at [18] [18] size [] [] rotation []\nnew checkpoint at [29] [18]\nnew part [part] from [8] [0] to [12] [0]\nnew part [part] from [8] [0] to [8] [4]\nnew part [part] from [12] [0] to [12] [4]\nnew part [part] from [8] [4] to [12] [4]\nnew part [part] from [7] [10] to [13] [10]\nnew part [platform] from [4] [0.25] to [8] [0.25]\nnew part [part] from [6] [-6] to [6] [-6]\nnew part [part] from [9] [10] to [9] [14]\nnew part [part] from [11] [10] to [11] [18]\nnew part [key] from [6] [-3] to [6] [-3]\nnew part [part] from [26] [23] to [28] [23]\nnew part [part] from [25] [26] to [29] [26]\nnew part [part] from [20] [30] to [29] [30]\nnew part [part] from [25] [26] to [25] [30]\nnew part [part] from [29] [26] to [29] [30]\nnew part [part] from [20] [21] to [20] [30]\nnew part [part] from [20] [21] to [20] [30]\nnew part [part] from [19] [18] to [21] [18]\nnew part [part] from [33] [18] to [41] [18]\nnew checkpoint at [37] [18]\nnew part [part] from [12] [0] to [14] [0]\nnew part [part] from [14] [0] to [14] [6]\nnew part [part] from [14] [6] to [18] [6]\nnew part [part] from [5] [9] to [17] [9]\nnew part [part] from [8] [7] to [8] [9]\ntramp at [11] [9]\nnew part [part] from [7] [24] to [15] [24]\nspike at [11] [24] size [] [] rotation [270]\nnew part [part] from [11] [26] to [11] [30]\nnew part [part] from [11] [30] to [23] [30]\nspike at [14] [40] size [] [] rotation [270]\nspike at [17] [30] size [] [] rotation []\nnew part [part] from [11] [40] to [32] [40]\nnew part [part] from [28] [35] to [32] [35]\nnew part [part] from [40] [44] to [48] [44]\nnew part [part] from [40] [40] to [40] [44]\nnew checkpoint at [44] [44]\nnew part [part] from [12] [0] to [20] [0]\nnew part [part] from [12] [-6] to [20] [-6]\nnew part [part] from [16] [0] to [16] [8]\nnew part [part] from [20] [6] to [20] [6]\nnew part [part] from [31] [8] to [35] [8]\nnew part [part] from [42] [8] to [46] [8]\nnew part [part] from [56] [8] to [64] [8]\nnew part [part] from [31] [17] to [46] [17]\nnew part [part] from [31] [14] to [46] [14]\nnew part [part] from [31] [14] to [31] [17]\nnew part [part] from [46] [14] to [46] [17]\nnew checkpoint at [60] [8]\nnew part [part] from [9] [8] to [12] [8]\nnew part [part] from [12] [8] to [12] [10]\nnew part [part] from [12] [10] to [23] [10]\nnew part [part] from [10] [4] to [11] [4]\nnew part [part] from [10] [0] to [10] [4]\nnew part [part] from [10] [0] to [12] [0]\nnew part [part] from [22] [4] to [23] [4]\ntramp at [16] [10]\nnew part [key] from [16] [14] to [16] [14]\nnew part [part] from [9] [8] to [9] [22]\nnew part [part] from [9] [22] to [23] [22]\nspike at [13] [22] size [] [] rotation [270]\nspike at [16] [22] size [] [] rotation [270]\nspike at [19] [22] size [] [] rotation [270]\nnew part [part] from [23] [16] to [23] [16]\nnew part [part] from [25] [16] to [25] [22]\nnew part [part] from [25] [22] to [33] [22]\nnew checkpoint at [29] [22]\nnew part [part] from [12] [0] to [12] [0]\nnew part [part] from [20] [0] to [20] [0]\nnew part [part] from [28] [0] to [28] [0]\nnew part [part] from [36] [0] to [36] [0]\nnew part [part] from [44] [0] to [52] [0]\nnew checkpoint at [48] [0]\nnew part [part] from [4] [0] to [26] [0]\nspike at [8] [0] size [] [] rotation []\nspike at [11] [0] size [] [] rotation []\nspike at [14] [0] size [] [] rotation []\nspike at [17] [0] size [] [] rotation []\nnew part [part] from [12.5] [5] to [12.5] [5]\nnew part [part] from [26] [0] to [26] [8]\nnew part [part] from [26] [8] to [42] [8]\nnew part [part] from [42] [8] to [42] [14]\nnew part [part] from [37] [14] to [37] [22]\nnew part [part] from [22] [0] to [22] [2]\nspike at [40] [8] size [] [] rotation []\nspike at [31] [8] size [] [] rotation []\nspike at [28] [8] size [] [] rotation []\nspike at [37] [20] size [] [] rotation [0]\nnew part [part] from [50] [11] to [50] [11]\nnew part [part] from [58] [8] to [58] [14]\nnew part [part] from [58] [11] to [66] [11]\nnew checkpoint at [62] [11]\nnew part [part] from [12] [0] to [24] [0]\nspike at [15] [0] size [] [2] rotation []\nspike at [18] [0] size [] [] rotation []\nnew part [part] from [24] [4] to [24] [12]\nnew part [part] from [24] [12] to [36] [12]\nnew part [walljump] from [24.5] [4.5] to [24.5] [12]\nnew part [part] from [32] [8] to [40] [8]\nspike at [39.25] [8] size [] [] rotation []\nnew part [part] from [27] [18] to [27] [24]\nnew part [part] from [33] [18] to [33] [24]\nnew part [platform] from [27] [17.75] to [33] [17.75]\nnew part [platform] from [27] [24.25] to [33] [24.25]\nspike at [30] [12] size [] [] rotation []\nnew part [part] from [33] [24] to [41] [24]\nspike at [33] [22] size [] [1] rotation [180]\nnew checkpoint at [37] [24]\nnew part [part] from [8] [4] to [17] [4]\nnew part [part] from [8] [4] to [8] [8]\nnew part [part] from [4] [0] to [12] [0]\nnew part [part] from [12] [-12] to [12] [0]\nnew part [part] from [12] [-12] to [26] [-12]\nspike at [15.5] [4] size [] [] rotation [270]\nspike at [14] [-12] size [] [] rotation []\nspike at [17] [-12] size [] [] rotation []\nnew part [part] from [26] [-12] to [26] [0]\nnew part [part] from [22] [0] to [26] [0]\ntramp at [21] [-12]\nspike at [23.5] [0] size [] [] rotation [270]\nnew part [part] from [26] [8] to [26] [8]\nnew part [part] from [32] [8] to [32] [14]\nnew part [part] from [32] [8] to [33] [8]\nnew part [part] from [43] [8] to [43] [8]\nnew part [part] from [38] [17] to [38] [22]\nnew part [part] from [53] [8] to [53] [8]\nnew part [part] from [63] [8] to [71] [8]\nspike at [38] [19.5] size [] [] rotation [180]\nnew checkpoint at [67] [8]\nnew part [part] from [4] [0] to [18] [0]\ntramp at [8] [0]\nspike at [12] [0] size [] [] rotation []\nnew part [part] from [12] [9] to [17] [9]\nnew part [part] from [12] [9] to [12] [18]\nnew part [part] from [17] [9] to [17] [18]\nnew part [part] from [12] [18] to [17] [18]\nspike at [16] [9] size [] [] rotation [270]\nnew part [part] from [18] [0] to [18] [4]\nnew part [part] from [18] [4] to [24] [4]\nspike at [21] [4] size [] [] rotation []\nnew part [part] from [26] [11] to [26] [23]\nnew part [part] from [34] [11] to [34] [27]\nnew part [platform] from [26] [10.75] to [34] [10.75]\nnew part [part] from [30] [17] to [30] [17]\nspike at [34] [21] size [1] [1] rotation [180]\nnew part [part] from [34] [27] to [42] [27]\nnew part [part] from [26] [23] to [29] [23]\nnew checkpoint at [38] [27]\nnew part [part] from [4] [0] to [8] [0]\nspike at [7.25] [0] size [] [] rotation []\nnew part [part] from [13] [-2] to [13] [6]\nnew part [part] from [10] [10] to [22] [10]\nspike at [16] [10] size [] [2] rotation [270]\nnew part [part] from [13] [-2] to [32] [-2]\nnew part [part] from [32] [-2] to [32] [2]\nspike at [19] [-2] size [] [] rotation []\nspike at [24] [-2] size [] [] rotation []\nspike at [29] [-2] size [] [] rotation []\ntramp at [36] [2]\nnew part [part] from [32] [2] to [40] [2]\nnew part [part] from [36] [19] to [36] [31]\nnew part [part] from [36] [16] to [36] [16]\nnew part [walljump] from [36.5] [23] to [36.5] [30.5]\nspike at [40] [31] size [] [] rotation [270]\nnew part [part] from [36] [31] to [44] [31]\nnew part [part] from [44] [29] to [44] [31]\nnew part [part] from [43] [26] to [45] [26]\nnew part [part] from [52] [31] to [60] [31]\nnew checkpoint at [56] [31]\n\ndefine > 50\nnew part [part] from [12] [0] to [20] [0]\nnew part [part] from [12] [6] to [33] [6]\nspike at [16] [0] size [] [] rotation []\nnew part [part] from [20] [0] to [20] [-4]\nnew part [part] from [20] [-4] to [28] [-4]\nspike at [27.25] [-4] size [] [] rotation []\nnew part [part] from [32] [0] to [32] [0]\nnew part [part] from [16] [6] to [16] [20]\nnew part [part] from [20] [6] to [20] [8]\nnew part [part] from [28] [12] to [28] [20]\nnew part [walljump] from [27.5] [12.5] to [27.5] [19.5]\nnew part [part] from [25] [20] to [31] [20]\nnew part [part] from [39] [20] to [39] [20]\nnew part [part] from [47] [20] to [55] [20]\nnew checkpoint at [51] [20]\nnew part [part] from [8] [4] to [20] [4]\nnew part [part] from [8] [8] to [20] [8]\nnew part [part] from [8] [4] to [8] [8]\nnew part [part] from [20] [4] to [20] [8]\nnew part [part] from [4] [0] to [8] [0]\nnew part [part] from [8] [-5] to [8] [-5]\nnew part [part] from [16] [0] to [20] [0]\nnew part [part] from [20] [5] to [21] [5]\nnew part [part] from [28] [8] to [28] [8]\nnew part [part] from [28] [11] to [28] [17]\nnew part [part] from [40] [12] to [40] [17]\nnew part [part] from [36] [12] to [40] [12]\nnew part [part] from [28] [17] to [31] [17]\nnew part [part] from [35] [17] to [44] [17]\nnew checkpoint at [40] [17]\nnew part [part] from [12] [0] to [12] [0]\nnew part [platform] from [12] [5.75] to [24] [5.75]\nnew part [part] from [12] [3] to [12] [9.5]\nnew part [part] from [24] [6] to [24] [9.5]\nnew part [part] from [12] [9.5] to [24] [9.5]\nspike at [14.5] [9.5] size [] [] rotation [270]\nnew part [part] from [24] [3] to [24] [3]\nnew part [part] from [24] [6] to [25] [6]\nspike at [19] [9.5] size [0.5] [0.5] rotation [270]\nspike at [18] [9.5] size [] [] rotation []\nnew part [part] from [21.5] [11.5] to [21.5] [18]\nnew part [part] from [14.5] [9.5] to [14.5] [11.5]\nspike at [24] [18] size [] [] rotation []\nspike at [21] [29] size [] [] rotation [270]\nspike at [24] [29] size [] [] rotation [270]\nspike at [27] [29] size [] [] rotation [270]\nnew part [part] from [19] [29] to [29] [29]\nnew part [part] from [21.5] [18] to [34] [18]\nnew checkpoint at [30] [18]\nnew part [part] from [4] [-8] to [4] [0]\nnew part [walljump] from [4.5] [-7.5] to [4.5] [-0.5]\nnew part [part] from [12] [-8] to [16] [-8]\nnew part [part] from [8] [-4] to [8] [8]\nnew part [part] from [8] [8] to [17] [8]\nnew part [part] from [12] [2] to [12] [8]\nnew part [part] from [16] [6] to [16] [8]\nnew part [part] from [12] [-1] to [12] [-1]\nnew part [part] from [16] [3] to [16] [3]\nspike at [10.5] [8] size [] [] rotation []\nspike at [13.5] [8] size [] [] rotation []\nnew part [part] from [30] [8] to [34] [8]\nnew part [part] from [34] [-12] to [34] [8]\nnew part [part] from [42] [-8] to [42] [16]\nspike at [34] [6] size [] [] rotation [0]\nspike at [42] [0] size [] [2] rotation [180]\nspike at [38] [-12] size [] [] rotation []\nnew part [part] from [34] [-12] to [50] [-12]\nnew checkpoint at [46] [-12]\nnew part [walljump] from [11.5] [6.5] to [11.5] [14.5]\nnew part [part] from [12] [6] to [12] [15]\nnew part [part] from [9] [15] to [15] [15]\nnew part [part] from [7.5] [20] to [16.5] [20]\nspike at [12] [15] size [] [2] rotation []\nnew part [part] from [15] [12] to [15] [12]\nnew part [key] from [15.5] [17.5] to [15.5] [17.5]\nnew part [part] from [24] [27] to [32] [27]\nspike at [30] [27] size [] [] rotation []\nnew part [part] from [32] [27] to [32] [39]\nnew part [part] from [20] [33] to [29] [33]\nnew part [part] from [32] [39] to [40] [39]\nnew checkpoint at [36] [39]\nnew part [part] from [3] [-6] to [3] [-6]\nnew part [key] from [-1] [-3] to [0] [-3]\nnew part [part] from [12] [6] to [16] [6]\nspike at [14] [6] size [] [] rotation []\nnew part [part] from [8] [12] to [24] [12]\nspike at [20] [12] size [] [] rotation [270]\nnew part [part] from [20] [-5] to [20] [7]\nnew part [part] from [24] [2] to [24] [12]\nnew part [part] from [24] [-1] to [32] [-1]\nnew part [platform] from [20] [7.25] to [24] [7.25]\nspike at [24] [5] size [0.5] [0.5] rotation [180]\ntramp at [28] [-1]\nspike at [24] [8] size [] [2] rotation [0]\nnew part [part] from [30] [12] to [38] [12]\nspike at [14] [12] size [] [2] rotation []\nspike at [17] [12] size [] [] rotation []\nspike at [20] [12] size [] [] rotation []\nnew part [key] from [10] [15] to [10] [15]\nnew checkpoint at [34] [12]\n\ndefine add function (value) (default)\nif <(value) = []> then\n add (default) to [function v]\nelse\n add (value) to [function v]\nend\n\ndefine tramp at (x) (y)\nnew part [tramp] from ((x) - (1.5)) ((y) + (1.25)) to ((x) + (1.5)) ((y) + (1.25))\nnew part [tramp] from ((x) + (1)) (y) to ((x) + (1)) ((y) + (1.25))\nnew part [tramp] from ((x) - (1)) (y) to ((x) - (1)) ((y) + (1.25))\n\ndefine reset list\ndelete all of [checkpoint v]\ndelete all of [pen v]\ndelete all of [chunk pos v]\ndelete all of [all keys v]\n\ndefine new level\nif <(username) = [BasisEssence779]> then\n\nnew part [part] from [24] [0] to [24] [0]\n\ndefine < 20\nnew part [part] from [12] [4] to [16] [4]\nnew part [part] from [24] [8] to [32] [8]\nnew part [part] from [40] [12] to [44] [12]\nnew part [part] from [52] [16] to [60] [16]\nspike at [28] [8] size [] [] rotation []\nnew checkpoint at [56] [16]\nnew part [part] from [4] [0] to [10] [0]\nnew part [part] from [10] [0] to [10] [4]\nnew part [part] from [10] [4] to [18] [4]\nnew part [part] from [18] [0] to [18] [4]\nnew part [part] from [18] [0] to [24] [0]\nspike at [8] [0] size [] [] rotation []\nspike at [20] [0] size [] [] rotation []\nnew part [part] from [30] [4] to [34] [4]\nnew part [part] from [6] [8] to [24] [8]\nnew part [part] from [30] [8] to [48] [8]\nspike at [36] [8] size [] [] rotation []\nspike at [39] [8] size [] [] rotation []\nnew checkpoint at [44] [8]\nnew part [part] from [4] [0] to [24] [0]\nnew part [part] from [8] [0] to [8] [4]\nnew part [part] from [8] [4] to [16] [4]\nnew part [part] from [16] [4] to [16] [8]\nnew part [part] from [24] [0] to [24] [24]\nspike at [22] [0] size [] [] rotation []\nnew part [key] from [11] [2] to [11] [2]\nnew part [walljump] from [23.5] [5] to [23.5] [8]\ntramp at [12] [4]\nspike at [24] [15] size [] [] rotation [180]\nnew part [part] from [12] [20] to [12] [20]\nnew part [part] from [20] [24] to [28] [24]\nnew checkpoint at [24] [24]\nspike at [8] [0] size [] [2] rotation []\nnew part [part] from [4] [0] to [16] [0]\nnew part [part] from [16] [0] to [16] [2]\nnew part [part] from [16] [8] to [24] [8]\nnew part [part] from [24] [4] to [24] [8]\nspike at [20] [8] size [] [] rotation []\nspike at [26] [4] size [] [] rotation []\nnew part [part] from [24] [4] to [42] [4]\ntramp at [38] [4]\nnew part [part] from [42] [12] to [42] [18]\nspike at [42] [16] size [] [] rotation [180]\nnew part [part] from [42] [18] to [50] [18]\nnew checkpoint at [46] [18]\nnew part [platform] from [4] [0.25] to [12] [0.25]\nnew part [part] from [12] [0] to [20] [0]\nnew part [part] from [16] [0] to [16] [8]\nnew part [part] from [12] [-6] to [25] [-6]\nspike at [24.25] [-6] size [] [] rotation []\nnew part [part] from [28] [4] to [40] [4]\nnew part [part] from [31] [4] to [31] [6]\nnew part [part] from [35] [4] to [35] [12]\nspike at [35] [9] size [] [] rotation [0]\nnew part [part] from [34] [12] to [36] [12]\nnew part [part] from [50] [4] to [58] [4]\nnew part [part] from [45] [16] to [45] [20]\nnew checkpoint at [54] [4]\nnew part [part] from [12] [6] to [16] [6]\nnew part [part] from [12] [12] to [24] [12]\nnew part [part] from [24] [0] to [24] [12]\nspike at [18] [12] size [] [] rotation []\nnew part [part] from [34] [12] to [42] [12]\nnew part [part] from [42] [4] to [42] [12]\nnew part [part] from [42] [4] to [58] [4]\nnew part [part] from [58] [4] to [58] [12]\nnew part [part] from [58] [12] to [66] [12]\nnew part [part] from [42] [8] to [44] [8]\nnew part [part] from [50] [12] to [50] [12]\nnew checkpoint at [62] [12]\nnew part [part] from [14] [0] to [16] [0]\nnew part [part] from [15] [4] to [15] [16]\nspike at [30] [0] size [] [] rotation []\nspike at [34] [9] size [] [] rotation [270]\nspike at [38] [0] size [] [] rotation []\nnew part [part] from [26] [0] to [44] [0]\nnew part [part] from [26] [9] to [44] [9]\nnew part [part] from [44] [6] to [44] [9]\nnew part [part] from [44] [-3] to [44] [3]\nnew part [part] from [44] [-3] to [45] [-3]\nnew part [part] from [55] [-3] to [63] [-3]\nnew checkpoint at [59] [-3]\nnew part [part] from [4] [0] to [8] [0]\nnew part [part] from [6] [0] to [6] [4]\nnew part [part] from [8] [2] to [22] [2]\nnew part [part] from [8] [8] to [11] [8]\nnew part [part] from [19] [8] to [22] [8]\nnew part [part] from [8] [0] to [8] [8]\nnew part [part] from [22] [0] to [22] [8]\nspike at [15] [2] size [] [] rotation []\nnew part [key] from [11] [5] to [11] [5]\nnew part [key] from [19] [5] to [19] [5]\nnew part [part] from [11] [14] to [19] [14]\nspike at [15] [14] size [] [] rotation []\nnew part [part] from [26] [20] to [34] [20]\nnew part [part] from [26] [14] to [26] [20]\nspike at [26] [18] size [] [] rotation [180]\nnew checkpoint at [30] [20]\nnew part [part] from [4] [0] to [16] [0]\ntramp at [12] [0]\nspike at [8] [0] size [] [] rotation []\nspike at [16] [16] size [] [] rotation []\nnew part [part] from [12] [16] to [18] [16]\nnew part [part] from [18] [16] to [18] [22]\nnew part [part] from [18] [22] to [36] [22]\nnew part [key] from [8] [26] to [8] [26]\nspike at [22] [22] size [] [] rotation []\nspike at [25] [22] size [] [] rotation []\nnew checkpoint at [32] [22]\n\nnew part [platform] from [8] [0] to [12] [0]\ntramp at [0] [0]\nnew part [key] from [0] [0] to [] []\nnew part [walljump] from [8] [0] to [8] [12]\n\ndefine < 15\nnew part [part] from [14] [0] to [20] [0]\nnew part [part] from [20] [-8] to [20] [0]\nnew part [part] from [20] [-8] to [32] [-8]\nspike at [26] [-8] size [] [] rotation []\nnew part [part] from [40] [-2] to [40] [8]\nnew part [walljump] from [39.5] [-1.5] to [39.5] [7.5]\nnew part [part] from [40] [8] to [46] [8]\nnew part [part] from [54] [8] to [56] [8]\nnew part [part] from [64] [8] to [72] [8]\nnew checkpoint at [68] [8]\nnew part [part] from [12] [0] to [18] [0]\nnew part [part] from [18] [0] to [18] [4]\nnew part [part] from [26] [0] to [32] [0]\nnew part [part] from [40] [0] to [46] [0]\nnew part [part] from [40] [0] to [40] [4]\nnew part [part] from [54] [0] to [62] [0]\nnew checkpoint at [58] [0]\nnew part [part] from [4] [-8] to [4] [0]\nnew part [part] from [4] [-8] to [5] [-8]\nnew part [part] from [10] [2] to [10] [8]\nnew part [part] from [15] [-8] to [27] [-8]\nnew part [part] from [23] [-2] to [27] [-2]\nnew part [part] from [23] [4] to [27] [4]\nnew part [part] from [27] [-8] to [27] [4]\nnew part [part] from [37] [0] to [37] [4]\nnew part [part] from [37] [0] to [49] [0]\nnew checkpoint at [45] [0]\nnew part [part] from [18] [-6] to [18] [0]\nnew part [part] from [16] [-6] to [18] [-6]\nnew part [part] from [18] [0] to [30] [0]\ntramp at [24] [0]\nnew part [part] from [30] [0] to [30] [12]\nnew part [part] from [24] [12] to [36] [12]\nspike at [30] [12] size [] [] rotation []\nspike at [52] [12] size [] [] rotation []\nnew part [part] from [46] [12] to [66] [12]\nnew checkpoint at [60] [12]\nnew part [part] from [12] [0] to [20] [0]\nspike at [16] [0] size [] [] rotation []\nnew part [part] from [28] [0] to [32] [0]\nspike at [16] [0] size [] [] rotation []\nnew part [part] from [32] [-6] to [32] [0]\nnew part [part] from [32] [-6] to [60] [-6]\nspike at [34] [-6] size [] [] rotation []\nspike at [37] [-6] size [] [] rotation []\nspike at [40] [-6] size [] [] rotation []\nspike at [48] [-6] size [] [] rotation []\nnew checkpoint at [56] [-6]\nnew part [part] from [4] [0] to [20] [0]\nnew part [platform] from [8] [9.25] to [16] [9.25]\nnew part [part] from [12] [0] to [12] [2]\nnew part [part] from [20] [0] to [20] [9]\nspike at [20] [5] size [] [] rotation [180]\nspike at [8] [0] size [] [] rotation []\nspike at [20] [9] size [] [] rotation []\ntramp at [24] [9]\nspike at [28] [9] size [] [] rotation []\nnew part [key] from [24] [24] to [24] [24]\nnew part [part] from [16] [9] to [34] [9]\nnew part [part] from [44] [9] to [48] [9]\nnew part [part] from [58] [9] to [66] [9]\nnew checkpoint at [62] [9]\nnew part [part] from [4] [0] to [16] [0]\nnew part [part] from [8] [0] to [8] [4]\nspike at [12] [0] size [] [] rotation []\nnew part [part] from [16] [0] to [16] [8]\nnew part [part] from [16] [8] to [24] [8]\nspike at [20] [8] size [] [2] rotation []\nnew part [part] from [36] [0] to [36] [16]\nnew part [part] from [32] [4] to [32] [12]\nspike at [40] [8] size [] [] rotation []\nnew part [part] from [32] [8] to [52] [8]\nnew checkpoint at [48] [8]\nnew part [part] from [4] [0] to [16] [0]\nnew part [part] from [8] [0] to [8] [4]\nnew part [part] from [12] [2] to [12] [8]\nnew part [part] from [16] [0] to [16] [12]\nnew part [part] from [16] [6] to [18] [6]\nnew part [part] from [28] [6] to [30] [6]\nnew part [part] from [40] [6] to [48] [6]\nnew checkpoint at [44] [6]\n\nspike at [0] [0] size [] [] rotation []\n\nnew checkpoint at [0] [0]\n\ndefine < 10\nnew part [part] from [12] [0] to [20] [0]\nnew part [part] from [16] [0] to [16] [4]\nnew part [part] from [28] [0] to [36] [0]\nnew part [part] from [32] [0] to [32] [4]\nnew part [part] from [44] [0] to [52] [0]\nnew checkpoint at [48] [0]\nnew part [part] from [12] [0] to [16] [0]\nnew part [part] from [24] [0] to [32] [0]\nnew part [part] from [32] [0] to [32] [12]\nnew part [part] from [28] [6] to [32] [6]\nnew part [part] from [32] [12] to [40] [12]\nnew part [part] from [48] [12] to [56] [12]\nnew part [platform] from [40] [12.25] to [48] [12.25]\nnew part [part] from [42] [6] to [46] [6]\nnew part [key] from [44] [9] to [44] [9]\nnew text at [40] [17] text [Go down throught this grey]\nnew text at [40] [15] text [platform to get the key.]\nnew checkpoint at [52] [12]\nnew part [part] from [4] [0] to [18] [0]\nnew part [part] from [10] [0] to [10] [4]\nnew part [part] from [8] [4] to [12] [4]\nnew part [part] from [18] [0] to [18] [8]\nnew part [part] from [16] [8] to [20] [8]\nspike at [15] [0] size [] [] rotation []\nnew part [part] from [18] [4] to [30] [4]\ntramp at [28] [4]\nnew part [part] from [44] [4] to [64] [4]\nspike at [52] [4] size [] [] rotation []\nnew checkpoint at [60] [4]\nnew part [part] from [14] [-4] to [18] [-4]\nnew part [part] from [28] [-8] to [32] [-8]\nnew part [part] from [42] [-12] to [46] [-12]\nnew part [part] from [46] [-12] to [46] [0]\nnew part [part] from [46] [0] to [54] [0]\nnew part [walljump] from [45.5] [-6.5] to [45.5] [-0.5]\nnew text at [55] [-3] text [You can walljump when]\nnew text at [55] [-5] text [you touch green.]\nnew checkpoint at [50] [0]\nnew part [part] from [4] [0] to [12] [0]\nnew part [part] from [8] [0] to [8] [4]\nnew part [part] from [12] [0] to [12] [8]\nnew part [part] from [12] [8] to [16] [8]\nnew part [part] from [22] [8] to [34] [8]\nnew part [part] from [40] [8] to [48] [8]\nspike at [28] [8] size [] [] rotation []\nnew checkpoint at [44] [8]\nnew part [part] from [12] [0] to [24] [0]\nspike at [18] [0] size [] [] rotation []\nnew part [part] from [24] [-4] to [24] [4]\nnew part [part] from [24] [4] to [28] [4]\nnew part [part] from [28] [0] to [36] [0]\nnew part [part] from [32] [0] to [32] [12]\nnew part [part] from [24] [-4] to [52] [-4]\nspike at [42] [-4] size [] [] rotation []\nnew checkpoint at [48] [-4]\nnew part [part] from [4] [0] to [18] [0]\nnew part [part] from [8] [6] to [12] [6]\nnew part [part] from [12] [6] to [12] [12]\nnew part [part] from [12] [12] to [24] [12]\nspike at [18] [12] size [] [] rotation []\nnew part [key] from [18] [3] to [18] [3]\nnew part [part] from [32] [12] to [40] [12]\nnew checkpoint at [36] [12]\nnew part [part] from [8] [0] to [8] [6]\nnew part [part] from [8] [6] to [18] [6]\nnew part [part] from [4] [0] to [10] [0]\nnew part [part] from [16] [0] to [34] [0]\nspike at [24] [0] size [] [] rotation []\nnew part [part] from [9] [-12] to [17] [-12]\nspike at [13] [6] size [] [] rotation []\ntramp at [13] [-12]\nnew part [key] from [13] [-6] to [13] [-6]\nnew checkpoint at [30] [0]\nspike at [8] [0] size [] [] rotation []\nspike at [11] [0] size [] [] rotation []\nnew part [part] from [22] [0] to [22] [8]\nnew part [part] from [4] [0] to [16] [0]\nnew part [part] from [20] [0] to [24] [0]\nnew part [part] from [16] [0] to [16] [-4]\nnew part [part] from [16] [-4] to [28] [-4]\nnew part [part] from [28] [-4] to [28] [0]\nnew part [part] from [28] [0] to [36] [0]\nnew part [part] from [36] [0] to [36] [6]\nnew part [part] from [36] [6] to [44] [6]\nspike at [34] [0] size [] [] rotation []\nspike at [43.25] [6] size [] [] rotation []\nnew part [part] from [50] [6] to [58] [6]\nnew checkpoint at [54] [6]\nnew part [part] from [4] [0] to [24] [0]\ntramp at [8] [0]\nspike at [12] [0] size [] [4] rotation []\nspike at [20] [0] size [] [] rotation []\nnew part [part] from [32] [4] to [36] [4]\nnew part [part] from [44] [8] to [52] [8]\nnew checkpoint at [48] [8]\nnew part [part] from [4] [0] to [10] [0]\nnew part [part] from [10] [0] to [10] [4]\nspike at [8] [0] size [] [] rotation []\nnew part [part] from [10] [12] to [26] [12]\nnew part [part] from [10] [4] to [26] [4]\nspike at [18] [4] size [] [] rotation []\nnew part [part] from [26] [8] to [30] [8]\nnew part [part] from [34] [16] to [42] [16]\nspike at [20] [12] size [] [] rotation []\nnew checkpoint at [38] [16]\nnew part [part] from [4] [0] to [12] [0]\ntramp at [8] [0]\nnew part [part] from [12] [0] to [12] [12]\nnew part [part] from [12] [12] to [18] [12]\nnew part [part] from [26] [12] to [30] [12]\nnew part [part] from [-8] [18] to [6] [18]\nspike at [0] [18] size [] [] rotation []\nnew part [key] from [-6] [21] to [-6] [21]\nnew part [part] from [38] [12] to [46] [12]\nnew checkpoint at [42] [12]\nnew part [part] from [12] [4] to [16] [4]\nnew part [part] from [24] [0] to [28] [0]\nnew part [part] from [36] [4] to [40] [4]\nnew part [part] from [48] [0] to [52] [0]\nnew part [part] from [60] [4] to [68] [4]\nnew checkpoint at [64] [4]\n\ndefine new text at (x) (y) text (text)\nadd [text] to [pen v]\nadd (((x) + (part x)) * (16)) to [pen v]\nadd (((y) + (part y)) * (16)) to [pen v]\nadd (text) to [pen v]\nadd [] to [pen v]\nadd [] to [pen v]\n\n@blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\n
INTRODUCTION\n\nThis platformer is 100% pen.\nIt start off very easy but get harder as you progress. \nHow far can you go before getting stuck?\nAll stages are tested and possible.\n\n-------------------------------------------------------------------------\nTURBOWARP\n\nIf you lag, use turbowarp to play this game!\nhttps://turbowarp.org/782416548\nWith turbowarp, you can also use high quality pen or make the screen bigger to have full screen.\n\n-------------------------------------------------------------------------\nINSTRUCTIONS\n\nUse Arrows or WASD keys to move and jump.\nIf you are stuck, press R to respawn.\n\nFlags are checkpoints. Touch them to go to the next level.\n\nAvoid red spikes as they can make you fail.\nTrampolines make you jump higher.\nYou can go through blue-grey platforms.\nCollect all keys to unlock the next checkpoint.
Simple 2 - A Mobile platformer
@Stage\n\n@Player\n\ndefine Y Collision\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to [0]\nend\n\ndefine X Collision\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(XV) < [0]> then\n set [xv v] to ((Speed) * (6))\n else\n broadcast (Jump v)\n set [xv v] to ((Speed) * (-6))\n end\n set [yv v] to ((Jump Height) - (3))\n else\n set [xv v] to [0]\n end\nend\n\ndefine Jump Height Variation\nif <<(YV) > [0]> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n change [yv v] by (-0.9)\nend\n\nwhen flag clicked\nhide\n\nshow\n\nbroadcast (Run Platformer by @RadarX/@RadarY v)\n\nwhen I receive [run platformer by @radarx/@radary v]\nset [game state v] to [Playing]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (Speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by ((Speed) * (-1))\n end\n set [xv v] to ((XV) * (Friction))\n change x by (XV)\n X Collision\n change [yv v] by ((Gravity) * (-1))\n change y by (YV)\n Y Collision\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <touching (level v)?>> then\n broadcast (Jump v)\n set [yv v] to (Jump Height)\n end\n change y by (1)\n Jump Height Variation\nend\n\nwhen I receive [run platformer by @radarx/@radary v]\nshow\nforever\n if <(x position) > [230]> then\n broadcast (Next v)\n change [lvl v] by (1)\n Reset\n end\n if <touching (tramp v)?> then\n set [yv v] to [35]\n broadcast (Bounce v)\n end\n if <<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> then\n Reset\n broadcast (Death v)\n end\n if <touching (lava v)?> then\n Reset\n broadcast (Death v)\n end\n if <(y position) < [-170]> then\n Reset\n broadcast (Death v)\n end\nend\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [run platformer by @radarx/@radary v]\nclear graphic effects\nset [speed v] to [2]\nset [friction v] to [0.8]\nset [jump height v] to [15]\nset [gravity v] to [1]\nset [lvl v] to [1]\ngo to [front v] layer\nset size to (100) %\nReset\n\nwhen flag clicked\nbroadcast (Run Platformer by @RadarX/@RadarY v)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n go to x: (0) y: (([sin v] of ((timer) * (100)) ) * (6))\nend\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Text\n\nwhen flag clicked\nforever\n go to x: (0) y: ((([sin v] of ((timer) * (100)) ) * (5)) + (150))\nend\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Tramp\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\n@Sound\n\nwhen I receive [run platformer by @radarx/@radary v]\nclear sound effects\n\nwhen I receive [bounce v]\nplay sound [Bounce v] until done\n\nwhen I receive [death v]\nplay sound [Referee Whistle v] until done\n\nwhen I receive [jump v]\nset volume to (70) %\nplay sound [jump1 v] until done\n\nwhen I receive [next v]\nset volume to (70) %\nplay sound [Checkpoint v] until done\n\nwhen I receive [hit floor v]\nset volume to (70) %\nplay sound [thump soft v] until done\n\nwhen flag clicked\nplay sound [Y2Mate2 v] until done\n\n@Level Select\n\nwhen I receive [level select v]\nset [game state v] to [No]\nshow\nswitch costume to (play button v)\ngo to [front v] layer\nshow variable [lvl v]\ncreate clone of (_myself_ v)\n\nwhen I receive [run platformer by @radarx/@radary v]\nhide variable [lvl v]\nhide\n\nwhen I receive [menu v]\nhide variable [lvl v]\nhide\n\nwhen I receive [start v]\nhide variable [lvl v]\nhide\n\nwhen I start as a clone\nif <<(Game State) = [Level Select]> and <(Clone ID) = [BG]>> then\n forever\n switch costume to (bg v)\n go to [front v] layer\n go [backward v] (1) layers\n if <not <(Game State) = [Level Select]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (bg v)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nshow\n\nwhen I receive [run platformer by @radarx/@radary v]\nforever\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n change size by (((215) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n change size by (((200) - (size)) / (3))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [game state v] to [Playing]\n end\n if <(Game State) = [Playing]> then\n hide variable [lvl v]\n hide\n end\n if <not <(Game State) = [Playing]>> then\n show\n end\nend\n\nbroadcast (Level Select v)\n\nwhen I start as a clone\nforever\n if <(Game State) = [Playing]> then\n hide\n end\n if <not <(Game State) = [Playing]>> then\n show\n end\nend\n\nhide variable [lvl v]\n\n@Menu\n\nwhen I receive [run platformer by @radarx/@radary v]\ngo to x: (-220) y: (160)\nforever\n if <(Game State) = [Playing]> then\n show\n end\n if <not <(Game State) = [Playing]>> then\n hide\n end\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n change size by (((115) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (3))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Level Select v)\n end\nend\n\n@Toenail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
⭐Simple 2⭐\n    ⭐Please love & fav!⭐\n\nHello and welcome to my very first clicker game called Simple. It’s a simple game with lots of generic features and a level-select menu. This project is made possible with nearly 3 hours of hard work. I should be very happy if you leave a ❤️ & ⭐️ and maybe even a follow. Enjoy the game! :)\n\nMore Games that I made!:\nDREM: https://scratch.mit.edu/projects/790721248\nFISCH: https://scratch.mit.edu/projects/789703374\nGeo 2: https://scratch.mit.edu/projects/786297796\nRorope: https://scratch.mit.edu/projects/788070909\nShadow cat: https://scratch.mit.edu/projects/778489142\n\n♫ SZA - Forgiveless [Instrumental] ♫\n\n90% of the code is by me\nIntro by @1mperfect\n